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Default Combat Discussion

Yeah I was thinking about adding in Heroic Moment for the afk routines. What would you guys think about that? How should the bot handle it? I love that little pop-up bar we get.

Wasn't there a bug with BW Heroic moment and dead companion back in the days so the devs remove it from the CR. I haven't checked if the ability is still the same though...
 
Wasn't there a bug with BW Heroic moment and dead companion back in the days so the devs remove it from the CR. I haven't checked if the ability is still the same though...

Not that I'm aware of. I used to have Unity in a few rotations, but people liked having more control over that. There's a simple check for if you have a companion active, so Heroic Moment shouldn't be an issue.
 
We just need to know if we can call those abilities when HM is on. We may not need extra support... Just guessing.
But those 8 abilities on a boss is uber!
 
He probably meant that abilities that show up on a new hotbar when the HM is active :)

Shouldn't matter since BW doesn't activate abilities off any hotbars. The biggest issue is making sure the abilities are available, which is easy as checking for the Heroic Moment buff.
 
Shouldn't matter since BW doesn't activate abilities off any hotbars. The biggest issue is making sure the abilities are available, which is easy as checking for the Heroic Moment buff.

So does Rocket Boost work that way? I think its under legacy like this skills :)
 
It should be simple to call Rocket Boost, but how would you even handle the logic for that?
 
Rocket boost would have to be core bot, cast mount. check mounted = false (can't mount here), cast rocket boost (set 30 second cooldown timer and goto cast mount).
 
Rocket boost would have to be core bot, cast mount. check mounted = false (can't mount here), cast rocket boost (set 30 second cooldown timer and goto cast mount).
This logic has already been suggested to Aevitas.
But, we can also do a simple plugin, if not mounted, not in combat, not regaining life (hp = 100) pop rocket boost every 10 sec.
And if we only have rocket boost press random mount so we can rocket boost infinite times with no downtime... Yes this is possible!!!

And abilities should be possible, but that's the question, as they are not in your ability list...
Only In that frame
 
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Last time I tried calling abilities from the legacy it didn't work for me with Spell.Cast/Buff
 
Okay, which one. What does it need to do? What is it currently doing wrong?

I'd like to help, but this is pretty useless feedback.
*im an engineer sniper btw*
i think it prioritizes scatter shot way too high i burn out of energy and i see him just sitting there i usually have my opener
which is (laze target- orbital strike- snipe-explosive probe-target aquired series of shots) then turn to my priority rot of (series of shots (always on cd)- plasma probe-explosive probe- interrogation probe-(it procs) emp discharge - (free)grenade- corrosive dart- while things are on cd fill with grenades- and take down on cd when at 30%)
 
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*im an engineer sniper btw*
i think it prioritizes scatter shot way too high i burn out of energy and i see him just sitting there i usually have my opener
which is (laze target- orbital strike- snipe-explosive probe-target aquired series of shots) then turn to my priority rot of (series of shots (always on cd)- plasma probe-explosive probe- interrogation probe-(it procs) emp discharge - (free)grenade- corrosive dart- while things are on cd fill with grenades- and take down on cd when at 30%)
Its supressive fire you are talking about, its a high energy consuming AOE skill , generally used to burn down adds, not to be used on CD in a single target rotation.
 
Its supressive fire you are talking about, its a high energy consuming AOE skill , generally used to burn down adds, not to be used on CD in a single target rotation.
Mine is currently spamming Shatter Shot also. Not Supressive fire.
 
Mine is currently spamming Shatter Shot also. Not Supressive fire.

They changed a bunch of buff/debuff names this update. The Shatter Shot check is fixed in the next update. Let me know if you see any more wrong buff/debuff names, I'm trying to catch as many as I can.
 
did some editing on deception assassin
Code:
		public override Composite SingleTarget
		{
			get
			{
				return new LockSelector(
					Spell.Buff("Force Speed",
						ret => !DefaultCombat.MovementDisabled && Me.CurrentTarget.Distance >= 1f && Me.CurrentTarget.Distance <= 3f),

					//Movement
					CombatMovement.CloseDistance(Distance.Melee),

					//Interrupts
					Spell.Cast("Jolt", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled),
					Spell.Cast("Electrocute", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled),
					Spell.Cast("Low Slash", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled),

					//Rotation
					Spell.Cast("Discharge", ret => Me.BuffCount("Static Charge") == 3),
					Spell.Cast("Ball Lightning", ret => Me.BuffCount("Induction") == 2 && Me.Level >= 57),
					Spell.Cast("Maul", ret => (Me.IsBehind(Me.CurrentTarget)),
					Spell.Cast("Assassinate", ret => Me.CurrentTarget.HealthPercent <= 30),
					Spell.Cast("Voltaic Slash"),
					Spell.Cast("Saber Strike", ret => Me.ForcePercent <= 25)
					));
			}
		}
 
Hey, thanks for the edit! Can you tell me what you changed? It helps me make the fixes quicker! Thanks again.
 
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