You have to either initiate combat yourself (attacking the mob) or download and use the BotLoader plugin and select Healbot. Also, when you're in your group and loaded into the raid, press F8 to bring up the menu and hit refresh then select your tank. This helps the routine know which character to designate for the tank sections of heals (since SWTOR has no role indicator on groups).
The Combat Routine for me isn't harvesting for my crew skill (Scavenging). Either the static spawns or the droid corpses.
I just did some changes to the juggernaut rage routine (haven't tested them though since the servers are down) Added enraged defense in cooldowns: Code: private Composite HandleCoolDowns { get { return new PrioritySelector( Spell.Buff("Unleash", ret => Me.IsStunned), MedPack.UseItem(ret => Me.HealthPercent <= 30), Spell.Buff("Saber Reflect", ret => Me.HealthPercent <= 90), Spell.Buff("Saber Ward", ret => Me.HealthPercent <= 70), Spell.Buff("Enraged Defense", ret => Me.HealthPercent <= 70), Spell.Buff("Endure Pain", ret => Me.HealthPercent <= 30), Spell.Buff("Enrage", ret => Me.ActionPoints <= 6) ); } } and changed slightly the rotation that seemed outdated Code: private Composite HandleSingleTarget { get { return new PrioritySelector( //Move To Range CloseDistance(Distance.Melee), Spell.Cast("Disruption", ret => Me.CurrentTarget.IsCasting && !LazyRaider.MovementDisabled), Spell.Cast("Force Choke", ret => Me.CurrentTarget.IsCasting && !LazyRaider.MovementDisabled), Spell.Cast("Smash", ret => Me.BuffCount("Shockwave") == 3 && Me.HasBuff("Dominate") && Me.CurrentTarget.Distance <= 0.5f), Spell.Cast("Vicious Throw", ret => Me.CurrentTarget.HealthPercent <= 30), Spell.Cast("Force Crush", ret => !Me.HasBuff("Shockwave")), Spell.Buff("Enrage", ret => !Me.HasBuff("Shockwave")), Spell.Cast("Obliterate", ret => Me.HasBuff("Shockwave")), Spell.Cast("Force Scream", ret => Me.HasBuff("Battle Cry") || Me.ActionPoints >= 5), Spell.Cast("Ravage"), Spell.Cast("Vicious Slash"), Spell.Cast("Sundering Assault", ret => Me.CurrentTarget.DebuffCount("Armor Reduced") <= 5), Spell.Cast("Saber Throw"), Spell.Cast("Assault") ); } } EDIT: it doesn't seem to work for some reason. Even though smash or force crush or obliterate are available and should be chosen, the bot will cast assault or vicious slash instead. Apparently I am missing something.
I just pushed an update to the SVN (I lost my access but finally got it back). Fixed Trooper's Trauma Probe so that it casts on all party members. Did the same for Mercs (can't remember the names off-hand for them). I can push small fixes if you guys give me specific information now. Specific information is not "fix shadows lol". Specific information is "Infiltration Shadows should be casting Project at 2 stacks of Harnessed Shadows". Also please keep in mind that I did not program Pure, and I'm not a programmer. I'm a film student with no programming background. I can do minor fixes but I can't fix any major issues (the ability hang-up, for example). If you have any fixes you've made that you'd like me to push to the live SVN, please post them here (no private messages).
It's a problem with how SWTOR is coded, not much BW can do about it. I would suggest restarting BW, that should be good enough. The Shadow/Infiltration routine has been giving me problems ever since we started this project, no idea why it won't just do what it's supposed to
Wow my account didnt survive the downtime, had to make a new one ... I allready posted this aswell. Anyways im sure i've read this question before but i can't find it. My PureSWtor UI (F8) is blank. Is there a fix for that? Also is there a way to allow keypress while the routine is running (maybe in the missing UI ?) because it's kinda rough to compete with the routine when you want to use cc. swapping logic made it better for me. So for example instead of "cast spell 4 if > 2 buff " i write "cast spell 1,2,3 if < 2 buff"
f9 pauses the rotation. Can you give a specific example of swapping logic? I can try to integrate it into the routine.
For example in the Kinetic Combat Routine, changing: Spell.Cast("Double Strike", ret => Me.ForcePercent >= 25), Spell.Cast("Saber Strike") to Spell.Cast("Saber Strike", ret => Me.ForcePercent <= 25), Spell.Cast("Double Strike") fixed the excessive use of "saber strike" in the rotation. The buff counters also seem to not work 100% correct. im currently messing around with that.
Hm, I've frequently wondered if including more energy/actionpoint/heat checks might make it hang up less. I'll keep an eye on that. Let me know how the buff counters thing works, it seems like just the Jedi Shadow routines hang up on the buffs.
Just pushed a massive update to the SVN. Guardian/Defense Guardian/Vigilance Shadow/Infiltration Shadow/Combat Commando/Arsenal Commando/Medic Marauder/Carnage Update most of those to coincide with the guides on dulfy.net Let me know if anything's not working properly, or if I missed some updates.
Imagine a rotation with 5 abilities (ability1,ability2,ability3,ability4,ability5) with priority: ability1>ability2>ability3>ability4>ability5 and conditional statements: A,B,C,D What we do now is: Code: ability1 if A, ability2 if B, ability3 if C, ability4 if D, ability5 reverse logic would be: (! is logical not) (|| is logical OR) Code: ability5 if !(A || B || C || D), ability4 if !(A || B || C), ability3 if !(A || B), ability2 if !A, ability1 I think should *almost* have the same results as the straightforward logic. Correct me if I am wrong.
You are right, but I don't have the time to reprogram the entire set of routines. Really, the only ones I've ever had any issues with were the Shadow routines, and they worked fine for me yesterday after I did a bit of cleanup. Try the Shadow ones with your edits, if it works 100x better then I'll push those to an update.
Just pushed a big update to the SVN. It's not big in size, but it's big in scope (and precedes a massive update I'll need to push). Basically, I solved a lot of the issues with the "auto-attack" abilities firing off way too often, by moving them into their own Decorator. This way, there are two single-target Decorators: one for low energy/cells/high heat, and one for normal levels of energy/cells/heat. The bot will do his normal rotation until he dips beneath the normal regen level, then he'll rapid shots/whatever-it's-called until he gets back up to normal regen levels. It works flawlessly so far, and I'm seeing way less "accidental" rapid shots, because they literally won't fire unless he's low on resources. So far, all I've done this evening was Commando/Gunner, Powertech/Advanced Prototype, and Sniper/Marksmanship. These are all now updated to SVN and I'd love to hear feedback. As I push the rest of these updates, the biggest help I'll need is: what "free" abilities exist, outside of the "auto-attack" ability? For example, on Advanced Prototype, Rocket Punch becomes free with a certain proc. Therefore I can safely slip that into the "high heat" section of the rotation. I look forward to your feedback.
Hi, quick question, In Mercenery arsenal cs you have Spell.Cast("Quell", ret => Me.CurrentTarget.IsCasting && Me.CurrentTarget.Distance <= Distance.Melee && !LazyRaider.MovementDisabled), Quell is a powertech ability. Shouldn't this be Disabling shot ?