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Default Combat Discussion

This is what I've got for the Sniper/Marksmanship. I'm going to go test it now. It compiles at least.

Code:
public override Composite Cooldowns
        {
            get
            {
                return new LockSelector(
                    Spell.Buff("Escape", ret => Me.IsStunned),
                    Spell.Buff("Shield Probe", ret => Me.HealthPercent <= 70),
                    Spell.Buff("Evasion", ret => Me.HealthPercent <= 30),
                    Spell.Buff("Adrenaline Probe", ret => Me.EnergyPercent <= 40),
                    Spell.Buff("Sniper Volley", ret => Me.EnergyPercent <= 60),
                    Spell.Buff("Entrench", ret => Me.CurrentTarget.StrongOrGreater() && Me.IsInCover()),
                    Spell.Buff("Laze Target"),
                    Spell.Buff("Target Acquired")
                    );
            }
        }

        public override Composite SingleTarget
        {
            get
            {
                return new LockSelector(
                    //Movement
                    CombatMovement.CloseDistance(Distance.Ranged),

                    //Rotation
                    Spell.Cast("Distraction", ret => Me.CurrentTarget.IsCasting),
                    Spell.Buff("Crouch", ret => !Me.IsInCover() && !Me.IsMoving),
                    Spell.Cast("Followthrough"),
                    Spell.Cast("Penetrating Blasts", ret => Me.IsInCover() && Me.Level >= 26),
                    Spell.Cast("Series of Shots", ret => Me.IsInCover() && Me.Level < 26),
                    Spell.DoT("Corrosive Dart", "", 15000, ret => Me.CurrentTarget.StrongOrGreater()),
                    Spell.Cast("Ambush", ret => Me.IsInCover() && Me.BuffCount("Zeroing Shots") == 2),
                    Spell.Cast("Takedown", ret => Me.CurrentTarget.HealthPercent <= 30),
                    Spell.Cast("Snipe", ret => Me.IsInCover()),
                    Spell.Cast("Overload Shot", ret => !Me.IsInCover())
                    );
            }
        }

        public override Composite AreaOfEffect
        {
            get
            {
                return new Decorator(ret => Targeting.ShouldAOE,
                    new LockSelector(
                        Spell.CastOnGround("Orbital Strike"),
                        //Spell.Cast("Fragmentation Grenade"),
                        Spell.CastOnGround("Suppressive Fire")
                    ));

I made your modifications, but kept the Rifle Shot at < 60% energy at the top.
 
Plus, holy crud... Is there any way to turn off movement?

EDIT: Editing the settings file doesn't seem to stick. It keeps going back and re-turning all the auto-loot options back to True for my character.
 
Last edited:
Plus, holy crud... Is there any way to turn off movement?

EDIT: Editing the settings file doesn't seem to stick. It keeps going back and re-turning all the auto-loot options back to True for my character.

Is DefaultCombat the only routine in your Routines folder?
 
Hey guys, how do I turn OFF auto movement and targeting? I just want to sit back and enjoy the story, without the constant button mashing.
 
Getting this from the routine for some reason..

Code:
Unhandled exception during init: System.ArgumentNullException: Value cannot be null.
Parameter name: type
   at System.Activator.CreateInstance(Type type, Boolean nonPublic)
   at System.Activator.CreateInstance(Type type)
   at DefaultCombat.Core.RotationFactory.Build(String name) in c:\Users\GM\Desktop\Testwing\Routines\DefaultCombat\Core\RotationFactory.cs:line 14
   at DefaultCombat.DefaultCombat.Initialize() in c:\Users\GM\Desktop\Testwing\Routines\DefaultCombat\DefaultCombat.cs:line 54
   at Buddy.CommonBot.RoutineManager.set_Current(ICombat value)
   at Buddy.CommonBot.BotMain.SetCurrentCombatRoutine()
   at Buddywing.MainWindow.DoInitialization()
 
Getting this from the routine for some reason..

Code:
Unhandled exception during init: System.ArgumentNullException: Value cannot be null.
Parameter name: type
   at System.Activator.CreateInstance(Type type, Boolean nonPublic)
   at System.Activator.CreateInstance(Type type)
   at DefaultCombat.Core.RotationFactory.Build(String name) in c:\Users\GM\Desktop\Testwing\Routines\DefaultCombat\Core\RotationFactory.cs:line 14
   at DefaultCombat.DefaultCombat.Initialize() in c:\Users\GM\Desktop\Testwing\Routines\DefaultCombat\DefaultCombat.cs:line 54
   at Buddy.CommonBot.RoutineManager.set_Current(ICombat value)
   at Buddy.CommonBot.BotMain.SetCurrentCombatRoutine()
   at Buddywing.MainWindow.DoInitialization()

Have the same error when i try to use the routine with my commando assault any soulutions?
 
Combat routine is working perfect for me for AP PT, but I was wondering is there a way we could add in Hyraulic override somehow to be used off cooldown for addition speed when running around killing mobs or just running through places that you cannot use a mount. Or is being able to use rocket boost going to be a thing someday?
 
I talked to aevitas about mounting, as a result the Main mount issue was fixed.
It still not completely fixed, due to the fact the bot cant get IF we are mounted or IF we can mount.
He is in the process of looking into it. Also rocket boost is on my wish list, which aevitas knows.
Because if we cant mount, we can use rocket boost every 30sec
 
Hi,


Can someone share / Update the Assassin Decepetion Routines ? I started a new char and he use only 2 skill attack.
Trash and Lacerate. Everything else is just skip (stealth and buff seem to work).

Thank =D
 
I let Aevitas know about the Assault Specialist problem. "Assault" was spelled wrong in BW.

Aevitas has taken all of the movement and targeting out of the Combat Bot. So routines wont have to worry about disabling it anymore. :)

I will add a pause and AOE toggle hot key for you guys tonight.

Happy Botting,
Ama
 
How about we get someone on the Vanguard Tactics routine ; ) ion pulse 50 times sucks .....
 
I don't have a VG, so you'll need to be a bit more specific to get any actual help.

OPENER

Preload Shoulder Cannon, Energy Lodes

Assault Plastique -> Gut -> [ Battle Focus, Start Shoulder Cannon Spam] High impact Bolt -> Stock Strike –> Tactical Surge -> Cell Burst -> High impact Bolt -> Tactical Surge –> High impact B -> Priority List

Filler 1 Priority List:
•Gut (Bleed fell off)
•Stockstrike
•4-Stack Energy Lodes Cell Burst
•High Impact Bolt
•Full Auto (Next cooldown must be free from Assault Plastique, Energy > 84 or regen cooldown available)
•Hammer Shots (Energy < 75)
•Tactical Surge

Filler 2 Priority List:
•Assault Plastique
•4-Stack Energy Lodes Cell Burst
•High Impact Bolt
•Hammer Shots (Energy < 65)
•Tactical Surge

Proc Filler Priority List:
•Stockstrike
•Tactical Surge

Filler 3 Priority List:
•Assault Plastique
•4-Stack Energy Lodes Cell Burst
•High Impact Bolt
 
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