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Fight at Joe's - 2.0

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Well, I have it but it's written under the Merchelpers format, not whatever format is used in what you've added... I'm not sure what the best way to proceed is on something like that :P I don't understand the language that the routine you wrote uses as well.

That's one of the reasons I think adding the classes to the Merchelpers file somehow instead of editing the default routines would be best.
 
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Well, I have it but it's written under the Merchelpers format, not whatever format is used in what you've added... I'm not sure what the best way to proceed is on something like that :P I don't understand the language that the routine you wrote uses as well.

That's one of the reasons I think adding the classes to the Merchelpers file somehow instead of editing the default routines would be best.

Just give me what you have in merc helper I can add it. Also the way I add them I find to be better. The code is organized and it easy t o find instead of coding everthing in one large document.
 
I can do that. Keep in mind this code hasn't been tested at all :D

*edit*
Maybe you can help me understand some of the stuff in that code. For instance, what does "ret =>" mean in this script?
 
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Man thanks so much for doing this update! You will be loved greatly if this continues to work!!
 
Man thanks so much for doing this update! You will be loved greatly if this continues to work!!

well the plan is to keep this maintained.... also if you know how to build routines let me knwo we need to make this thing perfect so that when kick is done with the new profiles we will have a perfect fighting roll for all classes
 
Here is the routine i made this is now i add the classes... well the fighting part anyhow.

PHP:
//***Generel***
                Spell.Cast("Tenacity", ret => BuddyTor.Me.IsStunned),
                Spell.Cast("Combat Shield", castWhen => BuddyTor.Me.InCombat && !BuddyTor.Me.HasBuff("Combat Shield")),
                Spell.Cast("Recharge Cells", ret => BuddyTor.Me, ret => BuddyTor.Me.ResourceStat >= 60),//-60 Heat

                //**Defensive**
                Spell.Cast("Deflection", ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 80),
                Spell.Cast("Force Shroud", ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 70),

                //**CC**
                Spell.Cast("Concussive Round", on => Helpers.ccTarget(), castWhen => Helpers.Targets.Count() >= 3),

                //*Interrupts*
                Spell.Cast("Disabling Shot", ret => BuddyTor.Me.CurrentTarget.IsCasting),


                //Rotation
                Spell.Cast("Grav Round", ret => BuddyTor.Me.ResourceStat >= 10 && BuddyTor.Me.CurrentTarget.Debuffs.FirstOrDefault(B => B.Name == "Gravity Vortex" && B.Caster.Name == BuddyTor.Me.Name) != null && BuddyTor.Me.CurrentTarget.Debuffs.FirstOrDefault(B => B.Name == "Gravity Vortex" && B.Caster.Name == BuddyTor.Me.Name).TimeLeft.Seconds < 6),
                Spell.WaitForCast(),
                Spell.BuffSelf("Reactive Shield", ret => BuddyTor.Me.HealthPercent < 40),
                Spell.Cast("Adrenaline Rush", ret => BuddyTor.Me.HealthPercent <= 60),
                Spell.Cast("Full Auto", ret => BuddyTor.Me.ResourceStat >= 10 && BuddyTor.Me.HasBuff("Curtain of Fire")),
                Spell.Cast("Hammer Shot", ret => BuddyTor.Me.ResourceStat < 9 && !(Burn || BuddyTor.Me.HasBuff("Critical Boost") || BuddyTor.Me.HasBuff("Power Boost"))),
                Spell.Cast("Concussion Charge", ret => BuddyTor.Me.ResourceStat >= 10 && Helpers.Targets.Count(t => t.Distance <= .4f) >= 2),
                Spell.Cast("Stockstrike", ret => BuddyTor.Me.ResourceStat >= 10 && BuddyTor.Me.CurrentTarget.Distance <= .8f),

based on what your saying the only thing that's working right now is this line.

PHP:
Spell.Cast("Stockstrike", ret => BuddyTor.Me.ResourceStat >= 10 && BuddyTor.Me.CurrentTarget.Distance <= .8f),

I don't have a Commando so i cant really help with building the attack rolls.
 
I private messaged you the combat routine that I built that I haven't been able to test.

What does the "ret =>" section in each line mean? I think if I knew the right way to use that I'd know enough to write a better functioning gunnery routine.
 
I private messaged you the combat routine that I built that I haven't been able to test.

What does the "ret =>" section in each line mean? I think if I knew the right way to use that I'd know enough to write a better functioning gunnery routine.

from what i understand its like a fast way to do a query AKA look for something or look up something you can google C# Linq and read all about it its some advance stuff
 
ok i am getting annoyed where can i find the following libraries

using Buddy.BehaviorTree;
using Buddy.Common;
using Buddy.CommonBot;
using Buddy.Swtor;
using Buddy.Swtor.Objects;
using Action = Buddy.BehaviorTree.Action;

Visual Studios is asking for them.
 
Yeah I tried to google it but couldn't find it.

Can't help you with that other stuff. :( What are you doing that it needs that?
 
i am looking for bugs in the bot and stuff... not sure if the BW developers are updating it
 
what do you think of this rotation?


High Impact Bolt with
Charged Barrel
Demolition Round with Gravity Vortex
Electro Net
Plasma Grenade with
Reserve Powercell
Full Auto with
Curtain of Fire
Grav Round to maintain Gravity Vortex
Full Auto
Hammer Shot
 
I don't recognize some of those moves (probably because I'm not high enough level yet), but it seems solid to start.

The only problem I immediately see is that grav round builds charged barrel charges, so if you only fire grav round when vortex drops you won't ever get any charged barrel charges.
 
Here is the new rotation i ma thinking about

PHP:
Spell.WaitForCast(),
                Movement.StopInRange(2.8f),

                //***Generel***
                Spell.Cast("Tenacity", ret => BuddyTor.Me.IsStunned),
                Spell.Cast("Combat Shield", castWhen => BuddyTor.Me.InCombat && !BuddyTor.Me.HasBuff("Combat Shield")),
                Spell.Cast("Recharge Cells", ret => BuddyTor.Me, ret => BuddyTor.Me.ResourceStat >= 60),//-60 Heat

                //**Defensive**
                Spell.Cast("Deflection", ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 80),
                Spell.Cast("Force Shroud", ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 70),

                //**CC**
                Spell.Cast("Concussive Round", on => Helpers.ccTarget(), castWhen => Helpers.Targets.Count() >= 3),

                //*Interrupts*
                Spell.Cast("Disabling Shot", ret => BuddyTor.Me.CurrentTarget.IsCasting),


                //Rotation
                Spell.Cast("Grav Round"),
                Spell.Cast("High Impact Bolt", ret => BuddyTor.Me.HasBuff("Charged Barrel")),
                Spell.Cast("High Impact Bolt", ret => true),
                Spell.Cast("Demolition Round"),
                Spell.Cast("Electro Net"),
                Spell.Cast("Reserve Powercell"),
                Spell.Cast("Plasma Grenade"),
                Spell.Cast("Full Auto", ret => BuddyTor.Me.HasBuff("Curtain of Fire")),
                Spell.Cast("Grav Round"),
                Spell.Cast("Full Auto", ret => BuddyTor.Me.ResourceStat >= 10),
                Spell.Cast("Hammer Shot"),

                //Movement
                Movement.MoveTo(ret => BuddyTor.Me.CurrentTarget.Position, 2.8f)
 
Without seeing how the rotation itself runs, I would say that:

-- Shouldn't cast high impact bolt until it has charged barrels x5, probably (that's 3 grav round casts, because if specced properly each grav round shot gives 2 stacks of charged barrel.)
-- Probably should add a situation to use mortar volley if there is more than 1 mob
-- Might want to add sticky grenades and explosive rounds to the rotation if the target is a weak mob.
 
ok this is what i will be updating the rotation with.

PHP:
Spell.WaitForCast(),
                Movement.StopInRange(2.8f),

                //***Generel***
                Spell.Cast("Tenacity", ret => BuddyTor.Me.IsStunned),
                Spell.Cast("Combat Shield", castWhen => BuddyTor.Me.InCombat && !BuddyTor.Me.HasBuff("Combat Shield")),
                Spell.Cast("Recharge Cells", ret => BuddyTor.Me, ret => BuddyTor.Me.ResourceStat >= 60),//-60 Heat

                //**Defensive**
                Spell.Cast("Deflection", ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 80),
                Spell.Cast("Force Shroud", ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 70),

                //**CC**
                Spell.Cast("Concussive Round", on => Helpers.ccTarget(), castWhen => Helpers.Targets.Count() >= 3),

                //*Interrupts*
                Spell.Cast("Disabling Shot", ret => BuddyTor.Me.CurrentTarget.IsCasting),


                //Rotation
                Spell.Cast("Sticky Grenade", castWhen => Helpers.Targets.Count() >= 3 && BuddyTor.Me.ResourceStat >= 10),
                Spell.Cast("Grav Round"),
                Spell.Cast("High Impact Bolt", ret => BuddyTor.Me.HasBuff("Charged Barrel") > 4),
                Spell.Cast("Demolition Round"),
                Spell.Cast("Electro Net"),
                Spell.Cast("Reserve Powercell"),
                Spell.Cast("Plasma Grenade"),
                Spell.Cast("Full Auto", ret => BuddyTor.Me.HasBuff("Curtain of Fire")),
                Spell.Cast("Hammer Shot"),

                //Movement
                Movement.MoveTo(ret => BuddyTor.Me.CurrentTarget.Position, 2.8f)
                );

Test it and let me know
 
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