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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. adude

      adude New Member

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      Yea nice job Walter lol... I know my code would work, just did not have the time to finish implementation.
       
    2. Jests

      Jests New Member

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      oh shit, lol. Nice job Adude. You have to understand, that whole conversation was totally over my head and I had no clue what was going on :p
       
    3. walter

      walter Active Member

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      Adude me and you work well as normal! I will be around tonight just had too much god damn real life!
       
    4. adude

      adude New Member

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      D
      Lol yea I wanted to code last night but you were ask lmao but tonight will be good!!!
       
    5. Jests

      Jests New Member

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      I hear you, I'm not going to really be able to test anything or modify routines for a couple days because I've got some stuff on the side I have to take care of. Keep up the great work guys, you're kicking some C# ass.
       
    6. adude

      adude New Member

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      N not a problem Walter and myself are cool peeps aka my brother from another mother:eek: o harm done, I am just glad it worked. We have two healing classes now but it's what had to be done. Lets hope BW don't change thing us again and we have to make 3 healing classes
       
    7. adude

      adude New Member

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      LMAO how that we get gun array working Jets gets busy for a few days ROFL I love you bro see ya when you get back ;)
       
    8. walter

      walter Active Member

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      Took out heroic moments on stupid routines. Forgot to update this yesterday!-
       
    9. aquintus

      aquintus Member

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      i just wrote a SorcererLightning rotation.
      Code:
      public static void LightningCombat()
              {
      
                  WaitForCast();
                  datLCL = DateTime.Now;
      
                  Thread.Sleep(200);
                  LoadVars();
                  if (!TargetInCombat()) return;
      
                  if (MercCast("Mark of Power", !MyBuffs.Contains("Mark of Power"))) return;
                  if (!IG) MoveTo(CT, 2.8f, "Force Speed");
      
                  if (!IG && BuddyTor.Me.IsMoving) StopMoving();
      
                  if (MercCast("Unbreakable Will", Me.IsStunned)) return;
                  if (MercCast("Affliction", !CTDebuffs.Contains("Affliction (Force)"))) return;
      
                  //**Defensive**
                  if (HP <= 30) UseMedPackInInventory();
      
                  if (LightningCheckCompHealth()) return;
      
                  if (MercCast("Recklessness", Me.ForcePercent <= 50f)) return;
                  if (MercCast("Heroic Moment:  Channel the Force", Me.ForcePercent <= 30f)) return;
      
                  if (MercCast("Consumption", HP > 50 && Me.ForcePercent <= 20)) return;
                  
                  //**Offensive**
                  if (MercCast("Recklessness")) return;
                  if (MercCast("Thundering Blast", CTDebuffs.Contains("Affliction (Force)"))) return;
                  if (MercCast("Crushing Darkness", !CTDebuffs.Contains("Crushing Darkness") && MyBuffs.Contains("Wrath"))) return;
                  if (MercCast("Force Lightning", MyBuffs.Contains("Lightning Barrage"))) return;   
                  if (MercCast("Chain Lightning", MyBuffs.Contains("Lightning Storm"))) return;   
                  WaitForCast();
                  if (MercCast("Force Lightning")) return;
                  WaitForCast();
                  if (MercCast("Lightning Strike")) return;
      
                  //**Interrupts**
                  if (!IG || Me.ForcePercent > 30f)
                  {
      
                      if (MercCast("Electrocute", (TC || TD <= .5f) && StrongOrGreater(CT))) return;
      
                      if (MercCast("Jolt", TC && StrongOrGreater(CT))) return;
                      if (MercCast("Shock", TC && StrongOrGreater(CT))) return;
      
                      if (MercCastOnGround("Force Storm", TWR30 >= 3, CT)) return;
                      if (MercCast("Force Lightning")) return;
                      if (MercCast("Crushing Darkness", StrongOrGreater(CT) && !CTDebuffs.Contains("Crushing Darkness (Force)"))) return;
      
                  }
      
                  if (MercCast("Saber Strike")) return;
      
              }
      Code:
      public static bool LightningCheckCompHealth()
              {
                  try
                  {
      
                      //Comp = BuddyTor.Me.Companion;
                      if (Comp == null) return false;
      
                      //CHP = (float)BuddyTor.Me.Companion.HealthPercent;
                      if (!Comp.HasBuff("Static Barrier")) if (MercCast("Static Barrier", Comp)) return true;
      
                      if (CHP <= 50)
                      {
                          WaitForCast();
                          if (Comp.Distance > 2.8f) { MoveTo(Comp, 2.8f); Thread.Sleep(300); }
                          if (CHP < 1f)
                          {
                              if (MercCast("Reanimation", Comp)) return true;
                          }
                          else
                          {
                              if (MercCast("Dark Heal", Comp)) return true;
                              if (MercCast("Dark Infusion", Comp)) return true;                  }
                      }
                  }
                  catch { Logging.Write("Error in CheckCompHealth()"); }
      
                  return false;
              }
      Code:
      else if (MySpec == SkillTreeId.SorcererLightning)
                      {
                          IsRanged = true;
                          CheckPlayerBuffs("Mark of Power");
                          WaitForHeals(true, "Seethe", true, BuddyTor.Me.ForceMax * .8f);
                          if (IG || PvP) CorruptionHeals(50);
                          if (ValidTarget()) { LightningCombat(); return; }
                      }
      you know the rest ;-)

      testing it right now... looks good on the first impression
       
      Last edited: May 22, 2013
    10. Jests

      Jests New Member

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      And then he was never heard from again!!!

      Nah, that's not true I still need to get consular working ;)
       
    11. aquintus

      aquintus Member

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      i am getting a bit pissed about that "talk to npc after you killed it" thing and am wondering... shouldn't we be able to solve that withing the CR?

      something at the start of the Pull like "is the NPC friendly?" if yes -> interact.
      this would pretty much solve the problem of not attacking bugged mobs that are grey / blue when you approch aswell since atm it won't target them automatically and run into them this way.
       
    12. Jests

      Jests New Member

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      If it works like that... that would be pretty smart. Brilliant, actually... On the other hand... I'm no coder so I don't know for sure, but wouldn't that make the bot just run around interacting with friendly NPCs every time it entered a base?
       
      Last edited: May 22, 2013
    13. aquintus

      aquintus Member

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      just talked to ama and he thinks BW itself doesn't recognize the change to friendly... i'll try something
       
    14. adude

      adude New Member

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      I never thought about that.... I suppose we can try a few things... After we get this done I want to start a kicks 2.0 so this may be a good Segway
       
    15. aquintus

      aquintus Member

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      i'm simply going with
      Code:
      if (BuddyTor.Me.CurrentTarget.IsFriendly) BuddyTor.Me.CurrentTarget.Interact();
      in waitforcast now but have to wait for the next quest that needs it ;-)
       
    16. Jests

      Jests New Member

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      Wouldn't that make it get stuck interacting repeatedly when it goes to vendor?
       
    17. adude

      adude New Member

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      Awesome... Let us know how it goes and if its good we will add it to everthing.
       
    18. adude

      adude New Member

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      Planet mesh it crappy that's why lol but lets hope that is being fixed as we speak
       
    19. Jests

      Jests New Member

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      Mesh aside, wouldn't it go to the vendor, sell it's stuff, then the current target is friendly so it would interact with that target... then repeat? Or am I missing something?
       
    20. adude

      adude New Member

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      I think all such interactions happens inside of instances we are doing to have to check to see if your in an instance with your name as owner if that returns true then we will execute the code right after you leave combat and not after. And it should only check for like ten seconds
       
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