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HB ARCHIVES: Singular--DO NOT DELETE

Glomy, its probably QuestBot problem, try restarting the bot, if that fails close wow client and restart both.
 
It was a bug in the diagnostic logging causing the routine to lag out.
This should be fixed in the latest version. If it's not then I'll need a log.

Here's a log: [View attachment log.txt] Even after honorbuddies update today it's still happening. After observing it, it seems any CC means the bot stops everything--also it doesn't cast fireball very often but that may be caused by the cc problem.
 
Hello EchoTiger, very nice singular routines.

i have question, it is possible for Outlaw routine to desactived Adrenaline Rush, but i prefer use manually?
 
Hello EchoTiger, very nice singular routines.

i have question, it is possible for Outlaw routine to desactived Adrenaline Rush, but i prefer use manually?

Not a pretty solution but this should disable cast of Adrenaline Rush. But some spells wait for Adrenaline Rush buff to be casted. So rotation may suffer if you don't cast it often enough.
Raplace file in Honorbuddy\Routines\Singular\ClassSpecific\Rogue
or the Test Build folder if you are using it...

View attachment TOutlaw.cs

Rename the file to Outlaw.cs

It works with both live and test build.
 
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Before the update Druid Balance was good now it pull every mobs around with lunar strike ! Please make this stop !!!
 
OK this was actually hard.

Blood DK (Test Build)

Added Death's Caress to be cast on mobs between 10-30yrds if not dotted already and if mob is in combat. For when we need to aggro something and taunt/grip are on cooldown.
Fixed Blood Boil to only be casted if target distance is <10yrds. FINALLY! (gonna try to do this for similar spells on other classes).
Changed Death and Decay to be cast between our character and target instead of at target. (coding here probably needs cleaning) It would be nice if spell position can be made somewhat random.

Had to add some, I believe they are called "arguments", at the top of the file for D&D changes to work.

View attachment Blood.cs
 
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Echo, is it possible to randomize a bit the position of ground spells like death and decay? not asking you to do it, just wanted to know if it was a possibility... it looks odd to nail it all the time in the dead center of the hit-box.

Yea, it would be possible.
The Honorbuddy API has a "Math" class dedicated to calculating stuff regarding coordinates.

Can you tell me, if there is any, what class/spell already has coded this random position thing? So I can try to mimic it for other classes/spells
Sorry to bother... I'm learning this just by trial and error, some logic and Notepad++

Thanks Echo.
 
I think your log was improperly attached as the link goes to a dead end.
So far all my testers have been using it fine. But - I can look into it.

View attachment 14068 2016-09-15 19.04.txt trying again (same log file, much larger log, but basically I enabled using mount again since it didn't use ghostwolf correctly for me, hence the size of the log, but should be logmarked)
(reason I wanna use ghostwolf is because I have 'Rehgar Earthfury' as a companion from the class hall, and he gives 100% speed boost when using ghostwolf, meaning it'd be faster than having to mount every time) much appreciated if you could give an answer what could be causing it!
 
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Vengeance Demon Hunter v2 (test build)

Corrected Wording for: Fel Eruption (was Erruption), Frailty debuff (was Frality).

Changed Infernal Strike landing to between "self" and target, but close to target.
Same for Sigil of Flame.
Added Sigil of Silence with 3+mobs and Sigil of Chains with 4+ mobs.

View attachment Vengeance.cs

Enjoy!
 
Where can I edit the standard Pull distance? I see the 'pull more' distance but not the standard distance.

Also- I'm having issues with the mobs sometimes just not pulling. (Warrior Prot)
 
Class: Warloc
Spec: Demonology

Task: Ålease att the spell "Shadowflame" in the routine.
 
Class: Mage
Spec: Fire

Frost nova cause character to stand there doing nothing.

While I understand the need for frozen nova to be used in CC and give the mage time to recover ... but in most cases... the mage will just ice nova and stand right next to melee and do nothing, while the melee hacks away at the mage. I was expecting the mage to nova, then run a distance ... then dps at the mob, but that doesn't seem to happen.

I am trying to figure out the code in singular and it seems this is part of the frozen avoidance thing, will experiment a bit when I can, but if someone knows how to overcome this ... it would be great
 
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V2: Moved up Justicar's Vengeance as it was not being casted enough and wasting holy power.

View attachment 211741

need a fix

1. char use instantly wake of ashes when targeted mob moment ( need set ability distance )

2. char must use first holy power ability when approached to mob / char doesn't use holy power ability when holy power 3 and full and activated divine purpose need to set ability priority

3. divine steed doesnt work successfully bot canceled divine steed when arrived to target

4. when bot count more than 3mobs divine purpose must consume divine storm

sry my bad english
 
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demo lock doesn't use shadowflame. not sure why it's labeled green
***FML Re-read green may not use some talents.


#region CurrentTarget DoTs

Common.CastCataclysm(),


// Artifact Weapon
new Decorator(
ret => WarlockSettings.UseArtifactOnlyInAoE && Unit.NearbyUnitsInCombatWithMeOrMyStuff.Count() > 1,
new PrioritySelector(
Spell.Cast("Thal'kiel's Consumption",
ret =>
WarlockSettings.UseDPSArtifactWeaponWhen != UseDPSArtifactWeaponWhen.None
&& Me.Minions.Count() >= WarlockSettings.ArtifactDemonCount)
)
),
Spell.Cast("Thal'kiel's Consumption",
ret =>
!WarlockSettings.UseArtifactOnlyInAoE
&& WarlockSettings.UseDPSArtifactWeaponWhen != UseDPSArtifactWeaponWhen.None
&& Me.Minions.Count() >= WarlockSettings.ArtifactDemonCount
),

Spell.Buff("Doom", req => !Me.CurrentTarget.HasAura("Doom")),
Spell.Cast("Summon Darkglare"),
Spell.Cast("Call Dreadstalkers"),
Spell.Cast("Summon Doomguard"),
Spell.Cast("Hand of Gul'dan", movement => false, target => Me.CurrentTarget, req => SoulShardCount >= 4),
Spell.Cast("Grimoire: Felguard"),
Spell.Cast("Demonic Empowerment", req => Me.Minions.Count(min => !min.HasAura(193396)) >= 3 && Spell.LastSpellCast != "Demonic Empowerment"),
Spell.Cast("Soul Harvest"),
Spell.Cast("Command Demon"),
Spell.Cast("Felstorm"),
Spell.Buff("Life Tap", req => Me.ManaPercent <= 60),
Spell.Cast("Demonbolt"),
Spell.Cast("Shadow Bolt"),


it's not in the rotation
 
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***FML Re-read green may not use some talents.


#region CurrentTarget DoTs

Common.CastCataclysm(),


// Artifact Weapon
new Decorator(
ret => WarlockSettings.UseArtifactOnlyInAoE && Unit.NearbyUnitsInCombatWithMeOrMyStuff.Count() > 1,
new PrioritySelector(
Spell.Cast("Thal'kiel's Consumption",
ret =>
WarlockSettings.UseDPSArtifactWeaponWhen != UseDPSArtifactWeaponWhen.None
&& Me.Minions.Count() >= WarlockSettings.ArtifactDemonCount)
)
),
Spell.Cast("Thal'kiel's Consumption",
ret =>
!WarlockSettings.UseArtifactOnlyInAoE
&& WarlockSettings.UseDPSArtifactWeaponWhen != UseDPSArtifactWeaponWhen.None
&& Me.Minions.Count() >= WarlockSettings.ArtifactDemonCount
),

Spell.Buff("Doom", req => !Me.CurrentTarget.HasAura("Doom")),
Spell.Cast("Summon Darkglare"),
Spell.Cast("Call Dreadstalkers"),
Spell.Cast("Summon Doomguard"),
Spell.Cast("Hand of Gul'dan", movement => false, target => Me.CurrentTarget, req => SoulShardCount >= 4),
Spell.Cast("Grimoire: Felguard"),
Spell.Cast("Demonic Empowerment", req => Me.Minions.Count(min => !min.HasAura(193396)) >= 3 && Spell.LastSpellCast != "Demonic Empowerment"),
Spell.Cast("Soul Harvest"),
Spell.Cast("Command Demon"),
Spell.Cast("Felstorm"),
Spell.Buff("Life Tap", req => Me.ManaPercent <= 60),
Spell.Cast("Demonbolt"),
Spell.Cast("Shadow Bolt"),


it's not in the rotation
can any1 recommend a quick fix to that rotation?

add:
Spell.Cast("Shadowflame"),

I don't have a lock so I can't test it but should work. Paste it last (under shadowbolt) or replace the file with this one View attachment Demonology.cs. Let me know how it goes.
 
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