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  • Fight at Joe's - 2.0

    Discussion in 'Buddy Wing Forum' started by adude, Apr 29, 2013.

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    1. Jests

      Jests New Member

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      Well, I have it but it's written under the Merchelpers format, not whatever format is used in what you've added... I'm not sure what the best way to proceed is on something like that :p I don't understand the language that the routine you wrote uses as well.

      That's one of the reasons I think adding the classes to the Merchelpers file somehow instead of editing the default routines would be best.
       
      Last edited: May 1, 2013
    2. adude

      adude New Member

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      Just give me what you have in merc helper I can add it. Also the way I add them I find to be better. The code is organized and it easy t o find instead of coding everthing in one large document.
       
    3. Jests

      Jests New Member

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      I can do that. Keep in mind this code hasn't been tested at all :D

      *edit*
      Maybe you can help me understand some of the stuff in that code. For instance, what does "ret =>" mean in this script?
       
      Last edited: May 1, 2013
    4. xtreme3881

      xtreme3881 Member

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      Man thanks so much for doing this update! You will be loved greatly if this continues to work!!
       
    5. adude

      adude New Member

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      well the plan is to keep this maintained.... also if you know how to build routines let me knwo we need to make this thing perfect so that when kick is done with the new profiles we will have a perfect fighting roll for all classes
       
    6. adude

      adude New Member

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      Here is the routine i made this is now i add the classes... well the fighting part anyhow.

      PHP:

      //***Generel***
                      
      Spell.Cast("Tenacity"ret => BuddyTor.Me.IsStunned),
                      
      Spell.Cast("Combat Shield"castWhen => BuddyTor.Me.InCombat && !BuddyTor.Me.HasBuff("Combat Shield")),
                      
      Spell.Cast("Recharge Cells"ret => BuddyTor.Meret => BuddyTor.Me.ResourceStat >= 60),//-60 Heat

                      //**Defensive**
                      
      Spell.Cast("Deflection"ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 80),
                      
      Spell.Cast("Force Shroud"ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 70),

                      
      //**CC**
                      
      Spell.Cast("Concussive Round"on => Helpers.ccTarget(), castWhen => Helpers.Targets.Count() >= 3),

                      
      //*Interrupts*
                      
      Spell.Cast("Disabling Shot"ret => BuddyTor.Me.CurrentTarget.IsCasting),


                      
      //Rotation
                      
      Spell.Cast("Grav Round"ret => BuddyTor.Me.ResourceStat >= 10 && BuddyTor.Me.CurrentTarget.Debuffs.FirstOrDefault(=> B.Name == "Gravity Vortex" && B.Caster.Name == BuddyTor.Me.Name) != null && BuddyTor.Me.CurrentTarget.Debuffs.FirstOrDefault(=> B.Name == "Gravity Vortex" && B.Caster.Name == BuddyTor.Me.Name).TimeLeft.Seconds 6),
                      
      Spell.WaitForCast(),
                      
      Spell.BuffSelf("Reactive Shield"ret => BuddyTor.Me.HealthPercent 40),
                      
      Spell.Cast("Adrenaline Rush"ret => BuddyTor.Me.HealthPercent <= 60),
                      
      Spell.Cast("Full Auto"ret => BuddyTor.Me.ResourceStat >= 10 && BuddyTor.Me.HasBuff("Curtain of Fire")),
                      
      Spell.Cast("Hammer Shot"ret => BuddyTor.Me.ResourceStat && !(Burn || BuddyTor.Me.HasBuff("Critical Boost") || BuddyTor.Me.HasBuff("Power Boost"))),
                      
      Spell.Cast("Concussion Charge"ret => BuddyTor.Me.ResourceStat >= 10 && Helpers.Targets.Count(=> t.Distance <= .4f) >= 2),
                      
      Spell.Cast("Stockstrike"ret => BuddyTor.Me.ResourceStat >= 10 && BuddyTor.Me.CurrentTarget.Distance <= .8f),

      based on what your saying the only thing that's working right now is this line.

      PHP:
      Spell.Cast("Stockstrike"ret => BuddyTor.Me.ResourceStat >= 10 && BuddyTor.Me.CurrentTarget.Distance <= .8f),
      I don't have a Commando so i cant really help with building the attack rolls.
       
    7. Jests

      Jests New Member

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      I private messaged you the combat routine that I built that I haven't been able to test.

      What does the "ret =>" section in each line mean? I think if I knew the right way to use that I'd know enough to write a better functioning gunnery routine.
       
    8. adude

      adude New Member

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      from what i understand its like a fast way to do a query AKA look for something or look up something you can google C# Linq and read all about it its some advance stuff
       
    9. adude

      adude New Member

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      ok i am getting annoyed where can i find the following libraries

      using Buddy.BehaviorTree;
      using Buddy.Common;
      using Buddy.CommonBot;
      using Buddy.Swtor;
      using Buddy.Swtor.Objects;
      using Action = Buddy.BehaviorTree.Action;

      Visual Studios is asking for them.
       
    10. Jests

      Jests New Member

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      Yeah I tried to google it but couldn't find it.

      Can't help you with that other stuff. :( What are you doing that it needs that?
       
    11. adude

      adude New Member

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      i am looking for bugs in the bot and stuff... not sure if the BW developers are updating it
       
    12. adude

      adude New Member

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      what do you think of this rotation?


      High Impact Bolt with
      Charged Barrel
      Demolition Round with Gravity Vortex
      Electro Net
      Plasma Grenade with
      Reserve Powercell
      Full Auto with
      Curtain of Fire
      Grav Round to maintain Gravity Vortex
      Full Auto
      Hammer Shot
       
    13. Jests

      Jests New Member

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      I don't recognize some of those moves (probably because I'm not high enough level yet), but it seems solid to start.

      The only problem I immediately see is that grav round builds charged barrel charges, so if you only fire grav round when vortex drops you won't ever get any charged barrel charges.
       
    14. adude

      adude New Member

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      Here is the new rotation i ma thinking about

      PHP:
      Spell.WaitForCast(),
                      
      Movement.StopInRange(2.8f),

                      
      //***Generel***
                      
      Spell.Cast("Tenacity"ret => BuddyTor.Me.IsStunned),
                      
      Spell.Cast("Combat Shield"castWhen => BuddyTor.Me.InCombat && !BuddyTor.Me.HasBuff("Combat Shield")),
                      
      Spell.Cast("Recharge Cells"ret => BuddyTor.Meret => BuddyTor.Me.ResourceStat >= 60),//-60 Heat

                      //**Defensive**
                      
      Spell.Cast("Deflection"ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 80),
                      
      Spell.Cast("Force Shroud"ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 70),

                      
      //**CC**
                      
      Spell.Cast("Concussive Round"on => Helpers.ccTarget(), castWhen => Helpers.Targets.Count() >= 3),

                      
      //*Interrupts*
                      
      Spell.Cast("Disabling Shot"ret => BuddyTor.Me.CurrentTarget.IsCasting),


                      
      //Rotation
                      
      Spell.Cast("Grav Round"),
                      
      Spell.Cast("High Impact Bolt"ret => BuddyTor.Me.HasBuff("Charged Barrel")),
                      
      Spell.Cast("High Impact Bolt"ret => true),
                      
      Spell.Cast("Demolition Round"),
                      
      Spell.Cast("Electro Net"),
                      
      Spell.Cast("Reserve Powercell"),
                      
      Spell.Cast("Plasma Grenade"),
                      
      Spell.Cast("Full Auto"ret => BuddyTor.Me.HasBuff("Curtain of Fire")),
                      
      Spell.Cast("Grav Round"),
                      
      Spell.Cast("Full Auto"ret => BuddyTor.Me.ResourceStat >= 10),
                      
      Spell.Cast("Hammer Shot"),

                      
      //Movement
                      
      Movement.MoveTo(ret => BuddyTor.Me.CurrentTarget.Position2.8f)
       
    15. xtreme3881

      xtreme3881 Member

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    16. Jests

      Jests New Member

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      Without seeing how the rotation itself runs, I would say that:

      -- Shouldn't cast high impact bolt until it has charged barrels x5, probably (that's 3 grav round casts, because if specced properly each grav round shot gives 2 stacks of charged barrel.)
      -- Probably should add a situation to use mortar volley if there is more than 1 mob
      -- Might want to add sticky grenades and explosive rounds to the rotation if the target is a weak mob.
       
    17. adude

      adude New Member

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    18. Jests

      Jests New Member

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    19. xtreme3881

      xtreme3881 Member

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      Yeah I used it for WOW when I use to play and gw2. Its a lot of the guys from Elitestjerks that created it. There main page has all the games they use Noxxic - Stay Epic
       
    20. adude

      adude New Member

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      ok this is what i will be updating the rotation with.

      PHP:
      Spell.WaitForCast(),
                      
      Movement.StopInRange(2.8f),

                      
      //***Generel***
                      
      Spell.Cast("Tenacity"ret => BuddyTor.Me.IsStunned),
                      
      Spell.Cast("Combat Shield"castWhen => BuddyTor.Me.InCombat && !BuddyTor.Me.HasBuff("Combat Shield")),
                      
      Spell.Cast("Recharge Cells"ret => BuddyTor.Meret => BuddyTor.Me.ResourceStat >= 60),//-60 Heat

                      //**Defensive**
                      
      Spell.Cast("Deflection"ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 80),
                      
      Spell.Cast("Force Shroud"ret => BuddyTor.Me.InCombat && BuddyTor.Me.HealthPercent <= 70),

                      
      //**CC**
                      
      Spell.Cast("Concussive Round"on => Helpers.ccTarget(), castWhen => Helpers.Targets.Count() >= 3),

                      
      //*Interrupts*
                      
      Spell.Cast("Disabling Shot"ret => BuddyTor.Me.CurrentTarget.IsCasting),


                      
      //Rotation
                      
      Spell.Cast("Sticky Grenade"castWhen => Helpers.Targets.Count() >= && BuddyTor.Me.ResourceStat >= 10),
                      
      Spell.Cast("Grav Round"),
                      
      Spell.Cast("High Impact Bolt"ret => BuddyTor.Me.HasBuff("Charged Barrel") > 4),
                      
      Spell.Cast("Demolition Round"),
                      
      Spell.Cast("Electro Net"),
                      
      Spell.Cast("Reserve Powercell"),
                      
      Spell.Cast("Plasma Grenade"),
                      
      Spell.Cast("Full Auto"ret => BuddyTor.Me.HasBuff("Curtain of Fire")),
                      
      Spell.Cast("Hammer Shot"),

                      
      //Movement
                      
      Movement.MoveTo(ret => BuddyTor.Me.CurrentTarget.Position2.8f)
                      );
      Test it and let me know
       
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