What's new
  • Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • Visit Resources
  • Visit Downloads
  • Visit Portal

Fight 4 Me - Stone Arrow

Lot of thanks for this great job mate, im happy too see you expand your work to more classes!!
P.D: To got this work i just need target the enemy and it start rotation no?
 
Last edited:
Lot of thanks for this great job mate, im happy too see you expand your work to more classes!!
P.D: To got this work i just need target the enemy and it start rotation no?

Correct. Target the enemy and it will start the rotation.
 
my concern with this script is how fast it spams skills, this could be a red flag for detection.
 
It's slightly slower than doing it by hand, so it shouldn't raise any suspicions.
 
watching the log it appears to be spamming skills at a very fast rate
 
Hey Mordark, are you in the progress of making a darkrunner plugin :P, i check this page everyday hoping you posted some sexy plugin lol. I have modified the stone arrow plugin a bit for darkrunner but i don't know what i amdoing .
 
the dont move version, watching the buddy window skills just spam through the log window at a very fast rate. I love the script, just worried its sending skills so fast (according to the log window)

Code:
using System;
using System.Drawing;
using System.Windows.Forms;
using System.Threading;
using System.Collections.Generic;
using System.Linq;
using ArcheBuddy.Bot.Classes;
 
namespace Follower
{
    public class Fight4Me : Core
    {
        public static string GetPluginAuthor()
        {
            return "Mordark";
        }
 
        public static string GetPluginVersion()
        {
            return "0.1.5";
        }
 
        public static string GetPluginDescription()
        {
            return "Fight4Me for StoneArrows";
        }
        public void UseSkillAndWait(string skillName, bool selfTarget = false)
        {
            while (me.isCasting || me.isGlobalCooldown)
            {
                Thread.Sleep(50);
            }   
            
            if (!UseSkill(skillName, false, selfTarget))
            {
                while (me.isCasting || me.isGlobalCooldown)
                {
                    Thread.Sleep(50);
                }
            }
        } 
 
        public void PluginRun()
        {
            while (true)
            {
                while (me.target == null)
                {
                    Thread.Sleep(50);
                }
                
                while (me.target != null && dist(me.target) < 35)
                {
                   if(isAttackable(me.target) && isEnemy(me.target))
                   {        
                       do
                       {
                    if (angle(me.target, me) > 45 && angle(me.target, me) < 315)
                    {
                        TurnDirectly(me.target);
                    }
 
                    if (hpp(me) <= 40 && skillCooldown("Revitalizing Cheer") == 0)
                    {     
                        UseSkillAndWait("Revitalizing Cheer", true);
                        Thread.Sleep(50);
                        if (skillCooldown("Redoubt") == 0)
                        {
                            UseSkillAndWait("Redoubt", true);
                            Thread.Sleep(100);
                        }
                    }
                    if (skillCooldown("Intensity") == 0)
                    {
                        UseSkillAndWait("Intensity", true);
                        Log("Used: Intensity");
                        Thread.Sleep(100);
                    }
                    if(dist(me.target) <= 3 && skillCooldown("Overwhelm") == 0 && skillCooldown("Drop Back") == 0)
                    {
                        UseSkillAndWait("Overwhelm");
                        Log("Used: Overwhelm");
                        Thread.Sleep(50);
                        if(me.target != null && isAlive(me.target))
                        {
                            UseSkillAndWait("Drop Back");
                            Log("Used: Drop Back");   
                            Thread.Sleep(50);
                        }
                        
                    }
                    if (skillCooldown("Stalker's Mark") == 0)
                    {
                        UseSkillAndWait("Stalker's Mark");
                        Log("Used: Stalker's Mark");
                        Thread.Sleep(100);
                    }
                    if (skillCooldown("Concussive Arrow") == 0)
                    {
                        UseSkillAndWait("Concussive Arrow");
                        Log("Used: Concussive Arrow");
                        Thread.Sleep(100);
                    }
                    if (skillCooldown("Toxic Shot") == 0)
                    {
                        UseSkillAndWait("Toxic Shot");
                        Log("Used: Toxic Shot");
                        Thread.Sleep(100);
                    }
                    if (skillCooldown("Piercing Shot") == 0 && skillCooldown("Charged Bolt") == 0)
                    {
                        UseSkillAndWait("Charged Bolt");
                        Log("Used: Charged Bolt");
                        Thread.Sleep(100);
                        UseSkillAndWait("Piercing Shot");
                        Log("Used: Piercing Shot");
                        Thread.Sleep(100);
                    }
                    if (skillCooldown("Endless Arrows") == 0)
                    {
                        UseSkillAndWait("Endless Arrows");
                        Log("Used: Endless Arrows");
                        Thread.Sleep(50);
                    }            
                }while(me.target != null && isAlive(me.target));
                    if (me.target != null && !isAlive(me.target) && !me.target.dropAvailable)
                    {
                        CancelTarget();
                    }
                }
                }
            }
        }
    }
}
 
Last edited:
the dont move version, watching the buddy window skills just spam through the log window at a very fast rate. I love the script, just worried its sending skills so fast (according to the log window)

The only time I've had it do that is when there is a "No Fight" buff on the target.

isAttackable for some reason doesn't account for the shrine of Nui. I'll update it here soon.
 
Hey Mordark, are you in the progress of making a darkrunner plugin :P, i check this page everyday hoping you posted some sexy plugin lol. I have modified the stone arrow plugin a bit for darkrunner but i don't know what i amdoing .

I'll see what I can do. :)
 
i get this error when trying to compile

6:33:40 PM: f:\AB\Plugins\F4M\Stonearrow.cs(11,18) : error CS0101: The namespace 'Follower' already contains a definition for 'Fight4Me'

how do i fix this

That is such an odd error. O_o

Try selecting everything inside the plugin with CTRL-A and re-pasting the code from the forum.

The only way I could see that error appearing is if the code was double pasted or something.
 
ok it was the fact that i was using 1 folder for daggerspell and stonearrow.. used a different folder to save and compile and moved it to the right folder after and everything is fine.. thank you

That would sure do it.
Thank you for providing an update.
I knew that plugins in the same folder was an issue, but I didn't know that specific error was associated with it.
Learning something new every day! \o/
 
Hey Mordark, anyway to stop it from playing the flute when fighting in arena? it makes it look very suspicious when your about to die and you start playing the instrument :P

Also this code :
Code:
if(dist(me.target) <= 3 && skillCooldown("Overwhelm")
Is that based of meters because Overwhelm has a 10m gap

I don't know how to code so i am just trying to modify different skills :)
 
Last edited:
Hey Mordark, anyway to stop it from playing the flute when fighting in arena? it makes it look very suspicious when your about to die and you start playing the instrument :P

Also this code :
Code:
if(dist(me.target) <= 3 && skillCooldown("Overwhelm")
Is that based of meters because Overwhelm has a 10m gap

I don't know how to code so i am just trying to modify different skills :)

None of my code should ever force a character to play a flute. Unless you're asking about someone else's code.

Yes, it waits until the target is 3m away. I consider overwhelm and drop back as defensive, mainly for when melee get too close, which is at about 3m.
If you want it to trigger at 10, just change the 3 to 10. :)
 
My bad i think i mixed your plugin for someone else.

Just a few ideas that i got from reading the forums...can you add use certain skills for certain conditions, like use boastful roar when you have 3000 stack mantle or to use snare when shackled, things like that would be awesome!

None of my code should ever force a character to play a flute. Unless you're asking about someone else's code.

Yes, it waits until the target is 3m away. I consider overwhelm and drop back as defensive, mainly for when melee get too close, which is at about 3m.
If you want it to trigger at 10, just change the 3 to 10. :)
 
Back
Top