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WingIt - All In One

I have a lvl 43 Jugg that i am furiously levelling as fast as I can. I have tried to get the combat bot profile working, with wingit out of the box, it seemed to do nothing in combat. I also tried replacing the relevant code that xsol wrote into the the jugg routine, but i obviously borked it because BW couldnt find a routine at all for jugg after i'd modified it. This is my current levelling spec. Im running around questing with quinn as a healing companion. Would be happy to test rotations/survivability with any routines someone would like to provide.

I've had this same problem, but while testing my sniper.

If you look here you can see what happens:

Code:
[WingIt] Spec: JuggernautImmortal
[WingIt] Building method list
[WingIt] Added 96 methods
[WingIt] JuggernautImmortalPull is a match!
[WingIt] Using JuggernautImmortalPull for Combat (Priority: 0)
[WingIt] JuggernautImmortalCombat is a match!
[WingIt] Using JuggernautImmortalCombat for Combat (Priority: 0)
[WingIt] JuggernautImmortalOutOfCombat is a match!
[WingIt] Using JuggernautImmortalOutOfCombat for Combat (Priority: 0)
[WingIt] JuggernautCombat is a match!
[WingIt] Using JuggernautCombat for Combat (Priority: 0)
[WingIt] JuggernautOutOfCombat is a match!
[WingIt] Using JuggernautOutOfCombat for Combat (Priority: 0)
[WingIt] JuggernautPull is a match!
[WingIt] Using JuggernautPull for Combat (Priority: 0)
[WingIt] Pull support for Warrior is not currently implemented.
[WingIt] Using Pull for combat.

Basically, the default JuggernautCombat is replacing JuggernautImmortalCombat, and the default only has some very limited stuff in place.

Restore your WingIt, and then go to the file WingIt/Routines/Advanced/Juggernaut/Juggernaut.cs

and change

Code:
        [Class(CharacterClass.Warrior, AdvancedClass.Juggernaut, SkillTreeId.None)]
        [Behavior(BehaviorType.Combat)]
        public static Composite JuggernautCombat()

to

Code:
        //[Class(CharacterClass.Warrior, AdvancedClass.Juggernaut, SkillTreeId.None)]
        //[Behavior(BehaviorType.Combat)]
        public static Composite JuggernautCombat()

And it will use the correct routine, but even after that it looks like some stuff will need to be tweaked. I'll take a look and see what I may be able to do.
 
Thanks Xsol, Ill try that, do I need 210 build of buddywing? I cant seem to find it, Or do I just keep 206 and update wingit from the svn and then make the changes you suggest?
 
Thanks Xsol, Ill try that, do I need 210 build of buddywing? I cant seem to find it, Or do I just keep 206 and update wingit from the svn and then make the changes you suggest?

BuddyWing should automatically ask to update if there is an update available; you should always use the latest BW build. For WingIt, you should just follow the instruction Neo93 provides and use the SVN Update feature.

Remember you have to completely exit BuddyWing to allow changes to be integrated.
 
Empire: Juggernaut - Immortal


Patch: Private Paste - Pastie
Code: Private Paste - Pastie
Zip: View attachment Immortal.zip

Code in general has been cleaned up.
  • Selector has been re-ordered to increase skill execution precision.
  • Added constants.
  • Added comments.


I have removed a few abilities for the time being so that they can be better integrated and I have more time to test this.
  • Chilling Scream
  • Intimidating Roar
  • Intercede
 
Last edited:
Neo, how does

Code:
[Priority(99)]

work?

Also, I've been running a grind profile for the past 20 minutes using my jug. CC and it seems to be working very well; it isn't raid ready by any means, but it is quest/grind ready.

I've had this same problem, but while testing my sniper.

If you look here you can see what happens:

Code:
[WingIt] Spec: JuggernautImmortal
[WingIt] Building method list
[WingIt] Added 96 methods
[WingIt] JuggernautImmortalPull is a match!
[WingIt] Using JuggernautImmortalPull for Combat (Priority: 0)
[WingIt] JuggernautImmortalCombat is a match!
[WingIt] Using JuggernautImmortalCombat for Combat (Priority: 0)
[WingIt] JuggernautImmortalOutOfCombat is a match!
[WingIt] Using JuggernautImmortalOutOfCombat for Combat (Priority: 0)
[WingIt] JuggernautCombat is a match!
[WingIt] Using JuggernautCombat for Combat (Priority: 0)
[WingIt] JuggernautOutOfCombat is a match!
[WingIt] Using JuggernautOutOfCombat for Combat (Priority: 0)
[WingIt] JuggernautPull is a match!
[WingIt] Using JuggernautPull for Combat (Priority: 0)
[WingIt] Pull support for Warrior is not currently implemented.
[WingIt] Using Pull for combat.

Basically, the default JuggernautCombat is replacing JuggernautImmortalCombat, and the default only has some very limited stuff in place.

Restore your WingIt, and then go to the file WingIt/Routines/Advanced/Juggernaut/Juggernaut.cs

and change

Code:
        [Class(CharacterClass.Warrior, AdvancedClass.Juggernaut, SkillTreeId.None)]
        [Behavior(BehaviorType.Combat)]
        public static Composite JuggernautCombat()

to

Code:
        //[Class(CharacterClass.Warrior, AdvancedClass.Juggernaut, SkillTreeId.None)]
        //[Behavior(BehaviorType.Combat)]
        public static Composite JuggernautCombat()

And it will use the correct routine, but even after that it looks like some stuff will need to be tweaked. I'll take a look and see what I may be able to do.
 
Last edited:
I've had this same problem, but while testing my sniper.

If you look here you can see what happens:

Code:
[WingIt] Spec: JuggernautImmortal
[WingIt] Building method list
[WingIt] Added 96 methods
[WingIt] JuggernautImmortalPull is a match!
[WingIt] Using JuggernautImmortalPull for Combat (Priority: 0)
[WingIt] JuggernautImmortalCombat is a match!
[WingIt] Using JuggernautImmortalCombat for Combat (Priority: 0)
[WingIt] JuggernautImmortalOutOfCombat is a match!
[WingIt] Using JuggernautImmortalOutOfCombat for Combat (Priority: 0)
[WingIt] JuggernautCombat is a match!
[WingIt] Using JuggernautCombat for Combat (Priority: 0)
[WingIt] JuggernautOutOfCombat is a match!
[WingIt] Using JuggernautOutOfCombat for Combat (Priority: 0)
[WingIt] JuggernautPull is a match!
[WingIt] Using JuggernautPull for Combat (Priority: 0)
[WingIt] Pull support for Warrior is not currently implemented.
[WingIt] Using Pull for combat.

Basically, the default JuggernautCombat is replacing JuggernautImmortalCombat, and the default only has some very limited stuff in place.

Restore your WingIt, and then go to the file WingIt/Routines/Advanced/Juggernaut/Juggernaut.cs

and change

Code:
        [Class(CharacterClass.Warrior, AdvancedClass.Juggernaut, SkillTreeId.None)]
        [Behavior(BehaviorType.Combat)]
        public static Composite JuggernautCombat()

to

Code:
        //[Class(CharacterClass.Warrior, AdvancedClass.Juggernaut, SkillTreeId.None)]
        //[Behavior(BehaviorType.Combat)]
        public static Composite JuggernautCombat()

And it will use the correct routine, but even after that it looks like some stuff will need to be tweaked. I'll take a look and see what I may be able to do.

I tried this fix and it still Force Charged and then stopped combat.
 
Empire: Juggernaut - Immortal


Patch: Private Paste - Pastie
Code: Private Paste - Pastie
Zip: View attachment 41677

Code in general has been cleaned up.
  • Selector has been re-ordered to increase skill execution precision.
  • Added constants.
  • Added comments.


I have removed a few abilities for the time being so that they can be better integrated and I have more time to test this.
  • Chilling Scream
  • Intimidating Roar
  • Intercede

I already added an immortal comp, which should contain the best possible routine, but I cant test it, due no 50 jugg.

I tried this fix and it still Force Charged and then stopped combat.
Because theres an invalid spell argumenent, but I currently cant see it.
 
Last edited:
I already added an immortal comp, which should contain the best possible routine, but I cant test it, due no 50 jugg.

It took about an hour of editing and testing to get what you had in place running, pulling and executing smoothly. It really is just the way your code was sequentially ordered in the selector that was causing it not to function.
 
damn looking like you guys are making progress with the CC's, wish i knew how to write CC's, cause then i could help out with what ever char's i have that are 50 :P
 
Found a little problem with the Marauder Carnage CC.

Line 118:
Spell.Cast("Shii-Cho Form", ret => !AbilityManager.HasAbility("Ataru Form"))

this causes the Bot to constantly try to Cast Shii-Cho Form aslong Ataru Form is not available.

Fix:
Spell.Cast("Shii-Cho Form", ret => !AbilityManager.HasAbility("Ataru Form") && !BuddyTor.Me.HasBuff("Shii-Cho Form"))
 
You can buy yourself a training dummy for your ship and use the combat bot :)

It took about an hour of editing and testing to get what you had in place running, pulling and executing smoothly. It really is just the way your code was sequentially ordered in the selector that was causing it not to function.

The priority selector couldnt be the problem, like the error message said, it was because of an invalid 'castWhen' argument.
 
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