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HOW i can modify the wizardcombat.cs to make the bot know hasbuff?

qq9077

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HOW i can modify the wizardcombat.cs to make the bot know hasbuff(Passives.Wizard.Prodigy);
and the brokenpromises's buff
 
Passives.Wizard.Prodigy.IsActive

You'd have to log the broken promise's SNOPower though, as I don't know it. Go to Settings->Advanced and check 'Log Active Buffs'. Is probably going to be something like ItemPassive_Unique_Ring_0XX_x1
 
thks.
now i assign Barbarian
Barbariancombat
line 418:
Code:
                var bestTarget = TargetUtil.GetBestPierceTarget(MaxFuriousChargeDistance);
                var unitsInFrontOfBestTarget = 0;

                if (bestTarget != null)
                    unitsInFrontOfBestTarget = bestTarget.CountUnitsInFront();

                var currentEliteTargetInRange = CurrentTarget.RadiusDistance > 7f && CurrentTarget.IsBossOrEliteRareUnique && CurrentTarget.RadiusDistance <= 35f;
                var shouldRegenFury = CurrentTarget.NearbyUnitsWithinDistance(10) >= 3 && Player.PrimaryResource <= 40;
i rewrite "shouldRegenFury" = " ( CurrentTarget.NearbyUnitsWithinDistance(10) >= 3 && Player.PrimaryResource <= 40) || (CurrentTarget.NearbyUnitsWithinDistance(15) == 1) "
the Furious_Charge wil be used on no target(s), why?

is there any places i can learn more about this ?
i think CurrentTarget.NearbyUnitsWithinDistance(10) is the count which has removed the main object;
 
Last edited:
i want to know the skills buff : Arcane Orb 2nd tune; how many Orb were left over.
i want to the unsign buff : you told me to log the active buff;
i want to know the (SET)s' & (Legendary)s' property, or naming rules;

if i want to rewrite the trinity's combat files, i may know the propertys or functions meaning.
 
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