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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. jnp

      jnp New Member

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      Its at the top of the function, is it supposed to be immediately afterward as awell?
       
    2. aquintus

      aquintus Member

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      yeah... and it is way more precise than any delays you added
       
    3. ludijak559

      ludijak559 Member

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      Powertech Shield spec doesnt work, just shoots auto attack and flamethrower, jugger rage spec only uses charge and shuddering
       
    4. aquintus

      aquintus Member

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      Last edited: May 28, 2013
    5. walter

      walter Active Member

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      Not supported yet. I just fixed joes 2.0 to work and run smooth now. So classes will be added very fast now since I have all MAJOR bugs worked out! HURRRAYY!!!
       
    6. walter

      walter Active Member

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      Fix your shotty programming work and take out those thread sleeps!!!! :p :p I wait for real update before I paste!
       
    7. jnp

      jnp New Member

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      i fixed it. i'll let u know when itest it
       
    8. Jests

      Jests New Member

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      I got some unexpected and much appreciated free time today, so I took the time to write out some TK Sage routine. Keep in mind that this routine is only for a level 30 sage, so I'm not using the top tier talents yet.

      Code:
      public static void TelekineticsCombat()
              {
      
                  WaitForCast();
                  datLCL = DateTime.Now;
      
                  Thread.Sleep(200);
                  LoadVars();
                  if (!TargetInCombat()) return;
      
                  if (MercCast("Force Valor", !MyBuffs.Contains("Force Valor"))) return;
                  if (!IG) if (Me.Level > 10) MoveTo(CT, 2.8f, "Force Speed"); else MoveTo(CT, .50f);
      	if (!CT.InCombat)
                      {
                          while (CT.Distance > 2.8f) MoveTo(CT, 2.8f);
                          if (MercCast("Mind Crush", StrongOrGreater(CT))) return;
                          MercCast("Disturbance");
                      }
                      MoveTo(CT, 2.8f);
      
                      if (MercCast("Force Mend", HP <= 80)) return;
                      if (MercCast("Benevolence", HP <= 60)) return;
      		if (MercCast("Mental Alacrity", HP <= 60)) return;
      		if (MercCast("Deliverance", MyBuffs.Contains("Mental Alacrity") && HP <= 60)) return;
      		
                      if (MedicineCheckCompHealth()) return;
      
                      //if (BGHeals(85f)) return;
                      if (BGCheckCompHealth()) return;
      
                      Thread.Sleep(100);
      
                      if (MercCast("Force Armor", !BuddyTor.Me.HasDebuff("Force-imbalance"))) return;
                      if (MercCast("Force of Will", BuddyTor.Me.IsStunned)) return;
      
                      if (!TargetInCombat()) return;
      
                      if (MercCast("Mind Snap", TC)) return;
                      if (MercCast("Force Stun", StrongOrGreater(CT))) return;
      
                      if (MercCast("Force Potency")) return;
                      if (MercCast("Noble Sacrafice", RS >= 20)) return;
      
                      {
                          if (MercCast("Weaken Mind", StrongOrGreater(CT) && !CTDebuffs.Contains("Weaken Mind"))) return;
                          if (MercCast("Force Wave", TD <= .6f)) return;
      		    if (MercCast("Telekinetic Wave", MyBuffs.Contains("Tidal Force"))) return;
      		    if (MercCast("Telekinetic Throw", MyBuffs.Contains("Psychic Projection"))) return;
                          if (MercCast("Project")) return;
                          if (MercCast("Telekinetic Throw")) return;
                          if (MercCast("Disturbance")) return;                  
      
                      }
      		if (SeerCheckCompHealth()) return;
      
                  if (!IG && BuddyTor.Me.IsMoving) StopMoving();
      
      
              }
      
      Things I'd like to fix:
      - Stun isn't working for some reason
      - Couldn't get Companion shielding to work... Ideally I'd like to shield him when he's below 80% hp and doesn't have the debuff.
      - There was something else but I forget :rolleyes:


      All in all, though, this is already way more efficient than the default sage combat routine, or that crappy one I put in this thread earlier. I'll keep working on this as I level up. Thanks for opening that spot up Walter!!!
       
    9. walter

      walter Active Member

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      I took this line out if (MedicineCheckCompHealth()) return; that is for operative heals. Seer heals were already listed and I moved up. I updated svn.
       
    10. Jests

      Jests New Member

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      Thanks, I think that might be in my Gunnery profile too lewl. See if you can guess which class I used as a template to create my routines. I'll give you 3 guesses :rolleyes:
       
    11. walter

      walter Active Member

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      No worries you are learning! Going to roll out big update shortly just been testing my changes to some thread sleeps and moment enhancements.
       
    12. walter

      walter Active Member

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      Updated svn with some changes. Give feedback if it sucks. I tested it and seems to be better but who knows!
       
    13. Cryogenesis

      Cryogenesis Moderator Moderator

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      Walter, could you give the Jedi knight sentinel combat some love? :eek:
       
    14. jnp

      jnp New Member

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      I'm planning to do rage/focus at some point.
       
    15. Dre

      Dre Member

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      I have a bad feeling about the bot casting buffs on just any guy running past them.
       
    16. walter

      walter Active Member

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      I will remove this later. I agree with this. But in real game I always buff every one anyhow. I will give sent some love and few others.
       
    17. amill411

      amill411 New Member

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      Tried out the concealment operative class and it says "initiating combat" and gets just out of aggro range but never actually initiates. Lvl 16 operative, maybe too low of level? I can get some logs up later if u need them. Thx!
       
    18. walter

      walter Active Member

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      That was supported before I was here. Going to be fixing it up shortly! Just did a whole rework for code and going to roll out some tests. Next code work is all set up for every single spec in game. Just need to add routines. This way I hope it will encourage others to write more :D!


      Update SVN with first roll out of big changes. All specs not completed are in Joe's folder. As each spec is finished will move file.


      P.S.: Also fixed merc vent heat bug! Stupid mercs but Joe loved them sooooo much. No wonder he quit this game!
       
      Last edited: May 31, 2013
    19. jnp

      jnp New Member

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      Walter, I found Darkness sin horrible. Rewrote it. Let me know what you think.

      Code:
              public static void DarknessCombat()
              {
      
                  WaitForCast();
                  datLCL = DateTime.Now;
      
                  Thread.Sleep(200);
                  LoadVars();
      
                  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 (CT == Comp) { BuddyTor.Me.ClearTarget(); return; }
      
                  if (MercCast("Mark of Power", !MyBuffs.Contains("Mark of Power"))) return;
                  if (MercCast("Dark Charge", !MyBuffs.Contains("Dark Charge"))) return;
                  
                  if (!CT.InCombat && CT.HealthPercent > .2f)
                  {
                      MercCast("Stealth");
                      while (CT.Distance > .15f) MoveTo(CT, .15f);
                      if (MercCast("Maul", CT.Distance <= .20f)) if (MercCast("Thrash")) return;
                  }
                  //if (!TargetInCombat()) return;
      
                  if (!CT.InCombat && Me.IsStealthed) return;
      
                  if (MercCast("Unbreakable Will", Me.IsStunned)) return;
      
                  if (TC)
                  {
                      if (MercCast("Jolt")) return;
                      if (MercCast("Electrocute")) return;
                      if (MercCast("Shock")) return;
                      if (MercCast("Overload", TD <= .50f)) return;
                  }
      
                  if (!IG) MoveTo(CT, .490f, "Shock");
      
                  //**Defensive**
                  if (MercCast("Dark Ward", HP <= 90f)) return;
                  if (MercCast("Deflection", HP <= 50f)) return;
                  if (MercCast("Force Shroud", HP <= 40f)) return;
                  if (MercCast("Overcharge Saber", HP <= 30f)) return;
                  if (HP <= 30) UseMedPackInInventory();
      
                  //**Offensive**
                  if (MercCast("Saber Strike", RS <= 20f)) return;  //conserve energy
                  if (MercCast("Force Lightning", HaveBuffStacks("Harnessed Darkness", 3))) return;
                  if (MercCast("Recklessness", StrongOrGreater(CT))) return;
                  if (MercCast("Wither", TWR10 >= 2)) return;
                  if (MercCast("Discharge", TWR10 >= 2)) return;
                  if (MercCast("Shock", MyBuffs.Contains("Energize"))) return;
                  if (MercCast("Assassinate", THP <= 30f)) return;
                  if (MercCast("Maul", MyBuffs.Contains("Conspirator's Cloak"))) return;
                  if (MercCast("Thrash")) return;
                  if (MercCast("Saber Strike")) return;
                  
                  if (!IG && BuddyTor.Me.IsMoving) StopMoving();
              }
      
      
       
    20. walter

      walter Active Member

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      Will update when home from salt mines!
       
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