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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. Dre

      Dre Member

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      Just noticed the trooper basic only checks health and not resources to "recharge and reload"
       
    2. debo2132

      debo2132 New Member

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      Gotta say walter is a badass
       
    3. walter

      walter Active Member

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      Fixed it. Should go to 85 to 90% ammo before movement. I had to add some stuff so it would select the proper tree and blah balh blah blah blah.
       
      Last edited: May 26, 2013
    4. Dre

      Dre Member

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      LOL... yea. Sign of someone needing to take a break.
       
    5. Jests

      Jests New Member

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      Was the update today missing the spot for Telekinetic Sage? I don't see the spot in merchelpers.
       
    6. Dre

      Dre Member

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      Its still written and referred to the old code routine from what I see.

      Looks like the 1st post has track of whats for sure good or not. My Jedi Sent/Watchman "Works" pretty well at lvl 30's but not optimized for DPS.. So some might show up in black and still be ok.
       
      Last edited: May 27, 2013
    7. walter

      walter Active Member

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      I will add this for you later. I haven't put all my code in since testing as I go each class. I will just put a spot in and you can fill it in for me! :p
       
    8. Dre

      Dre Member

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      Im about to start a hole new legacy, or purge an old one. Which class/spec you think is the best one to go with that works the best?
       
    9. walter

      walter Active Member

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      You are all set to add sage telekinetic. I added heal for companion and few other things that you will need. Let me know if I can help anymore.
       
    10. walter

      walter Active Member

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      junk tank and vengeance works awesome. I just used these both from 10 to 55.
       
    11. walter

      walter Active Member

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      All done sorry I honestly forgot/didn't update today yet! I just been busy with that damn real life stuff!
       
    12. Dre

      Dre Member

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      Sith warrior jugg vengeance.. ok..

      Swear longest part of this game now is finding an unused name.
       
    13. adude

      adude New Member

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      ok ok... i have been silent and no it was not cuz i was working on something big i was just lazy.. and id not want to do nothing...... well i ma back now am i will be perfecting Jedi Sentinel.... currently testing basic Jedi knight and it suck!!!
       
    14. Dre

      Dre Member

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      Only thing that gets me threw some of these classes is rolling a female and putting a bikini on her and watch the show.
       
    15. walter

      walter Active Member

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      Changed pull range for classes down from 28 to 18. Fixed few other classes and infiltration is added and works!
       
    16. Jests

      Jests New Member

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      Awesome, I may not have a finished routine for a while but I'll get started on something that you can use in the mean time until my sage hits 50. Thanks!
       
    17. jnp

      jnp New Member

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      Far from done but definitely a game changing improvement over what is there right now:

      Code:
       public static void SniperMarksmanshipPull()
              {
                  return;
              }
      
              public static void SniperMarksmanshipCombat()
              {
                  WaitForCast();
                  datLCL = DateTime.Now;
      
                  Thread.Sleep(200);
      
                  LoadVars();
      
                  MercBuffSelf("Coordination", true);
                  MoveTo(CT, 2.80f);
      
                  //if (!IG) if (CTT >= CombatToughness.Boss1) MoveIfNec(9.90f); else MoveIfNec();
      
                  if (!IG && BuddyTor.Me.IsMoving) StopMoving();
                  if (CT == null && Me.CurrentTarget != null) CT = Me.CurrentTarget;
      
                  if (CT == null) { Logging.Write("No target.  Exiting."); return; }
      
                  if (!TargetInCombat()) return;
      
                  MercCast("Crouch", Me, !MyBuffs.Contains("Crouch"));
                  if (!CT.InCombat)
                  {
                      Thread.Sleep(200);
                      if (MercCast("Ambush", !CT.InCombat || CT.IsStunned)) return;
                      if (MercCast("Snipe", !CT.InCombat || CT.IsStunned)) return;
                  }
                              //**Defensive**
                  if (HP <= 30) UseMedPackInInventory();
      
      			if (MercCastOnGround("Orbital Strike", CTT >= CombatToughness.Boss1 && THP >= 30f, CT)) return;
      
      			if (MercCast("Takedown")) return;	// execute
      			if (MercCast("Followthrough")) return;	// Followthrough shot
      
      			if (MercCast("Debilitate", TC)) return;
      			if (MercCast("Distraction", TC && StrongOrGreater(CT))) return;
      
      			if (MercCast("Adrenaline Probe", RS <= 20)) return;
      
      			if (MercCast("Shield Probe", !MyBuffs.Contains("Shield Probe"))) return;
      			if (MercCast("Entrench", HP <= 70f)) return;
      			if (MercCast("Ballistic Shield", HP <= 50)) return;
      			if (MercCast("Diversion", HP <= 50 && CT.Toughness != CombatToughness.Player)) return;
      
      			if (MercCast("Laze Target", StrongOrGreater(CT) && THP >= 50f)) return;
      			if (MercCast("Target Acquired", StrongOrGreater(CT) && THP >= 50f)) return;
      
      			
      			if (UseAOE)
                  {
      				if (MercCast("Fragmentation Grenade",RS > 70)) return; 
      			}
      			
      			if (TD <= .50f)
      			{
      
      				if (MercCast("Cover Pulse")) return;	// knockback;  need to add leg shot here.
      				if (MercCast("Flash Bang")) return;		// or aoe mezz
      				if (MercCast("Debilitate")) return;			// single target stun
      			}
      
      			if (MercCast("Explosive Probe")) return;
      			if (MercCast("Ambush",  HaveBuffStacks("Zeroing Shots", 2))) return;  // we need to put name of ambush charges here
      			
      			if (MercCast("Snipe", CTDebuffs.Contains("Smuggler's Luck"))) return;
      			if (MercCast("Shatter Shot", StrongOrGreater(CT) && !CTDebuffs.Contains("Armor Reduced (Physical)"))) return;	// armor debuff
      			if (MercCast("Series of Shots")) return;				// series of shots
      			if (MercCast("Sniper Volley", HP <= 50 || RS <= 20)) return;
      			
      			//if (MercCast("Leg Shot")) return;
      
      			if (MercCast("Snipe")) return;			// snipe
      
      			if (MercCast("Rifle Shot")) return;
      				
      			//if (MercCast("Vital Shot", !CTDebuffs.Contains("Bleeding (Tech)"))) return;
                  ////Logging.Write(RS.ToString("0.0") + " Forced Cast:  Rifle Shot");
                  ////Buddy.CommonBot.AbilityManager.Cast("Flurry of Bolts", CT);
              }
      		
              public static void SharpshooterCombat()
              {
                  WaitForCast();
                  datLCL = DateTime.Now;
      
                  Thread.Sleep(200);
      
                  LoadVars();
      
                  MercBuffSelf("Lucky Shots", true);
                  MoveTo(CT, 2.80f);
      
                  //if (!IG) if (CTT >= CombatToughness.Boss1) MoveIfNec(9.90f); else MoveIfNec();
      
                  if (!IG && BuddyTor.Me.IsMoving) StopMoving();
                  if (CT == null && Me.CurrentTarget != null) CT = Me.CurrentTarget;
      
                  if (CT == null) { Logging.Write("No target.  Exiting."); return; }
      
                  if (!TargetInCombat()) return;
      
                  MercCast("Crouch", Me, !MyBuffs.Contains("Crouch"));
                  if (!CT.InCombat)
                  {
                      Thread.Sleep(200);
                      if (MercCast("Aimed Shot", !CT.InCombat || CT.IsStunned)) return;
                      if (MercCast("Charged Burst", !CT.InCombat || CT.IsStunned)) return;
                  }
                              //**Defensive**
                  if (HP <= 30) UseMedPackInInventory();
      
      			if (MercCastOnGround("XS Freighter Flyby", CTT >= CombatToughness.Boss1 && THP >= 30f, CT)) return;
      
      			if (MercCast("Quickdraw")) return;	// execute
      			if (MercCast("Trickshot")) return;	// Followthrough shot
      
      			if (MercCast("Dirty Kick", TC)) return;
      			if (MercCast("Distraction", TC && StrongOrGreater(CT))) return;
      
      			if (MercCast("Cool Head", RS <= 20)) return;
      
      			if (MercCast("Defense Screen", !MyBuffs.Contains("Defense Screen"))) return;
      			if (MercCast("Hunker Down", HP <= 70f)) return;
      			if (MercCast("Scrambling Field", HP <= 50)) return;
      			if (MercCast("Diversion", HP <= 50 && CT.Toughness != CombatToughness.Player)) return;
      
      			if (MercCast("Smuggler's Luck", StrongOrGreater(CT) && THP >= 50f)) return;
      			if (MercCast("Illegal Mods", StrongOrGreater(CT) && THP >= 50f)) return;
      
      			
      			if (UseAOE)
                  {
      				if (MercCast("Thermal Grenade",RS > 70)) return; 
      			}
      			
      			if (TD <= .50f)
      			{
      
      				if (MercCast("Pulse Detonator")) return;	// knockback;  need to add leg shot here.
      				if (MercCast("Flash Grenade")) return;		// or aoe mezz
      				if (MercCast("Dirty Kick")) return;			// single target stun
      			}
      
      			if (MercCast("Sabotage Charge")) return;
      			if (MercCast("Aimed Shot",  HaveBuffStacks("Charged Aim", 2))) return;
      			
      			if (MercCast("Charged Burst", CTDebuffs.Contains("Smuggler's Luck"))) return;
      			if (MercCast("Flourish Shot", StrongOrGreater(CT) && !CTDebuffs.Contains("Armor Reduced (Physical)"))) return;	// armor debuff
      			if (MercCast("Speed Shot")) return;				// series of shots
      			if (MercCast("Burst Volley", HP <= 50 || RS <= 20)) return;
      
      			//if (MercCast("Leg Shot")) return;
      
      			if (MercCast("Charged Burst")) return;			// snipe
      
      			if (MercCast("Flurry of Bolts")) return;
      				
      			//if (MercCast("Vital Shot", !CTDebuffs.Contains("Bleeding (Tech)"))) return;
                  ////Logging.Write(RS.ToString("0.0") + " Forced Cast:  Rifle Shot");
                  ////Buddy.CommonBot.AbilityManager.Cast("Flurry of Bolts", CT);
              }
       
      Last edited: May 27, 2013
      walter likes this.
    18. jnp

      jnp New Member

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      Series of shots/speed shot gets broken, so we have to change it to

      if (MercCast("Speed Shot")) { Thread.Sleep(200); return;}
      if (MercCast("Series of Shots")) { Thread.Sleep(200); return;}

      I used 200. Cast time is 2.1 seconds... 200 is 3.33 seconds i guess. Should we make it less?
       
    19. jnp

      jnp New Member

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      Some more updates:
      Code:
           
      
      public static void SniperMarksmanshipCombat()
              {
                  WaitForCast();
                  datLCL = DateTime.Now;
      
                  Thread.Sleep(200);
      
                  LoadVars();
      
                  MercBuffSelf("Coordination", true);
                  MoveTo(CT, 2.80f);
      
                  //if (!IG) if (CTT >= CombatToughness.Boss1) MoveIfNec(9.90f); else MoveIfNec();
      
                  if (!IG && BuddyTor.Me.IsMoving) StopMoving();
                  if (CT == null && Me.CurrentTarget != null) CT = Me.CurrentTarget;
      
                  if (CT == null) { Logging.Write("No target.  Exiting."); return; }
      
                  if (!TargetInCombat()) return;
      
                  MercCast("Crouch", Me, !MyBuffs.Contains("Crouch"));
                  if (!CT.InCombat)
                  {
                      Thread.Sleep(200);
                      if (MercCast("Ambush", !CT.InCombat || CT.IsStunned)) return;
                  }
                  //**Defensive**
                  if (HP <= 30) UseMedPackInInventory();
      
                  if (MercCastOnGround("Orbital Strike", CTT >= CombatToughness.Boss1 && THP >= 30f, CT)) return;
      
                  if (MercCast("Takedown")) return;	// execute
                  if (MercCast("Followthrough")) return;	// Followthrough shot
      
                  if (MercCast("Debilitate", TC)) return;
                  if (MercCast("Distraction", TC && StrongOrGreater(CT))) return;
      
                  if (MercCast("Adrenaline Probe", RS <= 40)) return;
                  if (MercCast("Rifle Shot", RS <=  59)) return;  // keep energy up
      
                  if (MercCast("Shield Probe", !MyBuffs.Contains("Shield Probe"))) return;
                  if (MercCast("Entrench", HP <= 70f)) return;
                  if (MercCast("Ballistic Shield", HP <= 50)) return;
                  if (MercCast("Diversion", HP <= 50 && CT.Toughness != CombatToughness.Player)) return;
      
                  if (MercCast("Laze Target", StrongOrGreater(CT) && THP >= 50f)) return;
                  if (MercCast("Target Acquired", StrongOrGreater(CT) && THP >= 50f)) return;
      
                  if (MercCast("Fragmentation Grenade",  UseAOE && RS > 69 && TWR30 > 2)) return;
      
                  if (TD <= .50f)
                  {
                      if (MercCast("Cover Pulse")) { MercCast("Leg Shot"); return;}	// knockback;  need to add leg shot here.
                      if (MercCast("Flash Bang")) return;		// or aoe mezz
                      if (MercCast("Debilitate")) return;			// single target stun
                  }
      
                  if (MercCast("Explosive Probe")) return;
                  if (MercCast("Ambush", HaveBuffStacks("Zeroing Shots", 2))) return;  // we need to put name of ambush charges here
      
                  if (MercCast("Snipe", CTDebuffs.Contains("Smuggler's Luck"))) return;
                  if (MercCast("Shatter Shot", StrongOrGreater(CT) && !CTDebuffs.Contains("Armor Reduced (Physical)"))) return;	// armor debuff
                  if (MercCast("Series of Shots")) {WaitForCast(); return;}				// series of shots
                  if (MercCast("Sniper Volley", HP <= 50 || RS <= 20)) return;
      
                  //if (MercCast("Leg Shot")) return;
      
                  if (MercCast("Snipe")) return;			// snipe
      
                  if (MercCast("Rifle Shot")) return;
      
                  //if (MercCast("Vital Shot", !CTDebuffs.Contains("Bleeding (Tech)"))) return;
                  ////Logging.Write(RS.ToString("0.0") + " Forced Cast:  Rifle Shot");
                  ////Buddy.CommonBot.AbilityManager.Cast("Flurry of Bolts", CT);
              }
              public static void SharpshooterCombat()
              {
                  WaitForCast();
                  datLCL = DateTime.Now;
      
                  Thread.Sleep(200);
      
                  LoadVars();
      
                  MercBuffSelf("Lucky Shots", true);
                  MoveTo(CT, 2.80f);
      
                  //if (!IG) if (CTT >= CombatToughness.Boss1) MoveIfNec(9.90f); else MoveIfNec();
      
                  if (!IG && BuddyTor.Me.IsMoving) StopMoving();
                  if (CT == null && Me.CurrentTarget != null) CT = Me.CurrentTarget;
      
                  if (CT == null) { Logging.Write("No target.  Exiting."); return; }
      
                  if (!TargetInCombat()) return;
      
                  MercCast("Crouch", Me, !MyBuffs.Contains("Crouch"));
                  if (!CT.InCombat)
                  {
                      Thread.Sleep(200);
                      if (MercCast("Aimed Shot", !CT.InCombat || CT.IsStunned)) return;
                  }
                  //**Defensive**
                  if (HP <= 30) UseMedPackInInventory();
      
                  if (MercCastOnGround("XS Freighter Flyby", CTT >= CombatToughness.Boss1 && THP >= 30f, CT)) return;
      
                  if (MercCast("Quickdraw")) return;	// execute
                  if (MercCast("Trickshot")) return;	// Followthrough shot
      
                  if (MercCast("Dirty Kick", TC)) return;
                  if (MercCast("Distraction", TC && StrongOrGreater(CT))) return;
      
                  if (MercCast("Cool Head", RS <= 40)) return;
                  if (MercCast("Flurry of Bolts", RS <=  59)) return;
      
                  if (MercCast("Defense Screen", !MyBuffs.Contains("Defense Screen"))) return;
                  if (MercCast("Hunker Down", HP <= 70f)) return;
                  if (MercCast("Scrambling Field", HP <= 50)) return;
                  if (MercCast("Diversion", HP <= 50 && CT.Toughness != CombatToughness.Player)) return;
      
                  if (MercCast("Smuggler's Luck", StrongOrGreater(CT) && THP >= 50f)) return;
                  if (MercCast("Illegal Mods", StrongOrGreater(CT) && THP >= 50f)) return;
      
                  if (MercCast("Thermal Grenade", UseAOE && RS > 69 && TWR30 > 2)) return;
      
                  if (TD <= .50f)
                  {
                      if (MercCast("Pulse Detonator")) {MercCast("Leg Shot");return;}	// knockback;  need to add leg shot here.
                      if (MercCast("Flash Grenade")) return;		// or aoe mezz
                      if (MercCast("Dirty Kick")) return;			// single target stun
                  }
      
                  if (MercCast("Sabotage Charge")) return;
                  if (MercCast("Aimed Shot", HaveBuffStacks("Charged Aim", 2))) return;
      
                  if (MercCast("Charged Burst", CTDebuffs.Contains("Smuggler's Luck"))) return;
                  if (MercCast("Flourish Shot", StrongOrGreater(CT) && !CTDebuffs.Contains("Armor Reduced (Physical)"))) return;	// armor debuff
                  if (MercCast("Speed Shot")) {WaitForCast(); return;}				// series of shots
                  if (MercCast("Burst Volley", HP <= 50 || RS <= 20)) return;
      
                  //if (MercCast("Leg Shot")) return;
      
                  if (MercCast("Charged Burst")) return;			// snipe
      
                  if (MercCast("Flurry of Bolts")) return;
      
                  //if (MercCast("Vital Shot", !CTDebuffs.Contains("Bleeding (Tech)"))) return;
                  ////Logging.Write(RS.ToString("0.0") + " Forced Cast:  Rifle Shot");
                  ////Buddy.CommonBot.AbilityManager.Cast("Flurry of Bolts", CT);
              }
      
      
       
      Last edited: May 28, 2013
    20. Jests

      Jests New Member

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      Is your problem that the cast is getting cut short? Have you tried "WaitForCast();" Immediately afterward? That worked for TK throw for me.
       
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