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Fight at Joe's - 2.0

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Hey adude please send me PM so we can start new thread with SVN! All set up and ready to go! I just got home about 10 mins ago!
 
I have to reinstall my IDE so it will take me 30-40 min to fix this error

PHP:
Compiler Error: c:\Users\Delroy\Desktop\BW\Routines\DefaultCombat\Routines\Advanced\Gunslinger\Saboteur.cs(14,25) : error CS0101: The namespace 'DefaultCombat.Routines' already contains a definition for 'Gunslinger'
Compiler Error: c:\Users\Delroy\Desktop\BW\Routines\DefaultCombat\Routines\Advanced\Gunslinger\Sharpshooter.cs(14,25) : error CS0101: The namespace 'DefaultCombat.Routines' already contains a definition for 'Gunslinger'
Unhandled exception during init: System.InvalidOperationException: No routines were loaded. Please ensure there is a routine for your class before starting the bot.
   at Buddy.CommonBot.BotMain.SetCurrentCombatRoutine()
   at Buddywing.MainWindow.DoInitialization()
Buddy Wing: The Old Robot is ready!
 
Here adude is the https://subversion.assembla.com/svn/cant-fight-adude-2-0-combat/ If you need any help just ask me and you should be able to edit everything. I think you will like the new name this routine you have invested some time in now :P! I updated it with latest item you uploaded. Please start to use SVN so we all can just right click our folders for auto update! Will make it easier for when you and I start to share more of our work!
 
Here adude is the https://subversion.assembla.com/svn/cant-fight-adude-2-0-combat/ If you need any help just ask me and you should be able to edit everything. I think you will like the new name this routine you have invested some time in now :P! I updated it with latest item you uploaded. Please start to use SVN so we all can just right click our folders for auto update! Will make it easier for when you and I start to share more of our work!

sweet i will do that then also i an now installing Visual Studios express so i hope it gets done soon so i can fix the bugs

actually i don't think that use works


PS for now Download the ZIP file in the first post... i am trying to update the SVN files
 
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all bug/errors fixed please start to test now.. i will try to get SVN to take my updates


PS for now Download the ZIP file in the first post... i am trying to update the SVN files
 
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all bug/errors fixed please start to test now.. i will try to get SVN to take my updates


PS for now Download the ZIP file in the first post... i am trying to update the SVN files


I updated the svn with his current files. This will all be worked out shortly!
 
DUDE!!! NOOO WAYYYYYY...... MY ASSSASSIN IS L33T!!!! WHO CODED THIS ROUTINE!!!!!:o
 
Gunnery hasn't been updated huh?

I'll recompile a list of issues but you should look at my last post for changes you should make. Or would you prefer I just send you the routine through PM?
 
all bug/errors fixed please start to test now.. i will try to get SVN to take my updates


PS for now Download the ZIP file in the first post... i am trying to update the SVN files

Tried the Mercenary Arsenal routine, still just walking up to mobs, not sure if you touched on this or not, thanks mate
 
i mirrored operative lethality and concealment to scoundrel scrapper and dirty fighting and replaced the current "half medic half scrapper" rota.

rest is svn from today:
 

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i mirrored operative lethality and concealment to scoundrel scrapper and dirty fighting and replaced the current "half medic half scrapper" rota.

rest is svn from today:

this is awesome i will add this once i get home...

I am also added/redoing Arsenal, Bodyguard and , Pyrotech for Bounty Hinter once i get home
 
ok what do you guys thing about this for BH? i think its pretty solid


Arsenal
PHP:
using System;
using System.Linq;
using Buddy.BehaviorTree;
using Buddy.Common;
using Buddy.CommonBot;
using Buddy.Swtor;
using DefaultCombat.Dynamics;
using Action = Buddy.BehaviorTree.Action;

namespace DefaultCombat.Routines
{
    // Darkness Assassin v1.0 - Cystacae/Edited by Neo93
    // Known Bugs:  Can't get behind on pull, Also same as Madness Assassin that randomly Force Lightning may interfere.  I only say may because I have yet to see it but Madness code is relatively the same.
    public static class BountyHunterArsenal
    {
        public static bool Burn = false;
        [Behavior(BehaviorType.Pull)]
        [Class(CharacterClass.Trooper, AdvancedClass.BountyHunter, SkillTreeId.BountyHunterArsenal)]
        public static Composite BountyHunterArsenalPull()
        {
            return BountyHunterArsenalCombat();
        }

        [Behavior(BehaviorType.Combat)]
        [Class(CharacterClass.Trooper, AdvancedClass.BountyHunter, SkillTreeId.BountyHunterArsenal)]
        public static Composite BountyHunterArsenalCombat()
        {
            return new PrioritySelector(
                Spell.WaitForCast(),
                Movement.StopInRange(2.8f),

                //***Generel***
                Spell.Cast("Determination", ret => BuddyTor.Me.IsStunned),

                //**Defensive**
                Spell.Cast("Energy Shield", ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 40),
                Spell.Cast("Kolto Overload", ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 40),

                //**CC**
                Spell.Cast("Concussive Round", on => Helpers.ccTarget(), castWhen => Helpers.Targets.Count() >= 4),

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


                //Rotation
                Spell.Cast("Rail Shot", ret => true),
                Spell.Cast("Tracer Missile", castWhen => BuddyTor.Me.CurrentTarget.HealthPercent >= 75),
                Spell.Cast("Heatseeker Missiles"),
                Spell.Cast("Electro Net"),
                Spell.Cast("Fusion Missile"),
                Spell.Cast("Vent Heat", castWhen => BuddyTor.Me.ResourceStat >= 40),
                Spell.Cast("Unload", ret => BuddyTor.Me.HasBuff("Barrage")),
                Spell.Cast("Unload", castWhen => !AbilityManager.HasAbility("Barrage")),
                Spell.Cast("Explosive Dart", castWhen => Helpers.Targets.Count() >= 2),
                Spell.Cast("Unload"),
                Spell.Cast("Rocket Punch", castWhen => Helpers.Targets.Count(t => t.Distance <= 2) >= 1),
                Spell.Cast("Missile Blast", castWhen => BuddyTor.Me.CurrentTarget.HealthPercent >= 75),
                Spell.Cast("Flame Thrower", castWhen => Helpers.Targets.Count(t => t.Distance <= 2) >= 1),
                Spell.Cast("Rapid Shots"),

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

        [Behavior(BehaviorType.OutOfCombat)]
        [Class(CharacterClass.Trooper, AdvancedClass.BountyHunter, SkillTreeId.BountyHunterArsenal)]
        public static Composite BountyHunterArsenalOutOfCombat()
        {
            return new PrioritySelector(
                Spell.BuffSelf("Plasma Cell")//Weapon Buff
                );
        }
    }
}



Pyrotech

PHP:
using System;
using System.Linq;
using Buddy.BehaviorTree;
using Buddy.Common;
using Buddy.CommonBot;
using Buddy.Swtor;
using DefaultCombat.Dynamics;
using Action = Buddy.BehaviorTree.Action;

namespace DefaultCombat.Routines
{
    // Darkness Assassin v1.0 - Cystacae/Edited by Neo93
    // Known Bugs:  Can't get behind on pull, Also same as Madness Assassin that randomly Force Lightning may interfere.  I only say may because I have yet to see it but Madness code is relatively the same.
    public static class BountyHunterPyrotech
    {
        public static bool Burn = false;
        [Behavior(BehaviorType.Pull)]
        [Class(CharacterClass.Trooper, AdvancedClass.BountyHunter, SkillTreeId.BountyHunterPyrotech)]
        public static Composite BountyHunterPyrotechPull()
        {
            return BountyHunterPyrotechCombat();
        }

        [Behavior(BehaviorType.Combat)]
        [Class(CharacterClass.Trooper, AdvancedClass.BountyHunter, SkillTreeId.BountyHunterPyrotech)]
        public static Composite BountyHunterPyrotechCombat()
        {
            return new PrioritySelector(
                Spell.WaitForCast(),
                Movement.StopInRange(2.8f),

                //***Generel***
                Spell.Cast("Determination", ret => BuddyTor.Me.IsStunned),

                //**Defensive**
                Spell.Cast("Energy Shield", ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 40),
                Spell.Cast("Kolto Overload", ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 40),

                //**CC**
                Spell.Cast("Concussive Round", on => Helpers.ccTarget(), castWhen => Helpers.Targets.Count() >= 4),

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


                //Rotation
                Spell.Cast("Missile Blast", castWhen => BuddyTor.Me.CurrentTarget.HealthPercent <= 95 && !AbilityManager.HasAbility("Incendiary Missile")),
                Spell.Cast("Incendiary Missile", castWhen => BuddyTor.Me.CurrentTarget.HealthPercent <= 95),
                Spell.Cast("Rail Shot", ret => true),
                Spell.Cast("Thermal Detonator"),
                Spell.Cast("Unload"),
                Spell.Cast("Power Shot"),
                Spell.Cast("Fusion Missile"),
                Spell.Cast("Vent Heat", castWhen => BuddyTor.Me.ResourceStat >= 40),
                Spell.Cast("Explosive Dart", castWhen => Helpers.Targets.Count() >= 2),
                Spell.Cast("Unload"),
                Spell.Cast("Rocket Punch", castWhen => Helpers.Targets.Count(t => t.Distance <= 2) >= 1),
                Spell.Cast("Flame Thrower", castWhen => Helpers.Targets.Count(t => t.Distance <= 2) >= 1),
                Spell.Cast("Rapid Shots"),

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

        [Behavior(BehaviorType.OutOfCombat)]
        [Class(CharacterClass.Trooper, AdvancedClass.BountyHunter, SkillTreeId.BountyHunterPyrotech)]
        public static Composite BountyHunterPyrotechOutOfCombat()
        {
            return new PrioritySelector(
                Spell.BuffSelf("Plasma Cell")//Weapon Buff
                );
        }
    }
}
 
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ok what do you guys thing about this for BH? i think its pretty solid


Arsenal
PHP:
using System;
using System.Linq;
using Buddy.BehaviorTree;
using Buddy.Common;
using Buddy.CommonBot;
using Buddy.Swtor;
using DefaultCombat.Dynamics;
using Action = Buddy.BehaviorTree.Action;

namespace DefaultCombat.Routines
{
    // Darkness Assassin v1.0 - Cystacae/Edited by Neo93
    // Known Bugs:  Can't get behind on pull, Also same as Madness Assassin that randomly Force Lightning may interfere.  I only say may because I have yet to see it but Madness code is relatively the same.
    public static class BountyHunterArsenal
    {
        public static bool Burn = false;
        [Behavior(BehaviorType.Pull)]
        [Class(CharacterClass.Trooper, AdvancedClass.BountyHunter, SkillTreeId.BountyHunterArsenal)]
        public static Composite BountyHunterArsenalPull()
        {
            return BountyHunterArsenalCombat();
        }

        [Behavior(BehaviorType.Combat)]
        [Class(CharacterClass.Trooper, AdvancedClass.BountyHunter, SkillTreeId.BountyHunterArsenal)]
        public static Composite BountyHunterArsenalCombat()
        {
            return new PrioritySelector(
                Spell.WaitForCast(),
                Movement.StopInRange(2.8f),

                //***Generel***
                Spell.Cast("Determination", ret => BuddyTor.Me.IsStunned),

                //**Defensive**
                Spell.Cast("Energy Shield", ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 40),
                Spell.Cast("Kolto Overload", ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 40),

                //**CC**
                Spell.Cast("Concussive Round", on => Helpers.ccTarget(), castWhen => Helpers.Targets.Count() >= 4),

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


                //Rotation
                Spell.Cast("Rail Shot", ret => true),
                Spell.Cast("Tracer Missile", castWhen => BuddyTor.Me.CurrentTarget.HealthPercent >= 75),
                Spell.Cast("Heatseeker Missiles"),
                Spell.Cast("Electro Net"),
                Spell.Cast("Fusion Missile"),
                Spell.Cast("Vent Heat", castWhen => BuddyTor.Me.ResourceStat >= 40),
                Spell.Cast("Unload", ret => BuddyTor.Me.HasBuff("Barrage")),
                Spell.Cast("Unload", castWhen => !AbilityManager.HasAbility("Barrage")),
                Spell.Cast("Explosive Dart", castWhen => Helpers.Targets.Count() >= 2),
                Spell.Cast("Unload"),
                Spell.Cast("Rocket Punch", castWhen => Helpers.Targets.Count(t => t.Distance <= 2) >= 1),
                Spell.Cast("Missile Blast", castWhen => BuddyTor.Me.CurrentTarget.HealthPercent >= 75),
                Spell.Cast("Flame Thrower", castWhen => Helpers.Targets.Count(t => t.Distance <= 2) >= 1),
                Spell.Cast("Rapid Shots"),

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

        [Behavior(BehaviorType.OutOfCombat)]
        [Class(CharacterClass.Trooper, AdvancedClass.BountyHunter, SkillTreeId.BountyHunterArsenal)]
        public static Composite BountyHunterArsenalOutOfCombat()
        {
            return new PrioritySelector(
                Spell.BuffSelf("Plasma Cell")//Weapon Buff
                );
        }
    }
}



Pyrotech

PHP:
using System;
using System.Linq;
using Buddy.BehaviorTree;
using Buddy.Common;
using Buddy.CommonBot;
using Buddy.Swtor;
using DefaultCombat.Dynamics;
using Action = Buddy.BehaviorTree.Action;

namespace DefaultCombat.Routines
{
    // Darkness Assassin v1.0 - Cystacae/Edited by Neo93
    // Known Bugs:  Can't get behind on pull, Also same as Madness Assassin that randomly Force Lightning may interfere.  I only say may because I have yet to see it but Madness code is relatively the same.
    public static class BountyHunterPyrotech
    {
        public static bool Burn = false;
        [Behavior(BehaviorType.Pull)]
        [Class(CharacterClass.Trooper, AdvancedClass.BountyHunter, SkillTreeId.BountyHunterPyrotech)]
        public static Composite BountyHunterPyrotechPull()
        {
            return BountyHunterPyrotechCombat();
        }

        [Behavior(BehaviorType.Combat)]
        [Class(CharacterClass.Trooper, AdvancedClass.BountyHunter, SkillTreeId.BountyHunterPyrotech)]
        public static Composite BountyHunterPyrotechCombat()
        {
            return new PrioritySelector(
                Spell.WaitForCast(),
                Movement.StopInRange(2.8f),

                //***Generel***
                Spell.Cast("Determination", ret => BuddyTor.Me.IsStunned),

                //**Defensive**
                Spell.Cast("Energy Shield", ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 40),
                Spell.Cast("Kolto Overload", ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 40),

                //**CC**
                Spell.Cast("Concussive Round", on => Helpers.ccTarget(), castWhen => Helpers.Targets.Count() >= 4),

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


                //Rotation
                Spell.Cast("Missile Blast", castWhen => BuddyTor.Me.CurrentTarget.HealthPercent <= 95 && !AbilityManager.HasAbility("Incendiary Missile")),
                Spell.Cast("Incendiary Missile", castWhen => BuddyTor.Me.CurrentTarget.HealthPercent <= 95),
                Spell.Cast("Rail Shot", ret => true),
                Spell.Cast("Thermal Detonator"),
                Spell.Cast("Unload"),
                Spell.Cast("Power Shot"),
                Spell.Cast("Fusion Missile"),
                Spell.Cast("Vent Heat", castWhen => BuddyTor.Me.ResourceStat >= 40),
                Spell.Cast("Explosive Dart", castWhen => Helpers.Targets.Count() >= 2),
                Spell.Cast("Unload"),
                Spell.Cast("Rocket Punch", castWhen => Helpers.Targets.Count(t => t.Distance <= 2) >= 1),
                Spell.Cast("Flame Thrower", castWhen => Helpers.Targets.Count(t => t.Distance <= 2) >= 1),
                Spell.Cast("Rapid Shots"),

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

        [Behavior(BehaviorType.OutOfCombat)]
        [Class(CharacterClass.Trooper, AdvancedClass.BountyHunter, SkillTreeId.BountyHunterPyrotech)]
        public static Composite BountyHunterPyrotechOutOfCombat()
        {
            return new PrioritySelector(
                Spell.BuffSelf("Plasma Cell")//Weapon Buff
                );
        }
    }
}



Adjust kolto overload to 30% health since it doesn't work till you are below that amount. If the ability is hit it will sit on cool down waiting for you to go below 30% health before activation. ( I would change my self but I am not near my computer but out enjoying the nice weather! )
 
MercenaryPyrotech is not being identified by BW so i guess its not in the BW API so Pyrotech is a no go right now. but Arsenal is good to go

05/08/302013 -- Added Arsenal rotations with Procs
 
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What is the Syntex to use an world object i want the routines to use the explosive barrels in the world.. like the smoke one or exploding red one.
 
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