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Shorten time to activate fallback skill ability

gdub87

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Hey guys, quick question:

Is there a way to shorten (or play with and fine tune) the timer that forces activation of the fallback skill if the primary skill does not activate? I may be wrong, but I imagine there is a time(ms) trigger somewhere in oldroutine that triggers fallback when primary skill does not trigger. If this is the case, could you tell me where to find it?


Context: I run flicker and would like my frenzy to activate when the cooldown is activated on my flicker (eg. when i'm out of charges). Currently, frenzy almost never triggers, even when my toon is not generating charges, and keeps waiting for the flicker cooldown to attack with flicker again (when frenzy can just be used once to generate a charge and get rolling).

Thanks guys, and awesome bot... makes this game so, so much better.
 
This is unfortunately a limitation of the old design of the routine. It doesn't inherently support skill synergies like this because it tries to use one of the 4 configurable primary skills depending on condition (melee, range, aoe melee, aoe range).

The fallback slot is used not when the primary condition can't be met, but rather all other conditions fail. That is, you have one skill slot configured, the rest are -1 so if that slot can't be used, the logic will then use the fallback slot.

I don't think there's a simple fix for this if you stick to OldRoutine, but if you made a custom CR, it'd be pretty straight forward. I think there's also some community development going on for some better routines when it comes to specific builds and whatnot, but you'd have to check the other forum sections to see.
 
Gotcha, thanks for the quick reply!

The thing is that I do only have one skill slot configured (flicker), other than the fallback skill fallback (frenzy). So, I guess the question is, how does oldroutine identify whether all other conditions fail?

i.e. I have flicker set up as the only skill. I have no charges, so flicker runs once and then is on a cooldown. Oldroutine should then (if I understand correctly) attempt the fallback skill (since all other conditions fail -- flicker, being the primary and only condition).

But is there a timer associated with this? Does oldroutine try all other conditions for a set period of time, and if that time passes with no actions being done, then switch to the fallback skill?
 
That's correct. Basically, it will see if it can cast any of the skills you have assigned in the 4 slots. If none are available, then it'll use the fallback slot (and assigns it to melee).

I just did a test and it looks like there's an error with the API, not the routine. Basically the Frenzy skill is not reporting it's on cooldown when it actually is, so I'll have to try and track that down.
 
Ok, thanks push! Good luck.

And I think you meant that the flicker skill isn't reporting.
 
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