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[Official] Default Combat Routine

The combat bot used above simply lets the Combat Routine selected pulse. Not all places have mesh support, so when the combat routine says 'Lets go over there so we can kill that', it'll attempt to find a path, throw an error, and all the while delay the rotation from being performed.

Unfortunately this isn't an issue as much with the Combat Routine or the Combat Bot, but an inappropriate relationship between them.
 
Until combat routines that support manual control are designed, there's no pretty way to make this work. I can work on something to ease the transition and get in touch with the CombatBot creator for some tweaks, though. :)
i would be very grateful if you do that :)
 
Btw i just noticed... When i pull in stealth(talking about stalker) it doesnt give any errors. But when i pull out of stealth it gives error. Not sure but can you change this code in stalker.cs file and it can pull out of stealth?

Code:
 // Note: All stalker innates, issue stealth. So we really don't care what stance we're in, we just want to get in stealth before we pull.
           if (!Me.HasBuff("Stealth") && await SelfCast(SpellManager.InnateAbility.Name))
               return true;
 
Btw i just noticed... When i pull in stealth(talking about stalker) it doesnt give any errors. But when i pull out of stealth it gives error. Not sure but can you change this code in stalker.cs file and it can pull out of stealth?

Code:
 // Note: All stalker innates, issue stealth. So we really don't care what stance we're in, we just want to get in stealth before we pull.
           if (!Me.HasBuff("Stealth") && await SelfCast(SpellManager.InnateAbility.Name))
               return true;


I will push the newest stalker build later tonight when I get home.
 
A combat routine is either automated or manual. The Default Routine is built to be automatic(targeting, facing, etc.). Adding manual movement, targeting and facing will break all this functionality. Would negatively affect everyone using the bot to bot.

The best solution would be making a new routine specifically made to support manual control, and none of these issues would occur.
 
Couple of SVN updates, it's now up to version 9. Integrated AMP Manager into the base combat class. Modified Esper, Engineer and Medic routines.
Cleaned up some duplicate files in the Plugins folder.

Edit: It's now 10, forgot before to finish implementing the AMP check in the Engineer routine.
 
Last edited:
A combat routine is either automated or manual. The Default Routine is built to be automatic(targeting, facing, etc.). Adding manual movement, targeting and facing will break all this functionality. Would negatively affect everyone using the bot to bot.

The best solution would be making a new routine specifically made to support manual control, and none of these issues would occur.
This sounds made up? Most CC's from honor buddy worked fine with combat bot, the main issue there was if the CC didn't support movement not that it did.
Can't see why this cant be fixed to work with it, especially as most (Ok well some :p) of us want to use this as a combat bot and not a typical afk bot.
 
This isn't honorbuddy for one. Unlike WoW, this game doesn't require tab targeting to attack.
Default Routine works perfectly fine as a Combat Bot. However, targeting and aiming will be automated.

Adjusting the routine to support aiming will require removing this targeting logic. You do that, and the bot will no longer be able to target and aim at mobs, and now is entirely worthless as "a typical afk bot"

The routine is either going to be automated or have manual aiming.
Default Routine is never going to be changed from being an automated routine.

If you want more control, you're going to have to use a different routine.
Luckily, there already exists one such routine.
https://www.thebuddyforum.com/wildbuddy-forum/botbases/216101-agility.html
You can choose when to attack, and where to aim.
 
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