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HB ARCHIVES: TheBrodieman's Profile Compendium--DO NOT DELETE

The original spell avoidance code required the mob to be casting in order to avoid. Since the shield is instacast, it will cut short once it realizes its not casting anymore. To correct this I've added in a "IsSafelyBehind" check specifically for this spell. This may prove messy for those attacking at 35 yards out, particularly near the cliffs.

works much better, run my toon today for some hours there and now he still hit the mobs while he stays with his shield. thank you.
 
All of a sudden today this keeps crashing my wow. I have no addons being used etc

As said multiple times in the last 48 hours...
If by crashing you mean "WoW seems to lock up until I close/stop HB" then just turn off Framelock
 
That is not true, I am using questing botbase (and your profiles) through ***** server because I live in germany. It is always working perfectly.

Ok yeah. Probably not a good idea to post what you are doing to circumvent the court ordered disallowed use of HB's questing bot.

It's not condoned. I don't support the use of servers like this. Sorry.
 
Error: Unable to run [Brodies Plugin] update process

Missing files.
Make sure you installed to the correct path.
Drag and drop the folder from the zip directly into the plugins folder. Do not rename. Do not create additional folders.
 
Is there some way to figure out which Timeless Isle chests are not opened in the profile so I can do them manually?
 
Is there some way to figure out which Timeless Isle chests are not opened in the profile so I can do them manually?

One underwater in the ship.
One where archerius of flame spawns (I believe)
The two you need to fly to get to
And the one you need the legendary cloak for.
 
For some reason the file keeps downloading as an html file instead of being a zipped file. Any help on this?
 
There is an issue in SpellAvoidance that causes WoW to freeze permanently.
Spell.cs line 275 - 302 as of today:
Code:
/// <summary>
/// this behavior will move the bot StrafeRight/StrafeLeft only if enemy is casting and we needed to move!
/// Credits to BarryDurex.
/// </summary>
/// <param name="EnemyAttackRadius">EnemyAttackRadius or 0 for move Behind</param>
public static void AvoidEnemyCast(WoWUnit Unit, float EnemyAttackRadius, float SaveDistance)
{
	if (!StyxWoW.Me.IsFacing(Unit))
	{ Unit.Face(); }

	float BehemothRotation = getPositive(Unit.RotationDegrees);
	float invertEnemyRotation = getInvert(BehemothRotation);

	WoWMovement.MovementDirection move = WoWMovement.MovementDirection.None;

	if (getPositive(StyxWoW.Me.RotationDegrees) > invertEnemyRotation)
	{ move = WoWMovement.MovementDirection.StrafeRight; }
	else
	{ move = WoWMovement.MovementDirection.StrafeLeft; }

	while (Unit.Distance2D <= SaveDistance && Unit.IsCasting && ((EnemyAttackRadius == 0 && !StyxWoW.Me.IsSafelyBehind(Unit)) ||
		(EnemyAttackRadius != 0 && Unit.IsSafelyFacing(StyxWoW.Me, EnemyAttackRadius)) || Unit.Distance2D <= 2 ))
	{
		WoWMovement.Move(move);
		Unit.Face();		   
	}
	WoWMovement.MoveStop();
}

When run during framelock, the while loop will run infinitely because the distance will never update.
An easy fix is to enclose the while loop with a ReleaseFrame call:

Code:
/// <summary>
/// this behavior will move the bot StrafeRight/StrafeLeft only if enemy is casting and we needed to move!
/// Credits to BarryDurex.
/// </summary>
/// <param name="EnemyAttackRadius">EnemyAttackRadius or 0 for move Behind</param>
public static void AvoidEnemyCast(WoWUnit Unit, float EnemyAttackRadius, float SaveDistance)
{
	if (!StyxWoW.Me.IsFacing(Unit))
	{ Unit.Face(); }

	float BehemothRotation = getPositive(Unit.RotationDegrees);
	float invertEnemyRotation = getInvert(BehemothRotation);

	WoWMovement.MovementDirection move = WoWMovement.MovementDirection.None;

	if (getPositive(StyxWoW.Me.RotationDegrees) > invertEnemyRotation)
	{ move = WoWMovement.MovementDirection.StrafeRight; }
	else
	{ move = WoWMovement.MovementDirection.StrafeLeft; }

	using (StyxWoW.Memory.ReleaseFrame(true))
	{
		while (Unit.Distance2D <= SaveDistance && Unit.IsCasting && ((EnemyAttackRadius == 0 && !StyxWoW.Me.IsSafelyBehind(Unit)) ||
				                                                        (EnemyAttackRadius != 0 && Unit.IsSafelyFacing(StyxWoW.Me, EnemyAttackRadius)) || Unit.Distance2D <= 2))
		{
			WoWMovement.Move(move);
			Unit.Face();
		}
	}
	WoWMovement.MoveStop();
}

However, this will still hog HB's tick time. Consider revising it to use a behavior tree (or coroutine).
 
There is an issue in SpellAvoidance that causes WoW to freeze permanently.
Spell.cs line 275 - 302 as of today:
Code:
/// <summary>
/// this behavior will move the bot StrafeRight/StrafeLeft only if enemy is casting and we needed to move!
/// Credits to BarryDurex.
/// </summary>
/// <param name="EnemyAttackRadius">EnemyAttackRadius or 0 for move Behind</param>
public static void AvoidEnemyCast(WoWUnit Unit, float EnemyAttackRadius, float SaveDistance)
{
	if (!StyxWoW.Me.IsFacing(Unit))
	{ Unit.Face(); }

	float BehemothRotation = getPositive(Unit.RotationDegrees);
	float invertEnemyRotation = getInvert(BehemothRotation);

	WoWMovement.MovementDirection move = WoWMovement.MovementDirection.None;

	if (getPositive(StyxWoW.Me.RotationDegrees) > invertEnemyRotation)
	{ move = WoWMovement.MovementDirection.StrafeRight; }
	else
	{ move = WoWMovement.MovementDirection.StrafeLeft; }

	while (Unit.Distance2D <= SaveDistance && Unit.IsCasting && ((EnemyAttackRadius == 0 && !StyxWoW.Me.IsSafelyBehind(Unit)) ||
		(EnemyAttackRadius != 0 && Unit.IsSafelyFacing(StyxWoW.Me, EnemyAttackRadius)) || Unit.Distance2D <= 2 ))
	{
		WoWMovement.Move(move);
		Unit.Face();		   
	}
	WoWMovement.MoveStop();
}

When run during framelock, the while loop will run infinitely because the distance will never update.
An easy fix is to enclose the while loop with a ReleaseFrame call:

Code:
/// <summary>
/// this behavior will move the bot StrafeRight/StrafeLeft only if enemy is casting and we needed to move!
/// Credits to BarryDurex.
/// </summary>
/// <param name="EnemyAttackRadius">EnemyAttackRadius or 0 for move Behind</param>
public static void AvoidEnemyCast(WoWUnit Unit, float EnemyAttackRadius, float SaveDistance)
{
	if (!StyxWoW.Me.IsFacing(Unit))
	{ Unit.Face(); }

	float BehemothRotation = getPositive(Unit.RotationDegrees);
	float invertEnemyRotation = getInvert(BehemothRotation);

	WoWMovement.MovementDirection move = WoWMovement.MovementDirection.None;

	if (getPositive(StyxWoW.Me.RotationDegrees) > invertEnemyRotation)
	{ move = WoWMovement.MovementDirection.StrafeRight; }
	else
	{ move = WoWMovement.MovementDirection.StrafeLeft; }

	using (StyxWoW.Memory.ReleaseFrame(true))
	{
		while (Unit.Distance2D <= SaveDistance && Unit.IsCasting && ((EnemyAttackRadius == 0 && !StyxWoW.Me.IsSafelyBehind(Unit)) ||
				                                                        (EnemyAttackRadius != 0 && Unit.IsSafelyFacing(StyxWoW.Me, EnemyAttackRadius)) || Unit.Distance2D <= 2))
		{
			WoWMovement.Move(move);
			Unit.Face();
		}
	}
	WoWMovement.MoveStop();
}

However, this will still hog HB's tick time. Consider revising it to use a behavior tree (or coroutine).

Stormchasing brought this to my attention today too, about utilizing a BT. My fear is that if I convert to BT, I'm going to need to do it to the ENTIRE plugin. And...my experience with that kind of conversion is small scale (QBs only) so an entire plugin...oh boy...
 
My bot keeps wanting to recall :/ it did two sets of dailies and then proceeded to recall again, not doing the rest :(
 
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