Started in using the same spec I was using last night and something went kablooie. Translated in game to long pauses during combat.
Went and changed spec's and the same thing is happening (so it isn't just that one spec).
Code snippit here:
Just replace SorcererLightningCombat with SorcererMadnessCombat and you get the same thing with the other spec.
Effectively makes the bot "useless" since it just strokes out during combat.
Attaching logs as a zip to make it easier.
Went and changed spec's and the same thing is happening (so it isn't just that one spec).
Code snippit here:
Code:
[19:31:10.993 D] Object reference not set to an instance of an object.
[19:31:10.994 D] at WingIt.Routines.SorcererLightning.<SorcererLightningCombat>b__4(Object ret)
at Buddy.CommonBot.CombatRoutine..(Object ret)
at Buddy.BehaviorTree.Decorator.CanRun(Object context)
at Buddy.BehaviorTree.Decorator..MoveNext()
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector..MoveNext()
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector..MoveNext()
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.Decorator..MoveNext()
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector..MoveNext()
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.Decorator..MoveNext()
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector..MoveNext()
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.Decorator..MoveNext()
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector..MoveNext()
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.CommonBot.BotMain.()
[19:31:11.401 D] Object reference not set to an instance of an object.
[19:31:11.401 D] at WingIt.Routines.SorcererLightning.<SorcererLightningCombat>b__4(Object ret)
at Buddy.CommonBot.CombatRoutine..(Object ret)
at Buddy.BehaviorTree.Decorator.CanRun(Object context)
at Buddy.BehaviorTree.Decorator..MoveNext()
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector..MoveNext()
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector..MoveNext()
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.Decorator..MoveNext()
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector..MoveNext()
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.Decorator..MoveNext()
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector..MoveNext()
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.Decorator..MoveNext()
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.BehaviorTree.PrioritySelector..MoveNext()
at Buddy.BehaviorTree.Composite.Tick(Object context)
at Buddy.CommonBot.BotMain.()
Just replace SorcererLightningCombat with SorcererMadnessCombat and you get the same thing with the other spec.
Effectively makes the bot "useless" since it just strokes out during combat.
Attaching logs as a zip to make it easier.