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Fight at Joe's

SpecHandler Joe's routine modif

Hi!
I've modified "SpecHandler.cs" from Joe to recognize most of the disciplines. Just take Joe's original routine and replace this file.
Nothing really amazing but it's helpful. :cool:
 
Seems to be working ! I have never run this one , but after updating the files you provided , it runs the makeb empire daily quests ok so far!
 
Why auto-target always on? I try change value in file to false and i try use hotkey. I see in log "Hotkey pressed: Target Toggle [JoesCombat] AutoTarget: False" but BW still auto-target mobs

.
I Would love to know that too no matter what i try hotkey or editing autotarget is still on any tips?
 
Guys someone have issue with slinger?
"Scanning for loot" and he doesnt take any items just target a new mob
Same bot configs senti works fine
 
Random Grinding, CombatBot.xml

Hey Joe where do i find the CombatBot.xml in the folder FightAtJoe's? I am trying to use the random grinding setting but my character just locats them and then just stops. What do i do this is making me frustrated. Please help
 
I Would love to know that too no matter what i try hotkey or editing autotarget is still on any tips?


if youve downloaded the new merchelped thread you can disable autotarget there by turning it to false :)
 
Does anyone know how and where to set the proper value for meele distances when fighting against huge mobs?
When attacking as meele (marauder) the distance is used is nearly "0" and bigger mobs tend to make steps backwards leading both (the mob and my marauder) to dance a very disturbing tango. They also happen to "dance" into the next mobgroup behind them...
 
for joes he sets the meleedistance inside merchelpers.
If im correct, it has a global and a local setting.
Search you spec (check log what routine joes load), search it inside merchelpers and edit it inside your chars routine.
it should mention something like meleedistance = 1.5f orso
Try it at 0.

The 0 you are refering to is more the range when it wants to engage combat (so more or less pre combat).
if you set it to 0, this means you will be agroed first and then engage.
Do note, this is asking more for deaths then setting it just outside the detection range 2-3.
 
for joes he sets the meleedistance inside merchelpers.
If im correct, it has a global and a local setting.
Search you spec (check log what routine joes load), search it inside merchelpers and edit it inside your chars routine.
it should mention something like meleedistance = 1.5f orso
Try it at 0.

The 0 you are refering to is more the range when it wants to engage combat (so more or less pre combat).
if you set it to 0, this means you will be agroed first and then engage.
Do note, this is asking more for deaths then setting it just outside the detection range 2-3.

Thanks for your quick reponse cryo.

There is meeledist in globals.cs but I either put in incorrect values or it's the wrong one to edit:

Code:
using System.Linq;
using Buddy.Swtor;

namespace JoesCombat.Routines
{
    public static class Global
    {
        public static bool IsInCover { get { return (BuddyTor.Me.HasBuff("Crouch") || BuddyTor.Me.HasBuff("Cover")); } }
        public static bool IsInGroup { get { return Helpers.Group.Count() > 2; } }
        public const int EnergyMin = 65;
        public const int CellMin = 8;
        public const float RangeDist = 2.8f;
        [COLOR="#B22222"]public const float MeleeDist = 0.35f;[/COLOR]  <- I tried changing it to 1 and 1.5f but the results are the same
        public const int FullHealth = 100;
        public const int HighHealth = 80;
        public const int MidHealth = 50;
        public const int LowHealth = 30;
        public const int OhShit = 15;
        public const int HealthShield = 90;
        public const int HealthCritical = 40;
    }
}

I also checked merchelpers.cs but I don't think that there's a value to change here:

Code:
       public static bool MarauderAnnihilationCombat()
        {

            //WaitForCast();
            datLCL = DateTime.Now;

            Thread.Sleep(100);
            LoadVars();

            if (IGAndTargetNotInCombat()) return false;

            if (MercCast("Juyo Form", !HaveBuff("Juyo Form"))) return true;
            if (MercCast("Unnatural Might", Me, !HaveBuff("Unnatural Might"))) return true;

            MoveTo(CT, (float)(.490/Math.Min(1,CT.Scale)), "Force Charge", "Deadly Throw", "Dual Saber Throw", "Force Scream");

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

            //Thread.Sleep(100);
            if (MercCast("Unleash", IAmStunned())) return true;
            if (MercCast("Disruption", TC)) return true;

            if (MercCast("Saber Ward", Me, HP <= 50f)) return true;
            if (MercCast("Undying Rage", Me, HP <= 20f)) return true;
            if (MercCast("Berserk", Me, HaveBuff("Fury") && HP <= 70)) return true;

            if (MercCast("Pommel Strike", CT.IsStunned)) return true;

            if (MercCast("Rupture")) return true;
            if (MercCast("Deadly Saber")) return true;

            if (HP <= 30f) UseMedPackInInventory();

            if (MercCast("Annihilate")) return true;
            if (MercCast("Ravage")) return true;
            if (MercCast("Retaliation")) return true;
            if (MercCast("Force Scream")) return true;
            if (MercCast("Vicious Slash")) return true;
            if (MercCast("Smash", TWR5 >= 2)) return true;
            if (MercCast("Intimidating Roar", TWR5 >= 4)) return true;

            if (HP <= 80f)
            {
                if (MercCast("Frenzy", Me, !HaveBuff("Fury"))) return true;
                if (MercCast("Cloak of Pain", Me)) return true;
                if (MercCast("Obfuscate")) return true;
                if (MercCast("Intimidating Roar")) return true;
                if (MercCast("Deadly Throw")) return true;
                if (MercCast("Force Choke", HP >= 40f)) return true;
            }

            if (MercCast("Bloodthirst", Me)) return true;
            if (MercCast("Smash", TWR5 >= 2)) return true;
            if (MercCast("Force Scream")) return true;
            if (MercCast("Annihilate")) return true;
            if (MercCast("Sweeping Slash", TWR10 >= 4)) return true;
            if (MercCast("Battering Assault")) return true;

            if (MercCast("Vicious Throw", THP <= 30f)) return true;

            if (MercCast("Assault")) return true;

            return false;
        }


fyi: the pulldistance is perfectly fine and I don't want to change it. What I want to change is the distance between my melee and the huge mob. Huge mobs have a larger hitbox so you don't have to stand "in" or "under" the mob to do you dps. In fact when you do the mob always make a step backwards forcing my melee to change his position. In spicy fights this leads to bot-deaths most of the time :(
 
Yeah i know where it goes wrong...
Like sentinel you leap in just in front of the mob.
So you leaping to the location / edge of the mob.
Also i dont see the Meleedist being called inside the routine.
So i dont know if hes moving further in.

What you can try is this (and no guarantees given this works as im deff a noob at C# code:
Code:
            MoveTo(CT, (float)(.490/Math.Min(1,CT.Scale)), "Force Charge", "Deadly Throw", "Dual Saber Throw", "Force Scream");
            MoveTo(MeleeDist); 
            if (!IG && BuddyTor.Me.IsMoving) StopMoving();
 
sadly BW returns this errro :(


Code:
Advanced Class: Marauder / Discipline: Annihilation
Routine Path: Routines
Reloading AssemblyLoader<Buddy.CommonBot.ICombat> - Initializing
Compiler Error: c:\Users\Leon\Downloads\BuddyWing569\Routines\FightAtJoes\Helpers\MercHelpers.cs(19,7) : warning CS0105: The using directive for 'Buddy.CommonBot' appeared previously in this namespace
Compiler Error: c:\Users\Leon\Downloads\BuddyWing569\Routines\FightAtJoes\Helpers\MercHelpers.cs(10335,32) : warning CS0108: 'JoesCombat.MyTargetingProvider.GetObjectsByWeight()' hides inherited member 'Buddy.CommonBot.DefaultCombatTargetingProvider.GetObjectsByWeight()'. Use the new keyword if hiding was intended.
Compiler Error: c:\Users\Leon\Downloads\BuddyWing569\Routines\FightAtJoes\SpecHandler.cs(162,31) : warning CS0618: 'Buddy.Swtor.Objects.TorPlayer.GetSkillPointsSpentInTree(Buddy.Swtor.SkillTreeId)' is obsolete: 'Obsolete since SWTOR 3.0. Consider using CharacterClass/AdvancedClass combination. Stop caring about trees, they're all passive.'
Compiler Error: c:\Users\Leon\Downloads\BuddyWing569\Routines\FightAtJoes\SpecHandler.cs(163,31) : warning CS0618: 'Buddy.Swtor.Objects.TorPlayer.GetSkillPointsSpentInTree(Buddy.Swtor.SkillTreeId)' is obsolete: 'Obsolete since SWTOR 3.0. Consider using CharacterClass/AdvancedClass combination. Stop caring about trees, they're all passive.'
Compiler Error: c:\Users\Leon\Downloads\BuddyWing569\Routines\FightAtJoes\SpecHandler.cs(164,31) : warning CS0618: 'Buddy.Swtor.Objects.TorPlayer.GetSkillPointsSpentInTree(Buddy.Swtor.SkillTreeId)' is obsolete: 'Obsolete since SWTOR 3.0. Consider using CharacterClass/AdvancedClass combination. Stop caring about trees, they're all passive.'
Compiler Error: c:\Users\Leon\Downloads\BuddyWing569\Routines\FightAtJoes\Helpers\MercHelpers.cs(1461,88) : warning CS0472: The result of the expression is always 'false' since a value of type 'ulong' is never equal to 'null' of type 'ulong?'
Compiler Error: c:\Users\Leon\Downloads\BuddyWing569\Routines\FightAtJoes\Helpers\MercHelpers.cs(3726,13) : error CS1501: No overload for method 'MoveTo' takes 1 arguments
Compiler Error: c:\Users\Leon\Downloads\BuddyWing569\Routines\FightAtJoes\Helpers\MercHelpers.cs(10011,98) : warning CS0162: Unreachable code detected
Reloading AssemblyLoader<Buddy.CommonBot.ICombat> - RoutineManager.Reload !THROTTLED!
Routines were reloaded. New routine list:
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!
 
if i try to edit the file it will be marked red and dont load in the buddywing ... how can i change this ?
 
it shows a red "!" on the File when i edit it and yeah i use SVN.

I Edit it with C#


I have to try to edit that the bot run around and kill stuff. so i cahnge .....

"DoRandomGrind - Default - false - Set to true to just run around and kill shit. With this, you'll need to park it in a 'Mob-Rich' area first, so it will have plenty to kill."

but the bot just standing around i have to switch the Mobs by myself in the target of my Sith ...did i have miss something ??
 
Last edited:
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