FredrichChoppin
New Member
- Joined
- Jul 26, 2014
- Messages
- 17
I modified the PugilistMonk rotation in an effort to get it to apply both Raging Strikes and Internal Release and can't figure out why it's not happening. Please advise. The code below is the rotation I edited.
Using the rotation shown it does not use either Raging Strikes or Internal Release. Can someone tell me why it works for BlackMage and not PugilistMonk?
Also when editing a rotation is there a way to write to console within the routine so I can debug? I tried using logging.write but it threw errors in the reborn console.
Using the rotation shown it does not use either Raging Strikes or Internal Release. Can someone tell me why it works for BlackMage and not PugilistMonk?
Also when editing a rotation is there a way to write to console within the routine so I can debug? I tried using logging.write but it threw errors in the reborn console.
Code:
using System;
using System.Collections.Generic;
using System.Linq;
using System.Runtime.InteropServices;
using System.Text;
using System.Windows.Forms;
using ff14bot;
using ff14bot.Behavior;
using ff14bot.Enums;
using ff14bot.Managers;
using ff14bot.Navigation;
using ff14bot.Objects;
using Kupo.Helpers;
using TreeSharp;
using Action = TreeSharp.Action;
namespace Kupo.Rotations
{
public class PugilistMonk : KupoRoutine
{
//DEVELOPERS REPLACE GetType().Name WITH YOUR CR'S NAME.
public override string Name
{
get { return "Kupo [" + GetType().Name + "]"; }
}
public override float PullRange
{
get { return 2.5f; }
}
public override ClassJobType[] Class
{
get { return new ClassJobType[] {ClassJobType.Pugilist, ClassJobType.Monk,}; }
}
[Behavior(BehaviorType.PreCombatBuffs)]
public Composite CreateBasicPreCombatBuffs()
{
return SummonChocobo();
}
[Behavior(BehaviorType.Rest)]
public Composite CreateBasicRest()
{
return DefaultRestBehavior(r => Core.Player.CurrentTPPercent);
}
[Behavior(BehaviorType.Pull)]
public Composite CreateBasicPull()
{
return new PrioritySelector(
Spell.Apply("Raging Strikes"),
Spell.Apply("Internal Release"),
Spell.PullCast(r=>"Snap Punch", r => Core.Player.HasAura("Coeurl Form")),
Spell.PullCast(r=>"True Strike", r => Core.Player.HasAura("Raptor Form")),
Spell.PullApply("Touch of Death"),
Spell.PullCast("Bootshine")
);
}
[Behavior(BehaviorType.CombatBuffs)]
public Composite CreateBasicCombatBuffs()
{
return new PrioritySelector(
//Dem deepz
Spell.Apply("Raging Strikes"),
Spell.Apply("Internal Release")
);
}
[Behavior(BehaviorType.Combat)]
public Composite CreateBasicCombat()
{
return new PrioritySelector(ctx => Core.Player.CurrentTarget as BattleCharacter,
new Decorator(ctx => ctx != null,
new PrioritySelector(
CommonBehaviors.MoveToLos(ctx => ctx as GameObject),
CommonBehaviors.MoveAndStop(ctx => (ctx as GameObject).Location, ctx => Core.Player.CombatReach + PullRange + (ctx as GameObject).CombatReach, true, "Moving to unit"),
Spell.Apply("Raging Strikes"),
Spell.Apply("Internal Release"),
Spell.Cast("Haymaker"),
Spell.Apply("Touch of Death"),
Spell.Cast("Snap Punch", r => Core.Player.HasAura("Coeurl Form")),
Spell.Cast("True Strike", r => Core.Player.HasAura("Raptor Form")),
Spell.Cast("Bootshine", r => true)
)));
}
}
}
Last edited: