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Fight at Joe's - 2.0

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Just noticed the trooper basic only checks health and not resources to "recharge and reload"
 
Just noticed the trooper basic only checks health and not resources to "recharge and reload"


Fixed it. Should go to 85 to 90% ammo before movement. I had to add some stuff so it would select the proper tree and blah balh blah blah blah.
 
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Was the update today missing the spot for Telekinetic Sage? I don't see the spot in merchelpers.
 
Was the update today missing the spot for Telekinetic Sage? I don't see the spot in merchelpers.

Its still written and referred to the old code routine from what I see.

Looks like the 1st post has track of whats for sure good or not. My Jedi Sent/Watchman "Works" pretty well at lvl 30's but not optimized for DPS.. So some might show up in black and still be ok.
 
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Was the update today missing the spot for Telekinetic Sage? I don't see the spot in merchelpers.


I will add this for you later. I haven't put all my code in since testing as I go each class. I will just put a spot in and you can fill it in for me! :P
 
Im about to start a hole new legacy, or purge an old one. Which class/spec you think is the best one to go with that works the best?
 
You are all set to add sage telekinetic. I added heal for companion and few other things that you will need. Let me know if I can help anymore.
 
Im about to start a hole new legacy, or purge an old one. Which class/spec you think is the best one to go with that works the best?
junk tank and vengeance works awesome. I just used these both from 10 to 55.
 
Was the update today missing the spot for Telekinetic Sage? I don't see the spot in merchelpers.

All done sorry I honestly forgot/didn't update today yet! I just been busy with that damn real life stuff!
 
All done sorry I honestly forgot/didn't update today yet! I just been busy with that damn real life stuff!

Sith warrior jugg vengeance.. ok..

Swear longest part of this game now is finding an unused name.
 
ok ok... i have been silent and no it was not cuz i was working on something big i was just lazy.. and id not want to do nothing...... well i ma back now am i will be perfecting Jedi Sentinel.... currently testing basic Jedi knight and it suck!!!
 
ok ok... i have been silent and no it was not cuz i was working on something big i was just lazy.. and id not want to do nothing...... well i ma back now am i will be perfecting Jedi Sentinel.... currently testing basic Jedi knight and it suck!!!

Only thing that gets me threw some of these classes is rolling a female and putting a bikini on her and watch the show.
 
Changed pull range for classes down from 28 to 18. Fixed few other classes and infiltration is added and works!
 
You are all set to add sage telekinetic. I added heal for companion and few other things that you will need. Let me know if I can help anymore.

Awesome, I may not have a finished routine for a while but I'll get started on something that you can use in the mean time until my sage hits 50. Thanks!
 
Far from done but definitely a game changing improvement over what is there right now:

Code:
 public static void SniperMarksmanshipPull()
        {
            return;
        }

        public static void SniperMarksmanshipCombat()
        {
            WaitForCast();
            datLCL = DateTime.Now;

            Thread.Sleep(200);

            LoadVars();

            MercBuffSelf("Coordination", true);
            MoveTo(CT, 2.80f);

            //if (!IG) if (CTT >= CombatToughness.Boss1) MoveIfNec(9.90f); else MoveIfNec();

            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 (!TargetInCombat()) return;

            MercCast("Crouch", Me, !MyBuffs.Contains("Crouch"));
            if (!CT.InCombat)
            {
                Thread.Sleep(200);
                if (MercCast("Ambush", !CT.InCombat || CT.IsStunned)) return;
                if (MercCast("Snipe", !CT.InCombat || CT.IsStunned)) return;
            }
                        //**Defensive**
            if (HP <= 30) UseMedPackInInventory();

			if (MercCastOnGround("Orbital Strike", CTT >= CombatToughness.Boss1 && THP >= 30f, CT)) return;

			if (MercCast("Takedown")) return;	// execute
			if (MercCast("Followthrough")) return;	// Followthrough shot

			if (MercCast("Debilitate", TC)) return;
			if (MercCast("Distraction", TC && StrongOrGreater(CT))) return;

			if (MercCast("Adrenaline Probe", RS <= 20)) return;

			if (MercCast("Shield Probe", !MyBuffs.Contains("Shield Probe"))) return;
			if (MercCast("Entrench", HP <= 70f)) return;
			if (MercCast("Ballistic Shield", HP <= 50)) return;
			if (MercCast("Diversion", HP <= 50 && CT.Toughness != CombatToughness.Player)) return;

			if (MercCast("Laze Target", StrongOrGreater(CT) && THP >= 50f)) return;
			if (MercCast("Target Acquired", StrongOrGreater(CT) && THP >= 50f)) return;

			
			if (UseAOE)
            {
				if (MercCast("Fragmentation Grenade",RS > 70)) return; 
			}
			
			if (TD <= .50f)
			{

				if (MercCast("Cover Pulse")) return;	// knockback;  need to add leg shot here.
				if (MercCast("Flash Bang")) return;		// or aoe mezz
				if (MercCast("Debilitate")) return;			// single target stun
			}

			if (MercCast("Explosive Probe")) return;
			if (MercCast("Ambush",  HaveBuffStacks("Zeroing Shots", 2))) return;  // we need to put name of ambush charges here
			
			if (MercCast("Snipe", CTDebuffs.Contains("Smuggler's Luck"))) return;
			if (MercCast("Shatter Shot", StrongOrGreater(CT) && !CTDebuffs.Contains("Armor Reduced (Physical)"))) return;	// armor debuff
			if (MercCast("Series of Shots")) return;				// series of shots
			if (MercCast("Sniper Volley", HP <= 50 || RS <= 20)) return;
			
			//if (MercCast("Leg Shot")) return;

			if (MercCast("Snipe")) return;			// snipe

			if (MercCast("Rifle Shot")) return;
				
			//if (MercCast("Vital Shot", !CTDebuffs.Contains("Bleeding (Tech)"))) return;
            ////Logging.Write(RS.ToString("0.0") + " Forced Cast:  Rifle Shot");
            ////Buddy.CommonBot.AbilityManager.Cast("Flurry of Bolts", CT);
        }
		
        public static void SharpshooterCombat()
        {
            WaitForCast();
            datLCL = DateTime.Now;

            Thread.Sleep(200);

            LoadVars();

            MercBuffSelf("Lucky Shots", true);
            MoveTo(CT, 2.80f);

            //if (!IG) if (CTT >= CombatToughness.Boss1) MoveIfNec(9.90f); else MoveIfNec();

            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 (!TargetInCombat()) return;

            MercCast("Crouch", Me, !MyBuffs.Contains("Crouch"));
            if (!CT.InCombat)
            {
                Thread.Sleep(200);
                if (MercCast("Aimed Shot", !CT.InCombat || CT.IsStunned)) return;
                if (MercCast("Charged Burst", !CT.InCombat || CT.IsStunned)) return;
            }
                        //**Defensive**
            if (HP <= 30) UseMedPackInInventory();

			if (MercCastOnGround("XS Freighter Flyby", CTT >= CombatToughness.Boss1 && THP >= 30f, CT)) return;

			if (MercCast("Quickdraw")) return;	// execute
			if (MercCast("Trickshot")) return;	// Followthrough shot

			if (MercCast("Dirty Kick", TC)) return;
			if (MercCast("Distraction", TC && StrongOrGreater(CT))) return;

			if (MercCast("Cool Head", RS <= 20)) return;

			if (MercCast("Defense Screen", !MyBuffs.Contains("Defense Screen"))) return;
			if (MercCast("Hunker Down", HP <= 70f)) return;
			if (MercCast("Scrambling Field", HP <= 50)) return;
			if (MercCast("Diversion", HP <= 50 && CT.Toughness != CombatToughness.Player)) return;

			if (MercCast("Smuggler's Luck", StrongOrGreater(CT) && THP >= 50f)) return;
			if (MercCast("Illegal Mods", StrongOrGreater(CT) && THP >= 50f)) return;

			
			if (UseAOE)
            {
				if (MercCast("Thermal Grenade",RS > 70)) return; 
			}
			
			if (TD <= .50f)
			{

				if (MercCast("Pulse Detonator")) return;	// knockback;  need to add leg shot here.
				if (MercCast("Flash Grenade")) return;		// or aoe mezz
				if (MercCast("Dirty Kick")) return;			// single target stun
			}

			if (MercCast("Sabotage Charge")) return;
			if (MercCast("Aimed Shot",  HaveBuffStacks("Charged Aim", 2))) return;
			
			if (MercCast("Charged Burst", CTDebuffs.Contains("Smuggler's Luck"))) return;
			if (MercCast("Flourish Shot", StrongOrGreater(CT) && !CTDebuffs.Contains("Armor Reduced (Physical)"))) return;	// armor debuff
			if (MercCast("Speed Shot")) return;				// series of shots
			if (MercCast("Burst Volley", HP <= 50 || RS <= 20)) return;

			//if (MercCast("Leg Shot")) return;

			if (MercCast("Charged Burst")) return;			// snipe

			if (MercCast("Flurry of Bolts")) return;
				
			//if (MercCast("Vital Shot", !CTDebuffs.Contains("Bleeding (Tech)"))) return;
            ////Logging.Write(RS.ToString("0.0") + " Forced Cast:  Rifle Shot");
            ////Buddy.CommonBot.AbilityManager.Cast("Flurry of Bolts", CT);
        }
 
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Series of shots/speed shot gets broken, so we have to change it to

if (MercCast("Speed Shot")) { Thread.Sleep(200); return;}
if (MercCast("Series of Shots")) { Thread.Sleep(200); return;}

I used 200. Cast time is 2.1 seconds... 200 is 3.33 seconds i guess. Should we make it less?
 
Some more updates:
Code:
public static void SniperMarksmanshipCombat()
        {
            WaitForCast();
            datLCL = DateTime.Now;

            Thread.Sleep(200);

            LoadVars();

            MercBuffSelf("Coordination", true);
            MoveTo(CT, 2.80f);

            //if (!IG) if (CTT >= CombatToughness.Boss1) MoveIfNec(9.90f); else MoveIfNec();

            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 (!TargetInCombat()) return;

            MercCast("Crouch", Me, !MyBuffs.Contains("Crouch"));
            if (!CT.InCombat)
            {
                Thread.Sleep(200);
                if (MercCast("Ambush", !CT.InCombat || CT.IsStunned)) return;
            }
            //**Defensive**
            if (HP <= 30) UseMedPackInInventory();

            if (MercCastOnGround("Orbital Strike", CTT >= CombatToughness.Boss1 && THP >= 30f, CT)) return;

            if (MercCast("Takedown")) return;	// execute
            if (MercCast("Followthrough")) return;	// Followthrough shot

            if (MercCast("Debilitate", TC)) return;
            if (MercCast("Distraction", TC && StrongOrGreater(CT))) return;

            if (MercCast("Adrenaline Probe", RS <= 40)) return;
            if (MercCast("Rifle Shot", RS <=  59)) return;  // keep energy up

            if (MercCast("Shield Probe", !MyBuffs.Contains("Shield Probe"))) return;
            if (MercCast("Entrench", HP <= 70f)) return;
            if (MercCast("Ballistic Shield", HP <= 50)) return;
            if (MercCast("Diversion", HP <= 50 && CT.Toughness != CombatToughness.Player)) return;

            if (MercCast("Laze Target", StrongOrGreater(CT) && THP >= 50f)) return;
            if (MercCast("Target Acquired", StrongOrGreater(CT) && THP >= 50f)) return;

            if (MercCast("Fragmentation Grenade",  UseAOE && RS > 69 && TWR30 > 2)) return;

            if (TD <= .50f)
            {
                if (MercCast("Cover Pulse")) { MercCast("Leg Shot"); return;}	// knockback;  need to add leg shot here.
                if (MercCast("Flash Bang")) return;		// or aoe mezz
                if (MercCast("Debilitate")) return;			// single target stun
            }

            if (MercCast("Explosive Probe")) return;
            if (MercCast("Ambush", HaveBuffStacks("Zeroing Shots", 2))) return;  // we need to put name of ambush charges here

            if (MercCast("Snipe", CTDebuffs.Contains("Smuggler's Luck"))) return;
            if (MercCast("Shatter Shot", StrongOrGreater(CT) && !CTDebuffs.Contains("Armor Reduced (Physical)"))) return;	// armor debuff
            if (MercCast("Series of Shots")) {WaitForCast(); return;}				// series of shots
            if (MercCast("Sniper Volley", HP <= 50 || RS <= 20)) return;

            //if (MercCast("Leg Shot")) return;

            if (MercCast("Snipe")) return;			// snipe

            if (MercCast("Rifle Shot")) return;

            //if (MercCast("Vital Shot", !CTDebuffs.Contains("Bleeding (Tech)"))) return;
            ////Logging.Write(RS.ToString("0.0") + " Forced Cast:  Rifle Shot");
            ////Buddy.CommonBot.AbilityManager.Cast("Flurry of Bolts", CT);
        }
        public static void SharpshooterCombat()
        {
            WaitForCast();
            datLCL = DateTime.Now;

            Thread.Sleep(200);

            LoadVars();

            MercBuffSelf("Lucky Shots", true);
            MoveTo(CT, 2.80f);

            //if (!IG) if (CTT >= CombatToughness.Boss1) MoveIfNec(9.90f); else MoveIfNec();

            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 (!TargetInCombat()) return;

            MercCast("Crouch", Me, !MyBuffs.Contains("Crouch"));
            if (!CT.InCombat)
            {
                Thread.Sleep(200);
                if (MercCast("Aimed Shot", !CT.InCombat || CT.IsStunned)) return;
            }
            //**Defensive**
            if (HP <= 30) UseMedPackInInventory();

            if (MercCastOnGround("XS Freighter Flyby", CTT >= CombatToughness.Boss1 && THP >= 30f, CT)) return;

            if (MercCast("Quickdraw")) return;	// execute
            if (MercCast("Trickshot")) return;	// Followthrough shot

            if (MercCast("Dirty Kick", TC)) return;
            if (MercCast("Distraction", TC && StrongOrGreater(CT))) return;

            if (MercCast("Cool Head", RS <= 40)) return;
            if (MercCast("Flurry of Bolts", RS <=  59)) return;

            if (MercCast("Defense Screen", !MyBuffs.Contains("Defense Screen"))) return;
            if (MercCast("Hunker Down", HP <= 70f)) return;
            if (MercCast("Scrambling Field", HP <= 50)) return;
            if (MercCast("Diversion", HP <= 50 && CT.Toughness != CombatToughness.Player)) return;

            if (MercCast("Smuggler's Luck", StrongOrGreater(CT) && THP >= 50f)) return;
            if (MercCast("Illegal Mods", StrongOrGreater(CT) && THP >= 50f)) return;

            if (MercCast("Thermal Grenade", UseAOE && RS > 69 && TWR30 > 2)) return;

            if (TD <= .50f)
            {
                if (MercCast("Pulse Detonator")) {MercCast("Leg Shot");return;}	// knockback;  need to add leg shot here.
                if (MercCast("Flash Grenade")) return;		// or aoe mezz
                if (MercCast("Dirty Kick")) return;			// single target stun
            }

            if (MercCast("Sabotage Charge")) return;
            if (MercCast("Aimed Shot", HaveBuffStacks("Charged Aim", 2))) return;

            if (MercCast("Charged Burst", CTDebuffs.Contains("Smuggler's Luck"))) return;
            if (MercCast("Flourish Shot", StrongOrGreater(CT) && !CTDebuffs.Contains("Armor Reduced (Physical)"))) return;	// armor debuff
            if (MercCast("Speed Shot")) {WaitForCast(); return;}				// series of shots
            if (MercCast("Burst Volley", HP <= 50 || RS <= 20)) return;

            //if (MercCast("Leg Shot")) return;

            if (MercCast("Charged Burst")) return;			// snipe

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

            //if (MercCast("Vital Shot", !CTDebuffs.Contains("Bleeding (Tech)"))) return;
            ////Logging.Write(RS.ToString("0.0") + " Forced Cast:  Rifle Shot");
            ////Buddy.CommonBot.AbilityManager.Cast("Flurry of Bolts", CT);
        }
 
Last edited:
Series of shots/speed shot gets broken, so we have to change it to

if (MercCast("Speed Shot")) { Thread.Sleep(200); return;}
if (MercCast("Series of Shots")) { Thread.Sleep(200); return;}

I used 200. Cast time is 2.1 seconds... 200 is 3.33 seconds i guess. Should we make it less?
Is your problem that the cast is getting cut short? Have you tried "WaitForCast();" Immediately afterward? That worked for TK throw for me.
 
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