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MiX74P3

Member
Joined
Jan 15, 2010
Messages
426
I have been away from game quite awhile now and got bored so I decided to come back. I used to use the PLUGIN BOTLOADER and COMBAT ROUTINE PURESWTOR and select HealBot in BotLoader UI and I could heal with any healer class easily. Now it just seems to target and never cast a single spell. Can anyone tell me how to get my healing characters to work with Buddywing again please....
 
i heard the seer healing is working i dont heal so i wouldnt know and if you program you can translate it to the scorer healing and post it but default combat is almost community driven ive helped with a few rotations on classes i play
 
I am trying the build you posted (translated) willz916 for the seer/corruption build and will see how that goes. Healing definitely needs some loving and I am gonna try help with that, I know a bit about programming even just to help translate some of the proper rotation for different classes starting with the healers.
 
I am trying the build you posted (translated) willz916 for the seer/corruption build and will see how that goes. Healing definitely needs some loving and I am gonna try help with that, I know a bit about programming even just to help translate some of the proper rotation for different classes starting with the healers.
word tell me how it goes cause i couldnt test it myself
 
Hey willz916 I tried healing on corruption but I ran into a problem. The bot just keeps spamming heals in a tactical fp and just spams 1 person. Any idea what would cause this? Im using default combat with your rewrite of the corruption build. I've never post a log before so ill go and look for the log and post that too once I figure it out. This also happens with my operative healer :(
 

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Last edited:
try this
Code:
// Copyright (C) 2011-2015 Bossland GmbH
// See the file LICENSE for the source code's detailed license

using Buddy.BehaviorTree;
using DefaultCombat.Core;
using DefaultCombat.Helpers;

namespace DefaultCombat.Routines
{
	internal class Corruption : RotationBase
	{
		public override string Name
		{
			get { return "Sorcerer Corruption"; }
		}

		public override Composite Buffs
		{
			get
			{
				return new PrioritySelector(
					Spell.Buff("Mark of Power")
					);
			}
		}

        public override Composite Cooldowns
        {
            get
            {
                return new LockSelector(
                    Spell.Buff("Recklessness", ret => Targeting.ShouldAoeHeal),
                    Spell.Buff("Polarity Shift", ret => Targeting.ShouldAoeHeal),
                    Spell.Buff("Vindicate", ret => NeedForce()),
                    Spell.Buff("Unnatural Preservation", ret => Me.HealthPercent <= 75)
                    );
            }
        }

        public override Composite SingleTarget
        {
            get
            {
                return new LockSelector(
                    //Movement
                    CombatMovement.CloseDistance(Distance.Ranged),
                    Spell.Cast("Mind Snap", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled),
                    Spell.Cast("Force Stun", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled),
                    Spell.Cast("Force Storm", ret => Targeting.ShouldAoe),
                    Spell.Cast("Crushing Darkness"),
                    Spell.DoT("Affliction", "Affliction"),
                    Spell.Cast("Shock"),
                    Spell.Cast("Force Lightning"),
                    Spell.Cast("Lightning Strike")
                    );
            }
        }

        public override Composite AreaOfEffect
        {
            get
            {
                return new LockSelector(
                    //Cleanse if needed
                    Spell.Cleanse("Expunge"),

                    //Emergency Heal (Insta-cast)
                    Spell.Heal("Dark Heal", 80, ret => Me.HasBuff("Altruism")),

                    //Aoe Heal
                    Spell.HealGround("Revivification", ret => Targeting.ShouldAoe),

                    //Single Target Healing
                    Spell.Heal("Innervate", 80),
                    Spell.Heal("Static Barrier", 90,
                        ret => HealTarget != null && !HealTarget.HasDebuff("Deionized") && !HealTarget.HasBuff("Static Barrier")),

                    //Buff Tank
                    Spell.Heal("Static Barrier", on => Tank, 100,
                        ret => Tank != null && Tank.InCombat && !Tank.HasDebuff("Deionized") && !Tank.HasBuff("Static Barrier")),
                    Spell.Heal("Roaming Mend", on => Tank, 100, ret => Tank != null && Tank.InCombat && Me.BuffCount("Roaming Mend Charges") <= 1),

                    //Use Force Bending
                    new Decorator(ret => Me.HasBuff("Force Bending"),
                        new LockSelector(
                            Spell.Heal("Innervate", 90),
                            Spell.Heal("Dark Infusion", 50)
                            )),

                    //Build Force Bending
                    Spell.HoT("Resurgence", 80),
                    Spell.HoT("Resurgence", on => Tank, 100, ret => Tank != null && Tank.InCombat),

                    //Single Target Healing                  
                    Spell.Heal("Dark Heal", 35),
                    Spell.Heal("Dark Infusion", 80)
                    );
            }
        }

        private bool NeedForce()
        {
            if (Me.ForcePercent <= 20)
                return true;
            if (Me.HasBuff("Revivification") && Me.ForcePercent < 80 && !Me.HasBuff("Reverse Corruptions"))
                return true;
            return false;
        }
    }
}
 
Still the same it targets 1 character in a tactical fp and continuously spams heals on that person even though she's at full health. Every time I try to target someone else it will retarget that person and continue to heal. Deleted my compiled assembly, restarted swtor and bot. Only other change I did was change lockselector to priotityselector to eliminate the fps issue. Here is another log for that tactical group
 

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