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  • Fight at Joe's

    Discussion in 'Archives' started by JoeBrewski, Nov 11, 2012.

    1. Jekky

      Jekky New Member

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      Hey joe please come back :rolleyes:
       
    2. Swtor

      Swtor New Member

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      SpecHandler Joe's routine modif

      Hi!
      I've modified "SpecHandler.cs" from Joe to recognize most of the disciplines. Just take Joe's original routine and replace this file.
      Nothing really amazing but it's helpful. :cool:
       
    3. jpascu1

      jpascu1 New Member

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      ohhh , ill try this tonight!
       
    4. Swtor

      Swtor New Member

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      And here here the modified Merchelpers.cs . You now have more Spechandler.cs need to run, you can delete it and just replace the Merchelpers.cs :cool:

      View attachment 161847
       
    5. jpascu1

      jpascu1 New Member

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      Seems to be working ! I have never run this one , but after updating the files you provided , it runs the makeb empire daily quests ok so far!
       
    6. silentfu72

      silentfu72 Member

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      Nice Work! Thank you for this. :D
       
    7. Karik

      Karik New Member

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      I Would love to know that too no matter what i try hotkey or editing autotarget is still on any tips?
       
    8. Jekky

      Jekky New Member

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      Guys someone have issue with slinger?
      "Scanning for loot" and he doesnt take any items just target a new mob
      Same bot configs senti works fine
       
    9. MrAkBond

      MrAkBond New Member

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      Random Grinding, CombatBot.xml

      Hey Joe where do i find the CombatBot.xml in the folder FightAtJoe's? I am trying to use the random grinding setting but my character just locats them and then just stops. What do i do this is making me frustrated. Please help
       
    10. SirSik

      SirSik Member

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      if youve downloaded the new merchelped thread you can disable autotarget there by turning it to false :)
       
    11. SirSik

      SirSik Member

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    12. MasterLeon79

      MasterLeon79 New Member

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      Does anyone know how and where to set the proper value for meele distances when fighting against huge mobs?
      When attacking as meele (marauder) the distance is used is nearly "0" and bigger mobs tend to make steps backwards leading both (the mob and my marauder) to dance a very disturbing tango. They also happen to "dance" into the next mobgroup behind them...
       
    13. Cryogenesis

      Cryogenesis Moderator Moderator

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      for joes he sets the meleedistance inside merchelpers.
      If im correct, it has a global and a local setting.
      Search you spec (check log what routine joes load), search it inside merchelpers and edit it inside your chars routine.
      it should mention something like meleedistance = 1.5f orso
      Try it at 0.

      The 0 you are refering to is more the range when it wants to engage combat (so more or less pre combat).
      if you set it to 0, this means you will be agroed first and then engage.
      Do note, this is asking more for deaths then setting it just outside the detection range 2-3.
       
    14. MasterLeon79

      MasterLeon79 New Member

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      Thanks for your quick reponse cryo.

      There is meeledist in globals.cs but I either put in incorrect values or it's the wrong one to edit:

      Code:
      using System.Linq;
      using Buddy.Swtor;
      
      namespace JoesCombat.Routines
      {
          public static class Global
          {
              public static bool IsInCover { get { return (BuddyTor.Me.HasBuff("Crouch") || BuddyTor.Me.HasBuff("Cover")); } }
              public static bool IsInGroup { get { return Helpers.Group.Count() > 2; } }
              public const int EnergyMin = 65;
              public const int CellMin = 8;
              public const float RangeDist = 2.8f;
              [COLOR="#B22222"]public const float MeleeDist = 0.35f;[/COLOR]  <- I tried changing it to 1 and 1.5f but the results are the same
              public const int FullHealth = 100;
              public const int HighHealth = 80;
              public const int MidHealth = 50;
              public const int LowHealth = 30;
              public const int OhShit = 15;
              public const int HealthShield = 90;
              public const int HealthCritical = 40;
          }
      }
      I also checked merchelpers.cs but I don't think that there's a value to change here:

      Code:
             public static bool MarauderAnnihilationCombat()
              {
      
                  //WaitForCast();
                  datLCL = DateTime.Now;
      
                  Thread.Sleep(100);
                  LoadVars();
      
                  if (IGAndTargetNotInCombat()) return false;
      
                  if (MercCast("Juyo Form", !HaveBuff("Juyo Form"))) return true;
                  if (MercCast("Unnatural Might", Me, !HaveBuff("Unnatural Might"))) return true;
      
                  MoveTo(CT, (float)(.490/Math.Min(1,CT.Scale)), "Force Charge", "Deadly Throw", "Dual Saber Throw", "Force Scream");
      
                  if (!IG && BuddyTor.Me.IsMoving) StopMoving();
      
                  //Thread.Sleep(100);
                  if (MercCast("Unleash", IAmStunned())) return true;
                  if (MercCast("Disruption", TC)) return true;
      
                  if (MercCast("Saber Ward", Me, HP <= 50f)) return true;
                  if (MercCast("Undying Rage", Me, HP <= 20f)) return true;
                  if (MercCast("Berserk", Me, HaveBuff("Fury") && HP <= 70)) return true;
      
                  if (MercCast("Pommel Strike", CT.IsStunned)) return true;
      
                  if (MercCast("Rupture")) return true;
                  if (MercCast("Deadly Saber")) return true;
      
                  if (HP <= 30f) UseMedPackInInventory();
      
                  if (MercCast("Annihilate")) return true;
                  if (MercCast("Ravage")) return true;
                  if (MercCast("Retaliation")) return true;
                  if (MercCast("Force Scream")) return true;
                  if (MercCast("Vicious Slash")) return true;
                  if (MercCast("Smash", TWR5 >= 2)) return true;
                  if (MercCast("Intimidating Roar", TWR5 >= 4)) return true;
      
                  if (HP <= 80f)
                  {
                      if (MercCast("Frenzy", Me, !HaveBuff("Fury"))) return true;
                      if (MercCast("Cloak of Pain", Me)) return true;
                      if (MercCast("Obfuscate")) return true;
                      if (MercCast("Intimidating Roar")) return true;
                      if (MercCast("Deadly Throw")) return true;
                      if (MercCast("Force Choke", HP >= 40f)) return true;
                  }
      
                  if (MercCast("Bloodthirst", Me)) return true;
                  if (MercCast("Smash", TWR5 >= 2)) return true;
                  if (MercCast("Force Scream")) return true;
                  if (MercCast("Annihilate")) return true;
                  if (MercCast("Sweeping Slash", TWR10 >= 4)) return true;
                  if (MercCast("Battering Assault")) return true;
      
                  if (MercCast("Vicious Throw", THP <= 30f)) return true;
      
                  if (MercCast("Assault")) return true;
      
                  return false;
              }

      fyi: the pulldistance is perfectly fine and I don't want to change it. What I want to change is the distance between my melee and the huge mob. Huge mobs have a larger hitbox so you don't have to stand "in" or "under" the mob to do you dps. In fact when you do the mob always make a step backwards forcing my melee to change his position. In spicy fights this leads to bot-deaths most of the time :(
       
    15. Cryogenesis

      Cryogenesis Moderator Moderator

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      Yeah i know where it goes wrong...
      Like sentinel you leap in just in front of the mob.
      So you leaping to the location / edge of the mob.
      Also i dont see the Meleedist being called inside the routine.
      So i dont know if hes moving further in.

      What you can try is this (and no guarantees given this works as im deff a noob at C# code:
      Code:
                  MoveTo(CT, (float)(.490/Math.Min(1,CT.Scale)), "Force Charge", "Deadly Throw", "Dual Saber Throw", "Force Scream");
                  MoveTo(MeleeDist); 
                  if (!IG && BuddyTor.Me.IsMoving) StopMoving();
      
       
    16. MasterLeon79

      MasterLeon79 New Member

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      Thanks Cyro,

      I will check it out asap :)
       
    17. MasterLeon79

      MasterLeon79 New Member

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      sadly BW returns this errro :(


      Code:
      Advanced Class: Marauder / Discipline: Annihilation
      Routine Path: Routines
      Reloading AssemblyLoader<Buddy.CommonBot.ICombat> - Initializing
      Compiler Error: c:\Users\Leon\Downloads\BuddyWing569\Routines\FightAtJoes\Helpers\MercHelpers.cs(19,7) : warning CS0105: The using directive for 'Buddy.CommonBot' appeared previously in this namespace
      Compiler Error: c:\Users\Leon\Downloads\BuddyWing569\Routines\FightAtJoes\Helpers\MercHelpers.cs(10335,32) : warning CS0108: 'JoesCombat.MyTargetingProvider.GetObjectsByWeight()' hides inherited member 'Buddy.CommonBot.DefaultCombatTargetingProvider.GetObjectsByWeight()'. Use the new keyword if hiding was intended.
      Compiler Error: c:\Users\Leon\Downloads\BuddyWing569\Routines\FightAtJoes\SpecHandler.cs(162,31) : warning CS0618: 'Buddy.Swtor.Objects.TorPlayer.GetSkillPointsSpentInTree(Buddy.Swtor.SkillTreeId)' is obsolete: 'Obsolete since SWTOR 3.0. Consider using CharacterClass/AdvancedClass combination. Stop caring about trees, they're all passive.'
      Compiler Error: c:\Users\Leon\Downloads\BuddyWing569\Routines\FightAtJoes\SpecHandler.cs(163,31) : warning CS0618: 'Buddy.Swtor.Objects.TorPlayer.GetSkillPointsSpentInTree(Buddy.Swtor.SkillTreeId)' is obsolete: 'Obsolete since SWTOR 3.0. Consider using CharacterClass/AdvancedClass combination. Stop caring about trees, they're all passive.'
      Compiler Error: c:\Users\Leon\Downloads\BuddyWing569\Routines\FightAtJoes\SpecHandler.cs(164,31) : warning CS0618: 'Buddy.Swtor.Objects.TorPlayer.GetSkillPointsSpentInTree(Buddy.Swtor.SkillTreeId)' is obsolete: 'Obsolete since SWTOR 3.0. Consider using CharacterClass/AdvancedClass combination. Stop caring about trees, they're all passive.'
      Compiler Error: c:\Users\Leon\Downloads\BuddyWing569\Routines\FightAtJoes\Helpers\MercHelpers.cs(1461,88) : warning CS0472: The result of the expression is always 'false' since a value of type 'ulong' is never equal to 'null' of type 'ulong?'
      Compiler Error: c:\Users\Leon\Downloads\BuddyWing569\Routines\FightAtJoes\Helpers\MercHelpers.cs(3726,13) : error CS1501: No overload for method 'MoveTo' takes 1 arguments
      Compiler Error: c:\Users\Leon\Downloads\BuddyWing569\Routines\FightAtJoes\Helpers\MercHelpers.cs(10011,98) : warning CS0162: Unreachable code detected
      Reloading AssemblyLoader<Buddy.CommonBot.ICombat> - RoutineManager.Reload !THROTTLED!
      Routines were reloaded. New routine list:
      Unhandled exception during init: System.InvalidOperationException: No routines were loaded. Please ensure there is a routine for your class before starting the bot.
         at Buddy.CommonBot.BotMain.SetCurrentCombatRoutine()
         at Buddywing.MainWindow.DoInitialization()
      Buddy Wing: The Old Robot is ready!
       
    18. R3d0ne

      R3d0ne Member

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      if i try to edit the file it will be marked red and dont load in the buddywing ... how can i change this ?
       
    19. MasterLeon79

      MasterLeon79 New Member

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      What do you mean it turns red? Are you using SVN? Does it shows an exclamation mark?
       
    20. R3d0ne

      R3d0ne Member

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      it shows a red "!" on the File when i edit it and yeah i use SVN.

      I Edit it with C#


      I have to try to edit that the bot run around and kill stuff. so i cahnge .....

      "DoRandomGrind - Default - false - Set to true to just run around and kill shit. With this, you'll need to park it in a 'Mob-Rich' area first, so it will have plenty to kill."

      but the bot just standing around i have to switch the Mobs by myself in the target of my Sith ...did i have miss something ??
       
      Last edited: Feb 21, 2015

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