I would like add this code to Helpers: The code returns a count of hostiles at a location and optional will determine the count based on if a buff/debuff is in place. This is simply code I find myself using a lot and the other functions enable more complex checks. I want to evolve this to help check for targets that are "blinded" and switch to a new target that is not "blinded" as well as further locking down frag. grenade from breaking cc... so eventually there would be a methos that returns the first target not under n effect(s) at vector v... If one of you wants to make something better... MeleeTargets - and it's overloads return a count of targets in melee range of a location. an example use case for me is: nbt - not blind targets bt - blind targets ((nbt >= 2) && bt <= 2) -> AoE Also I think we are going to need a master list/array of effects that we don't want to dps... PHP: public enum BuffCheckType { HasNone, HasAny, HasAll } public enum EffectType { Buff, DeBuff } //xsol - 11.5.2012 public static bool HasAnyBuff(TorCharacter unit, string[] buffs) { foreach (string s in buffs) { if (unit.HasBuff(s)) return true; } return false; } //xsol - 11.5.2012 public static bool HasAllBuffs(TorCharacter unit, string[] buffs) { foreach (string s in buffs) { if (!unit.HasBuff(s)) return false; } return true; } //xsol - 11.5.2012 public static bool HasAnyDebuff(TorCharacter unit, string[] debuffs) { foreach (string s in debuffs) { if (unit.HasDebuff(s)) return true; } return false; } //xsol - 11.5.2012 public static bool HasAllDebuffs(TorCharacter unit, string[] debuffs) { foreach (string s in debuffs) { if (!unit.HasDebuff(s)) return false; } return true; } //xsol - 11.5.2012 - Determines the number of hostile targets at your location. public static int MeleeTargets() { return MeleeTargets(BuddyTor.Me.CurrentTarget.Position); } //xsol - 11.5.2012 - etermines the number of hostile targets at a location. public static int MeleeTargets(Vector3 position) { return ObjectManager.GetObjects<Buddy.Swtor.Objects.TorNpc>().Count( o => Buddy.Common.Math.Vector3.Distance(position, o.Position) <= Global.meleeDist && o.IsHostile); } //xsol - 11.5.2012 -Determines the number of hostile target at your location. public static int MeleeTargets(Vector3 position, string[] effects, BuffCheckType check, EffectType checkFor) { if (checkFor == EffectType.Buff) { switch (check) { case BuffCheckType.HasAll: return ObjectManager.GetObjects<Buddy.Swtor.Objects.TorNpc>().Count( o => Buddy.Common.Math.Vector3.Distance(position, o.Position) <= Global.meleeDist && o.IsHostile && HasAllBuffs(o, effects)); case BuffCheckType.HasAny: return ObjectManager.GetObjects<Buddy.Swtor.Objects.TorNpc>().Count( o => Buddy.Common.Math.Vector3.Distance(position, o.Position) <= Global.meleeDist && o.IsHostile && HasAnyBuff(o, effects)); case BuffCheckType.HasNone: return ObjectManager.GetObjects<Buddy.Swtor.Objects.TorNpc>().Count( o => Buddy.Common.Math.Vector3.Distance(position, o.Position) <= Global.meleeDist && o.IsHostile && !HasAnyBuff(o, effects)); default: return ObjectManager.GetObjects<Buddy.Swtor.Objects.TorNpc>().Count( o => Buddy.Common.Math.Vector3.Distance(position, o.Position) <= Global.meleeDist && o.IsHostile && HasAllBuffs(o, effects)); } } else { switch (check) { case BuffCheckType.HasAll: return ObjectManager.GetObjects<Buddy.Swtor.Objects.TorNpc>().Count( o => Buddy.Common.Math.Vector3.Distance(position, o.Position) <= Global.meleeDist && o.IsHostile && HasAllDebuffs(o, effects)); case BuffCheckType.HasAny: return ObjectManager.GetObjects<Buddy.Swtor.Objects.TorNpc>().Count( o => Buddy.Common.Math.Vector3.Distance(position, o.Position) <= Global.meleeDist && o.IsHostile && HasAnyDebuff(o, effects)); case BuffCheckType.HasNone: return ObjectManager.GetObjects<Buddy.Swtor.Objects.TorNpc>().Count( o => Buddy.Common.Math.Vector3.Distance(position, o.Position) <= Global.meleeDist && o.IsHostile && !HasAnyDebuff(o, effects)); default: return ObjectManager.GetObjects<Buddy.Swtor.Objects.TorNpc>().Count( o => Buddy.Common.Math.Vector3.Distance(position, o.Position) <= Global.meleeDist && o.IsHostile && HasAllDebuffs(o, effects)); } } } //xsol - 11.5.2012 public static int MeleeTargets(string[] effects, BuffCheckType check, EffectType checkFor) { return MeleeTargets(BuddyTor.Me.CurrentTarget.Position, effects, check, checkFor); }
When i load wingit i get this error [Trace] Unable to load one or more of the requested types. Retrieve the LoaderExceptions property for more information. [Trace] Loader exceptions: [Trace] System.IO.FileNotFoundException: Could not load file or assembly 'PostSharp, Version=2.1.0.0, Culture=neutral, PublicKeyToken=b13fd38b8f9c99d7' or one of its dependencies. The system cannot find the file specified. File name: 'PostSharp, Version=2.1.0.0, Culture=neutral, PublicKeyToken=b13fd38b8f9c99d7' WRN: Assembly binding logging is turned OFF. To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1. Note: There is some performance penalty associated with assembly bind failure logging. To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog]. [Trace] Unable to load one or more of the requested types. Retrieve the LoaderExceptions property for more information. [Trace] Loader exceptions: [Trace] System.IO.FileNotFoundException: Could not load file or assembly 'PostSharp, Version=2.1.0.0, Culture=neutral, PublicKeyToken=b13fd38b8f9c99d7' or one of its dependencies. The system cannot find the file specified. File name: 'PostSharp, Version=2.1.0.0, Culture=neutral, PublicKeyToken=b13fd38b8f9c99d7' WRN: Assembly binding logging is turned OFF. To enable assembly bind failure logging, set the registry value [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1. Note: There is some performance penalty associated with assembly bind failure logging. To turn this feature off, remove the registry value [HKLM\Software\Microsoft\Fusion!EnableLog]. Starting Buddy Wing v0.1.701.200 Logging in... The type initializer for 'Buddy.CommonBot.BotMain' threw an exception. at Buddy.CommonBot.BotMain.get_StatusText() at Buddywing.MainWindow.() at System.Threading.ThreadHelper.ThreadStart_Context(Object state) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean ignoreSyncCtx) at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state) at System.Threading.ThreadHelper.ThreadStart() Invalid product key! Authentication failed. Logging in...
Have been testing Mara Anni lvl 50. My Mara is full Rakata, plus Black Hole boots and augmented sabers. Getting about ~1500 DPS on training dummy. Rotation works well in the real world too; tested using Neo's new Ilum Empire profile. Is it possible at this stage to add in AOE with Smash and Sweeping Slash?
Yes, ill add it later. Please post ur experiences in the ilum quest thread. btw, did you use my plugin 'UseItem'?
Cool will have a go. Can it be configured? Would rather it only use cheap Stims/Medpacs. Having it burn through expensive ones would be a pain.
Is there a way to check the cooldown remaining on an ability? Code: AbilityManager.KnownAbilities.First<TorAbility>(a => a.Name == "Series of Shots").CooldownTime Only tells me what the cooldown is not the remaining cooldown time.
Need to add protopally's Arsenal to wingit. The Mercenary in there atm doesn't work. I have not tested the pyrotech.
Testing the Trooper - Gunnery at the moment. Overall it's very good! I'm running Ilum dailies without much trouble. There are some tweaks that could improve it though: - At the moment it doesn't interrupt at all. Stockstrike and Cryo grenade could be used for this. - At the moment it doesn't use any AOE at all. Mortar Volley is still one of the most devastating AOEs in the game, even after the nerf. - It will use the full duration of Reload every time it needs to even reload a small part of it's health/ammo. The more difficult part is where the CC will use a Boss-rotation even on small grouped mobs. This mainly affects the use of Ammo which it is very conservative with. I don't know if there's even a decent way to remedy this. It would be a nice improvement but I wouldn't spend too much time on that at the moment.
I believe the gunnery and arsenal are same just different sides? The improvements arsenal would need, Use railshot, everytime when possible. Spec improves dmg on it. It does use kolto heal but not other 2 normal type heals. Agree with above post, death from above would be awesome. Also see when mob dies early while unload, but bot waits like still going. Will try to think of more. At work.
Ported sniper over to Gunslinger. Added some extra logic for leveling. Patch: https://hbxsol.googlecode.com/svn/trunk/WingIt/Routines/Advanced/sniper-gunslinger.12.5.2012.patch Video: [video=youtube;R1gdaYNjtks]http://www.youtube.com/watch?v=R1gdaYNjtks&feature=fvwp[/video] Edit: it's better just to ignore these changes, because there will be other changes is in a day or two.
#Rewritten Sorcerer Corruption / Sage Seer. Please test, thank you. @protopally Please change the resource stats in your commando cc's. You should NEVER fall under 7 Cells, except u can recharge your cells. Use this website for rotations and theorycrafting. (or other guides, but they should be good)
i dont need a guide mate i play nighmare lvl endgame as commando lol these are currently works in progress will improve them as i figure stuff out. my current priority is to get it working lazyraider style so i can test my CC's in OP/HM FP evironments also gona try to incorporate a burn phase mechanic that pops CD's And Trinkets
@Croga & in2fun will ad aoe to rotation when somone else figures out how to do aoe detection with out breaking CC then i will steal it
@protopally. Maybe make two CC's? 1 with all aoe's, other without. then let user decide which to use? And the one now pulls with fusion missile.. thats AOE... wouldnt it break CC? Im just using my merc to farm so no worry with breaking CC's.