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Simcraft Implemented, a Raidbot Derivate with Integrated Combat

Hi, Yes im using your simc files its for BM and MM hunter, i got BM to work and now no routines will even show up, however when i load MM it either doesnt show or throws the above errors and i cant figure out what to do to fix it :(

Just tried profiles till like page 60 and not working but also tried one bm profile from the original bm profiles that kane wrote and it shows when i need to select my profile. why wont the new ones work?
 
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Hi, Yes im using your simc files its for BM and MM hunter, i got BM to work and now no routines will even show up, however when i load MM it either doesnt show or throws the above errors and i cant figure out what to do to fix it :(

Just tried profiles till like page 60 and not working but also tried one bm profile from the original bm profiles that kane wrote and it shows when i need to select my profile. why wont the new ones work?
you might try removing the following and seeing if it compiles then:
PHP:
actions+=/tranquilizing_shot,if=target.buff.savage_howl.up 
actions+=/tranquilizing_shot,if=target.buff.reactive_earth_shield.up 
actions+=/tranquilizing_shot,if=target.buff.cauterizing_bolt.up 
actions+=/tranquilizing_shot,if=target.buff.earthen_barrier.up

I'm not 100% sure if those lines work properly since I created this SIMC after my hunter was finished farming BRF, but if you want to keep them, you'll need to edit a few files.
 
you might try removing the following and seeing if it compiles then:
PHP:
actions+=/tranquilizing_shot,if=target.buff.savage_howl.up 
actions+=/tranquilizing_shot,if=target.buff.reactive_earth_shield.up 
actions+=/tranquilizing_shot,if=target.buff.cauterizing_bolt.up 
actions+=/tranquilizing_shot,if=target.buff.earthen_barrier.up

I'm not 100% sure if those lines work properly since I created this SIMC after my hunter was finished farming BRF, but if you want to keep them, you'll need to edit a few files.

BM seems to work however MM doesnt work, it loads and just casts 1x aimed shot and 1x steady shot and thats all
 
BM seems to work however MM doesnt work, it loads and just casts 1x aimed shot and 1x steady shot and thats all

When you load the MM simc, in the HB console, does it print out anything related to "spell not found: ***" or anything of that nature? The MM profile I posted is what I use and it works just fine for me.
 
When you load the MM simc, in the HB console, does it print out anything related to "spell not found: ***" or anything of that nature? The MM profile I posted is what I use and it works just fine for me.

Currently Using BotBase : Simcraft Impl

<21:17>:Compiling Action Lists
<21:17>:Invalid Spell: dire_beast , skipping.
<21:17>:Invalid Spell: kill_command , skipping.
<21:17>:Invalid Spell: a_murder_of_crows , skipping.
<21:17>:Invalid Spell: kill_shot , skipping.
<21:17>:Invalid Spell: glaive_toss , skipping.
<21:17>:Invalid Spell: cobra_shot , skipping.
<21:17>:Invalid Spell: kill_command , skipping.
<21:17>:Invalid Spell: a_murder_of_crows , skipping.
<21:17>:Invalid Spell: kill_shot , skipping.
<21:17>:Invalid Spell: explosive_trap , skipping.
<21:17>:Invalid Spell: glaive_toss , skipping.
<21:17>:Invalid Spell: cobra_shot , skipping.
<21:17>:New Apl: Beastmaster_shineey
<21:17>:Invalid Spell: chimaera_shot , skipping.
<21:17>:Invalid Spell: kill_shot , skipping.
<21:17>:Invalid Spell: a_murder_of_crows , skipping.
<21:17>:Invalid Spell: dire_beast , skipping.
<21:17>:Invalid Spell: glaive_toss , skipping.
<21:17>:Invalid Spell: steady_shot , skipping.
<21:17>:Invalid Spell: aimed_shot , skipping.
<21:17>:Invalid Spell: steady_shot , skipping.
<21:17>:New Apl: Marksman_shineey
using Styx;
using Styx.Common;
namespace Simcraft
{
public class SimcraftRota
{
private static SimcraftImpl simc{get { return SimcraftImpl.inst; }}
#region Marksman_shineey
[Behavior(WoWClass.Hunter, WoWSpec.None, WoWContext.PvE)]
public static void GenerateHunterMarksmanshipPvEBehavior()
{

//actions+=/chimaera_shot
//actions+=/kill_shot
simc.actions += simc.Cast("rapid_fire",_if => (simc.hkvar("hotkey_rapid_fire")),"simc.hkvar("hotkey_rapid_fire")");
simc.actions += simc.Cast("stampede",_if => ((simc.buff.rapid_fire.up||simc.buff.bloodlust.up||simc.target.time_to_die<=25)&&simc.cooldowns_enabled),"(simc.buff.rapid_fire.up||simc.buff.bloodlust.up||simc.target.time_to_die<=25)&&simc.cooldowns_enabled");
simc.actions += simc.CallActionList("careful_aim",_if => (simc.buff.careful_aim.up),"simc.buff.careful_aim.up");
simc.actions += simc.Cast("explosive_trap",_if => (simc.active_enemies>1&&simc.aoe_enabled),"simc.active_enemies>1&&simc.aoe_enabled");
//actions+=/a_murder_of_crows
//actions+=/dire_beast
//actions+=/glaive_toss
simc.actions += simc.Cast("powershot",_if => (simc.cast_regen<simc.focus.deficit),"simc.cast_regen<simc.focus.deficit");
simc.actions += simc.Cast("barrage",_if => (simc.hkvar("hotkey_barrage")&&simc.active_enemies>1&&simc.aoe_enabled),"simc.hkvar("hotkey_barrage")&&simc.active_enemies>1&&simc.aoe_enabled");
//# Pool max focus for rapid fire so we can spam AimedShot with Careful Aim buff
simc.actions += simc.Cast("steady_shot",_if => (simc.focus.deficit*simc.cast_time/(14+simc.cast_regen)>simc.cooldown.rapid_fire.remains),"simc.focus.deficit*simc.cast_time/(14+simc.cast_regen)>simc.cooldown.rapid_fire.remains");
simc.actions += simc.Cast("focusing_shot",_if => (simc.focus.deficit*simc.cast_time/(50+simc.cast_regen)>simc.cooldown.rapid_fire.remains&&simc.focus<100),"simc.focus.deficit*simc.cast_time/(50+simc.cast_regen)>simc.cooldown.rapid_fire.remains&&simc.focus<100");
//# Cast a second shot for steady focus if that won't cap us.
simc.actions += simc.Cast("steady_shot",_if => (simc.buff.pre_steady_focus.up&&(14+simc.cast_regen+simc.action.aimed_shot.cast_regen)<=simc.focus.deficit),"simc.buff.pre_steady_focus.up&&(14+simc.cast_regen+simc.action.aimed_shot.cast_regen)<=simc.focus.deficit");
simc.actions += simc.Cast("multishot",_if => (simc.active_enemies>6&&simc.aoe_enabled),"simc.active_enemies>6&&simc.aoe_enabled");
simc.actions += simc.Cast("aimed_shot",_if => (simc.talent.focusing_shot.enabled),"simc.talent.focusing_shot.enabled");
simc.actions += simc.Cast("aimed_shot",_if => (simc.focus+simc.cast_regen>=85),"simc.focus+simc.cast_regen>=85");
simc.actions += simc.Cast("aimed_shot",_if => (simc.buff.thrill_of_the_hunt.up&&simc.focus+simc.cast_regen>=65),"simc.buff.thrill_of_the_hunt.up&&simc.focus+simc.cast_regen>=65");
//# Allow FS to over-cap by 10 if we have nothing else to do
simc.actions += simc.Cast("focusing_shot",_if => (50+simc.cast_regen-10<simc.focus.deficit),"50+simc.cast_regen-10<simc.focus.deficit");
//actions+=/steady_shot

simc.actions["careful_aim"] += simc.Cast("glaive_toss",_if => (simc.active_enemies>2&&simc.aoe_enabled),"simc.active_enemies>2&&simc.aoe_enabled");
simc.actions["careful_aim"] += simc.Cast("powershot",_if => (simc.active_enemies>1&&simc.cast_regen<simc.focus.deficit&&simc.aoe_enabled),"simc.active_enemies>1&&simc.cast_regen<simc.focus.deficit&&simc.aoe_enabled");
simc.actions["careful_aim"] += simc.Cast("barrage",_if => (simc.active_enemies>1&&simc.hkvar("hotkey_barrage")&&simc.aoe_enabled),"simc.active_enemies>1&&simc.hkvar("hotkey_barrage")&&simc.aoe_enabled");
//actions.careful_aim+=/aimed_shot
simc.actions["careful_aim"] += simc.Cast("focusing_shot",_if => (50+simc.cast_regen<simc.focus.deficit),"50+simc.cast_regen<simc.focus.deficit");
//actions.careful_aim+=/steady_shot
SimcraftImpl.Write("Behaviors created !");
}
#endregion
}
}

<21:17>:-------------------------------------------------------------------------
<21:17>:Buff: rapid_fire id: 3045
<21:17>:Buff: bloodlust id: 2825
<21:17>:Buff: careful_aim id: 34483
<21:17>:Couldnt find Buff: pre_steady_focus
<21:17>:Buff: thrill_of_the_hunt id: 34720
<21:17>:-------------------------------------------------------------------------
<21:17>:Talent: focusing_shot - Disabled id: 163485
<21:17>:-------------------------------------------------------------------------
<21:17>:Created Spell: rapid_fire ex:1 r:6.5 c:0 clt:0 dur:15 ct:1 id: 3045
<21:17>:Created Spell: stampede ex:1 r:45.6781234741211 c:0 clt:0 dur:40 ct:1 id: 121818
<21:17>:Created Spell: explosive_trap ex:1 r:45.6781234741211 c:0 clt:0 dur:0 ct:1 id: 13813
<21:17>:Created Spell: powershot ex:2.25 r:400 c:0 clt:0 dur:0 ct:2.25 id: 109259
<21:17>:Created Spell: barrage ex:3 r:45.6781234741211 c:0 clt:3 dur:3 ct:3 id: 120360
<21:17>:Created Spell: steady_shot ex:1.838 r:45.6781234741211 c:0 clt:0 dur:0 ct:1.838 id: 56641
<21:17>:Created Spell: focusing_shot ex:2.5 r:400 c:0 clt:0 dur:0 ct:2.5 id: 163485
<21:17>:Created Spell: multishot ex:1 r:45.6781234741211 c:0 clt:0 dur:0 ct:1 id: 2643
<21:17>:Created Spell: aimed_shot ex:1 r:45.6781234741211 c:0 clt:0 dur:0 ct:1 id: 19434
<21:17>:Created Spell: glaive_toss ex:1 r:400 c:0 clt:0 dur:15 ct:1 id: 117050
<21:17>:-------------------------------------------------------------------------
<21:17>:Behaviors created !
<21:17>:Clicking: <5519.187, 4529.561, 131.7183> 196
<21:18>:Clicking: <5519.187, 4529.561, 131.7183> 442
 
Got new update of HB today. When I loaded it up I got the following error on startup:
PHP:
Compiler Error: E:\Program Files (x86)\Honorbuddy\Bots\simpl\trunk\SimcraftTop.cs(844,28) : error CS1061: 'LuaEvents' does not contain a definition for 'RemoveFilter' and no extension method 'RemoveFilter' accepting a first argument of type 'LuaEvents' could be found (are you missing a using directive or an assembly reference?)

Anyone else getting this?

EDIT: It appears the RemoveFilter has been removed per the new update:
Code:
Lua.AddFilter/RemoveFilter have been removed. The AttachEvent overload that takes a filter can be used instead. (HB-2669)
But I'm not sure I grasp what the workaround will be using the AttachEvent overload like in the next line down in SimcraftTop.cs...
PHP:
Lua.Events.AttachEvent("UNIT_SPELLCAST_SUCCEEDED", UNIT_SPELLCAST_SUCCEEDED);
Is it just a matter of changing RemoveFilter to AttachEvent? What goes as the second argument?

EDIT 2: It seems that just commenting out that line works fine for me, but if anyone knows any reason why it should not be, feel free to chime in
 
Last edited:
Hey.

Try out replacing Lua.Events.RemoveFilter("COMBATLOG_EVENT_UNFILTERED");
with
Lua.Events.DetachEvent("COMBATLOG_EVENT_UNFILTERED", COMBATLOG_EVENT_UNFILTERED);
at line 834.

Cheers, MoreCox
 
I ended up removing the line completely, i think it was in line 846 if opened with CODE program.

should end up looking like this

PHP:
                Specialisation = WoWSpec.None;
                NamedComposite.Sequence = "";
                TreeRoot.TicksPerSecond = 8;
                ProfileManager.LoadEmpty();
                //_oldRoutine = RoutineManager.Current; //Save it so we can restore it later
                RoutineManager.Current = new ProxyRoutine();

                Lua.Events.AttachEvent("UNIT_SPELLCAST_SUCCEEDED", UNIT_SPELLCAST_SUCCEEDED);               
                Lua.Events.AttachEvent("COMBATLOG_EVENT_UNFILTERED", COMBATLOG_EVENT_UNFILTERED);

                Lua.Events.AttachEvent("CHARACTER_POINTS_CHANGED", ContextChange);
                Lua.Events.AttachEvent("PLAYER_LOGOUT", ContextChange);
                Lua.Events.AttachEvent("PLAYER_TALENT_UPDATE", ContextChange);
                Lua.Events.AttachEvent("UNIT_AURA", PlayerAuras.UNIT_AURA);
                Lua.Events.AttachEvent("UNIT_AURA", PetAuras.UNIT_AURA);

hope this helps
 
I've been trying to import a sub rogue profile but I can't get it to compile, could anyone help with that or point me to a profile that might be almost complete?


Thanks
 
I've been trying to import a sub rogue profile but I can't get it to compile, could anyone help with that or point me to a profile that might be almost complete?


Thanks
Sadly, Sub Rogue is not inherently implemented. In order to get it to work, if it's possible at all without editing the botbase files, will require some finangling of the simc file to work around Simcraft Impl's lack of pool_energy implementation and possibly any other sub-specific things that mgiht be needed. SimcraftImpl works pretty well with combat/Assassination though.
 
so is everyone still making their own simcraft profiles. Ive used some of shineeys which work great but since I'm still in brf tier gear I thought maybe a custom one would work better
 
Anyone got a way to have conditions based on debuffs on your own character? I've tried both buff.spell.stack as well as debuff.spell.stack but neither seem to work.
 
I can't get this to load into my bot dropdown in HB. I've placed it in the bots folder, deleted, reinstalled? what am i doin wrong??
 
Can anyone explain how to import your simcraft into a profile so it works? I run simcraft, save it as a .simc but keep getting a bunch of spell errors.

Attached log and my profile if anyone could help, thanks. (profile was uploaded as .txt attachment)
 

Attachments

Can anyone explain how to import your simcraft into a profile so it works? I run simcraft, save it as a .simc but keep getting a bunch of spell errors.

Attached log and my profile if anyone could help, thanks. (profile was uploaded as .txt attachment)

The simc files often require a bit of editting to work correctly. look back a page or two and you will find both a MM and BM profiles that work fine for me.
 
Anyone got a way to have conditions based on debuffs on your own character? I've tried both buff.spell.stack as well as debuff.spell.stack but neither seem to work.

I got detecting the debuffs working correctly, such as Arcane Charge for a mage. However currently, I can't get my mage profile working correctly to implement burn phases decently :/
 
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