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Fight at Joe's - 2.0

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Its at the top of the function, is it supposed to be immediately afterward as awell?
 
Powertech Shield spec doesnt work, just shoots auto attack and flamethrower, jugger rage spec only uses charge and shuddering
 
Powertech Shield spec doesnt work, just shoots auto attack and flamethrower, jugger rage spec only uses charge and shuddering


Not supported yet. I just fixed joes 2.0 to work and run smooth now. So classes will be added very fast now since I have all MAJOR bugs worked out! HURRRAYY!!!
 
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")) 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")) 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);
        }


Fix your shotty programming work and take out those thread sleeps!!!! :P :P I wait for real update before I paste!
 
I got some unexpected and much appreciated free time today, so I took the time to write out some TK Sage routine. Keep in mind that this routine is only for a level 30 sage, so I'm not using the top tier talents yet.

Code:
public static void TelekineticsCombat()
        {

            WaitForCast();
            datLCL = DateTime.Now;

            Thread.Sleep(200);
            LoadVars();
            if (!TargetInCombat()) return;

            if (MercCast("Force Valor", !MyBuffs.Contains("Force Valor"))) return;
            if (!IG) if (Me.Level > 10) MoveTo(CT, 2.8f, "Force Speed"); else MoveTo(CT, .50f);
	if (!CT.InCombat)
                {
                    while (CT.Distance > 2.8f) MoveTo(CT, 2.8f);
                    if (MercCast("Mind Crush", StrongOrGreater(CT))) return;
                    MercCast("Disturbance");
                }
                MoveTo(CT, 2.8f);

                if (MercCast("Force Mend", HP <= 80)) return;
                if (MercCast("Benevolence", HP <= 60)) return;
		if (MercCast("Mental Alacrity", HP <= 60)) return;
		if (MercCast("Deliverance", MyBuffs.Contains("Mental Alacrity") && HP <= 60)) return;
		
                if (MedicineCheckCompHealth()) return;

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

                Thread.Sleep(100);

                if (MercCast("Force Armor", !BuddyTor.Me.HasDebuff("Force-imbalance"))) return;
                if (MercCast("Force of Will", BuddyTor.Me.IsStunned)) return;

                if (!TargetInCombat()) return;

                if (MercCast("Mind Snap", TC)) return;
                if (MercCast("Force Stun", StrongOrGreater(CT))) return;

                if (MercCast("Force Potency")) return;
                if (MercCast("Noble Sacrafice", RS >= 20)) return;

                {
                    if (MercCast("Weaken Mind", StrongOrGreater(CT) && !CTDebuffs.Contains("Weaken Mind"))) return;
                    if (MercCast("Force Wave", TD <= .6f)) return;
		    if (MercCast("Telekinetic Wave", MyBuffs.Contains("Tidal Force"))) return;
		    if (MercCast("Telekinetic Throw", MyBuffs.Contains("Psychic Projection"))) return;
                    if (MercCast("Project")) return;
                    if (MercCast("Telekinetic Throw")) return;
                    if (MercCast("Disturbance")) return;                  

                }
		if (SeerCheckCompHealth()) return;

            if (!IG && BuddyTor.Me.IsMoving) StopMoving();


        }

Things I'd like to fix:
- Stun isn't working for some reason
- Couldn't get Companion shielding to work... Ideally I'd like to shield him when he's below 80% hp and doesn't have the debuff.
- There was something else but I forget :rolleyes:


All in all, though, this is already way more efficient than the default sage combat routine, or that crappy one I put in this thread earlier. I'll keep working on this as I level up. Thanks for opening that spot up Walter!!!
 
I got some unexpected and much appreciated free time today, so I took the time to write out some TK Sage routine. Keep in mind that this routine is only for a level 30 sage, so I'm not using the top tier talents yet.

Code:
public static void TelekineticsCombat()
        {

            WaitForCast();
            datLCL = DateTime.Now;

            Thread.Sleep(200);
            LoadVars();
            if (!TargetInCombat()) return;

            if (MercCast("Force Valor", !MyBuffs.Contains("Force Valor"))) return;
            if (!IG) if (Me.Level > 10) MoveTo(CT, 2.8f, "Force Speed"); else MoveTo(CT, .50f);
	if (!CT.InCombat)
                {
                    while (CT.Distance > 2.8f) MoveTo(CT, 2.8f);
                    if (MercCast("Mind Crush", StrongOrGreater(CT))) return;
                    MercCast("Disturbance");
                }
                MoveTo(CT, 2.8f);

                if (MercCast("Force Mend", HP <= 80)) return;
                if (MercCast("Benevolence", HP <= 60)) return;
		if (MercCast("Mental Alacrity", HP <= 60)) return;
		if (MercCast("Deliverance", MyBuffs.Contains("Mental Alacrity") && HP <= 60)) return;
		
                if (MedicineCheckCompHealth()) return;

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

                Thread.Sleep(100);

                if (MercCast("Force Armor", !BuddyTor.Me.HasDebuff("Force-imbalance"))) return;
                if (MercCast("Force of Will", BuddyTor.Me.IsStunned)) return;

                if (!TargetInCombat()) return;

                if (MercCast("Mind Snap", TC)) return;
                if (MercCast("Force Stun", StrongOrGreater(CT))) return;

                if (MercCast("Force Potency")) return;
                if (MercCast("Noble Sacrafice", RS >= 20)) return;

                {
                    if (MercCast("Weaken Mind", StrongOrGreater(CT) && !CTDebuffs.Contains("Weaken Mind"))) return;
                    if (MercCast("Force Wave", TD <= .6f)) return;
		    if (MercCast("Telekinetic Wave", MyBuffs.Contains("Tidal Force"))) return;
		    if (MercCast("Telekinetic Throw", MyBuffs.Contains("Psychic Projection"))) return;
                    if (MercCast("Project")) return;
                    if (MercCast("Telekinetic Throw")) return;
                    if (MercCast("Disturbance")) return;                  

                }
		if (SeerCheckCompHealth()) return;

            if (!IG && BuddyTor.Me.IsMoving) StopMoving();


        }

Things I'd like to fix:
- Stun isn't working for some reason
- Couldn't get Companion shielding to work... Ideally I'd like to shield him when he's below 80% hp and doesn't have the debuff.
- There was something else but I forget :rolleyes:


All in all, though, this is already way more efficient than the default sage combat routine, or that crappy one I put in this thread earlier. I'll keep working on this as I level up. Thanks for opening that spot up Walter!!!


I took this line out if (MedicineCheckCompHealth()) return; that is for operative heals. Seer heals were already listed and I moved up. I updated svn.
 
I took this line out if (MedicineCheckCompHealth()) return; that is for operative heals. Seer heals were already listed and I moved up. I updated svn.

Thanks, I think that might be in my Gunnery profile too lewl. See if you can guess which class I used as a template to create my routines. I'll give you 3 guesses :rolleyes:
 
Thanks, I think that might be in my Gunnery profile too lewl. See if you can guess which class I used as a template to create my routines. I'll give you 3 guesses :rolleyes:


No worries you are learning! Going to roll out big update shortly just been testing my changes to some thread sleeps and moment enhancements.
 
Updated svn with some changes. Give feedback if it sucks. I tested it and seems to be better but who knows!
 
I have a bad feeling about the bot casting buffs on just any guy running past them.
 
I have a bad feeling about the bot casting buffs on just any guy running past them.


I will remove this later. I agree with this. But in real game I always buff every one anyhow. I will give sent some love and few others.
 
Tried out the concealment operative class and it says "initiating combat" and gets just out of aggro range but never actually initiates. Lvl 16 operative, maybe too low of level? I can get some logs up later if u need them. Thx!
 
Tried out the concealment operative class and it says "initiating combat" and gets just out of aggro range but never actually initiates. Lvl 16 operative, maybe too low of level? I can get some logs up later if u need them. Thx!


That was supported before I was here. Going to be fixing it up shortly! Just did a whole rework for code and going to roll out some tests. Next code work is all set up for every single spec in game. Just need to add routines. This way I hope it will encourage others to write more :D!


Update SVN with first roll out of big changes. All specs not completed are in Joe's folder. As each spec is finished will move file.


P.S.: Also fixed merc vent heat bug! Stupid mercs but Joe loved them sooooo much. No wonder he quit this game!
 
Last edited:
Walter, I found Darkness sin horrible. Rewrote it. Let me know what you think.

Code:
        public static void DarknessCombat()
        {

            WaitForCast();
            datLCL = DateTime.Now;

            Thread.Sleep(200);
            LoadVars();

            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 (CT == Comp) { BuddyTor.Me.ClearTarget(); return; }

            if (MercCast("Mark of Power", !MyBuffs.Contains("Mark of Power"))) return;
            if (MercCast("Dark Charge", !MyBuffs.Contains("Dark Charge"))) return;
            
            if (!CT.InCombat && CT.HealthPercent > .2f)
            {
                MercCast("Stealth");
                while (CT.Distance > .15f) MoveTo(CT, .15f);
                if (MercCast("Maul", CT.Distance <= .20f)) if (MercCast("Thrash")) return;
            }
            //if (!TargetInCombat()) return;

            if (!CT.InCombat && Me.IsStealthed) return;

            if (MercCast("Unbreakable Will", Me.IsStunned)) return;

            if (TC)
            {
                if (MercCast("Jolt")) return;
                if (MercCast("Electrocute")) return;
                if (MercCast("Shock")) return;
                if (MercCast("Overload", TD <= .50f)) return;
            }

            if (!IG) MoveTo(CT, .490f, "Shock");

            //**Defensive**
            if (MercCast("Dark Ward", HP <= 90f)) return;
            if (MercCast("Deflection", HP <= 50f)) return;
            if (MercCast("Force Shroud", HP <= 40f)) return;
            if (MercCast("Overcharge Saber", HP <= 30f)) return;
            if (HP <= 30) UseMedPackInInventory();

            //**Offensive**
            if (MercCast("Saber Strike", RS <= 20f)) return;  //conserve energy
            if (MercCast("Force Lightning", HaveBuffStacks("Harnessed Darkness", 3))) return;
            if (MercCast("Recklessness", StrongOrGreater(CT))) return;
            if (MercCast("Wither", TWR10 >= 2)) return;
            if (MercCast("Discharge", TWR10 >= 2)) return;
            if (MercCast("Shock", MyBuffs.Contains("Energize"))) return;
            if (MercCast("Assassinate", THP <= 30f)) return;
            if (MercCast("Maul", MyBuffs.Contains("Conspirator's Cloak"))) return;
            if (MercCast("Thrash")) return;
            if (MercCast("Saber Strike")) return;
            
            if (!IG && BuddyTor.Me.IsMoving) StopMoving();
        }
 
Walter, I found Darkness sin horrible. Rewrote it. Let me know what you think.

Code:
        public static void DarknessCombat()
        {

            WaitForCast();
            datLCL = DateTime.Now;

            Thread.Sleep(200);
            LoadVars();

            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 (CT == Comp) { BuddyTor.Me.ClearTarget(); return; }

            if (MercCast("Mark of Power", !MyBuffs.Contains("Mark of Power"))) return;
            if (MercCast("Dark Charge", !MyBuffs.Contains("Dark Charge"))) return;
            
            if (!CT.InCombat && CT.HealthPercent > .2f)
            {
                MercCast("Stealth");
                while (CT.Distance > .15f) MoveTo(CT, .15f);
                if (MercCast("Maul", CT.Distance <= .20f)) if (MercCast("Thrash")) return;
            }
            //if (!TargetInCombat()) return;

            if (!CT.InCombat && Me.IsStealthed) return;

            if (MercCast("Unbreakable Will", Me.IsStunned)) return;

            if (TC)
            {
                if (MercCast("Jolt")) return;
                if (MercCast("Electrocute")) return;
                if (MercCast("Shock")) return;
                if (MercCast("Overload", TD <= .50f)) return;
            }

            if (!IG) MoveTo(CT, .490f, "Shock");

            //**Defensive**
            if (MercCast("Dark Ward", HP <= 90f)) return;
            if (MercCast("Deflection", HP <= 50f)) return;
            if (MercCast("Force Shroud", HP <= 40f)) return;
            if (MercCast("Overcharge Saber", HP <= 30f)) return;
            if (HP <= 30) UseMedPackInInventory();

            //**Offensive**
            if (MercCast("Saber Strike", RS <= 20f)) return;  //conserve energy
            if (MercCast("Force Lightning", HaveBuffStacks("Harnessed Darkness", 3))) return;
            if (MercCast("Recklessness", StrongOrGreater(CT))) return;
            if (MercCast("Wither", TWR10 >= 2)) return;
            if (MercCast("Discharge", TWR10 >= 2)) return;
            if (MercCast("Shock", MyBuffs.Contains("Energize"))) return;
            if (MercCast("Assassinate", THP <= 30f)) return;
            if (MercCast("Maul", MyBuffs.Contains("Conspirator's Cloak"))) return;
            if (MercCast("Thrash")) return;
            if (MercCast("Saber Strike")) return;
            
            if (!IG && BuddyTor.Me.IsMoving) StopMoving();
        }


Will update when home from salt mines!
 
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