adude
New Member
- Joined
- Feb 2, 2013
- Messages
- 259
Beautiful! Nice job walter, works perfectly.
Yea nice job Walter lol... I know my code would work, just did not have the time to finish implementation.
Beautiful! Nice job walter, works perfectly.
Yea nice job Walter lol... I know my code would work, just did not have the time to finish implementation.
Adude me and you work well as normal! I will be around tonight just had too much god damn real life!
oh shit, lol. Nice job Adude. You have to understand, that whole conversation was totally over my head and I had no clue what was going on![]()
I hear you, I'm not going to really be able to test anything or modify routines for a couple days because I've got some stuff on the side I have to take care of. Keep up the great work guys, you're kicking some C# ass.
public static void LightningCombat()
{
WaitForCast();
datLCL = DateTime.Now;
Thread.Sleep(200);
LoadVars();
if (!TargetInCombat()) return;
if (MercCast("Mark of Power", !MyBuffs.Contains("Mark of Power"))) return;
if (!IG) MoveTo(CT, 2.8f, "Force Speed");
if (!IG && BuddyTor.Me.IsMoving) StopMoving();
if (MercCast("Unbreakable Will", Me.IsStunned)) return;
if (MercCast("Affliction", !CTDebuffs.Contains("Affliction (Force)"))) return;
//**Defensive**
if (HP <= 30) UseMedPackInInventory();
if (LightningCheckCompHealth()) return;
if (MercCast("Recklessness", Me.ForcePercent <= 50f)) return;
if (MercCast("Heroic Moment: Channel the Force", Me.ForcePercent <= 30f)) return;
if (MercCast("Consumption", HP > 50 && Me.ForcePercent <= 20)) return;
//**Offensive**
if (MercCast("Recklessness")) return;
if (MercCast("Thundering Blast", CTDebuffs.Contains("Affliction (Force)"))) return;
if (MercCast("Crushing Darkness", !CTDebuffs.Contains("Crushing Darkness") && MyBuffs.Contains("Wrath"))) return;
if (MercCast("Force Lightning", MyBuffs.Contains("Lightning Barrage"))) return;
if (MercCast("Chain Lightning", MyBuffs.Contains("Lightning Storm"))) return;
WaitForCast();
if (MercCast("Force Lightning")) return;
WaitForCast();
if (MercCast("Lightning Strike")) return;
//**Interrupts**
if (!IG || Me.ForcePercent > 30f)
{
if (MercCast("Electrocute", (TC || TD <= .5f) && StrongOrGreater(CT))) return;
if (MercCast("Jolt", TC && StrongOrGreater(CT))) return;
if (MercCast("Shock", TC && StrongOrGreater(CT))) return;
if (MercCastOnGround("Force Storm", TWR30 >= 3, CT)) return;
if (MercCast("Force Lightning")) return;
if (MercCast("Crushing Darkness", StrongOrGreater(CT) && !CTDebuffs.Contains("Crushing Darkness (Force)"))) return;
}
if (MercCast("Saber Strike")) return;
}
public static bool LightningCheckCompHealth()
{
try
{
//Comp = BuddyTor.Me.Companion;
if (Comp == null) return false;
//CHP = (float)BuddyTor.Me.Companion.HealthPercent;
if (!Comp.HasBuff("Static Barrier")) if (MercCast("Static Barrier", Comp)) return true;
if (CHP <= 50)
{
WaitForCast();
if (Comp.Distance > 2.8f) { MoveTo(Comp, 2.8f); Thread.Sleep(300); }
if (CHP < 1f)
{
if (MercCast("Reanimation", Comp)) return true;
}
else
{
if (MercCast("Dark Heal", Comp)) return true;
if (MercCast("Dark Infusion", Comp)) return true; }
}
}
catch { Logging.Write("Error in CheckCompHealth()"); }
return false;
}
else if (MySpec == SkillTreeId.SorcererLightning)
{
IsRanged = true;
CheckPlayerBuffs("Mark of Power");
WaitForHeals(true, "Seethe", true, BuddyTor.Me.ForceMax * .8f);
if (IG || PvP) CorruptionHeals(50);
if (ValidTarget()) { LightningCombat(); return; }
}
And then he was never heard from again!!!LMAO how that we get gun array working Jets gets busy for a few days ROFL I love you bro see ya when you get back![]()
i am getting a bit pissed about that "talk to npc after you killed it" thing and am wondering... shouldn't we be able to solve that withing the CR?
something at the start of the Pull like "is the NPC friendly?" if yes -> interact.
this would pretty much solve the problem of not attacking bugged mobs that are grey / blue when you approch aswell since atm it won't target them automatically and run into them this way.
just talked to ama and he thinks BW itself doesn't recognize the change to friendly... i'll try something
i'm simply going with
in waitforcast now but have to wait for the next quest that needs it ;-)Code:if (BuddyTor.Me.CurrentTarget.IsFriendly) BuddyTor.Me.CurrentTarget.Interact();
Wouldn't that make it get stuck interacting repeatedly when it goes to vendor?
Mesh aside, wouldn't it go to the vendor, sell it's stuff, then the current target is friendly so it would interact with that target... then repeat? Or am I missing something?