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Singularity, The Dynamic Behaviour Custom Class

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this is something i've been trying to make.. guess u beat me to it haha..
i was never good at forms anyway LOL

anyway wondering how it handles movement.. (like..hunter.. move back..)

and as rizarjay said.. detecting buffs/defuffs and remaining duration would be great...

you define how you would like it to deal with it, there are some basic stuff, like keep at least x yards from target.
 
You can set it up with all the level 85 spells, and it will use them as you train them.

How about the buffs/debuffs?
It would make it look far more natural if it's not necessarily casting the same spells in the same rotation over and over..
 
How about the buffs/debuffs?
It would make it look far more natural if it's not necessarily casting the same spells in the same rotation over and over..

As long as YOU set it up to check for it, it will do it.
Basically,if you can do it your self, the CC should be able to do it.
 
will it be able to pull multiple mobs? probably the most important thing for several classes. (at least in my opinion)... looking forward to this.
 
will it be able to pull multiple mobs? probably the most important thing for several classes. (at least in my opinion)... looking forward to this.

The initial version will not support multiple mob pulling
 
Great to see something like this brought to HonorBuddy. For the last two years I have built a system with an event driven CC like this (using a custom scripting backbone that is distinct from HonorBuddy, but with all the same kinds of features). I use a spell and actions DB not dissimilar to what Pios is proposing, but which has the ability to do multiple batched "tasks" when a given set of conditions are met.

I added a "priority" system to the spell choices with fuzzy logic that can adjust the priority of certain condition sets to take care of if-then conditions that are more complex than simple states, and the ability to cache certain condition and task sets for later use (using a Q learning system to look back over several prior conditions to see if it worked best or to adjust other values). By adding the fuzzy logic and a "randomizer" on certain condition sets that are "close", the condition/environment/task tree looks very natural, and never does massive bot script-like repeats that would give you away.

My DB right now has over 900 condition/event sets for spells, moveto, avoids, etc. that cover Death Knight, Priest, Shaman, Druid, Warrior, Paladin and Rogues. I usually do 5 man dungeons with this, and PvP-- including arena... and it rocks. As Pios suggests, having a changeable DB like this can be a winner and far better than hard coding in C# and compiling each time.

Kind of lonely (LOL) developing on my own, and having to write all my own parsers and navigation code, so if this project takes off, happy to try to adapt all my stuff to your system.

Example DB subset for Warrior:
Capture.webp

Example Task Queue code:
 

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I love to see people working together :)

In fact, I noticed there weren't any paid items in the HB forums. If you guys created the KILLER profile/cc/gathering package for HB and GB that'd be insane and I'm sure the entire community may be willing to part with a few bucks for the perfect all-in-one package if you guys can swing it. :)
 
Great to see something like this brought to HonorBuddy. For the last two years I have built a system with an event driven CC like this (using a custom scripting backbone that is distinct from HonorBuddy, but with all the same kinds of features). I use a spell and actions DB not dissimilar to what Pios is proposing, but which has the ability to do multiple batched "tasks" when a given set of conditions are met.

I added a "priority" system to the spell choices with fuzzy logic that can adjust the priority of certain condition sets to take care of if-then conditions that are more complex than simple states, and the ability to cache certain condition and task sets for later use (using a Q learning system to look back over several prior conditions to see if it worked best or to adjust other values). By adding the fuzzy logic and a "randomizer" on certain condition sets that are "close", the condition/environment/task tree looks very natural, and never does massive bot script-like repeats that would give you away.

My DB right now has over 900 condition/event sets for spells, moveto, avoids, etc. that cover Death Knight, Priest, Shaman, Druid, Warrior, Paladin and Rogues. I usually do 5 man dungeons with this, and PvP-- including arena... and it rocks. As Pios suggests, having a changeable DB like this can be a winner and far better than hard coding in C# and compiling each time.

Kind of lonely (LOL) developing on my own, and having to write all my own parsers and navigation code, so if this project takes off, happy to try to adapt all my stuff to your system.

Example DB subset for Warrior:
View attachment 9817

Example Task Queue code:


Sounds like a nice system you have there, would love to see it in action at some point.
 
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There will be an initial public release of this CC as soon as HB is released.
 
Public release, V1.0.0.32

This isuntested with the release build, however go and play :)
 
Won't compile with latest HB

Log:

Could not compile CC from E:\Games\hbTeam\CustomClasses\Fuzzball!
File: Actions.cs Line: 59 Error: Der Name "CastingHelper" ist im aktuellen Kontext nicht vorhanden.
File: Actions.cs Line: 67 Error: Der Name "CastingHelper" ist im aktuellen Kontext nicht vorhanden.
File: Actions.cs Line: 70 Error: Der Name "CastingHelper" ist im aktuellen Kontext nicht vorhanden.
File: Actions.cs Line: 73 Error: Der Name "CastingHelper" ist im aktuellen Kontext nicht vorhanden.
File: GroupHealing.cs Line: 74 Error: Der Name "CastingHelper" ist im aktuellen Kontext nicht vorhanden.
 
Thanks, I will upload a new version as soon as i can actually test this.
 
Won't compile with latest HB

Log:

Could not compile CC from E:\Games\hbTeam\CustomClasses\Fuzzball!
File: Actions.cs Line: 59 Error: Der Name "CastingHelper" ist im aktuellen Kontext nicht vorhanden.
File: Actions.cs Line: 67 Error: Der Name "CastingHelper" ist im aktuellen Kontext nicht vorhanden.
File: Actions.cs Line: 70 Error: Der Name "CastingHelper" ist im aktuellen Kontext nicht vorhanden.
File: Actions.cs Line: 73 Error: Der Name "CastingHelper" ist im aktuellen Kontext nicht vorhanden.
File: GroupHealing.cs Line: 74 Error: Der Name "CastingHelper" ist im aktuellen Kontext nicht vorhanden.

Could you translate that into English ?
 
Updated the files, i forgot to add a.cs file in the zip.

My bad sorry
 
It appears to be looking for spells.xml in the root folder; causing a crash upon CC Config.

Fixed by moving spells.xml (well copied anyway) from Fuzzball to root.
 

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