What's new
  • Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • Visit Resources
  • Visit Downloads
  • Visit Portal
RebornBuddy Forums

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

Fight at Joe's - 2.0

Status
Not open for further replies.
yea i changes the folder name that i use... can you change the ftp folder structure. i just want the files in the root.
 
How is every one doing with gunslinger? Mine never goes into cover. Is this just me?
 
Code:
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 AssassinDarkness
    {

        [Behavior(BehaviorType.Pull)]
        [Class(CharacterClass.Inquisitor, AdvancedClass.Assassin, SkillTreeId.AssassinDarkness)]
        public static Composite AssassinDarknessPull()
        {
            return new PrioritySelector(
                Spell.Cast("Force Speed", ret => BuddyTor.Me.CurrentTarget.Distance >= Global.MeleeDist && BuddyTor.Me.CurrentTarget.Distance <= 4f),
                Movement.MoveTo(ret => BuddyTor.Me.CurrentTarget.Position, Global.MeleeDist),
                Spell.Cast("Maul", ret => BuddyTor.Me.HasBuff("Stealth"))
            );
        }

        [Behavior(BehaviorType.Combat)]
        [Class(CharacterClass.Inquisitor, AdvancedClass.Assassin, SkillTreeId.AssassinDarkness)]
        public static Composite AssassinDarknessCombat()
        {
            return new PrioritySelector(
                Spell.WaitForCast(),
                Movement.StopInRange(Global.MeleeDist),

                //***Generel***
                Spell.Cast("Force Speed", ret => BuddyTor.Me.CurrentTarget.Distance >= Global.MeleeDist && BuddyTor.Me.CurrentTarget.Distance <= 4f),
                Spell.Cast("Surging Charge", ret => !BuddyTor.Me.HasBuff("Surging Charge")),
                Spell.Cast("Unbreakable Will", ret => BuddyTor.Me.IsStunned),
                Spell.Cast("Recklessness", castWhen => BuddyTor.Me.InCombat && !BuddyTor.Me.HasBuff("Recklessness")),
                Spell.Cast("Dark Ward", castWhen => BuddyTor.Me.InCombat && !BuddyTor.Me.HasBuff("Dark Ward")),
                Spell.Cast("Dark Charge", castWhen => BuddyTor.Me.InCombat && !BuddyTor.Me.HasBuff("Dark Charge")),

                //**Defensive**
                Spell.Cast("Deflection", ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 40),
                Spell.Cast("Force Shroud", ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 20),
                Spell.Cast("Overcharge Saber", ret => BuddyTor.Me.HealthPercent <= 30),

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

                //*Interrupts*
                Spell.Cast("Jolt", ret => BuddyTor.Me.CurrentTarget.IsCasting),
                Spell.Cast("Electrocute", ret => BuddyTor.Me.CurrentTarget.IsCasting),
                Spell.Cast("Low Slash", ret => BuddyTor.Me.CurrentTarget.IsCasting),
                


                //Rotation
                Spell.Cast("Maul", castWhen => BuddyTor.Me.HasBuff("Stealth")),
				Spell.Cast("Maul", castWhen => BuddyTor.Me.HasBuff("Conspirator's Cloak")),
                Spell.Cast("Force Lightning", ret => BuddyTor.Me.HasBuff("Harnessed Darkness") && BuddyTor.Me.Buffs.FirstOrDefault(B => B.Name == "Harnessed Darkness").Stacks > 2),
                Spell.Cast("Wither", on => Helpers.ccTarget(), castWhen => Helpers.Targets.Count() >= 1),
				Spell.Cast("Spike"),
                Spell.Cast("Discharge", on => Helpers.ccTarget(), castWhen => Helpers.Targets.Count() >= 2),
                Spell.Cast("Shock", ret => BuddyTor.Me.HasBuff("Energize")),                
                Spell.Cast("Assassinate", castWhen => BuddyTor.Me.CurrentTarget.HealthPercent <= 30),				
                Spell.Cast("Thrash"),
                Spell.Cast("Saber Strike"),
				

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

        [Behavior(BehaviorType.OutOfCombat)]
        [Class(CharacterClass.Inquisitor, AdvancedClass.Assassin, SkillTreeId.AssassinDarkness)]
        public static Composite AssassinDarknessOutOfCombat()
        {
            return new PrioritySelector(
                Spell.Cast("Stealth", castWhen => !BuddyTor.Me.HasBuff("Stealth")),
                Spell.Cast("Surging Charge", ret => !BuddyTor.Me.HasBuff("Surging Charge"))
            );
        }
    }
}


I Changed Some stuff for mine it works awesome....But I am still getting that bug that after he cast force lighting once he wont cast it again io
 
Code:
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 AssassinDarkness
    {

        [Behavior(BehaviorType.Pull)]
        [Class(CharacterClass.Inquisitor, AdvancedClass.Assassin, SkillTreeId.AssassinDarkness)]
        public static Composite AssassinDarknessPull()
        {
            return new PrioritySelector(
                Spell.Cast("Force Speed", ret => BuddyTor.Me.CurrentTarget.Distance >= Global.MeleeDist && BuddyTor.Me.CurrentTarget.Distance <= 4f),
                Movement.MoveTo(ret => BuddyTor.Me.CurrentTarget.Position, Global.MeleeDist),
                Spell.Cast("Maul", ret => BuddyTor.Me.HasBuff("Stealth"))
            );
        }

        [Behavior(BehaviorType.Combat)]
        [Class(CharacterClass.Inquisitor, AdvancedClass.Assassin, SkillTreeId.AssassinDarkness)]
        public static Composite AssassinDarknessCombat()
        {
            return new PrioritySelector(
                Spell.WaitForCast(),
                Movement.StopInRange(Global.MeleeDist),

                //***Generel***
                Spell.Cast("Force Speed", ret => BuddyTor.Me.CurrentTarget.Distance >= Global.MeleeDist && BuddyTor.Me.CurrentTarget.Distance <= 4f),
                Spell.Cast("Surging Charge", ret => !BuddyTor.Me.HasBuff("Surging Charge")),
                Spell.Cast("Unbreakable Will", ret => BuddyTor.Me.IsStunned),
                Spell.Cast("Recklessness", castWhen => BuddyTor.Me.InCombat && !BuddyTor.Me.HasBuff("Recklessness")),
                Spell.Cast("Dark Ward", castWhen => BuddyTor.Me.InCombat && !BuddyTor.Me.HasBuff("Dark Ward")),
                Spell.Cast("Dark Charge", castWhen => BuddyTor.Me.InCombat && !BuddyTor.Me.HasBuff("Dark Charge")),

                //**Defensive**
                Spell.Cast("Deflection", ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 40),
                Spell.Cast("Force Shroud", ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 20),
                Spell.Cast("Overcharge Saber", ret => BuddyTor.Me.HealthPercent <= 30),

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

                //*Interrupts*
                Spell.Cast("Jolt", ret => BuddyTor.Me.CurrentTarget.IsCasting),
                Spell.Cast("Electrocute", ret => BuddyTor.Me.CurrentTarget.IsCasting),
                Spell.Cast("Low Slash", ret => BuddyTor.Me.CurrentTarget.IsCasting),
                


                //Rotation
                Spell.Cast("Maul", castWhen => BuddyTor.Me.HasBuff("Stealth")),
				Spell.Cast("Maul", castWhen => BuddyTor.Me.HasBuff("Conspirator's Cloak")),
                Spell.Cast("Force Lightning", ret => BuddyTor.Me.HasBuff("Harnessed Darkness") && BuddyTor.Me.Buffs.FirstOrDefault(B => B.Name == "Harnessed Darkness").Stacks > 2),
                Spell.Cast("Wither", on => Helpers.ccTarget(), castWhen => Helpers.Targets.Count() >= 1),
				Spell.Cast("Spike"),
                Spell.Cast("Discharge", on => Helpers.ccTarget(), castWhen => Helpers.Targets.Count() >= 2),
                Spell.Cast("Shock", ret => BuddyTor.Me.HasBuff("Energize")),                
                Spell.Cast("Assassinate", castWhen => BuddyTor.Me.CurrentTarget.HealthPercent <= 30),				
                Spell.Cast("Thrash"),
                Spell.Cast("Saber Strike"),
				

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

        [Behavior(BehaviorType.OutOfCombat)]
        [Class(CharacterClass.Inquisitor, AdvancedClass.Assassin, SkillTreeId.AssassinDarkness)]
        public static Composite AssassinDarknessOutOfCombat()
        {
            return new PrioritySelector(
                Spell.Cast("Stealth", castWhen => !BuddyTor.Me.HasBuff("Stealth")),
                Spell.Cast("Surging Charge", ret => !BuddyTor.Me.HasBuff("Surging Charge"))
            );
        }
    }
}


I Changed Some stuff for mine it works awesome....But I am still getting that bug that after he cast force lighting once he wont cast it again io


Can you post a log so I can take a look at why this may be happening.
 
Can you post a log so I can take a look at why this may be happening.
Code:
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 AssassinDarkness
    {

        [Behavior(BehaviorType.Pull)]
        [Class(CharacterClass.Inquisitor, AdvancedClass.Assassin, SkillTreeId.AssassinDarkness)]
        public static Composite AssassinDarknessPull()
        {
            return new PrioritySelector(
                Spell.Cast("Force Speed", ret => BuddyTor.Me.CurrentTarget.Distance >= Global.MeleeDist && BuddyTor.Me.CurrentTarget.Distance <= 4f),
                Movement.MoveTo(ret => BuddyTor.Me.CurrentTarget.Position, Global.MeleeDist),
                Spell.Cast("Maul", ret => BuddyTor.Me.HasBuff("Stealth"))
            );
        }

        [Behavior(BehaviorType.Combat)]
        [Class(CharacterClass.Inquisitor, AdvancedClass.Assassin, SkillTreeId.AssassinDarkness)]
        public static Composite AssassinDarknessCombat()
        {
            return new PrioritySelector(
                Spell.WaitForCast(),
                Movement.StopInRange(Global.MeleeDist),

                //***Generel***
                Spell.Cast("Force Speed", ret => BuddyTor.Me.CurrentTarget.Distance >= Global.MeleeDist && BuddyTor.Me.CurrentTarget.Distance <= 4f),
                Spell.Cast("Surging Charge", ret => !BuddyTor.Me.HasBuff("Surging Charge")),
                Spell.Cast("Unbreakable Will", ret => BuddyTor.Me.IsStunned),
                Spell.Cast("Recklessness", castWhen => BuddyTor.Me.InCombat && !BuddyTor.Me.HasBuff("Recklessness")),
                Spell.Cast("Dark Ward", castWhen => BuddyTor.Me.InCombat && !BuddyTor.Me.HasBuff("Dark Ward")),
                Spell.Cast("Dark Charge", castWhen => BuddyTor.Me.InCombat && !BuddyTor.Me.HasBuff("Dark Charge")),

                //**Defensive**
                Spell.Cast("Deflection", ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 40),
                Spell.Cast("Force Shroud", ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 20),
                Spell.Cast("Overcharge Saber", ret => BuddyTor.Me.HealthPercent <= 30),

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

                //*Interrupts*
                Spell.Cast("Jolt", ret => BuddyTor.Me.CurrentTarget.IsCasting),
                Spell.Cast("Electrocute", ret => BuddyTor.Me.CurrentTarget.IsCasting),
                Spell.Cast("Low Slash", ret => BuddyTor.Me.CurrentTarget.IsCasting),
                


                //Rotation
                Spell.Cast("Maul", castWhen => BuddyTor.Me.HasBuff("Stealth")),
				Spell.Cast("Maul", castWhen => BuddyTor.Me.HasBuff("Conspirator's Cloak")),
                Spell.Cast("Force Lightning", ret => BuddyTor.Me.HasBuff("Harnessed Darkness") && BuddyTor.Me.Buffs.FirstOrDefault(B => B.Name == "Harnessed Darkness").Stacks > 2),
                Spell.Cast("Wither", on => Helpers.ccTarget(), castWhen => Helpers.Targets.Count() >= 1),
				Spell.Cast("Spike"),
                Spell.Cast("Discharge", on => Helpers.ccTarget(), castWhen => Helpers.Targets.Count() >= 2),
                Spell.Cast("Shock", ret => BuddyTor.Me.HasBuff("Energize")),                
                Spell.Cast("Assassinate", castWhen => BuddyTor.Me.CurrentTarget.HealthPercent <= 30),				
                Spell.Cast("Thrash"),
                Spell.Cast("Saber Strike"),
				

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

        [Behavior(BehaviorType.OutOfCombat)]
        [Class(CharacterClass.Inquisitor, AdvancedClass.Assassin, SkillTreeId.AssassinDarkness)]
        public static Composite AssassinDarknessOutOfCombat()
        {
            return new PrioritySelector(
                Spell.Cast("Stealth", castWhen => !BuddyTor.Me.HasBuff("Stealth")),
                Spell.Cast("Surging Charge", ret => !BuddyTor.Me.HasBuff("Surging Charge"))
            );
        }
    }
}


I Changed Some stuff for mine it works awesome....But I am still getting that bug that after he cast force lighting once he wont cast it again io

yea i noticed that too i have been working on it.
 
Code:
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 AssassinDarkness
    {

        [Behavior(BehaviorType.Pull)]
        [Class(CharacterClass.Inquisitor, AdvancedClass.Assassin, SkillTreeId.AssassinDarkness)]
        public static Composite AssassinDarknessPull()
        {
            return new PrioritySelector(
                Spell.Cast("Force Speed", ret => BuddyTor.Me.CurrentTarget.Distance >= Global.MeleeDist && BuddyTor.Me.CurrentTarget.Distance <= 4f),
                Movement.MoveTo(ret => BuddyTor.Me.CurrentTarget.Position, Global.MeleeDist),
                Spell.Cast("Maul", ret => BuddyTor.Me.HasBuff("Stealth"))
            );
        }

        [Behavior(BehaviorType.Combat)]
        [Class(CharacterClass.Inquisitor, AdvancedClass.Assassin, SkillTreeId.AssassinDarkness)]
        public static Composite AssassinDarknessCombat()
        {
            return new PrioritySelector(
                Spell.WaitForCast(),
                Movement.StopInRange(Global.MeleeDist),

                //***Generel***
                Spell.Cast("Force Speed", ret => BuddyTor.Me.CurrentTarget.Distance >= Global.MeleeDist && BuddyTor.Me.CurrentTarget.Distance <= 4f),
                Spell.Cast("Surging Charge", ret => !BuddyTor.Me.HasBuff("Surging Charge")),
                Spell.Cast("Unbreakable Will", ret => BuddyTor.Me.IsStunned),
                Spell.Cast("Recklessness", castWhen => BuddyTor.Me.InCombat && !BuddyTor.Me.HasBuff("Recklessness")),
                Spell.Cast("Dark Ward", castWhen => BuddyTor.Me.InCombat && !BuddyTor.Me.HasBuff("Dark Ward")),
                Spell.Cast("Dark Charge", castWhen => BuddyTor.Me.InCombat && !BuddyTor.Me.HasBuff("Dark Charge")),

                //**Defensive**
                Spell.Cast("Deflection", ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 40),
                Spell.Cast("Force Shroud", ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 20),
                Spell.Cast("Overcharge Saber", ret => BuddyTor.Me.HealthPercent <= 30),

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

                //*Interrupts*
                Spell.Cast("Jolt", ret => BuddyTor.Me.CurrentTarget.IsCasting),
                Spell.Cast("Electrocute", ret => BuddyTor.Me.CurrentTarget.IsCasting),
                Spell.Cast("Low Slash", ret => BuddyTor.Me.CurrentTarget.IsCasting),
                


                //Rotation
                Spell.Cast("Maul", castWhen => BuddyTor.Me.HasBuff("Stealth")),
				Spell.Cast("Maul", castWhen => BuddyTor.Me.HasBuff("Conspirator's Cloak")),
                Spell.Cast("Force Lightning", castWhen => BuddyTor.Me.HasBuff("Harnessed Darkness") && BuddyTor.Me.Buffs.FirstOrDefault(B => B.Name == "Harnessed Darkness").Stacks == 3),
                Spell.Cast("Wither", on => Helpers.ccTarget(), castWhen => Helpers.Targets.Count() >= 1),
                Spell.Cast("Discharge", on => Helpers.ccTarget(), castWhen => Helpers.Targets.Count() >= 2),
                Spell.Cast("Shock", ret => BuddyTor.Me.HasBuff("Energize")), 
				Spell.Cast("Spike"),				
                Spell.Cast("Assassinate", castWhen => BuddyTor.Me.CurrentTarget.HealthPercent <= 30),				
                Spell.Cast("Thrash"),
                Spell.Cast("Saber Strike"),
				

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

        [Behavior(BehaviorType.OutOfCombat)]
        [Class(CharacterClass.Inquisitor, AdvancedClass.Assassin, SkillTreeId.AssassinDarkness)]
        public static Composite AssassinDarknessOutOfCombat()
        {
            return new PrioritySelector(
                Spell.Cast("Stealth", castWhen => !BuddyTor.Me.HasBuff("Stealth")),
                Spell.Cast("Surging Charge", ret => !BuddyTor.Me.HasBuff("Surging Charge"))
            );
        }
    }
}

Think I Fixed it
 
Getting a very odd error. A window pops up that says "Unhandled exception: Unable to connect to the remote server"

But then the bot keeps running as if there is no problem. If I hit OK on the error box it crashes the bot. Very peculiar.

Also, it still waits for the full cast of recharge and reload instead of waiting until you're fully healed and moving. (Commando Gunnery)

They also still aren't using death from above, or mortar volley.

*edit*

I know it's late, and you guys have done a lot of work, but I really wish you'd reconsider using the merchelpers file... There are a lot of really smart features those classes that are in that file have that the ones that aren't (such as gunnery) don't have. To name a few are the not full channels on regen spells (and rezzing companion before casting regen spells), buffing people who come near you, and just generally (it seems) more stable and intuitive.

Also, the coding language in that file is a lot simpler, user friendly, and has a lot more options (such as filtering moves used based on strength of mobs etc. and functionality for moves that target the ground) Joe did a lot of good work, and I wish you'd reconsider throwing it all to the winds because it's a little messy (which is totally solved by search functionality).

Just my 2 cents. Trying to help... because as is right now I'd definitely try to veer towards classes that are supported by joe's over what you've got in 2.0 (not trying to be mean, just helpful). The A.I. and functionality just isn't there, and the profiles don't have the versatility.
 
Last edited:
can some one make a tutoirl of how to use this or wingit cause i know how to svn but i cant figure out how to sussesfull add it to the bot with out somthing being fucked up
 
you got a Routines folder in you Buddywind directory.

just add folders there like "WingIt" and "PureSWTor" or for this one here empty the defaultcombat folder
svn these 2 folders and load up buddywing. under settings you can select the CR and then hit start.
 
Code:
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 AssassinDarkness
    {

        [Behavior(BehaviorType.Pull)]
        [Class(CharacterClass.Inquisitor, AdvancedClass.Assassin, SkillTreeId.AssassinDarkness)]
        public static Composite AssassinDarknessPull()
        {
            return new PrioritySelector(
                
                Movement.MoveTo(ret => BuddyTor.Me.CurrentTarget.Position, Global.MeleeDist),
                Spell.Cast("Maul", ret => BuddyTor.Me.HasBuff("Stealth"))
            );
        }

        [Behavior(BehaviorType.Combat)]
        [Class(CharacterClass.Inquisitor, AdvancedClass.Assassin, SkillTreeId.AssassinDarkness)]
        public static Composite AssassinDarknessCombat()
        {
            return new PrioritySelector(
                Spell.WaitForCast(),
                Movement.StopInRange(Global.MeleeDist),

                //***Generel***
                
                Spell.Cast("Surging Charge", ret => !BuddyTor.Me.HasBuff("Surging Charge")),
                Spell.Cast("Unbreakable Will", ret => BuddyTor.Me.IsStunned),
                Spell.Cast("Recklessness", castWhen => BuddyTor.Me.InCombat && !BuddyTor.Me.HasBuff("Recklessness")),
                Spell.Cast("Dark Ward", castWhen => BuddyTor.Me.InCombat && !BuddyTor.Me.HasBuff("Dark Ward")),
                Spell.Cast("Dark Charge", castWhen => BuddyTor.Me.InCombat && !BuddyTor.Me.HasBuff("Dark Charge")),

                //**Defensive**
                Spell.Cast("Deflection", ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 40),
                Spell.Cast("Force Shroud", ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 20),
                Spell.Cast("Overcharge Saber", ret => BuddyTor.Me.HealthPercent <= 30),

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

                //*Interrupts*
                Spell.Cast("Jolt", ret => BuddyTor.Me.CurrentTarget.IsCasting),
                Spell.Cast("Electrocute", ret => BuddyTor.Me.CurrentTarget.IsCasting),
                Spell.Cast("Low Slash", ret => BuddyTor.Me.CurrentTarget.IsCasting),
                


                //Rotation
                Spell.Cast("Assassinate", castWhen => BuddyTor.Me.CurrentTarget.HealthPercent <= 30), 
		Spell.Cast("Maul", castWhen => BuddyTor.Me.HasBuff("Stealth")),
		Spell.Cast("Maul", castWhen => BuddyTor.Me.HasBuff("Conspirator's Cloak")),
                Spell.Cast("Wither", on => Helpers.ccTarget(), castWhen => Helpers.Targets.Count() >= 1),
                Spell.Cast("Discharge", on => Helpers.ccTarget(), castWhen => Helpers.Targets.Count() >= 2),
                Spell.Cast("Shock", ret => BuddyTor.Me.HasBuff("Energize")), 
		Spell.Cast("Spike"),
		Spell.Cast("Force Lightning", castWhen => BuddyTor.Me.HasBuff("Harnessed Darkness") && BuddyTor.Me.HasBuff("Energize")), 
                Spell.Cast("Thrash"),
                Spell.Cast("Saber Strike"),
				

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

        [Behavior(BehaviorType.OutOfCombat)]
        [Class(CharacterClass.Inquisitor, AdvancedClass.Assassin, SkillTreeId.AssassinDarkness)]
        public static Composite AssassinDarknessOutOfCombat()
        {
            return new PrioritySelector(
                Spell.Cast("Stealth", castWhen => !BuddyTor.Me.HasBuff("Stealth")),
                Spell.Cast("Surging Charge", ret => !BuddyTor.Me.HasBuff("Surging Charge"))
            );
        }
    }
}


Adude this code seems to work perfect have not died yet in my Farming Area!
 
Getting a very odd error. A window pops up that says "Unhandled exception: Unable to connect to the remote server"

But then the bot keeps running as if there is no problem. If I hit OK on the error box it crashes the bot. Very peculiar.

Also, it still waits for the full cast of recharge and reload instead of waiting until you're fully healed and moving. (Commando Gunnery)

They also still aren't using death from above, or mortar volley.

*edit*

I know it's late, and you guys have done a lot of work, but I really wish you'd reconsider using the merchelpers file... There are a lot of really smart features those classes that are in that file have that the ones that aren't (such as gunnery) don't have. To name a few are the not full channels on regen spells (and rezzing companion before casting regen spells), buffing people who come near you, and just generally (it seems) more stable and intuitive.

Also, the coding language in that file is a lot simpler, user friendly, and has a lot more options (such as filtering moves used based on strength of mobs etc. and functionality for moves that target the ground) Joe did a lot of good work, and I wish you'd reconsider throwing it all to the winds because it's a little messy (which is totally solved by search functionality).

Just my 2 cents. Trying to help... because as is right now I'd definitely try to veer towards classes that are supported by joe's over what you've got in 2.0 (not trying to be mean, just helpful). The A.I. and functionality just isn't there, and the profiles don't have the versatility.

ouch...:( i am still learning C# and honestly i find that MerHelper file is great but i don't understand a lot of things in there. that's why i ma working the way i am. in the future i will be adding all of the cool stuff that Joe did but for now we need to get all the rotations perfect.

like i said before give me access to your FTP account and let me know what toon to perfect the rotation for, i can only guess with rotations unless i can see how its working in practice. but be patient my friend we will get everything set perfectly, i still need to work to pay my rent and by food to eat for my fam :cool:
 
Code:
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 AssassinDarkness
    {

        [Behavior(BehaviorType.Pull)]
        [Class(CharacterClass.Inquisitor, AdvancedClass.Assassin, SkillTreeId.AssassinDarkness)]
        public static Composite AssassinDarknessPull()
        {
            return new PrioritySelector(
                
                Movement.MoveTo(ret => BuddyTor.Me.CurrentTarget.Position, Global.MeleeDist),
                Spell.Cast("Maul", ret => BuddyTor.Me.HasBuff("Stealth"))
            );
        }

        [Behavior(BehaviorType.Combat)]
        [Class(CharacterClass.Inquisitor, AdvancedClass.Assassin, SkillTreeId.AssassinDarkness)]
        public static Composite AssassinDarknessCombat()
        {
            return new PrioritySelector(
                Spell.WaitForCast(),
                Movement.StopInRange(Global.MeleeDist),

                //***Generel***
                
                Spell.Cast("Surging Charge", ret => !BuddyTor.Me.HasBuff("Surging Charge")),
                Spell.Cast("Unbreakable Will", ret => BuddyTor.Me.IsStunned),
                Spell.Cast("Recklessness", castWhen => BuddyTor.Me.InCombat && !BuddyTor.Me.HasBuff("Recklessness")),
                Spell.Cast("Dark Ward", castWhen => BuddyTor.Me.InCombat && !BuddyTor.Me.HasBuff("Dark Ward")),
                Spell.Cast("Dark Charge", castWhen => BuddyTor.Me.InCombat && !BuddyTor.Me.HasBuff("Dark Charge")),

                //**Defensive**
                Spell.Cast("Deflection", ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 40),
                Spell.Cast("Force Shroud", ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 20),
                Spell.Cast("Overcharge Saber", ret => BuddyTor.Me.HealthPercent <= 30),

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

                //*Interrupts*
                Spell.Cast("Jolt", ret => BuddyTor.Me.CurrentTarget.IsCasting),
                Spell.Cast("Electrocute", ret => BuddyTor.Me.CurrentTarget.IsCasting),
                Spell.Cast("Low Slash", ret => BuddyTor.Me.CurrentTarget.IsCasting),
                


                //Rotation
                Spell.Cast("Assassinate", castWhen => BuddyTor.Me.CurrentTarget.HealthPercent <= 30), 
		Spell.Cast("Maul", castWhen => BuddyTor.Me.HasBuff("Stealth")),
		Spell.Cast("Maul", castWhen => BuddyTor.Me.HasBuff("Conspirator's Cloak")),
                Spell.Cast("Wither", on => Helpers.ccTarget(), castWhen => Helpers.Targets.Count() >= 1),
                Spell.Cast("Discharge", on => Helpers.ccTarget(), castWhen => Helpers.Targets.Count() >= 2),
                Spell.Cast("Shock", ret => BuddyTor.Me.HasBuff("Energize")), 
		Spell.Cast("Spike"),
		Spell.Cast("Force Lightning", castWhen => BuddyTor.Me.HasBuff("Harnessed Darkness") && BuddyTor.Me.HasBuff("Energize")), 
                Spell.Cast("Thrash"),
                Spell.Cast("Saber Strike"),
				

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

        [Behavior(BehaviorType.OutOfCombat)]
        [Class(CharacterClass.Inquisitor, AdvancedClass.Assassin, SkillTreeId.AssassinDarkness)]
        public static Composite AssassinDarknessOutOfCombat()
        {
            return new PrioritySelector(
                Spell.Cast("Stealth", castWhen => !BuddyTor.Me.HasBuff("Stealth")),
                Spell.Cast("Surging Charge", ret => !BuddyTor.Me.HasBuff("Surging Charge"))
            );
        }
    }
}


Adude this code seems to work perfect have not died yet in my Farming Area!

well i have an assassin at lvl 41 now so that rotation gets a lot of attention. i am debating what class to lvl next i am thinking Agent or Bounty Hunter.
 
I am using it with a 55 Assassin with 30kp HP and Talos with 22k...He can clear the whole North Illum Heoric area! What I was waiting for.I have a 55 Jugg and a 55 PT so I will start to work on those...Tank Speck for PT will be my Priority
 
ouch...:( i am still learning C# and honestly i find that MerHelper file is great but i don't understand a lot of things in there. that's why i ma working the way i am. in the future i will be adding all of the cool stuff that Joe did but for now we need to get all the rotations perfect.

like i said before give me access to your FTP account and let me know what toon to perfect the rotation for, i can only guess with rotations unless i can see how its working in practice. but be patient my friend we will get everything set perfectly, i still need to work to pay my rent and by food to eat for my fam :cool:
Insults weren't intended here and I certainly wasn't slamming your ability to code. If anything, I'm slamming mine. One of my points is you'd be able to get a lot more help out of people with joes because the language is more user friendly. Well, I can see I won't be able to convince you, but on the silver lining side:

Code:
//***Generel***
                Spell.Cast("Tenacity", ret => BuddyTor.Me.IsStunned),
                Spell.Cast("Adrenaline Rush", ret => BuddyTor.Me, ret => BuddyTor.Me.HealthPercent <= 30),//-30 Health

                //**Defensive**
                Spell.BuffSelf("Reactive Shield", ret => 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),
		Spell.Cast("Cryo Grenade", ret => BuddyTor.Me.CurrentTarget.IsCasting),


                //Rotation
		Spell.Cast("Concussive Charge", castWhen => BuddyTor.Me.ResourceStat <= 63 && Helpers.Targets.Count(t => t.Distance <= 1) >= 1),//+25 Energy
                Spell.Cast("Recharge Cells", castWhen => BuddyTor.Me.ResourceStat <= 68),
		Spell.Cast("Advanced Medical Probe", ret => BuddyTor.Me.HealthPercent <= 40),
		Spell.Cast("Medical Probe", ret => BuddyTor.Me.HealthPercent <= 50),
		Spell.Cast("Reserve Powercell"), //-50 Energy
		Spell.Cast("Plasma Grenade"),
                Spell.Cast("Full Auto", ret => BuddyTor.Me.HasBuff("Curtain of Fire")),//+16 Energy
		Spell.WaitForCast(),
                Spell.Cast("High Impact Bolt", ret => BuddyTor.Me.HasBuff("Charged Barrel")),//+16 Energy		
		Spell.Cast("Grav Round", castWhen => BuddyTor.Me.CurrentTarget.HealthPercent >= 75),
                Spell.Cast("Grav Round", castWhen => BuddyTor.Me.ResourceStat <= 68),//+19 Energy
                Spell.Cast("Demolition Round"),//+16 Energy
                Spell.Cast("Electro Net"),//+8 Energy
                Spell.Cast("Sticky Grenade", castWhen => Helpers.Targets.Count() >= 3 && BuddyTor.Me.ResourceStat >= 10),//+16 Energy
                Spell.Cast("Pulse Cannon", castWhen => BuddyTor.Me.ResourceStat <= 63 && Helpers.Targets.Count(t => t.Distance <= 1) >= 3),//+25 Energy
		Spell.Cast("Grav Round"),//+0 Energy

Here's how I've modified the rotation for commando. Things I would like to do but don't know how to get working are:
- Pulse cannon doesn't work
- Concussive charge doesn't work
- Unable to heal companions
- Can't figure out how to cast mortar volley
- Thinking about removing the CC section... it doesn't work well... bot usually breaks it's own CC
- Fix to only cast HIB with 4 stacks of charged barrel or greater
- Fix to only cast demolition round on targets with grav vortex


There's probably some other stuff but I forget it right now.
 
Last edited:
ouch...:( i am still learning C# and honestly i find that MerHelper file is great but i don't understand a lot of things in there. that's why i ma working the way i am. in the future i will be adding all of the cool stuff that Joe did but for now we need to get all the rotations perfect.
l:


PLEASE Adude...no ouchies!!!! :P I am sure that I am not the only one that REALLY appreciate you sharing this with us...and I do not care HOW you do it, because I am way too old to even try to learn how to get it all to work. All I know is it works and works well :)

Bows to Adude! Must remember to go buy you some lunch..:P
 
PLEASE Adude...no ouchies!!!! :P I am sure that I am not the only one that REALLY appreciate you sharing this with us...and I do not care HOW you do it, because I am way too old to even try to learn how to get it all to work. All I know is it works and works well :)

Bows to Adude! Must remember to go buy you some lunch..:P


NOW THIS IS MOTIVATION!!!!!! I THINK I WILL GO DO SOME EPIC CODING NOW:cool: .... after lunched thought :o
 
NOW THIS IS MOTIVATION!!!!!! I THINK I WILL GO DO SOME EPIC CODING NOW:cool: .... after lunched thought :o

LOL ..tried to send you a PM but alas you have too many admirers :)

Sorry I could not send a larger amount for lunch, but...:) Thanks sooo much again and again and AGAIN for doing this. :)
And dangit , now you know my RL name I guess...lol
 
Status
Not open for further replies.
Back
Top