I was using my Shadow/Infiltration and Shadow/Combat specs. I thought about the IsInParty check, but that could screw some stuff up for people doing WZs. I still think we need different files for afk and atk routines, there is so much different logic at play.
well basically we don't really.. we can make the calls party relevant and or PVP relevant. for example: Code: public override Composite PVERotation { get { return new PrioritySelector( Spell.WaitForCast(), new Decorator(ret => !Me.IsInParty(), new PrioritySelector( HealingManager.AcquireHealTargets, Healing)), HandleCoolDowns, Pull, DPS ); } } this for example only calls the healing when not in a group. do the same for the pull and precombat you're pretty good.
Yeah, need to be more specific... I can set the stealths to not run with pure. But you need to tell me exactly what specs and what spells need to be changed.
It was mostly just the stealths that were screwing stuff up. The ones I saw were Shadow/Infiltration and Shadow/Combat. I didn't try out Shadow/Balance, but I know it still has stealth and the Scoundrel has stealth as well. I edited out the stealth stuff and the profile ran fine. It's still resting despite the !LazyRaider.MovementDisabled call. I have movement disabled, but it's still resting below 80%. That's not a huge problem, but I'm just wondering why it's not respecting that conditional. This is with Shadow/Combat and Shadow/Infiltration again.
Ok, I fixed the lazyraider check.. Was never actually set in the lazyraider class... None of the stuff with lazy raider checks should fire now unless booleans arent properly parenthesized .
Okay cool. I think I can set the stealth function to only run when the user has movement enabled. That way we don't lose AFK functionality, but it doesn't screw up ATK functionality.
Yup, I fixed that and uploaded it to SVN. That's only in Shadow routines, I didn't mess with the Scoundrel ones (other than Sawbones, which didn't use it).
Update -Added Spell.DoT Used to prevent double casting dots. Will blacklist the spell for casttime+500ms. Havent tested on instant casts yet. Did notice an issue with tracer missle double casting. Example usage: Spell.DoT("Tracer Missile", "Heat Signature"),
Yeah, I always noticed that with Grav Round on my Commando. It's because the debuff takes a few ms to show up, and by that time the routine has made up its mind to cast Grav Round again Do you think this has any other usage than slow debuff/dot applications? I'm still wondering about the same-name debuffs/dots we were discussing in the other thread.
Update - Hotkeys Back! F9 - Pause Rotation F10 - Change Movement F11 - Change Targeting F12 - Change All -Changed Spell.DoT a little... Spell.DoT(spell, debuff, time, reqs) so... Spell.DoT("Ball Buster", "Busted Balls") or Spell.DoT("Ball Boomerang", "Boomeranged Balls", 900)
Not sure on that yet. I tried printing debuffs out to screen yesterday, sometimes I could get them to print correctly, sometimes I got the wrong info back. I wasn't able to get a GUID for any debuff or buff.
Using unpure I can't get it to buff or recuperate for me. Ideas? I see the OOC function and the pre combat but it doesn't seem to call.
What botbase are you using? If you are using combat bot, you can trigger OOC function by targeting yourself. If you are using grind or questbot, it will occasionally not be triggered b/c BW will mount up, but will usually be triggered.
Whats your spec? Ill look to make sure it has the OOC stuff in it. But like I said, BW can mount up and the OOC function could never be called. Can't do anything if it isnt being called. I haven't observed any issued in the classes that I have tested so far though.
Been testing unpure and I like how certain functions work faster but are you worried about bot falling to gray magic issues? This is why lots of thread sleeps are in joes and 4 min out of combat "reset". After I finish fixing rest of joes and few more things going to help heeps on this project also. I see some issues in spec handler file that some classes are not set accordingly. I will toss up some rotations for classes later on. Also you need to adjust rest so that it only channels til you or companion are full health/energy.
hehe yeah ^^ the first step was to get combat routines for all classes and specs and we're done with that and only need a bit of testing and tweeking but basically for pure they work so far.
I'm testing out putting Precombat back into the Combat rotation... Also setting to buffs and rest casts to cast on "Me" seems to have a positive effect. Ill have this run some more before implementing in other classes.