Code: using System.Threading.Tasks; namespace UltimaCR.Rotations { public sealed partial class Archer { public override async Task<bool> CombatBuff() { if (await Ultima.SummonChocobo()) return true; if (await Invigorate()) return true; if (await RagingStrikes()) return true; if (await InternalRelease()) return true; if (await BloodForBlood()) return true; if (await HawksEye()) return true; if (await Barrage()) return true; if (await BluntArrow()) return true; if (await MiserysEnd()) return true; return await Bloodletter(); if (Core.Player.CurrentHealthPercent < 50) { foreach(ff14bot.Managers.BagSlot slot in ff14bot.Managers.InventoryManager.FilledSlots) { if(slot.RawItemId == 4554) //X-Potion { slot.UseItem(); return true; } if(slot.RawItemId == 4553) //Mega-Potion { slot.UseItem(); return true; } if(slot.RawItemId == 4552) //Hi-Potion { slot.UseItem(); return true; } if(slot.RawItemId == 4551) //Potion { slot.UseItem(); return true; } } } Saw a post in this thread with some code about how to auto healthpot and the user posted the code but I wasnt exactly sure how to add it to the exisiting. Does this look right? Thanks
looks good to me, why don't you just test it out? although it may be better to put it in the file in the methods folder and call it from that file like all the others. something like: private async Task<bool> UsePotion() { if (Core.Player.CurrentHealthPercent < 50) { foreach(ff14bot.Managers.BagSlot slot in ff14bot.Managers.InventoryManager.FilledSlots) { if(slot.RawItemId == 4554) //X-Potion { slot.UseItem(); return true; } if(slot.RawItemId == 4553) //Mega-Potion { slot.UseItem(); return true; } if(slot.RawItemId == 4552) //Hi-Potion { slot.UseItem(); return true; } if(slot.RawItemId == 4551) //Potion { slot.UseItem(); return true; } return false; } and then put if (await UsePotion()) return true; in that file.
Hello! I am running fates with my Ninja and I noticed a "problem". He always try to use the "Throwing Dagger" first. But if the mob it takes target is moving (which most of the m do), it will move very "botish" towards that mob until it reaches a fixed distance to use throwing dagger... it basically moving like I am pushing "w" many times instead of keep "w" pressed down... After it uses throwing dagger then it moves very smooth towards the target and engage in melee. Is it possible for me to remove the "pull" so it does not use that ability?
Yeah I rem'd out some lines of the code to get rid of that message. Only started happening after that last patch. I believe it was in the summoner.cs in the folder Ultima\Rotations\Methods under public async Task<bool> SetPet(). remarks start with /* and end with */. Hope that helps.
No, that's the name of the bot. By botbase i mean like combat assist, ATB, Ex Combat assist etc. It should be the drop down menu in the bot.
ultima isn't a botbase. That' s the combat routine. You can find the name of the botbase by checking what you have selected in the drop down menu.
We have: Core.Player.CurrentTarget.IsFacing(Core.Player) Core.Player.CurrentTarget.IsFlanking Core.Player.CurrentTarget.IsBehind for player positioning. Is there something for when the target has no directionals like in in Palace of the Dead?
This pld routine will prioritize keeping strength down up (rage of halone) If strength down is already running and has a specified amount of time remaining it will apply goring blade. If both strength down and goring blade are running and have a specified amount of time remaining it will perform Royal Authority. If the target has a low amount of health it will skip goring blade and strength down and perform Royal Authority. Will hallowed ground if you have less than 20% health. if your party has a strategy that requires manual use of hallowed ground you should remove Hallowed Ground from CombatBuff. Will cast clemency under very specific conditions while having less than 35% health. If you don't want this, remove Clemency line from CombatBuff. Will cast Sheltron if your target is facing you. If you plan on manually popping Sheltron remove sheltron line from CombatBuff note: Smart Target is your 4 player dungeon. It will peform AoE threat generating skills regularly and appropriately. As an opener it will shield lob and flash as soon as you get into melee range. Single Target. boss mode. use this during bosses in 4/8/24 raid. Avoids using flash. Multi-target. Safe mode, this mode is good for fate boting and other order bot profiles as it avoids using AoE. DPS metering, this routine will not work against low HP striking dummies. Please use the stone,sky, sea feature to check DPS. drop files into appropriate folder and remove "(directory)" from the file name. Highly recommend using the attached Helper files, it allows the CR to use AoE's without enmity from nearby monsters
Prioritizes keeping Slashing debuff (Storm's Eye) up even if ninja slashing debuff is already running. That ninja is a moron anyways. If Slashing debuff is up it will perform damage debuff (Storm's Path). If Slashing and Damage debuff are up and have a specified time remaining it will perform butcher's block for the extra potency. if you have the appropriate skill speed. Triple Fell Cleave while in dps stance. Routine will use Raw Intuition to get that 3rd fell cleave in, so avoid using it, will Vengeance in place of Raw Intuition if you are level synced. Different rotation while in tank stance. note: Smart Target is your 4 player dungeon. It will perform AoE threat generating skills regularly and appropriately. As an opener it will tomahawk and flash as soon as you get into melee range. You must have flash as a Cross Class, i tried implementing an opener with overpower but it's not 100% effective. After the opener it will use overpower. Single Target. boss mode. use this during bosses in 4/8/24 raid. Avoids using aoe's. Will open every boss fight with tomahawk > butcher's block rotation then proceed with priority rotation. Multi-target. Safe mode, this mode is good for fate boting and other order bot profiles as it avoids using AoE, DPS metering, this routine will not work against low HP striking dummies. Please use the stone,sky, sea feature to check DPS. drop files into appropriate folder and remove "(directory)" from the file name. Highly recommend using the attached Helpers files, it allows the CR to use AoE's without enmity from nearby monsters
Just to clarify, the "PaladinSpells.cs" file goes into the "main" spells folder and not the "cross class" spells folder. Thanks for these. Going to test them out ASAP.
Hey bladetech, Finally got around to testing your paladin ultima routine modifications. Not sure if this is related to the recent client updates or not, but I seem to have found an error. Thanks for the hard work on these! Code: [18:59:07.947 D] Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> System.NullReferenceException: Object reference not set to an instance of an object. at UltimaCR.Rotations.Paladin.<ShieldLob>d__17.MoveNext() in C:\Users\Matt\Desktop\Rebornbuddy32\Routines\UltimaCR\Rotations\Methods\Paladin.cs:line 89 --- End of stack trace from previous location where exception was thrown --- at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task) at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at System.Runtime.CompilerServices.TaskAwaiter`1.GetResult() at UltimaCR.Rotations.Paladin.<Combat>d__0.MoveNext() in C:\Users\Matt\Desktop\Rebornbuddy32\Routines\UltimaCR\Rotations\Behaviors\Combat\Paladin.cs:line 11 --- End of stack trace from previous location where exception was thrown --- at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task) at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at TreeSharp.ActionRunCoroutine...() --- End of inner exception stack trace --- at Buddy.Coroutines.Coroutine.CheckPostConditions(Boolean shouldBeCanceled) at Buddy.Coroutines.Coroutine.Resume(Boolean forStop) at Buddy.Coroutines.Coroutine.Resume() at TreeSharp.ActionRunCoroutine.Run(Object context) at TreeSharp.Action.RunAction(Object context) at TreeSharp.Action.<Execute>d__13.MoveNext() at TreeSharp.Composite.Tick(Object context) at TreeSharp.PrioritySelector.<Execute>d__2.MoveNext() at TreeSharp.Composite.Tick(Object context) at TreeSharp.Decorator.<Execute>d__12.MoveNext() at TreeSharp.Composite.Tick(Object context) at TreeSharp.PrioritySelector.<Execute>d__2.MoveNext() at TreeSharp.Composite.Tick(Object context) at TreeSharp.Decorator.<Execute>d__12.MoveNext() at TreeSharp.Composite.Tick(Object context) at ff14bot.TreeRoot.() --> System.NullReferenceException: Object reference not set to an instance of an object. at UltimaCR.Rotations.Paladin.<ShieldLob>d__17.MoveNext() in C:\Users\Matt\Desktop\Rebornbuddy32\Routines\UltimaCR\Rotations\Methods\Paladin.cs:line 89 --- End of stack trace from previous location where exception was thrown --- at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task) at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at System.Runtime.CompilerServices.TaskAwaiter`1.GetResult() at UltimaCR.Rotations.Paladin.<Combat>d__0.MoveNext() in C:\Users\Matt\Desktop\Rebornbuddy32\Routines\UltimaCR\Rotations\Behaviors\Combat\Paladin.cs:line 11 --- End of stack trace from previous location where exception was thrown --- at System.Runtime.CompilerServices.TaskAwaiter.ThrowForNonSuccess(Task task) at System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) at TreeSharp.ActionRunCoroutine...() View attachment 12736 2016-09-30 11.25.txt