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tehHunter - Beast Mastery Hunter by Huntorz

Tony

"The Bee"
Joined
Jan 15, 2010
Messages
128,830
tehHunter is a new Hunter Custom Class that is made primarily for Beast Mastery Hunters.
This CC works in both PVP and PVE, but there is still alot to improve on in both.

When reporting bugs/problems with this CC, do so by posting it along with a LOG.

At this point in time i am welcoming ALL logs, whether there is a problem or not so that i can improve the CC.
If you do not want your log public for whatever reason, feel free to PM it to me.

Instructions:

Overwrite the current "Hunter.cs" file in the "CustomClasses" directory with the one attached to this post after backing up your original.

Configurtation:

There is currently very little configuration available for this CC. However it is available towards the top of the "Hunter.cs" file, between the "//CONFIG HERE" and "//END CONFIG HERE".

Notes:
Credits to erenion for his drink finding function.
As well as using his ePriest CC as a reference to base my own CC from.
Credits to Hawker for his ammo checking function.

Changelog:

30/12/2009

  • Added random moving away when Disengage is on cooldown, looks more human that way
  • Added Dragonhawk support
  • Added change for when target is out of range
  • When target is out of range in pvp, hunter will chase
  • When target is out of range in pve, hunter will tell pet to "follow" until in range
  • Assorted bug fixes...

28/12/2009 Cont.

  • Added ammo checking. Credits to Hawker.
  • Better checking for pet and dealing with it

28/12/2009

  • Initial Release
 

Attachments

Hi great CC.
Just a tip:

I did copy the Hunters Mark casting from the pull an paste in to combat section so when you got adds/multiple attackers it will check if it has hunters mark and will cast it while in combat logic as when you get adds or target the next attacker you wont use the pill logiv.

This is what i've changed, just copied from pull logic.
Code:
#region Combat
		public void Combat()
		{
		
				if (SpellManager.KnownSpells.ContainsKey("Hunter's Mark"))
					if (!_me.CurrentTarget.Buffs.ContainsKey("Hunter's Mark"))
					{

						SpellManager.CastSpell("Hunter's Mark");
						Log("Casting Hunter's Mark");

					}

...
 
Works great, thanks! I would consider changing Revive Pet to only be cast out of combat.
 
I might change it to be cast OOC in my modded CC, but atm i'm not even touching my huntard until HB is fixed and the toon starts moving like it should.
 
My only real issue is that it won't cast mend pet, then stands in the middle of 4 enemies trying to revive your pet, only to let it die right away again without using Mend.
 
My only real issue is that it won't cast mend pet, then stands in the middle of 4 enemies trying to revive your pet, only to let it die right away again without using Mend.

That is why i released a modded version of this exact CC...
 
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