Kaptainkook
Member
- Joined
- Mar 9, 2013
- Messages
- 51
just delete your scoundrels folder...if your a Scoun..then ohh no
It was the Gunslinger folder causing issues. Works when deleted, but... awwwwww I love my gunslinger xDjust delete your scoundrels folder...if your a Scoun..then ohh no
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!
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! 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!
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
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 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
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
);
}
}
}
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
);
}
}
}
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 ); } } }