Would be nice if you give me the link so I can upload my stuf to it =)
can you pm me the link also please.
also if it was purely plugin then the cr would often run straight back into the aoe area![]()
TreeHooks.Instance.AddHook("PreCombatLogic", r=> priorityselector(new actionalwayssucceedededededed);
enum AttackType
{
Circle,
Rectangle,
cowboybebop
}
Dictionary<uint,AttackType> Attacks = new ...
if (Core.Target.IsCasting)
var spellId = Core.Target.CastingSpellId;
AttackType at;
if (Attacks.TryGetValue(spellId,out at))
{
//Do some stuff to decide if a spot is 'safe' or not blah blah blah
}
Except for as we talked about yesterday, I don't want to just be standing around any time an aoe is active...would not work well.No.
Code:TreeHooks.Instance.AddHook("PreCombatLogic", r=> priorityselector(new actionalwayssucceedededededed);
This 'code' will prevent the CR code from running. That hook location is there precisely in case someone wanted to develop something like this.
Only using a plugin instead of incorporating into crs isn't the best approach for dodging because you would have to halt cr logic/attacks to move by plugin. Unless the cr was designed for compatibility with the plugin.
Thanks for the examples, I did add that yesterdayAlso some design pointers. I'd use an enum and a dictionary.
Code:enum AttackType { Circle, Rectangle, cowboybebop }
Code:Dictionary<uint,AttackType> Attacks = new ...
This will yield the highest performanceCode:if (Core.Target.IsCasting) var spellId = Core.Target.CastingSpellId; AttackType at; if (Attacks.TryGetValue(spellId,out at)) { //Do some stuff to decide if a spot is 'safe' or not blah blah blah }
thanks, I should just do a dictionary since I have so many categories now it would be worth making the enums
here's v0.3 with the dictionary added
I don't want to just be standing around any time an aoe is active...would not work well
Thats just an example, you need to put the actual avoidance logic there too.
T_T Avoidance logic doesn't matter, not what I'm talking about at all
also if it was purely plugin then the cr would often run straight back into the aoe area![]()
.......
You said
Which involves, avoidance logic, I'm telling you, your wrong. A plugin can do that just fine.
if (isStillDangerous)
{
corotuine.yield()
}
Code:if (isStillDangerous) { corotuine.yield() }
Most aoes are not persistent threats. They are move out the way or run out and wait. For melee, moving to a new spot within pullrange should be sufficient, I don't see any CR's having any problems with being moved. As for ranged...if your doing funky shit in the CR for ranged then stop doing funky shit.