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Logic Based Event Triggering for Routines...

Owneth

Member
Joined
Jan 15, 2010
Messages
723
SO let me explain what may or may not have been already asked for/explained...

Example I will use is FPSWare's Boxer app for running multiboxing scenarios and would incorporate a artificial logic which was based on events such as a AOE spell cast by something such as a Zandalari Warscout for a understanding...

He casts a lighting ground effect spell along with some beetles on the ground which can cause some serious damage... or the fireball from the sky deal ... Didn't research the names... it doesn't matter atm.

I know CR's used to have some custom built artificial logics and they worked quite well when they worked!

Here's my scenario for example, I will fight a warscout and lose 20% health or so even though my toon is highly geared 540ish...

He's a tank, and sometimes even though he can survive many many fights he sometimes just get's overburdened by this stuff sometimes and dies when he doesn't have to!

Spell is cast, a simple strafe from left to right or... back/forward could resolve any possible getting "nailed" scenarios. (Shut up all you sick minded people!)

WASD will always win a battle. And it gives even running ground for less geared toons. (That's my logic)

However I'm not a dev or even remotely close enough to fully understanding coding among HB coding, so I am going to describe this in a "perfect world" kind of scenario.


I appreciate the work the devs do, and I do buy/support MANY of the high priced products. Even the profile writers.

But I'd love to go into dungeons and avoid any/all possible "kill" devices thrown my way...

Another would be arrows/tiles on the mogu areas. ;)
 
from memory, there are avoidance movement plugins for this. and, some advanced/premium CR's have avoidance mechanics.

thebrodieman has a handful of avoidance routines in the grind profiles for Timeless Isle from memory. there are a handful included in Singular, but not too many.

some of the cleave and fire line spell types can be copied from either the CR, or singular / YRB, or other open-code CR's. DungeonBuddy i believe, also has a couple of avoidance and movement routines.

the problem is, there's thousands of mobs and auras to go through.

creating a table and sorting through all of the GTFO styled events, and then forcing / evaluating for movement types, is a long, boring process.

and then there's the problem of how far to move, is there a wall in the way, are you swapping one fire for another fire in the same area, should we keep moving towards the tank or the healer in a group, are we the tank in a group, should we move or can we just absorb the damage, etc.

it takes a fair bit of evaluation besides just moving to the left, or to the rear of the boss / mobs.
 
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