alltrueist
Active Member
- Joined
- Dec 10, 2012
- Messages
- 1,424
The combat bot file is just a blank profile with
in it.
Code:
/profile
/profile
Thanks for the help with that. Now im just having trouble with my Pyrotech BH. He justs casts 2 abilities and then takes a long time to cast another one and usually dies before he does.
Yeah I posted earlier about the pyrotech needing to be fixed (It still has thermal detonator as an ability to use in the script.)
Thank you i will testUpdate
-Hardcoded Sentinel Concentration and Marauder Fury, so they should work now. I dont feel too bad about it, its like 2 lines of code.
-Healing should target the heal target now. Im testing that as we speak.
-Added Hotkeys for Pause, AOE, and set tank.
Can you link me the post? Or just repost the changes here? I'm super busy preparing for my exams, but I can put up quick fixes easy. I must have missed your earlier post![]()
How do I get Buddywing to load the right combat routines.
It just loads random things. On my BH it tries loading commando healing routine.
Never seen that happen before, what level are you?
Started a fresh bounty hunter to use kicks leveling profile on.
No matter what I do it tries to load the commando healing profile.
I tried copying the bounty hunter routine, renaming it to the same file and place as the commando healing but it just gives an error.
BuddyWing has issues with picking up 1-10 basic specs, not default combat's fault.
Just going to have to level 1-10 normally.
Pyrotech only uses incendiary missile and rail shot, it doesn't proceed through the full list of abilities in the script.
EDIT: I think I may have an idea why pyrotech is messing up..
Buddywing is picking it up as "Advanced Class: Powertech / Discipline: InnovativeOrdnance."
Innovative ordnance is the discipline on the mercenary not the powertech, and I believe that Pyrotech and Innovative Ordnance share Incendiary missile as well as rail shot.
Which would then answer the question to the problem with it only using those two abilities, because I found no error in the code vs another working spec.
DefaultCombat also seems to pick it up as innovative ordnance, so it could be either causing the problem really.
Anywho I think that is somewhat the answer.
same happens with assasin HATRED it just pick sorcerer MADNESS routine instead
Unfortunately there doesn't seem to be a way to make it work on our side. I have tried tricking the bot into using the correct routine but it just recognizes it and calls it an error. I think we just have to wait for them to update the bot and fix the recognition (or allow us to manually set what we are, like in the WoW bot.)
Being able to choose what we are using would be a great feature, and would fix many issues.
Anywho, so far two specs are confirmed reading incorrectly;
-Powertech: Pyrotech (Registering as Mercenary: Innovative Ordinance)
-Assassin: Hatred (Registering as Sorcerer: Madness)
Being able to choose what we are using would be a great feature, and would fix many issues.
Anywho, so far two specs are confirmed reading incorrectly;
-Powertech: Pyrotech (Registering as Mercenary: Innovative Ordinance)
-Assassin: Hatred (Registering as Sorcerer: Madness)
Being able to choose what we are using would be a great feature, and would fix many issues.
Anywho, so far two specs are confirmed reading incorrectly;
-Powertech: Pyrotech (Registering as Mercenary: Innovative Ordinance)
-Assassin: Hatred (Registering as Sorcerer: Madness)
using Buddy.BehaviorTree;
using DefaultCombat.Core;
using DefaultCombat.Helpers;
namespace DefaultCombat.Routines
{
//public class Hatred : RotationBase
public class Madness : RotationBase
{
public override string Name { get { return "Assasin Hatred 3.2"; } }
public override Composite Buffs
{
get
{
return new PrioritySelector(
Spell.Buff("Lightning Charge"),
Spell.Buff("Mark of Power"),
Spell.Buff("Stealth", ret => !Rest.KeepResting() && !DefaultCombat.MovementDisabled)
);
}
}
public override Composite Cooldowns
{
get
{
return new LockSelector(
Spell.Buff("Unbreakable Will", ret => Me.IsStunned),
Spell.Buff("Overcharge Saber", ret => Me.HealthPercent <= 85),
Spell.Buff("Deflection", ret => Me.HealthPercent <= 60),
Spell.Buff("Force Shroud", ret => Me.HealthPercent <= 50),
Spell.Buff("Recklessness", ret => Me.BuffCount("Static Charge") < 1),
Spell.Buff("Force Cloak", ret => Me.HealthPercent <= 15),
Spell.Buff("Blackout", ret => Me.ForcePercent <= 40)
);
}
}
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),
Spell.Cast("Jolt", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled),
Spell.CastOnGround("Death Field"),
Spell.Cast("Assassinate", ret => Me.CurrentTarget.HealthPercent <= 30),
Spell.Cast("Demolish", ret => Me.HasBuff("Raze")&& Me.Level >= 57),
Spell.Cast("Crushing Darkness", ret => Me.HasBuff("Raze")&& Me.Level < 57),
Spell.DoT("Creeping Terror", "Creeping Terror"),
Spell.DoT("Discharge", "Shocked (Discharge)"),
Spell.Cast("Leeching Strike", ret => Me.Level >= 41),
Spell.Cast("Thrash", ret => Me.ForcePercent >38),
Spell.Cast("Saber Strike", ret => Me.ForcePercent <38)
//Spell.Buff("Force Speed", ret => Me.CurrentTarget.Distance >= 1.1f && Me.IsMoving && Me.InCombat)
);
}
}
public override Composite AreaOfEffect
{
get
{
return new LockSelector(
Spell.DoT("Discharge", "Shocked (Discharge)"),
Spell.DoT("Creeping Terror", "Creeping Terror"),
Spell.CastOnGround("Death Field", ret => Targeting.ShouldAOE),
Spell.Cast("Lacerate", ret => Me.ForcePercent >= 60 && Targeting.ShouldPBAOE)
);
}
}
}
}
public class InnovativeOrdnance : RotationBase
Hello. I use routine warrior marauder. Sometimes, after bot kill NPCs pack, he begins to run until hit the wall with the message "Can not Do That While Moving". Once health is restored to 100% bot starts to work again. What could be the problem?