the new skils are not in the rotation its self pyrotech no longer has thermal detonater but immolate new skills like flaming fist and scortch. advanced prototype no longer has immolate but has thermal detonator now new skills magnetic blast and energy burst the tank is fine but has 1 new skill firestorm i dont no how there rotations goes but they are the new skills i see they have been u[dated but pyrotech is loading one called innovative ordanance? also advanced prototype is not firing energy burst at 4 energy lobes its not firing at all
Unpure not moving / looting but fighting any toon I try on the empire does not auto move with unpure , but will fight. will not auto loot either , but will pick up quest items as long as im close enough. Tried several imp toons no working . all pub toons seem fine. attathced logs
on advanced prototype tree powertech high energy burst wasn't firing because you butt buff detection energy lodes not lode its now firing now =)
Ha, my Powertech is only 55 so I was writing it thinking "is it going to be lodes or lode? Well, I'll just guess lodes for now" I've fixed and updated to SVN
no its lode -) also is there fix for pyrotech in the works when we use it it detecs as alternat ordanance not pyrotech no idea why its not detecting
I have no idea when that fix is coming. It's an issue with the bot, so my hands are tied unfortunately
Looting isn't handled by UnPure. Check your bot settings and make sure autoloot is set up in the game.
Unpure doesn't move character. When i put Joescombat in my routines folder and i select unpure, my character move ! Unpure only don't active the movement in bot ?
i did some tweaking to the sniper marksman tree and it seems to be working fine removed shatter shot since penetrating blasts now applies sunder armor also removed explosive probe since that is only for the engineering spec now its not perfect but its does the rotation well and fires cd ok i no you can use these skills out of cover but its easier and better to be in cover as it adds defence hope you guys like it =) using System; using System.Collections.Generic; using System.Linq; using Buddy.BehaviorTree; using Buddy.Swtor; using Buddy.Swtor.Objects; using Buddy.CommonBot; using PureSWTor.Helpers; using PureSWTor.Core; using PureSWTor.Managers; using Action = Buddy.BehaviorTree.Action; using Distance = PureSWTor.Helpers.Global.Distance; namespace PureSWTor.Classes.Sniper { class Marksmanship : RotationBase { #region Overrides of RotationBase public override string Revision { get { return ""; } } public override CharacterDiscipline KeySpec { get { return CharacterDiscipline.Marksmanship; } } public override string Name { get { return "Sniper Marksmanship by alltrueist - improved by JNP"; } } public override Composite PreCombat { get { return new PrioritySelector( Spell.Buff("Coordination"), Rest.HandleRest //Scavenge.ScavengeCorpse ); } } private Composite HandleCoolDowns { get { return new LockSelector( Spell.Buff("Escape", ret => Me.IsStunned), Spell.Buff("Shield Probe", ret => Me.HealthPercent <= 70), Spell.Buff("Evasion", ret => Me.HealthPercent <= 30), Spell.Buff("Adrenaline Probe", ret => Me.EnergyPercent <= 40), Spell.Buff("Sniper Volley", ret => Me.EnergyPercent <= 60), Spell.Buff("Entrench", ret => Me.CurrentTarget.StrongOrGreater() && Me.IsInCover()), Spell.Buff("Laze Target"), Spell.Buff("Target Acquired") ); } } private Composite HandleLowEnergy { get { return new LockSelector( Spell.Cast("Rifle Shot") ); } } private Composite HandleSingleTarget { get { return new LockSelector( //Movement CloseDistance(Distance.Ranged), //Rotation Spell.Cast("Distraction", ret => Me.CurrentTarget.IsCasting && !LazyRaider.MovementDisabled), Spell.Buff("Crouch", ret => !Me.IsInCover() && !Me.IsMoving), Spell.Cast("Followthrough"), Spell.Cast("Penertrating Blasts", ret => Me.IsInCover()), Spell.DoT("Corrosive Dart", "", 15000, ret => Me.CurrentTarget.StrongOrGreater()), Spell.Cast("Ambush", ret => Me.IsInCover() && Me.BuffCount("Zeroing Shots") == 2), Spell.Cast("Takedown", ret => Me.CurrentTarget.HealthPercent <= 30), Spell.Cast("Snipe", ret => Me.IsInCover()), Spell.Cast("Overload Shot", ret => !Me.IsInCover()) ); } } private Composite HandleAOE { get { return new Decorator(ret => ShouldAOE(3, Distance.MeleeAoE), new LockSelector( Spell.CastOnGround("Orbital Strike"), Spell.Cast("Fragmentation Grenade"), Spell.CastOnGround("Suppressive Fire") )); } } private class LockSelector : PrioritySelector { public LockSelector(params Composite[] children) : base(children) { } public override RunStatus Tick(object context) { using (BuddyTor.Memory.AcquireFrame()) { return base.Tick(context); } } } public override Composite PVERotation { get { return new PrioritySelector( Spell.WaitForCast(), HandleCoolDowns, HandleAOE, new Decorator(ret => Me.EnergyPercent < 60, HandleLowEnergy), new Decorator(ret => Me.EnergyPercent >= 60, HandleSingleTarget) ); } } public override Composite PVPRotation { get { return PVERotation; } } #endregion } }
UnPure requires a routine in the DefaultCombat folder in order to move. If you use Joe's, it resets your loot settings so that's why you've been having loot issues with Pure.
Great, I've added your fixes and pushed to the SVN. When you get a chance, can you get me the exact name of the debuff Corrosive Dart applies?
Yah its called Poisoned then in brackets Corrosive Dart but it also apllies a debuff called Marked then is brackets Pysical
[/URL][/IMG] i no its not designed to do pvp but i think it did pretty well for powertech it was all with the bot but i did my own ccs all in pve gear also i erased the names to protect my self and others in the pvp
loaded a new BW, put in pure, selected unpure, then my profile, still no movement, seriously, what do i have to do?