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Explosive Blast

Hi, and thanks again for your reply. I tried to remove the exclamation mark but the bot simply doesn't cast EB at all now regardless of in or out of combat. Gonna try removing the !UseOOCBuff && part completely and see if that works. Any ideas?

Thanks again for the help, it's appreciated and hope I get it working =)

Yeah, start by removing the UseOOC then, but you need to have something to make it trigger. But that might be enough.

Another thing you can try is use Hotbar.Contains() Instead of CombatBase.CanCast, but it's not the best way to get this done. Or you can also try making it look for a Buff that you do not have, so that it will keep casting.
 
Yeah, start by removing the UseOOC then, but you need to have something to make it trigger. But that might be enough.

Another thing you can try is use Hotbar.Contains() Instead of CombatBase.CanCast, but it's not the best way to get this done. Or you can also try making it look for a Buff that you do not have, so that it will keep casting.

Hi again, so I tested both with removing the OCC part and also like this:

// Explosive Blast
if (Player.PrimaryResource >= 20)
{
return new TrinityPower(SNOPower.Wizard_ExplosiveBlast, 12f, CurrentTarget.Position);
}

Both would still cast the spell but only in combat. I'm getting a feeling it's because this spell might be cathegorized as a combat spell thus only is taken into consideration in the combat logic part. I might be wrong but the tests I did seem to indicate this. At this point I think the only other option is to trick trinity into thinking EB is a buff instead... not sure if this is the solution since my coding knowledge is extremely basic.


Do you think if I used this instead with the modified spell definition it could work? I basically copied the magic weapon buff and inserted EB definitions.

if (!Player.IsIncapacitated && Player.PrimaryResource >= 25 && CombatBase.CanCast(SNOPower.Wizard_ExplosiveBlast, CombatBase.CanCastFlags.NoTimer) && !GetHasBuff(SNOPower.Wizard_ExplosiveBlast))
{
return new TrinityPower(SNOPower.Wizard_ExplosiveBlast, 12f, CurrentTarget.Position);
}

Edit: Even with the above code it still only casts EB in combat O,o Whelp!
 
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Also tried the Hotbar.Contains approach and trinity wouldn't load and threw this exception:


System.Exception: Element TrinityTownRun is not supported. Please check your XML and try again. (<TrinityTownRun minFreeBagSlots="40" />) Line 48
at ‚..(PropertyInfo , XElement , Object )
at Zeta.XmlEngine.XmlEngine.Load(Object obj, XElement element)
at ‚..(XElement , Type )
at ‚...(XElement )
at System.Linq.Enumerable.WhereSelectEnumerableIterator`2.MoveNext()
at System.Collections.Generic.List`1..ctor(IEnumerable`1 collection)
at System.Linq.Enumerable.ToList[TSource](IEnumerable`1 source)
at ‚..(XElement , PropertyInfo )
at ‚..(PropertyInfo , XElement , Object )
at Zeta.XmlEngine.XmlEngine.Load(Object obj, XElement element)
at Zeta.Bot.Profile.Profile.Load(XElement element, String path)
at Zeta.Bot.Profile.Profile.Load(String path)
at Zeta.Bot.ProfileManager.Load(String profilePath, Boolean rememberPath)

This is the code i inserted:

if (!UseOOCBuff && !Player.IsIncapacitated && Hotbar.Contains(SNOPower.Wizard_ExplosiveBlast, CombatBase.CanCastFlags.NoTimer) && Player.PrimaryResource >= 20)
 
Last edited:
Put it like this:

if (!Player.IsIncapacitated && Hotbar.Contains(SNOPower.Wizard_ExplosiveBlast) && Player.PrimaryResource >= 20)

And don't forget that a { must exist after the ) of the if() statement.
 
Put it like this:

if (!Player.IsIncapacitated && Hotbar.Contains(SNOPower.Wizard_ExplosiveBlast) && Player.PrimaryResource >= 20)

And don't forget that a { must exist after the ) of the if() statement.


So like this right?:

if (!Player.IsIncapacitated && Hotbar.Contains(SNOPower.Wizard_ExplosiveBlast) && Player.PrimaryResource >= 20)
{
return new TrinityPower(SNOPower.Wizard_ExplosiveBlast, 12f, CurrentTarget.Position);
}



Edit: trinity spamming errors but appears to function. However EB is still only cast in combat =(

Edit 2: I think at this point it's safe to say that EB is only used by the combat logic even with the code modifications. Maybe when rrrix has a moment time he could share some insight about how to go about to get EB to be cast also out of combat.
 
Last edited:
Did anyone get this to work? :( rrix any help please? This build is so strong, need more attention <3
 
just remove the "!UseOOCBuff" from the current logic, it should work.
 
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