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Fpsware Rogue

i got a little question of understanding: What is it about the LazyRaider option?

I i would like to request an option that disables 100% movement. That would make it, let me vouch a legend, "Legendary"!

greetz

Lazy Raider, is the option to disable all movement.
 
Lazy Raider, is the option to disable all movement.

:D ok...so...ehm...Thanks!

Edit: Tried it but he still moves...moves to the target, faces it and it takes some time to make me move the toon away (anyway he runs back)
 
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hey, great it helped you =)

i was wondering when i choose kidney shot as finisher it has a 15s cd.
could you add an option like Kidney Shot + Envenom or kidney shot + expose armor + envenom (as example, im playing assasination).
because hes doing recuperate or S&D or rupture which is in pvp not that effective as in pve.

its just an idea.
greetz
 
New build uploaded, 27 03 2011.

Fixed: Lazy Raider
Fixed: Various bugs
Changed: Pull movement logic priority
Changed: Pull spell logic priority
Added: Mixed finishing moves; Kidney Shot + Envenom, Kidney Shot + Rupture, Kidney Shot + Eviscerate. If Kidney Shot is on cooldown it will use the second ability. Thanks to Weischbier for suggesting this.
Added: Revealing Strike


EDIT: If you have downloaded the latest build before seeing this message then please redownload the CC. The mixed finishing moves are NOW working (and tested).
 
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fps... so far so good.. about 10 lvls so far... probalby higher but the bug some people are having with HB where not rez'n in BG's is causing me to get kicked alot if i don't watch it... but its doing good while I watch it...
 
Hey FPS,

great work! Thanks for taking my idea serious =)

will test it now in arena ;) will give feedback later!


greetz

Edit: I choose Envenom as finisher in my pve spec and he's doing kidney shot^^
look at the log =)

Edit2: LazyRaider now works, but theres something that make it stop after you hit the moving buttons but when you hit them again he walks without issues.
log attached!

Edit3: Kidney shot + envenom doesn't work (for me^^)
log!
 
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And now I'm back again :D
I gotta say it has a lot better "targeting / using skills" against moving targets now, from what I could notice that is :)

Though when testing against a testdummy and only keeping eviscerate as the finisher he holds onto the combopoints for another 2-3 mutilates. I've gotten no idea why it does that. Rogue is 80 now btw, only thanks to you.
So you have my gratitude, and some other things asap I get a few things sorted out.
 
Hey FPS,

great work! Thanks for taking my idea serious =)

will test it now in arena ;) will give feedback later!


greetz

Edit: I choose Envenom as finisher in my pve spec and he's doing kidney shot^^
look at the log =)

Edit2: LazyRaider now works, but theres something that make it stop after you hit the moving buttons but when you hit them again he walks without issues.
log attached!

Edit3: Kidney shot + envenom doesn't work (for me^^)
log!

I've got a new build to upload tomorrow that should resolve that, I had a few glasses of wine last night which may have contributed to the bugs :P
 
New build uploaded, 28 03 2011.

Fixed: Finishing move; should not use Kidney Shot unless you have actually selected Kidney Shot. I blame the bottle of wine.
Changed: Pull movement logic yet again
Changed: Sprint logic to adjust the interact distance. It was overshooting the target when sprinting, this should correct that.
Changed: Combat movement logic; should face the target quicker and be more responsive when moving into interact range.
Changed: Cleaned up the pull code a bit. Hopefully no new bugs have been added as a result of it :p
Changed: Tweaked some combat logic.
Changed: Shadowstep logic slightly.
Changed: Backstab + Gouge logic. It will no longer Gouge a target if there is no room to get behind it. That bug caused some reaaaaaly interesting behaviour :)
Added: Some "hidden" settings to the config file. IE, they don't show up in the UI.
Added: Settings options "only when in battlegrounds" and "only when not in battlegrounds" to a number of combat settings; Backstab + Gouge, Sap and Always Stealth (advanced tab).

To do: I'm considering adding a Stun Lock option, mostly only useful in BGs. The CC will do its best to keep the target stun locked. I've got a few things to iron out but it *MAY* be in the next release, no guarantee.
 
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trying it now, will give feddback ;)


greetz

Edit: Looks like the option "only in battlegrounds" is not working as it should.
i'm not on a bg and he tries to gouge the dummy.
log:View attachment 20166
 
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Looks like the option "only in battlegrounds" is not working as it should.
i'm not on a bg and he tries to gouge the dummy.

There is no option "only in battlegrounds" for Backstab+Gouge. The only options are: always, never and only when not in battlegrounds.

So if it is trying to use Gouge that is correct. I can easily add the option for BGs only if you want.


FYI. A future release of my CCs will allow users to change the UI settings options themself. Though, this is an advanced feature and may only be used by 1 or 2 people at most :)

Eg, Sap. Currently the only options in the dropdown are:
... always
... never
... only when not in battlegrounds

If you wanted to, you could add the option "... only when in battlegrounds" to the dropdown menu by simply editing a small XML file.

Or another example. Slice and Dice currently the only options are:
... always
... never

You could very easily add "... only when in battlegrounds" and "... only when not in battlegrounds" if you wanted.

This opens up the settings to allow a little more user control, but as I said, only 1 or 2 people might find this feature of any use.
 
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oh i simply misread it^^

i'm sorry!

AWESOME WORK! (maybe your next cc could be a dk cc ;))


Greetz
 
Latest build uploaded, 29 03 2011.

The only difference with this build and 28 03 2011 is a MAJOR change to the UI system. The UI system is now dynamically created from settings in an XML file.

What does this mean for you? Absolutely nothing! What does it mean for me, MUCH quicker UI modifications and development.

While there shouldn't be any [new] bugs in this release I suggest you consider this a "test" build. The UI layout has changed slightly and the updated image is in the first post.
 
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