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WingIt - All In One

thanks guys will double check power tech as its a port of vanguard i dont have power tech to test i do have a merc lol
 
OK i want to do some more advanced work on this but i have a few issues.

1. Need to find out how to overide Targeting i want to manage targeting my code or manually
2. want to work with somone to add a few helpers for AOE/Crowd Control Managment

anyone who can help with either please get back to me
also as for the out of combat routines we need to standardise the selfheals and stuff to take into account health/recource and companion health and stop cast when all are maxed (dont incude knights that have no fixed resource standard).
 
@protopally
1. Ill take a look when I've time.
2. What do you want? Write me a pm with your skype name.

OOT Routines are already there. You better put your companion healing in the specific OOC Behaviour, since not every class can heal. Rest stop is already implented, but I dunno if it properly work with stopping at max resource.
 
Neo, with the bot release do we still need to update via SVN or will the bot update them when it detects changes? Sorry if this is a stupid question, it's my first time using a bot.
 
A couple of snippet updates for WingIt.cs for your consideration. These snippets do two things:
  • Keeps the companion healthy
    The companion's health was not a primary concern with the existing code. Previously, the companion only gets healed as a side-effect of some other intermittently-used action. This becomes a problem if the companion regularly takes a lot more beating than the toon, and eventually results in companion death which cascades into toon death.

  • Eliminates a few boundary conditions
    For instance, occasionally getting stuck trying to heal a dead companion

cheers & thanks for considering the changes,
chinajade


Around Wingit.cs:line 62:

new Decorator(ret => IsMeOrCompanionHealingNeeded(),
CreateUseClassRegainHealth()),



And around Wingit.cs:line 153:

new Decorator(ret => BuddyTor.Me.ResourceStat < 95 || IsMeOrCompanionHealingIncomplete(),
new Sequence(
CommonBehaviors.MoveStop(),
Spell.WaitForCast())),

new Switch<CharacterClass>(
ret => Class,
// Republic
new SwitchArgument<CharacterClass>(CharacterClass.Knight, Cast("Introspection", ret => BuddyTor.Me, ret => IsMeOrCompanionHealingIncomplete())),
new SwitchArgument<CharacterClass>(CharacterClass.Consular, Cast("Meditation", ret => BuddyTor.Me, ret => BuddyTor.Me.ResourceStat <= 50 || IsMeOrCompanionHealingIncomplete())),
new SwitchArgument<CharacterClass>(CharacterClass.Smuggler, Cast("Recuperate", ret => BuddyTor.Me, ret => BuddyTor.Me.ResourceStat <= 50 || IsMeOrCompanionHealingIncomplete())),
new SwitchArgument<CharacterClass>(CharacterClass.Trooper, Cast("Recharge and Reload", ret => BuddyTor.Me, ret => BuddyTor.Me.ResourceStat < 5 || IsMeOrCompanionHealingIncomplete())),

// Empire
new SwitchArgument<CharacterClass>(CharacterClass.Warrior, Cast("Channel Hatred", ret => BuddyTor.Me, ret => IsMeOrCompanionHealingIncomplete())),
new SwitchArgument<CharacterClass>(CharacterClass.Inquisitor, Cast("Seethe", ret => BuddyTor.Me, ret => BuddyTor.Me.ResourceStat <= 50 || IsMeOrCompanionHealingIncomplete())),
new SwitchArgument<CharacterClass>(CharacterClass.Agent, Cast("Recuperate", ret => BuddyTor.Me, ret => BuddyTor.Me.ResourceStat <= 50 || IsMeOrCompanionHealingIncomplete())),
new SwitchArgument<CharacterClass>(CharacterClass.BountyHunter, Cast("Recharge and Reload", ret => BuddyTor.Me, ret => BuddyTor.Me.ResourceStat >= 50 || IsMeOrCompanionHealingIncomplete()))
));


private bool IsCompanionInUse()
{
return ((BuddyTor.Me.CompanionUnlocked > 0) && (Helpers.Companion != null));
}

private bool IsMeOrCompanionHealingIncomplete()
{
return ((BuddyTor.Me.HealthPercent < 95.0f)
||
(IsCompanionInUse() && !Helpers.Companion.IsDead && (Helpers.Companion.HealthPercent < 95.0f)));
}


private bool IsMeOrCompanionHealingNeeded()
{
return ((BuddyTor.Me.HealthPercent < 70.0f)
||
(IsCompanionInUse() && !Helpers.Companion.IsDead && (Helpers.Companion.HealthPercent < 70.0f)));
}
 
Last edited:
A couple of snippet updates for WingIt.cs for your consideration. These snippets do two things:
  • Keeps the companion healthy
    The companion's health was not a primary concern with the existing code. Previously, the companion only gets healed as a side-effect of some other intermittently-used action. This becomes a problem if the companion regularly takes a lot more beating than the toon, and eventually results in companion death which cascades into toon death.
  • Eliminates a few boundary conditions
    For instance, occasionally getting stuck trying to heal a dead companion

cheers & thanks for considering the changes,
chinajade

Around Wingit.cs:line 62:

new Decorator(ret => IsMeOrCompanionHealingNeeded(),
CreateUseClassRegainHealth()),



And around Wingit.cs:line 153:

new Decorator(ret => BuddyTor.Me.ResourceStat < 95 || IsMeOrCompanionHealingIncomplete(),
new Sequence(
CommonBehaviors.MoveStop(),
Spell.WaitForCast())),

new Switch<CharacterClass>(
ret => Class,
// Republic
new SwitchArgument<CharacterClass>(CharacterClass.Knight, Cast("Introspection", ret => BuddyTor.Me, ret => IsMeOrCompanionHealingIncomplete())),
new SwitchArgument<CharacterClass>(CharacterClass.Consular, Cast("Meditation", ret => BuddyTor.Me, ret => BuddyTor.Me.ResourceStat <= 50 || IsMeOrCompanionHealingIncomplete())),
new SwitchArgument<CharacterClass>(CharacterClass.Smuggler, Cast("Recuperate", ret => BuddyTor.Me, ret => BuddyTor.Me.ResourceStat <= 50 || IsMeOrCompanionHealingIncomplete())),
new SwitchArgument<CharacterClass>(CharacterClass.Trooper, Cast("Recharge and Reload", ret => BuddyTor.Me, ret => BuddyTor.Me.ResourceStat < 5 || IsMeOrCompanionHealingIncomplete())),

// Empire
new SwitchArgument<CharacterClass>(CharacterClass.Warrior, Cast("Channel Hatred", ret => BuddyTor.Me, ret => IsMeOrCompanionHealingIncomplete())),
new SwitchArgument<CharacterClass>(CharacterClass.Inquisitor, Cast("Seethe", ret => BuddyTor.Me, ret => BuddyTor.Me.ResourceStat <= 50 || IsMeOrCompanionHealingIncomplete())),
new SwitchArgument<CharacterClass>(CharacterClass.Agent, Cast("Recuperate", ret => BuddyTor.Me, ret => BuddyTor.Me.ResourceStat <= 50 || IsMeOrCompanionHealingIncomplete())),
new SwitchArgument<CharacterClass>(CharacterClass.BountyHunter, Cast("Recharge and Reload", ret => BuddyTor.Me, ret => BuddyTor.Me.ResourceStat >= 50 || IsMeOrCompanionHealingIncomplete()))
));


private bool IsCompanionInUse()
{
return ((BuddyTor.Me.CompanionUnlocked > 0) && (Helpers.Companion != null));
}

private bool IsMeOrCompanionHealingIncomplete()
{
return ((BuddyTor.Me.HealthPercent < 95.0f)
||
(IsCompanionInUse() && !Helpers.Companion.IsDead && (Helpers.Companion.HealthPercent < 95.0f)));
}


private bool IsMeOrCompanionHealingNeeded()
{
return ((BuddyTor.Me.HealthPercent < 70.0f)
||
(IsCompanionInUse() && !Helpers.Companion.IsDead && (Helpers.Companion.HealthPercent < 70.0f)));
}

Committed to the WingIt SVN

Also, #.0f is a range, it's never a health percent

Also, range in BW is x10

so 1f = 10 meters (don't ask me why)
0.4f is melee range (4 meters)
2.8f is ranged range (28 meters - minor issues at the 30 meters so we moved it to 2.8f)
 
I cant get any Trooper-Bounty Hunter advanced classes to work right.

It will move if you dont put any points into any tree but it will not fight for you.

If I put a point in any class tree and run BW it wont move my charcter as seen in this log, It wont call to the nav server to generate a path.
View attachment lvl11BHNoMove.txt

With my lvl 12 Warrior doing the same profile and with points in an advanced class the bot does move the charcter as seen in this log.
View attachment lvl12WAMoves.txt
 
Committed to the WingIt SVN

Also, #.0f is a range, it's never a health percent

Also, range in BW is x10

so 1f = 10 meters (don't ask me why)
0.4f is melee range (4 meters)
2.8f is ranged range (28 meters - minor issues at the 30 meters so we moved it to 2.8f)

Because SWTOR uses a compressed metric system.
 
Not atm. That spec would be currently seen as lightning.

I know that would be seen as the base of but could us CC writers be able to write this into the CC to search the spec for changes like that? I know there is an effective Darkness Assassin DPS spec too that is putting out around the same dps as Deception Assassin. Just wondering because I was questioning whether is was a CC problem or just support all together.
 
Last edited:
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