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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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      Oh... yeah I could see that working. :cool:
       
    2. walter

      walter Active Member

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      Going to use my adude copy paste skillz1111!!!!! :p :p And of course make the other proper files!
       
      Last edited: May 22, 2013
    3. walter

      walter Active Member

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      SVN Updated with sorc changes and few files. Thanks again
       
    4. walter

      walter Active Member

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      I think you will both find out bw has issuse with waitforcast or even force cast when attacking NPCs making it glitch out. Joe has it all over his notes about how many issues they had. I doubt they fixed BW since Jan/13 when this project died since I think he went back to life or some shit. This game is aids basically.
       
      Last edited: May 22, 2013
    5. aquintus

      aquintus Member

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      the problem is like ama thought from the very beginning...
      BW doesn't update the mob info.

      i just tried it with this code:
      Code:
      if (BuddyTor.Me.CurrentTarget.IsFriendly)
                  {
                      Logging.Write("Target is friendly now!!!", BuddyTor.Me.CurrentTarget.IsFriendly);
                      BuddyTor.Me.CurrentTarget.Interact();
                  }
                  else
                  {
                      Logging.Write("Target is notfriendly now!!!");
                  }
      in waitforcast

      the problem is that the mobs you need to kill and talk to never changed from friendly to unfriendly and i guess vise versa.

      i tried it with one of those quests where you run into a room... npcs are friendly... you reach a spot / talk to one of those npcs and they attack you, afterwards you have to talk to them again

      the mobs stayed friendly the whole fight.
       
    6. walter

      walter Active Member

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      Going to be adding/fixing all Marauder/Sentinel Classes. Then powertech/vanguard. In the process you will see merc pyro change also.



      PS: Going to fix healing Op since I play one constantly LOLOLOL
       
    7. fragler

      fragler Member

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      hey i'm using this routine.. at least i think i am.. i deleted the default folder that came with the buddy wing and put stable version of joe's in its place..
      anyway, i'm playing a lvl13 sage atm.. balance if it means anything.. but it only uses telekinetic throw in combat.. occasionally project.. otherwise it just waits for throw and uses it.. it never uses force wave or disturbance or anything else.. is there something i could do to make this work a little better?
       
    8. walter

      walter Active Member

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      Please use test build! Stable build isn't even as stable........I am going to change that now.
       
      fragler likes this.
    9. fragler

      fragler Member

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      coolcool i'll try the test build then.. also is that how i'm suppose to use the routine? delete what was there and drop the test folder in its place? i use honorbuddy and you get a popup to choose, this one doesn't seem to do that..

      edit
      using the test version now.. it's pretty much the same as the stable.. but now it pulls with mind crush if off cd.. otherwise it still just waits for throw and uses that over and over with occasional project..
       
      Last edited: May 22, 2013
    10. walter

      walter Active Member

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      Sage balance isn't working correctly. Just heals work. Balance has not been looked at yet since 2.0 and will add to the list for fixes.
       
    11. fragler

      fragler Member

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      ooh ok balance doesn't work.. bummer ok though at least i know now.. you say only heals works? so seer = yes, telekinetics = no, and balance you said was a no?
       
    12. walter

      walter Active Member

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      Just healing atm. I will add support soon kinda like last on list atm :p!
       
    13. cylak12

      cylak12 Banned

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      yeah you can spec into 2 aoe's , but it wont fire force in balance, which sux ballz
       
    14. adude

      adude New Member

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      ok so here are all the classes that need to be added or has already been added. as you can see its a BIG Job.. but i want to track then and ass them to the first post. also once we are don adding them ass i will create a new post and add everything there and close this thread which is accually the development thread Also i have added a color code below so we ca see the progress, if i have anything wrong please let me know indenting all this stuff was a pain!






      Completed and Tested
      Works but other specs may not
      No Implemented


      Galactic Republic
      1) Jedi Consular
      a) Jedi Sage
      i) COLOR="#008000"]Seer [/COLOR]
      ii) Telekinetics
      iii) Balance​
      b) Jedi Shadow
      i) Infiltration
      ii) Kinetic
      iii) Combat Balance​
      2) Jedi Knight
      a) Jedi Sentinel
      i) Watchman
      ii) Combat
      iii) Focus
      b) Jedi Guardian
      i) Vigilance
      ii) Defense
      iii) Focus
      3) Smuggler
      a) Gunslinger
      i) Saboteur
      ii) Sharpshooter
      iii) Dirty Fighting​
      b) Scoundrel
      i) Sawbones
      ii) Scrapper
      iii) Dirty Fighting​
      4) Trooper
      a) Commando
      i) Gunnery
      ii) Combat Medic
      iii) Assault Specialist
      b) Vanguard
      i) Tactics
      ii) Shield Specialist
      iii) Assault Specialist​
      Sith Empire
      5) Sith Inquisitor
      a) Sith Assassin
      i) Darkness
      ii) Deception
      iii) Madness
      b) Sith Sorcerer
      i) Corruption
      ii) Lightning
      iii) Madness
      6) Sith Warrior
      a) Sith Juggernaut
      i) Immortal
      ii) Vengeance
      iii) Rage​
      b) Sith Marauder
      i) Annihilation
      ii) Carnage
      iii) Rage​
      7) Imperial Agent
      a) Operative
      i) Medic
      ii) Concealment
      iii) Lethality
      b) Sniper
      i) Marksmanship
      ii) Engineering
      iii) Lethality​
      8) Bounty Hunter
      a) Powertech
      i) Shield Tech
      ii) Advanced Prototype
      iii) Pyrotech​
      b) Mercenary
      i) Bodyguard
      ii) Arsenal
      iii) Pyrotech​
       
      Last edited: May 23, 2013
    15. strepie

      strepie New Member

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      Republic - Jedi Councilor Shadow Infiltration = works well, and can be green (still uses force cloak during combat though).
      Trooper - Commando (Assault Specialist) - Works great (but does not recognize spec tree - sees it as gunnery)
      Smuggler Gunslinger (Saboteur) - works very very well
      ==>>Smuggler Scoundrel (Sawbones) not implemented (what happened to your changes from before, Adude? That was working great as far as I can remember)
      Jedi Knight Guardian ( Defense ) - works well
      Jedi Knight Sentinel (Focus) - works
      Councilor Sage Seer (healing) - working

      Agent - Operative ( Lethality) - works extremely well
      Bounty Hunter (Pyrotech) - not working
      Sith Marauder (Annihilation) - oh yeah great stuff :) working
      Sith Inquisitor Sorcerer (Madness) - working

      Will update other classes as I play them. BTW all these classes I am reporting are lvl 51-55. Have a couple of others at lower levels as well.
       
      Last edited: May 23, 2013
    16. adude

      adude New Member

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      thank you updated
       
    17. strepie

      strepie New Member

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      Still updating...need coffee now :)
       
    18. adude

      adude New Member

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      lol yea i noticed i am updating as you give more info as well
       
    19. Jests

      Jests New Member

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      Just wanted to report this... I saw Sage Telekinetics was up there but I don't know if that's a good idea for you to put up there. The default rotation is really bad and it's not in the Merchelpers file... so it doesn't ever meditate or anything like that either. I had to edit the routine heavily... but I wasn't going to post my routine until I got higher level/ it was added to the merchelpers file.

      *edit*
      Also, gunnery and concealment are operating very well.
       
      Last edited: May 23, 2013
    20. Dre

      Dre Member

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      I know you guys will get to the Jedi sent/Watchman later but you still should put "if (MercCast("Strike")) return;" to the bottom of the "watchmancombat routine". Updated the SVN and went from Hero to Zero cuz again it runs out of focus and stands their. Needs a complete rotation overhaul I know but im just in my 20's and im not sure whats best in the later levels.
       
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