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Fight at Joe's - 2.0

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i just wrote a SorcererLightning rotation.
Code:
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;

        }
Code:
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;
        }
Code:
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; }
                }

you know the rest ;-)

testing it right now... looks good on the first impression


Going to use my adude copy paste skillz1111!!!!! :P :P And of course make the other proper files!
 
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I think all such interactions happens inside of instances we are doing to have to check to see if your in an instance with your name as owner if that returns true then we will execute the code right after you leave combat and not after. And it should only check for like ten seconds


I think you will both find out bw has issuse with waitforcast or even force cast when attacking NPCs making it glitch out. Joe has it all over his notes about how many issues they had. I doubt they fixed BW since Jan/13 when this project died since I think he went back to life or some shit. This game is aids basically.
 
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the problem is like ama thought from the very beginning...
BW doesn't update the mob info.

i just tried it with this code:
Code:
if (BuddyTor.Me.CurrentTarget.IsFriendly)
            {
                Logging.Write("Target is friendly now!!!", BuddyTor.Me.CurrentTarget.IsFriendly);
                BuddyTor.Me.CurrentTarget.Interact();
            }
            else
            {
                Logging.Write("Target is notfriendly now!!!");
            }
in waitforcast

the problem is that the mobs you need to kill and talk to never changed from friendly to unfriendly and i guess vise versa.

i tried it with one of those quests where you run into a room... npcs are friendly... you reach a spot / talk to one of those npcs and they attack you, afterwards you have to talk to them again

the mobs stayed friendly the whole fight.
 
Going to be adding/fixing all Marauder/Sentinel Classes. Then powertech/vanguard. In the process you will see merc pyro change also.



PS: Going to fix healing Op since I play one constantly LOLOLOL
 
hey i'm using this routine.. at least i think i am.. i deleted the default folder that came with the buddy wing and put stable version of joe's in its place..
anyway, i'm playing a lvl13 sage atm.. balance if it means anything.. but it only uses telekinetic throw in combat.. occasionally project.. otherwise it just waits for throw and uses it.. it never uses force wave or disturbance or anything else.. is there something i could do to make this work a little better?
 
hey i'm using this routine.. at least i think i am.. i deleted the default folder that came with the buddy wing and put stable version of joe's in its place..
anyway, i'm playing a lvl13 sage atm.. balance if it means anything.. but it only uses telekinetic throw in combat.. occasionally project.. otherwise it just waits for throw and uses it.. it never uses force wave or disturbance or anything else.. is there something i could do to make this work a little better?


Please use test build! Stable build isn't even as stable........I am going to change that now.
 
coolcool i'll try the test build then.. also is that how i'm suppose to use the routine? delete what was there and drop the test folder in its place? i use honorbuddy and you get a popup to choose, this one doesn't seem to do that..

edit
using the test version now.. it's pretty much the same as the stable.. but now it pulls with mind crush if off cd.. otherwise it still just waits for throw and uses that over and over with occasional project..
 
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coolcool i'll try the test build then.. also is that how i'm suppose to use the routine? delete what was there and drop the test folder in its place? i use honorbuddy and you get a popup to choose, this one doesn't seem to do that..

edit
using the test version now.. it's pretty much the same as the stable.. but now it pulls with mind crush if off cd.. otherwise it still just waits for throw and uses that over and over with occasional project..

Sage balance isn't working correctly. Just heals work. Balance has not been looked at yet since 2.0 and will add to the list for fixes.
 
ooh ok balance doesn't work.. bummer ok though at least i know now.. you say only heals works? so seer = yes, telekinetics = no, and balance you said was a no?
 
ooh ok balance doesn't work.. bummer ok though at least i know now.. you say only heals works? so seer = yes, telekinetics = no, and balance you said was a no?


Just healing atm. I will add support soon kinda like last on list atm :P!
 
yeah you can spec into 2 aoe's , but it wont fire force in balance, which sux ballz
 
ok so here are all the classes that need to be added or has already been added. as you can see its a BIG Job.. but i want to track then and ass them to the first post. also once we are don adding them ass i will create a new post and add everything there and close this thread which is accually the development thread Also i have added a color code below so we ca see the progress, if i have anything wrong please let me know indenting all this stuff was a pain!






Completed and Tested
Works but other specs may not
No Implemented


Galactic Republic
1) Jedi Consular
a) Jedi Sage
i) COLOR="#008000"]Seer [/COLOR]
ii) Telekinetics
iii) Balance​
b) Jedi Shadow
i) Infiltration
ii) Kinetic
iii) Combat Balance​
2) Jedi Knight
a) Jedi Sentinel
i) Watchman
ii) Combat
iii) Focus
b) Jedi Guardian
i) Vigilance
ii) Defense
iii) Focus
3) Smuggler
a) Gunslinger
i) Saboteur
ii) Sharpshooter
iii) Dirty Fighting​
b) Scoundrel
i) Sawbones
ii) Scrapper
iii) Dirty Fighting​
4) Trooper
a) Commando
i) Gunnery
ii) Combat Medic
iii) Assault Specialist
b) Vanguard
i) Tactics
ii) Shield Specialist
iii) Assault Specialist​
Sith Empire
5) Sith Inquisitor
a) Sith Assassin
i) Darkness
ii) Deception
iii) Madness
b) Sith Sorcerer
i) Corruption
ii) Lightning
iii) Madness
6) Sith Warrior
a) Sith Juggernaut
i) Immortal
ii) Vengeance
iii) Rage​
b) Sith Marauder
i) Annihilation
ii) Carnage
iii) Rage​
7) Imperial Agent
a) Operative
i) Medic
ii) Concealment
iii) Lethality
b) Sniper
i) Marksmanship
ii) Engineering
iii) Lethality​
8) Bounty Hunter
a) Powertech
i) Shield Tech
ii) Advanced Prototype
iii) Pyrotech​
b) Mercenary
i) Bodyguard
ii) Arsenal
iii) Pyrotech​
 
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Republic - Jedi Councilor Shadow Infiltration = works well, and can be green (still uses force cloak during combat though).
Trooper - Commando (Assault Specialist) - Works great (but does not recognize spec tree - sees it as gunnery)
Smuggler Gunslinger (Saboteur) - works very very well
==>>Smuggler Scoundrel (Sawbones) not implemented (what happened to your changes from before, Adude? That was working great as far as I can remember)
Jedi Knight Guardian ( Defense ) - works well
Jedi Knight Sentinel (Focus) - works
Councilor Sage Seer (healing) - working

Agent - Operative ( Lethality) - works extremely well
Bounty Hunter (Pyrotech) - not working
Sith Marauder (Annihilation) - oh yeah great stuff :) working
Sith Inquisitor Sorcerer (Madness) - working

Will update other classes as I play them. BTW all these classes I am reporting are lvl 51-55. Have a couple of others at lower levels as well.
 
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Just wanted to report this... I saw Sage Telekinetics was up there but I don't know if that's a good idea for you to put up there. The default rotation is really bad and it's not in the Merchelpers file... so it doesn't ever meditate or anything like that either. I had to edit the routine heavily... but I wasn't going to post my routine until I got higher level/ it was added to the merchelpers file.

*edit*
Also, gunnery and concealment are operating very well.
 
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I know you guys will get to the Jedi sent/Watchman later but you still should put "if (MercCast("Strike")) return;" to the bottom of the "watchmancombat routine". Updated the SVN and went from Hero to Zero cuz again it runs out of focus and stands their. Needs a complete rotation overhaul I know but im just in my 20's and im not sure whats best in the later levels.
 
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