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Fight at Joe's - 2.0

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K, also let me know when the gunnery problem has been fixed and I'll continue testing :D Thanks!
 
SVN TEST BUILD updated! I fixed the missing line in XP boosts and stims. Only works for assassin atm since in testing phase via me! Currently did not update op yet I will be shortly!


I will test more later going to actually play the game for a bit!
 
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Made routine changes jest made for op dps concealment. I also tweaked defenese combat and immortal combat. Few other small changes.
 
OK I AM BACK NOW WHATS GOING ON DID THE PUFF CODE WORK?... I JUST NOTICE I WAS TYPING WITH CAP-LOCK ON I DON'T CARE TO DELETE ALL MY TEXT AND RE TYPE :p
 
So, I've made some really good progress on the Gunnery routine, but I can't figure out how to make it stop casting recharge and reload when it's finished healing all the way like my operative does. Any ideas?
 
I have been running a credit farm profile with my level 51 Sith Juggernaut using the recent Fight at Joe's Test Build and so far after 3 hours of grinding it is working perfect. Using Unnatural Might when it should and the rotation looks good. Just wanted to pass along some good news for you all :o
 
Here's what I've got so far. I didn't touch anything that I didn't understand what it was. It takes a little longer than I'd like for it to decide what move to use next but other than that it's running pretty well. I'm also trying to get it to only use plasma grenade if the target isn't in combat, or if tech override is up but for some reason it's just only using it when tech override is up... not when it opens. Still, that's a nit pick and that doesn't bother me that much.

Outside of that... in my estimation it doesn't crash and it runs a pretty strong dps rotation.

I'm also thinking about removing pulse cannon... the bot isn't good at aiming it.



Code:
public static void CommandoGunnery()
        {
            if (Me.IsDead || Me.HealthPercent <= .40f) return;

            //Thread.Sleep(500);
            try
            {
                datLCL = DateTime.Now;

                WaitForCast();

                Thread.Sleep(300);
                LoadVars();
		
                if (CT == null) { Logging.Write("No target.  Exiting."); return; }

                if (MercCast("Fortification", !MyBuffs.Contains("Fortification"))) return;
		if (!CT.InCombat && CT.HealthPercent > .2f)
            {
                while (CT.Distance > 2.8f) MoveTo(CT, 2.8f);
                MercCast("Plasma Grenade");
		MercCast("Grav Round");
            }
		MoveTo(CT, 2.8f);
                if (MercCast("Heroic Moment: No Retreat", HP <= 40)) return;

                if (MercCast("Advanced Medical Prob", HP <= 60)) return;
                if (MercCast("Medical Probe", HP <= 40)) return;
                if (MercCast("Adrenaline Rush", HP <= 30)) return;
                if (MercCast("Reactive Shield", HP <= 50)) return;

                //if (BGHeals(85f)) return;
                if (BGCheckCompHealth()) return;

                Thread.Sleep(100);

                if (MercCast("Armor-piercing Cell", !MyBuffs.Contains("Armor-piercing Cell"))) return;
                if (MercCast("Tenacity", BuddyTor.Me.IsStunned)) return;

                if (!TargetInCombat()) return;

                if (MercCast("Disabling Shot", TC)) return;
                if (MercCast("Cyro Grenade", TC)) return;

                if (MercCast("Tech Override")) return;
                if (MercCast("Plasma Grenade", MyBuffs.Contains("Tech Override"))) return;
                


                if (MercCast("Concussion Charge", TD <= .6f)) return;
                if (MercCast("Stock Strike", TD <= .7f)) return;

                if (MercCast("Thermal Sensor Override", RS >= 23)) return;
                if (MercCast("Recharge Cells", RS >= 80)) return;
                

                //if (RS <= 70))

                if (UseAOE)
                {
                    if (MercCastOnGround("Mortar Volley", TD >= .6f && RS <= 70, CT)) return;
                    if (MercCast("Pulse Cannon", TD >= .01f && TD <= .8f)) return;
                }

                //if (RS <= 40))
                {

                
		if (MercCast("High Impact Bolt", MyBuffs.Contains("Charged Barrel"))) return;
		if (MercCast("Full Auto", MyBuffs.Contains("Curtain of Fire"))) return;
		if (MercCast("Demolition Round", CTDebuffs.Contains("Gravity Vortex"))) return;
                if (MercCast("Sticky Grenade", !StrongOrGreater(CT))) return;
                if (MercCast("Grav Round")) return;
		if (MercCast("Grav Round")) return;
                if (MercCast("Electro Net", RS >=8)) return;
                
                
                if (MercCast("Hammer Shot")) return;

                }

                //Buddy.Navigation.Navigator.MoveTo(BuddyTor.Me.CurrentTarget.Position);
                if (MercCast("Hammer Shot")) return;

                //Buddy.CommonBot.AbilityManager.Cast("Hammer Shot", CT);   // Forced Cast 
            }

            catch
            {
                //Buddy.CommonBot.AbilityManager.Cast("Hammer Shot", Me.CurrentTarget); 
            }
        }
 
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Here's what I've got so far. I didn't touch anything that I didn't understand what it was. It takes a little longer than I'd like for it to decide what move to use next but other than that it's running pretty well. I'm also trying to get it to only use plasma grenade if the target isn't in combat, or if tech override is up but for some reason it's just only using it when tech override is up... not when it opens. Still, that's a nit pick and that doesn't bother me that much.

Outside of that... in my estimation it doesn't crash and it runs a pretty strong dps rotation.

I'm also thinking about removing pulse cannon... the bot isn't good at aiming it.



Code:
public static void CommandoGunnery()
        {
            if (Me.IsDead || Me.HealthPercent <= .40f) return;

            //Thread.Sleep(500);
            try
            {
                datLCL = DateTime.Now;

                WaitForCast();

                Thread.Sleep(300);
                LoadVars();
		
                if (CT == null) { Logging.Write("No target.  Exiting."); return; }

                if (MercCast("Fortification", !MyBuffs.Contains("Fortification"))) return;
		if (!CT.InCombat && CT.HealthPercent > .2f)
            {
                while (CT.Distance > 2.8f) MoveTo(CT, 2.8f);
                MercCast("Plasma Grenade");
		MercCast("Grav Round");
            }
		MoveTo(CT, 2.8f);
                if (MercCast("Heroic Moment: No Retreat", HP <= 40)) return;

                if (MercCast("Advanced Medical Prob", HP <= 60)) return;
                if (MercCast("Medical Probe", HP <= 40)) return;
                if (MercCast("Adrenaline Rush", HP <= 30)) return;
                if (MercCast("Reactive Shield", HP <= 50)) return;

                //if (BGHeals(85f)) return;
                if (BGCheckCompHealth()) return;

                Thread.Sleep(100);

                if (MercCast("Armor-piercing Cell", !MyBuffs.Contains("Armor-piercing Cell"))) return;
                if (MercCast("Tenacity", BuddyTor.Me.IsStunned)) return;

                if (!TargetInCombat()) return;

                if (MercCast("Disabling Shot", TC)) return;
                if (MercCast("Cyro Grenade", TC)) return;

                if (MercCast("Tech Override")) return;
                if (MercCast("Plasma Grenade", MyBuffs.Contains("Tech Override"))) return;
                


                if (MercCast("Concussion Charge", TD <= .6f)) return;
                if (MercCast("Stock Strike", TD <= .7f)) return;

                if (MercCast("Thermal Sensor Override", RS >= 23)) return;
                if (MercCast("Recharge Cells", RS >= 80)) return;
                

                //if (RS <= 70))

                if (UseAOE)
                {
                    if (MercCastOnGround("Mortar Volley", TD >= .6f && RS <= 70, CT)) return;
                    if (MercCast("Pulse Cannon", TD >= .01f && TD <= .8f)) return;
                }

                //if (RS <= 40))
                {

                
		if (MercCast("High Impact Bolt", MyBuffs.Contains("Charged Barrel"))) return;
		if (MercCast("Full Auto", MyBuffs.Contains("Curtain of Fire"))) return;
		if (MercCast("Demolition Round", CTDebuffs.Contains("Gravity Vortex"))) return;
                if (MercCast("Sticky Grenade", !StrongOrGreater(CT))) return;
                if (MercCast("Grav Round")) return;
		if (MercCast("Grav Round")) return;
                if (MercCast("Electro Net", RS >=8)) return;
                
                
                if (MercCast("Hammer Shot")) return;

                }

                //Buddy.Navigation.Navigator.MoveTo(BuddyTor.Me.CurrentTarget.Position);
                if (MercCast("Hammer Shot")) return;

                //Buddy.CommonBot.AbilityManager.Cast("Hammer Shot", CT);   // Forced Cast 
            }

            catch
            {
                //Buddy.CommonBot.AbilityManager.Cast("Hammer Shot", Me.CurrentTarget); 
            }
        }
the wait for heals class need to be reworked i will fix it
 
Here's what I've got so far. I didn't touch anything that I didn't understand what it was. It takes a little longer than I'd like for it to decide what move to use next but other than that it's running pretty well. I'm also trying to get it to only use plasma grenade if the target isn't in combat, or if tech override is up but for some reason it's just only using it when tech override is up... not when it opens. Still, that's a nit pick and that doesn't bother me that much.

Outside of that... in my estimation it doesn't crash and it runs a pretty strong dps rotation.

I'm also thinking about removing pulse cannon... the bot isn't good at aiming it.



Code:
public static void CommandoGunnery()
        {
            if (Me.IsDead || Me.HealthPercent <= .40f) return;

            //Thread.Sleep(500);
            try
            {
                datLCL = DateTime.Now;

                WaitForCast();

                Thread.Sleep(300);
                LoadVars();
		
                if (CT == null) { Logging.Write("No target.  Exiting."); return; }

                if (MercCast("Fortification", !MyBuffs.Contains("Fortification"))) return;
		if (!CT.InCombat && CT.HealthPercent > .2f)
            {
                while (CT.Distance > 2.8f) MoveTo(CT, 2.8f);
                MercCast("Plasma Grenade");
		MercCast("Grav Round");
            }
		MoveTo(CT, 2.8f);
                if (MercCast("Heroic Moment: No Retreat", HP <= 40)) return;

                if (MercCast("Advanced Medical Prob", HP <= 60)) return;
                if (MercCast("Medical Probe", HP <= 40)) return;
                if (MercCast("Adrenaline Rush", HP <= 30)) return;
                if (MercCast("Reactive Shield", HP <= 50)) return;

                //if (BGHeals(85f)) return;
                if (BGCheckCompHealth()) return;

                Thread.Sleep(100);

                if (MercCast("Armor-piercing Cell", !MyBuffs.Contains("Armor-piercing Cell"))) return;
                if (MercCast("Tenacity", BuddyTor.Me.IsStunned)) return;

                if (!TargetInCombat()) return;

                if (MercCast("Disabling Shot", TC)) return;
                if (MercCast("Cyro Grenade", TC)) return;

                if (MercCast("Tech Override")) return;
                if (MercCast("Plasma Grenade", MyBuffs.Contains("Tech Override"))) return;
                


                if (MercCast("Concussion Charge", TD <= .6f)) return;
                if (MercCast("Stock Strike", TD <= .7f)) return;

                if (MercCast("Thermal Sensor Override", RS >= 23)) return;
                if (MercCast("Recharge Cells", RS >= 80)) return;
                

                //if (RS <= 70))

                if (UseAOE)
                {
                    if (MercCastOnGround("Mortar Volley", TD >= .6f && RS <= 70, CT)) return;
                    if (MercCast("Pulse Cannon", TD >= .01f && TD <= .8f)) return;
                }

                //if (RS <= 40))
                {

                
		if (MercCast("High Impact Bolt", MyBuffs.Contains("Charged Barrel"))) return;
		if (MercCast("Full Auto", MyBuffs.Contains("Curtain of Fire"))) return;
		if (MercCast("Demolition Round", CTDebuffs.Contains("Gravity Vortex"))) return;
                if (MercCast("Sticky Grenade", !StrongOrGreater(CT))) return;
                if (MercCast("Grav Round")) return;
		if (MercCast("Grav Round")) return;
                if (MercCast("Electro Net", RS >=8)) return;
                
                
                if (MercCast("Hammer Shot")) return;

                }

                //Buddy.Navigation.Navigator.MoveTo(BuddyTor.Me.CurrentTarget.Position);
                if (MercCast("Hammer Shot")) return;

                //Buddy.CommonBot.AbilityManager.Cast("Hammer Shot", CT);   // Forced Cast 
            }

            catch
            {
                //Buddy.CommonBot.AbilityManager.Cast("Hammer Shot", Me.CurrentTarget); 
            }
        }


if (MercCast("Plasma Grenade", TD <= .1f && RS >= 10)) return;

Just put before

if (!TargetInCombat()) return;


and I think that should do it. Should attack before in combat. There is another command just dont know it.
 
the wait for heals class need to be reworked i will fix it


LOL change that 10 to a 8 for me! THANKS!

Adude let me know when you are done since going to finish up basic classes and rotations with correct abilities so it is optimal. BTW Adude been testing out xp boosts and stims on my assassin seems to not always work. I have correct items in my inventory. I need to look at a spammy report via buddywing to see more information.




PS: Jest tell me what class you want next to play with? Since going to start reworking a few classes so it know what abilities you have at certain levels. Thus keeping it super efficient and less deaths. Less deaths = less restarting bot if it fails!
 
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if (MercCast("Plasma Grenade", TD <= .1f && RS >= 10)) return;

Just put before

if (!TargetInCombat()) return;


and I think that should do it. Should attack before in combat. There is another command just dont know it.

I actually modified a bit of code I got from my operative and it works well:

Code:
if (!CT.InCombat)
            {
                while (CT.Distance > 2.8f) MoveTo(CT, 2.8f);
                MercCast("Plasma Grenade");
		MercCast("Grav Round");
            }

This makes it move in range, cast plasma if it's off CD and grav round otherwise. :cool:
 
Gotta say it again, thank you so much for adding gunnery to Merchelpers. This routine works soooooooooo much better, and smoother. My bot's efficiency is way, way up all thanks to you guys for opening that door. Much love!
 
PS: Jest tell me what class you want next to play with? Since going to start reworking a few classes so it know what abilities you have at certain levels. Thus keeping it super efficient and less deaths. Less deaths = less restarting bot if it fails!

I've got a telekinesis counselor in the works right now. I'll try to get something for that optimized, though at such a low level it's pretty straight forward.
 
I've got a telekinesis counselor in the works right now. I'll try to get something for that optimized, though at such a low level it's pretty straight forward.

Yea the routine should run bettering since I have been optimizing it a ton. I have left adude to adding stuff ATM since I want to know this code inside and out so I will be more proficient with the routine before I adjust stuff since I do not know what will break it or make it better yet. I have 50s of every toon type. I can test anything just FYI :P!
 
I actually modified a bit of code I got from my operative and it works well:

Code:
if (!CT.InCombat)
            {
                while (CT.Distance > 2.8f) MoveTo(CT, 2.8f);
                MercCast("Plasma Grenade");
		MercCast("Grav Round");
            }

This makes it move in range, cast plasma if it's off CD and grav round otherwise. :cool:


if !CT.InCombat
 
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