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Fight at Joe's - 2.0

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Tried the guardian vigilance routine and couldn't recognize my tree. Level 28 guardian vigilance

"No matching spec - check the MySpec value (at GuardianVigilance against the desired SkillTree value."
 
Tried the guardian vigilance routine and couldn't recognize my tree. Level 28 guardian vigilance

"No matching spec - check the MySpec value (at GuardianVigilance against the desired SkillTree value."
will look into this
 
Soooo how yah coming along on getting it to heal after combat? Its probably the cause of 98% of my deaths xD
 
Soooo how yah coming along on getting it to heal after combat? Its probably the cause of 98% of my deaths xD

I would just use older build with merc helper file since I can't get it to work correctly either. Everytime it will just not activate movment and sit there. I currently using older build than the one adude posted since I refuse to let my guy die! Adude let me know where you are on this so I can take a look at what you have done/fix it. Or we may just need to go back to how it used to be and not mess with it. I didn't write this code from the ground up and have been only working with it a few days.

Here is link on SVN to older build if needed: https://subversion.assembla.com/svn...Can't Fight aDude 2.0/Old build with Healing/


We are currently working on either a fix or just going back to how it was.


Can people give me feedback on gunslinger? I can't get mine to go into cover like my sniper does and currently working on profile fix. If any one has requests on what classes they want fixed or done next please let me know.
 
Last edited:
Tried the guardian vigilance routine and couldn't recognize my tree. Level 28 guardian vigilance

"No matching spec - check the MySpec value (at GuardianVigilance against the desired SkillTree value."


If adude doesn't fix this I will later in day. I don't want to take all his fun away from him now!
 
I would just use older build with merc helper file since I can't get it to work correctly either. Everytime it will just not activate movment and sit there. I currently using older build than the one adude posted since I refuse to let my guy die! Adude let me know where you are on this so I can take a look at what you have done/fix it. Or we may just need to go back to how it used to be and not mess with it. I didn't write this code from the ground up and have been only working with it a few days.

Here is link on SVN to older build if needed: https://subversion.assembla.com/svn...Can't Fight aDude 2.0/Old build with Healing/


We are currently working on either a fix or just going back to how it was.


Can people give me feedback on gunslinger? I can't get mine to go into cover like my sniper does and currently working on profile fix. If any one has requests on what classes they want fixed or done next please let me know.

Ahh thank you.
(Also, I'll go test out gunslinger and let you know)
 
na fix it... i only got as far as getting it to work but the bot stops all movment
 
do the CRs have attacks that target the ground like Death from Above, Mortar Volley, Force Storm ?
 
do the CRs have attacks that target the ground like Death from Above, Mortar Volley, Force Storm ?


Yes mortar volley works and I think DFA does also but havn't tested that yet. Just starting to really dive into all of this craziness!
 
Basic Bounty Hunter only spammed "Rapid Shots" so I changed the code to

//***Generel***
Spell.Cast("Determination", castWhen => BuddyTor.Me.IsStunned),//Insignia
Spell.Cast("Vent Heat", ret => BuddyTor.Me, ret => BuddyTor.Me.ResourceStat < 60),//-50 Heat

//**Offensive**
//Spell.CastOnGround("Death from Above",castWhen => BuddyTor.Me.ResourceStat <= 23, BuddyTor.Me.CurrentTarget.Position),
Spell.Cast("Rail Shot", castWhen => BuddyTor.Me.CurrentTarget.IsStunned),
Spell.Cast("Explosive Dart", castWhen => Helpers.Targets.Count() >= 2 && BuddyTor.Me.ResourceStat >= 75),
Spell.Cast("Unload", castWhen => BuddyTor.Me.ResourceStat >= 75),//+16 Heat/15s CD
Spell.Cast("Rocket Punch", castWhen => BuddyTor.Me.ResourceStat >= 90),//Melee
Spell.Cast("Missile Blast", castWhen => BuddyTor.Me.ResourceStat >= 75),//+25 Heat
Spell.Cast("Flame Thrower", castWhen => BuddyTor.Me.ResourceStat <= 23 && Helpers.Targets.Count(t => t.Distance <= 1) >= 3),
Spell.Cast("Rapid Shots"),

Seems to work fine for me now.
 
Lmk if u work on this, looking forward to leveling my guardian


I will look at tonight when I get home from visiting my family. Idk where Adude is since I sent him a few PMing asking whats going on and why he doing certain things so I know whats is going on with this project. Been on it just a few days since just got off my long school schedule.
 
Can some one tell me if sage is messed up. I have no idea what adude did to the spechandler file since now it doesn't see half the specs.................................Going to have to go though it all unless he knows what he did............
 
ok here is the update......... i fixed healing!:o and learned a load more C#:cool: also i decided to do what Joe did and use the MercHelper file i see what he has done and why he has done it and will contiune to work along those lines

but i must say i have to do some mothers day stuff so i will update tomorrow and i also have to check if the reload or recharge bug is fixed in m new build so please bare with me i am trying my best!:confused:
 
ok here is the update......... i fixed healing!:o and learned a load more C#:cool: also i decided to do what Joe did and use the MercHelper file i see what he has done and why he has done it and will contiune to work along those lines

but i must say i have to do some mothers day stuff so i will update tomorrow and i also have to check if the reload or recharge bug is fixed in m new build so please bare with me i am trying my best!:confused:


Awesome for leaving the merc helper file so now I know what is going on. He has that file since other wise all the code would be at end of each profile. It is there to save time. Lots of classes do not read specs atm. Post your build on svn for me so I can take a look at it also and change what I have been working on today. I just don't want to change stuff that you already might of changed. Just lots of older specs that worked in Joes no longer work with current build since spec file was modified. Please post what you have so I can work with it and test stuff. I just want to get up to speed so I can help you. I know tons of C# :D
 
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i'm not sure why but it seems i can't send any pms to anybody atm... so here is my reply adude:

i added Scrapper.cs and DirtyFighting.cs as classes to Routines/Joes/ (files attached)
and deleted Scoundrel.cs since this took care of this class so far (for whatever reason)

in MercHelpers.cs replace
ScrapperCombat with this:
Code:
public static void ScrapperCombat()
        {
            WaitForCast();
            datLCL = DateTime.Now;

            Thread.Sleep(100);

            LoadVars();

            if (!TargetInCombat()) return;

            MercBuffSelf("Lucky Shots", true);
            MoveTo(CT, 2.8f);

            if (!IG && BuddyTor.Me.IsMoving) StopMoving();
            if (CT == null && Me.CurrentTarget != null) CT = Me.CurrentTarget;

            if (CT == null) { Logging.Write("No target.  Exiting."); return; }
            if (CT == Comp) { BuddyTor.Me.ClearTarget(); return; }

            if (!CT.InCombat && CT.HealthPercent > .2f)
            {
                MercCast("Fletchette Round");
                MercCast("Stealth");
                while (CT.Distance > .15f) MoveTo(CT, .15f);
                MercCast("Fletchette Round");
                MercCast("Shoot First", CT.Distance <= .20f);
            }

            if (MercCast("Escape", Me.IsStunned)) return;

            MercCast("Crouch", Me, !MyBuffs.Contains("Crouch"));

            MoveTo(CT, .50f, "Flurry of Bolts");

            if (MercCast("Fletchette Round", !CTDebuffs.Contains("Fletchette Round"))) return;

            if (MercCast("Quickdraw")) return;
            if (MercCast("Headshot")) return;
            if (MercCast("Flourish Shot")) return;

            //if (HP <= 70) MercCast("Flurry of Bolts");    // Force a Rifle-Shot on healing so we get at least a LITTLE DAMAGE in - may help with a Heals Catch-22

            if (MercCast("Defense Screen", Me, !MyBuffs.Contains("Defense Screen"))) return;

            if (MercCast("Heroic Moment: All In", Me, HP <= 25)) return;
            //if (MercCast("Evasion", Me, HP <= 30)) return;
            //if (MercCast("Kolto Probe", Me, HP <= 70 && !MyBuffs.Contains("Kolto Probe"))) return;
            //if (MercCast("Surgical Probe", HP <= 70 && MyBuffs.Contains("Tactical Advantage"))) return;

            if (MercCast("Underworld Medicine", Me, HP <= 60)) return;
            if (MercCast("Kolto Pack", Me, HP <= 70)) return;
            if (MercCast("Cool Head", EP <= 20)) return;
            if (MercCast("Pugnacity", EP <= 60 && MyBuffs.Contains("Upper Hand"))) return;

            if (MercCast("Pugnacity", Me, RS <= 20)) return;
            if (MercCast("Thermal Grenade", !IG)) return;

            if (TD <= .50f)
            {
                if (MercCast("XS Freighter Flyby", StrongOrGreater(CT))) return;
                if (MercCast("Blaster Whip")) return;
                if (MercCast("Whirling Blow", MyBuffs.Contains("Upper Hand"))) return;
                if (MercCast("Blaster Volley", MyBuffs.Contains("Upper Hand") && StrongOrGreater(CT))) return;
                if (MercCast("Cheap Shot")) return;
                if (MercCast("Tendon Blast")) return;
            }

            if (MercCast("Distraction", (IG && HP <= 50) || (StrongOrGreater(CT) && TC))) return;
            if (MercCast("Flash Grenade", TD <= .50f)) return;
            if (MercCast("Dirty Kick", StrongOrGreater(CT) && TC)) return;
            if (MercCast("Thermal Grenade", !IG && StrongOrGreater(CT) && TC)) return;

            if (MercCast("Wounding Shots", MyBuffs.Contains("Upper Hand") && TWR10 >= 2)) return;

            if (MedicineCheckCompHealth()) return;

            if (MercCast("Flurry of Bolts", RS <= 30 && (StrongOrGreater(CT) || IG))) return;

            if (MercCast("Shrap Bomb")) return;
            if (MercCast("Dirty Kick", StrongOrGreater(CT))) return;
            if (MercCast("Headshot", CT.IsStunned)) return;
            if (MercCast("Sabotage Charge")) return;
            if (MercCast("Hemorrhaging Blast")) return;
            if (MercCast("Vital Shot", !CTDebuffs.Contains("Bleeding (Tech)"))) return;
            if (MercCast("Flash Grenade")) return;

            if (MercCast("Blaster Volley", TWR10 >= 3)) return;

            if (MercCast("Charged Burst")) return;
            if (MercCast("Flurry of Bolts")) return;

        }

and add this:

Code:
public static void DirtyFightingCombat()
        {
            WaitForCast();
            datLCL = DateTime.Now;

            Thread.Sleep(100);

            LoadVars();

            if (!TargetInCombat()) return;

            MercBuffSelf("Lucky Shots", true);
            MoveTo(CT, 2.8f);

            if (!IG && BuddyTor.Me.IsMoving) StopMoving();
            if (CT == null && Me.CurrentTarget != null) CT = Me.CurrentTarget;

            if (CT == null) { Logging.Write("No target.  Exiting."); return; }
            if (CT == Comp) { BuddyTor.Me.ClearTarget(); return; }

            if (MercCast("Escape", Me.IsStunned)) return;

            MercCast("Crouch", Me, !Me.IsCoverAffected);
            if (!CT.InCombat)
            {
                Thread.Sleep(600);
                MercCast("Charged Burst");
            }

            //MoveTo(CT, .50f, "Flurry of Bolts");

            if (MercCast("Distraction", (IG && HP <= 50) || (StrongOrGreater(CT) && TC))) return;
            if (MercCast("Flash Grenade", TD <= .50f)) return;
            if (MercCast("Blaster Volley", MyBuffs.Contains("Upper  Hand") && StrongOrGreater(CT) && TD <= .50f)) return;
            if (MercCast("Dirty Kick", StrongOrGreater(CT) && TC)) return;
            if (MercCast("Thermal Grenade", StrongOrGreater(CT) && TC)) return;

            //if (HP <= 70) MercCast("Flurry of Bolts");    // Force a  Rifle-Shot on healing so we get at least a LITTLE DAMAGE in - may help  with a Heals Catch-22

            if (MercCast("Defense Screen", Me, !MyBuffs.Contains("Defense Screen"))) return;

            if (MercCast("Heroic Moment:  All In", Me, HP <= 25)) return;
            //if (MercCast("Evasion", Me, HP <= 30)) return;
            //if (MercCast("Kolto Probe", Me, HP <= 70 && !MyBuffs.Contains("Kolto Probe"))) return;
            //if (MercCast("Surgical Probe", HP <= 70 && MyBuffs.Contains("Tactical Advantage"))) return;
            if (MercCast("Underworld Medicine", Me, HP <= 60)) return;
            if (MercCast("Kolto Pack", Me, HP <= 70)) return;
            if (MercCast("Cool Head", EP <= 20)) return;
            if (MercCast("Pugnacity", EP <= 60 && MyBuffs.Contains("Upper Hand"))) return;

            if (MercCast("Wounding Shots", MyBuffs.Contains("Upper Hand") && TWR10 >= 2)) return;

            if (MercCast("Whirling Blow", TD <= .50f)) return;
            if (MercCast("Cheap Shot", TD <= .50f)) return;
            if (MercCast("Blaster Whip", TD <= .50f)) return;
            if (MercCast("Tendon Blast", TD <= 1.0f)) return;

            if (MedicineCheckCompHealth()) return;

            if (MercCast("Flurry of Bolts", RS <= 30 && (StrongOrGreater(CT) || IG))) return;

            if (MercCast("Dirty Kick", StrongOrGreater(CT))) return;
            if (MercCast("Cheap Shot", CT.IsStunned)) return;
            if (MercCast("Shrap Bomb")) return;
            if (MercCast("Thermal Grenade", !IG)) return;
            if (MercCast("Sabotage Charge")) return;
            if (MercCast("Hemorrhaging Blast")) return;
            if (MercCast("Vital Shot", !CTDebuffs.Contains("Bleeding (Tech)"))) return;
            if (MercCast("Flash Grenade")) return;

            if (MercCast("Blaster Volley", TWR10 >= 3)) return;

            if (MercCast("Charged Burst")) return;
            if (MercCast("Flurry of Bolts")) return;

        }

Replace this (was at line 3128 last time i changed it):
Code:
else if (Me.Class == CharacterClass.Smuggler)
                {
                    IsRanged = true;
                    CheckPlayerBuffs("Lucky Shots");
                    WaitForHeals(true, "Recuperate", true, 80f);
                    MercBuffSelf("Lucky Shots", !MyBuffs.Contains("Lucky Shots"));
                    if (ValidTarget()) { ScrapperCombat(); return; }
                }
with this:
Code:
else if (MySpec == SkillTreeId.ScoundrelScrapper)
                {
                    IsRanged = true;
                    CheckPlayerBuffs("Lucky Shots");
                    WaitForHeals(true, "Recuperate", true, 80f);
                    MercBuffSelf("Lucky Shots", !MyBuffs.Contains("Lucky Shots"));
                    if (ValidTarget()) { ScrapperCombat(); return; }
                }
                else if (MySpec == SkillTreeId.ScoundrelDirtyFighting)
                {
                    IsRanged = true;
                    CheckPlayerBuffs("Lucky Shots");
                    WaitForHeals(true, "Recuperate", true, 80f);
                    MercBuffSelf("Lucky Shots", !MyBuffs.Contains("Lucky Shots"));
                    if (ValidTarget()) { DirtyFightingCombat(); return; }
                }
 

Attachments

i'm not sure why but it seems i can't send any pms to anybody atm... so here is my reply adude:

i added Scrapper.cs and DirtyFighting.cs as classes to Routines/Joes/ (files attached)
and deleted Scoundrel.cs since this took care of this class so far (for whatever reason)

in MercHelpers.cs replace
ScrapperCombat with this:
Code:
public static void ScrapperCombat()
        {
            WaitForCast();
            datLCL = DateTime.Now;

            Thread.Sleep(100);

            LoadVars();

            if (!TargetInCombat()) return;

            MercBuffSelf("Lucky Shots", true);
            MoveTo(CT, 2.8f);

            if (!IG && BuddyTor.Me.IsMoving) StopMoving();
            if (CT == null && Me.CurrentTarget != null) CT = Me.CurrentTarget;

            if (CT == null) { Logging.Write("No target.  Exiting."); return; }
            if (CT == Comp) { BuddyTor.Me.ClearTarget(); return; }

            if (!CT.InCombat && CT.HealthPercent > .2f)
            {
                MercCast("Fletchette Round");
                MercCast("Stealth");
                while (CT.Distance > .15f) MoveTo(CT, .15f);
                MercCast("Fletchette Round");
                MercCast("Shoot First", CT.Distance <= .20f);
            }

            if (MercCast("Escape", Me.IsStunned)) return;

            MercCast("Crouch", Me, !MyBuffs.Contains("Crouch"));

            MoveTo(CT, .50f, "Flurry of Bolts");

            if (MercCast("Fletchette Round", !CTDebuffs.Contains("Fletchette Round"))) return;

            if (MercCast("Quickdraw")) return;
            if (MercCast("Headshot")) return;
            if (MercCast("Flourish Shot")) return;

            //if (HP <= 70) MercCast("Flurry of Bolts");    // Force a Rifle-Shot on healing so we get at least a LITTLE DAMAGE in - may help with a Heals Catch-22

            if (MercCast("Defense Screen", Me, !MyBuffs.Contains("Defense Screen"))) return;

            if (MercCast("Heroic Moment: All In", Me, HP <= 25)) return;
            //if (MercCast("Evasion", Me, HP <= 30)) return;
            //if (MercCast("Kolto Probe", Me, HP <= 70 && !MyBuffs.Contains("Kolto Probe"))) return;
            //if (MercCast("Surgical Probe", HP <= 70 && MyBuffs.Contains("Tactical Advantage"))) return;

            if (MercCast("Underworld Medicine", Me, HP <= 60)) return;
            if (MercCast("Kolto Pack", Me, HP <= 70)) return;
            if (MercCast("Cool Head", EP <= 20)) return;
            if (MercCast("Pugnacity", EP <= 60 && MyBuffs.Contains("Upper Hand"))) return;

            if (MercCast("Pugnacity", Me, RS <= 20)) return;
            if (MercCast("Thermal Grenade", !IG)) return;

            if (TD <= .50f)
            {
                if (MercCast("XS Freighter Flyby", StrongOrGreater(CT))) return;
                if (MercCast("Blaster Whip")) return;
                if (MercCast("Whirling Blow", MyBuffs.Contains("Upper Hand"))) return;
                if (MercCast("Blaster Volley", MyBuffs.Contains("Upper Hand") && StrongOrGreater(CT))) return;
                if (MercCast("Cheap Shot")) return;
                if (MercCast("Tendon Blast")) return;
            }

            if (MercCast("Distraction", (IG && HP <= 50) || (StrongOrGreater(CT) && TC))) return;
            if (MercCast("Flash Grenade", TD <= .50f)) return;
            if (MercCast("Dirty Kick", StrongOrGreater(CT) && TC)) return;
            if (MercCast("Thermal Grenade", !IG && StrongOrGreater(CT) && TC)) return;

            if (MercCast("Wounding Shots", MyBuffs.Contains("Upper Hand") && TWR10 >= 2)) return;

            if (MedicineCheckCompHealth()) return;

            if (MercCast("Flurry of Bolts", RS <= 30 && (StrongOrGreater(CT) || IG))) return;

            if (MercCast("Shrap Bomb")) return;
            if (MercCast("Dirty Kick", StrongOrGreater(CT))) return;
            if (MercCast("Headshot", CT.IsStunned)) return;
            if (MercCast("Sabotage Charge")) return;
            if (MercCast("Hemorrhaging Blast")) return;
            if (MercCast("Vital Shot", !CTDebuffs.Contains("Bleeding (Tech)"))) return;
            if (MercCast("Flash Grenade")) return;

            if (MercCast("Blaster Volley", TWR10 >= 3)) return;

            if (MercCast("Charged Burst")) return;
            if (MercCast("Flurry of Bolts")) return;

        }

and add this:

Code:
public static void DirtyFightingCombat()
        {
            WaitForCast();
            datLCL = DateTime.Now;

            Thread.Sleep(100);

            LoadVars();

            if (!TargetInCombat()) return;

            MercBuffSelf("Lucky Shots", true);
            MoveTo(CT, 2.8f);

            if (!IG && BuddyTor.Me.IsMoving) StopMoving();
            if (CT == null && Me.CurrentTarget != null) CT = Me.CurrentTarget;

            if (CT == null) { Logging.Write("No target.  Exiting."); return; }
            if (CT == Comp) { BuddyTor.Me.ClearTarget(); return; }

            if (MercCast("Escape", Me.IsStunned)) return;

            MercCast("Crouch", Me, !Me.IsCoverAffected);
            if (!CT.InCombat)
            {
                Thread.Sleep(600);
                MercCast("Charged Burst");
            }

            //MoveTo(CT, .50f, "Flurry of Bolts");

            if (MercCast("Distraction", (IG && HP <= 50) || (StrongOrGreater(CT) && TC))) return;
            if (MercCast("Flash Grenade", TD <= .50f)) return;
            if (MercCast("Blaster Volley", MyBuffs.Contains("Upper  Hand") && StrongOrGreater(CT) && TD <= .50f)) return;
            if (MercCast("Dirty Kick", StrongOrGreater(CT) && TC)) return;
            if (MercCast("Thermal Grenade", StrongOrGreater(CT) && TC)) return;

            //if (HP <= 70) MercCast("Flurry of Bolts");    // Force a  Rifle-Shot on healing so we get at least a LITTLE DAMAGE in - may help  with a Heals Catch-22

            if (MercCast("Defense Screen", Me, !MyBuffs.Contains("Defense Screen"))) return;

            if (MercCast("Heroic Moment:  All In", Me, HP <= 25)) return;
            //if (MercCast("Evasion", Me, HP <= 30)) return;
            //if (MercCast("Kolto Probe", Me, HP <= 70 && !MyBuffs.Contains("Kolto Probe"))) return;
            //if (MercCast("Surgical Probe", HP <= 70 && MyBuffs.Contains("Tactical Advantage"))) return;
            if (MercCast("Underworld Medicine", Me, HP <= 60)) return;
            if (MercCast("Kolto Pack", Me, HP <= 70)) return;
            if (MercCast("Cool Head", EP <= 20)) return;
            if (MercCast("Pugnacity", EP <= 60 && MyBuffs.Contains("Upper Hand"))) return;

            if (MercCast("Wounding Shots", MyBuffs.Contains("Upper Hand") && TWR10 >= 2)) return;

            if (MercCast("Whirling Blow", TD <= .50f)) return;
            if (MercCast("Cheap Shot", TD <= .50f)) return;
            if (MercCast("Blaster Whip", TD <= .50f)) return;
            if (MercCast("Tendon Blast", TD <= 1.0f)) return;

            if (MedicineCheckCompHealth()) return;

            if (MercCast("Flurry of Bolts", RS <= 30 && (StrongOrGreater(CT) || IG))) return;

            if (MercCast("Dirty Kick", StrongOrGreater(CT))) return;
            if (MercCast("Cheap Shot", CT.IsStunned)) return;
            if (MercCast("Shrap Bomb")) return;
            if (MercCast("Thermal Grenade", !IG)) return;
            if (MercCast("Sabotage Charge")) return;
            if (MercCast("Hemorrhaging Blast")) return;
            if (MercCast("Vital Shot", !CTDebuffs.Contains("Bleeding (Tech)"))) return;
            if (MercCast("Flash Grenade")) return;

            if (MercCast("Blaster Volley", TWR10 >= 3)) return;

            if (MercCast("Charged Burst")) return;
            if (MercCast("Flurry of Bolts")) return;

        }

Replace this (was at line 3128 last time i changed it):
Code:
else if (Me.Class == CharacterClass.Smuggler)
                {
                    IsRanged = true;
                    CheckPlayerBuffs("Lucky Shots");
                    WaitForHeals(true, "Recuperate", true, 80f);
                    MercBuffSelf("Lucky Shots", !MyBuffs.Contains("Lucky Shots"));
                    if (ValidTarget()) { ScrapperCombat(); return; }
                }
with this:
Code:
else if (MySpec == SkillTreeId.ScoundrelScrapper)
                {
                    IsRanged = true;
                    CheckPlayerBuffs("Lucky Shots");
                    WaitForHeals(true, "Recuperate", true, 80f);
                    MercBuffSelf("Lucky Shots", !MyBuffs.Contains("Lucky Shots"));
                    if (ValidTarget()) { ScrapperCombat(); return; }
                }
                else if (MySpec == SkillTreeId.ScoundrelDirtyFighting)
                {
                    IsRanged = true;
                    CheckPlayerBuffs("Lucky Shots");
                    WaitForHeals(true, "Recuperate", true, 80f);
                    MercBuffSelf("Lucky Shots", !MyBuffs.Contains("Lucky Shots"));
                    if (ValidTarget()) { DirtyFightingCombat(); return; }
                }

great work buddy added and tested fr errors... just updated the svn
 
Aquintus thanks buddy :D! Next few days rest of classes will have self healing done. After that we are going to add last classes that are missing. Any one who can give feedback on any updates will always be appreciated.
 
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