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Default Combat Test Edition

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For now you can simply change

In your advanced class of the routine. With that change Heroic Moment will need to be manually activated and only then will the abilities be part of the rotation.

Woot! Thank you very much. Perfect. Also, thanks to Wired for his response. :-)
 
defaultcombat.helpers.combathotkeys shows you how to make a hotkey a bool, then call it from main thread or wherever needed. Just make sure it's referenced if it isn't already.
 
Next release:

Code:
Missed or missed commit for Warrior
Unbreakable Will missing from or incorrectly coded for Darkness, Corruption, Lightning, Madness
 
Warlock affi

Hello! I hope you feel good to help me. I have a question . How to make my warlock start attack with spell :<haunt>?
 
Im a newb when it comes to code. but how would i go to change the Force Speed distance ( want it disabled as i want to do it manually ) for the Assassin/Shadow
 
Im a newb when it comes to code. but how would i go to change the Force Speed distance ( want it disabled as i want to do it manually ) for the Assassin/Shadow

To help you specifically I would need to know which specific spec you want to correct. But what you would do is change any line that looks like this:

Code:
Spell.Buff("Force Speed",	ret => !DefaultCombat.MovementDisabled && Me.CurrentTarget.Distance >= 1f && Me.CurrentTarget.Distance <= 3f),

or

Code:
Spell.Cast("Force Speed", ret => Me.CurrentTarget.Distance >= 1.1f && Me.IsMoving && Me.InCombat)

to this

Code:
//Spell.Buff("Force Speed",	ret => !DefaultCombat.MovementDisabled && Me.CurrentTarget.Distance >= 1f && Me.CurrentTarget.Distance <= 3f),

or

Code:
//Spell.Cast("Force Speed", ret => Me.CurrentTarget.Distance >= 1.1f && Me.IsMoving && Me.InCombat)

and if it is the last line before a ; you will also need to remove the , from the spell above it
 
Not sure if intended but my Carnage Marauder was literally never using Ravage until I went in and changed the buff from "Gore" to "Ferocity"
 
Not sure if intended but my Carnage Marauder was literally never using Ravage until I went in and changed the buff from "Gore" to "Ferocity"


I'm starting to notice there was clearly a merge problem way back when the 5.0 changes were initially implemented. There has been too many reports of buffs and spells that were removed or changed in 5.0 and that I have specifically in my notes that I removed/changed that yet are still showing up in the code months later. At some point I'm going to have to go back through and error correct every spec it seems. For now I have corrected Carnage and attached it. I will submit the changes for the next release.

Thanks for posting this error. Hopefully people are reporting these as they find them so we can keep the CR up to date.
 

Attachments

For now you can simply change

Code:
Spell.Buff("Heroic Moment", ret => Me.CurrentTarget.BossOrGreater()),
to
Code:
//Spell.Buff("Heroic Moment", ret => Me.CurrentTarget.BossOrGreater()),

In your advanced class of the routine. With that change Heroic Moment will need to be manually activated and only then will the abilities be part of the rotation.

Thank you X 1.000.000 for this
 
I'm starting to notice there was clearly a merge problem way back when the 5.0 changes were initially implemented. There has been too many reports of buffs and spells that were removed or changed in 5.0 and that I have specifically in my notes that I removed/changed that yet are still showing up in the code months later. At some point I'm going to have to go back through and error correct every spec it seems. For now I have corrected Carnage and attached it. I will submit the changes for the next release.

Thanks for posting this error. Hopefully people are reporting these as they find them so we can keep the CR up to date.
No problem and thanks for the awesome work. Right now I'm just playing Carnage warrior but I'll be messing around with other classes soonish so if I see any more errors I'll post them.
 
hey been using shadow consular and was wondering if you could try and change a few things.

instead of using force speed to get to the target can you make it shadow stride.
add cascading debis into the routine

this may come in handy as well for the rotaion

http://dulfy.net/2017/01/29/swtor-5-0-kinetic-combat-shadow-pve-guide-by-numy/

thanks


oh and change the stealth after combat after you have looted ?

Not sure I'd mess with Shadow Strike since it is a 51 Spell but give this a try and see if Cascading Debris is now working correctly and we can go from there.

The attached file would replace \\installation folder\Routines\DefaultCombat\Routines\Advanced\Shadow\KeneticCombat.cs

Please let me know
 

Attachments

Not sure I'd mess with Shadow Strike since it is a 51 Spell but give this a try and see if Cascading Debris is now working correctly and we can go from there.

The attached file would replace \\installation folder\Routines\DefaultCombat\Routines\Advanced\Shadow\KeneticCombat.cs

Please let me know

ok.. ill give it a try

thanks.. shadow stride has been around for awhile now


yup cascading is working good.. now to refine some of the other aspect of the combat =)
 
Last edited:
Hi,

Would like to change advanced routine for my con.operative a bit, so that it uses Shield Probe and 2x Kolto Probe on cooldown, can any good soul tell me how to do It. thank you
 
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