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Tweaking Rotation for Maraunder

sm1ley115

New Member
Joined
Apr 2, 2016
Messages
2
Am I able to change the rotation for my Mara? I have one that does more dps than the default one, but when I try to alter the Carnage.cs file, it doesn't let me load the Routine.
 
Post your code and we'll figure out the problem.

The goal of the base routine is for it to be easy to edit so users can tweak it to their desire.
 
// Copyright (C) 2011-2015 Bossland GmbH
// See the file LICENSE for the source code's detailed license

using Buddy.BehaviorTree;
using DefaultCombat.Core;
using DefaultCombat.Helpers;

namespace DefaultCombat.Routines
{
internal class Carnage : RotationBase
{
public override string Name
{
get { return "Marauder Carnage"; }
}

public override Composite Buffs
{
get
{
return new PrioritySelector(
Spell.Buff("Ataru Form"),
Spell.Buff("Unnatural Might")
);
}
}

public override Composite Cooldowns
{
get
{
return new PrioritySelector(
Spell.Buff("Unleash"),
Spell.Buff("Cloak of Pain", ret => Me.HealthPercent <= 90),
Spell.Buff("Force Camouflage", ret => Me.HealthPercent <= 70),
Spell.Buff("Saber Ward", ret => Me.HealthPercent <= 50),
Spell.Buff("Undying Rage", ret => Me.HealthPercent <= 10),
//Spell.Buff("Frenzy", ret => Me.BuffCount("Fury") < 5),
Spell.Buff("Berserk")
);
}
}

public override Composite SingleTarget
{
get
{
return new PrioritySelector(
Spell.Cast("Saber Throw",
ret => !DefaultCombat.MovementDisabled && Me.CurrentTarget.Distance >= 0.5f && Me.CurrentTarget.Distance <= 3f),
Spell.Cast("Force Charge",
ret => !DefaultCombat.MovementDisabled && Me.CurrentTarget.Distance >= 1f && Me.CurrentTarget.Distance <= 3f),
Spell.Cast("Dual Saber Throw",
ret => !DefaultCombat.MovementDisabled && Me.CurrentTarget.Distance >= 1f && Me.CurrentTarget.Distance <= 3f),

//Movement
CombatMovement.CloseDistance(Distance.Melee),

//Rotation
Spell.Cast("Disruption", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled),
Spell.Cast("Massacre", ret => !Me.HasBuff("Massacre")),
Spell.Cast("Gore"),
Spell.Cast("Ravage", ret => Me.HasBuff("Gore") && ret => Me.HasBuff("Berserk")),
Spell.Cast("Devastating Blast", ret => Me.HasBuff("Execute") && Me.Level > 57 && ret => Me.HasBuff("Gore")),
Spell.Cast("Vicious Throw"),
//Spell.Cast("Force Scream", ret => Me.HasBuff("Execute") && Me.Level < 58),
Spell.Cast("Massacre"),
Spell.Cast("Dual Saber Throw"),
Spell.Cast("Devastating Blast", ret => Me.HasBuff("Execute") && Me.Level > 57 && ret => !Me.HasBuff("Gore")),
Spell.Cast("Battering Assault", ret => !Me.HasBuff("Gore")),
Spell.Cast("Assault", ret => Me.ActionPoints <= 2 && ret => !Me.HasBuff("Gore"))
);
}
}

public override Composite AreaOfEffect
{
get
{
return new Decorator(ret => Targeting.ShouldPbaoe,
new PrioritySelector(
Spell.Cast("Smash"),
Spell.Cast("Sweeping Slash")
));
}
}
}
}


I try to replace the current Carnage.cs file with this and it won't let me load the routine.
 
I didn't load it into a editor or anything, however at the end of dual saber throw remove the comma. The last in a decorator chain doesn't have a , and by having one there the compiler is expecting another line.

Code:
Spell.Cast("Dual Saber Throw",
 ret => !DefaultCombat.MovementDisabled && Me.CurrentTarget.Distance >= 1f && Me.CurrentTarget.Distance <= 3f),

should be

Code:
Spell.Cast("Dual Saber Throw",
 ret => !DefaultCombat.MovementDisabled && Me.CurrentTarget.Distance >= 1f && Me.CurrentTarget.Distance <= 3f)
 
or just check the log folder. The log file should tell where are the compiling errors. But from a quick look wired alredy pointed where the error is :)
 
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