I was unaware that you could change this setting as i hadn't come across any information regarding swapping it. "private string _Routine1 = "Agility.Routines."+GameManager.LocalPlayer.Class+"_DPS";" < do you need to change DPS to Tank?
Nope! That's just to set the default setting on the very first start up! If you click on 'Agility' in the top left corner of the Wildbuddy window, there's a Hotkey section you can play with.
Ohh there is actually settings under the GUI now ^^ hadn't Realised my bad ^^ How would one go about adding channeled abilities to the CS file as the build used in the setup is no longer optimum in drop 6
Need to debug that a bit, it broke over the last set of changes, as I notice whirlwind has been breaking it's channel! Otherwise, it'll eventually work the same as everything else!
Can't get Botbase to load Code: Exception instantiating type Agility.Agility System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.IO.DirectoryNotFoundException: Could not find a part of the path 'D:\Downloads\6 WoW Files\WildbuddyBETA 0.1.546.258\Bots\Agility\Settings\AgilitySettings.xaml'. at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost) at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy) at System.IO.FileStream..ctor(String path, FileMode mode) at Agility.Settings.AgilitySettings..ctor() in d:\Downloads\6 WoW Files\WildbuddyBETA 0.1.546.258\Bots\wildstar-agility\Settings\AgilitySettings.cs:line 34 at Agility.Settings.AgilitySettings.get_Instance() in d:\Downloads\6 WoW Files\WildbuddyBETA 0.1.546.258\Bots\wildstar-agility\Settings\AgilitySettings.cs:line 48 at Agility.Agility..ctor() in d:\Downloads\6 WoW Files\WildbuddyBETA 0.1.546.258\Bots\wildstar-agility\Agility.cs:line 100 --- End of inner exception stack trace --- at System.RuntimeTypeHandle.CreateInstance(RuntimeType type, Boolean publicOnly, Boolean noCheck, Boolean& canBeCached, RuntimeMethodHandleInternal& ctor, Boolean& bNeedSecurityCheck) at System.RuntimeType.CreateInstanceSlow(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark) at System.RuntimeType.CreateInstanceDefaultCtor(Boolean publicOnly, Boolean skipCheckThis, Boolean fillCache, StackCrawlMark& stackMark) at System.Activator.CreateInstance(Type type, Boolean nonPublic) at System.Activator.CreateInstance(Type type) at Buddy.Common.TypeFinder`1.(Assembly ) Exception instantiating type Agility.Agility System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.IO.DirectoryNotFoundException: Could not find a part of the path 'D:\Downloads\6 WoW Files\WildbuddyBETA 0.1.546.258\Bots\Agility\Settings\AgilitySettings.xaml'. at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath) at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy, Boolean useLongPath, Boolean checkHost) at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, FileOptions options, String msgPath, Boolean bFromProxy) at System.IO.FileStream..ctor(String path, FileMode mode) at Agility.Settings.AgilitySettings..ctor() in d:\Downloads\6 WoW Files\WildbuddyBETA 0.1.546.258\Bots\wildstar-agility\Settings\AgilitySettings.cs:line 34 at Agility.Settings.AgilitySettings.get_Instance() in d:\Downloads\6 WoW Files\WildbuddyBETA 0.1.546.258\Bots\wildstar-agility\Settings\AgilitySettings.cs:line 48 at Agility.Agility..ctor() in d:\Downloads\6 WoW Files\WildbuddyBETA 0.1.546.258\Bots\wildstar-agility\Agility.cs:line 100 --- End of inner exception stack trace --- If u need the actual log pls let me know. Only have the Profile Bot and CombatBot in my list. I'm off to work now, will check back later on. Thanks.
I have yet to address this with a relative directory, but rename the folder 'wildstar-agility' to 'Agility' and it should work all dandy.
i dont know if it is because engineer pets are currently bugged (as you stated), but i tried this botbase today as an engineer and when i pressed 1 i had literally under 1 fps.. related to the bugs or something else going on? seems like it wants to cast every spell more times than it needs to?!
Someone else reported of having extreme lag issues because of their language settings, something I will have to look into! But, while not ideal, the lag stopped when they switched to english.
What is the best DPS warrior build for Agility ? Does the routine take account of AMP abilities like kinetic fury where we have to stay above a certain amount of kinetic energy to exploit them ? Or Power link ? Thanks.
Right now considering all the stuff that needs to be fixed and updated, I would suggest the relentless 8 / rampage 8 / breaching / tremor / augmented variants. AMP detection is still working, yes. Whirlwind and other channels I'll be working on today, as well as looking into alternate languages going FUBAR for frame lag.
wow this is very smooth! its a shame you have to hold a key down and it dosent just do its thing once you enter combat like CR's from HonorBuddy
Thank you Deathdisguise. @Quick : Wildstar combat system is different than WoW, all ur attacks are AE so u can enter combat anytime you want, with or without targets.
There isn't really much ability to do this efficiently just yet, and you'd probably be enjoying the default combat routine with the combat bot profile instead!
don't get me wrong you doing a great job and i tyvm! what makes your better than combatbot is that fact that it does not face/move you to the target
@Stormtrooper11 i know buddy, but id imagine you could set a in combat in range kinda thing the api must support it if combatbot can do it
With a strict policy of no movement/targeting, it would put users in danger of looking severely bottish if they were to accidentally AFK or anything of the sort, so it likely won't be implemented in Agility in the near future, as protecting you lovelies is a priority to me!
The stalker routine has been freezing up a bit on me when trying to use it so I changed it to this (based off this post) I'm sure it could still use some work & doesn't accommodate every situation but it doesn't hang & it performs better IMO than the standard build. Code: using Buddy.Wildstar.Game; using Buddy.Wildstar.Game.Actors; using System; using System.Linq; namespace Agility.Routines { class Stalker_DPS : IAgilityRoutine { public string Name { get { return "DPS"; } } public string Version { get { return "0.1"; } } public string Author { get { return "Deathdisguise"; } } private Player Me { get { return GameManager.LocalPlayer; } } public string Routine() { if (Me.IsCasting && Me.CurrentCast.Name.Equals("Preparation") && Me.SuitPower < 100 && !((SpellController.HasSpell("Concussive Kicks") && SpellController.Cooldown("Concussive Kicks") < 1000) || (SpellController.HasSpell("Punish") && SpellController.Cooldown("Punish") < 1000))) return ""; if (SpellController.CanCast("Preparation") && !Me.HasBuff("Preparation") && (!SpellController.HasSpell("Concussive Kicks") || (SpellController.HasSpell("Concussive Kicks") && SpellController.Cooldown("Concussive Kicks") > 3000)) && (!SpellController.HasSpell("Punish") || (SpellController.HasSpell("Punish") && SpellController.Cooldown("Punish") > 3000))) { //if (SpellController.HasAMP("Follow Up")) // SpellController.SetStance("Nano Skin: Evasive"); return "Preparation"; } SpellController.SetStance("Nano Skin: Lethal"); if (SpellController.CanCast("Nano Skin: Lethal") && Me.SuitPower >= 90) return "Nano Skin: Lethal"; if (Me.SuitPower < 35) { if (SpellController.CanCast("Analyze Weakness")) return "Analyze Weakness"; if (SpellController.CanCast("Punish") && Me.HasBuff("Punish")) return "Punish"; } else { if (SpellController.HasSpell("Impale") && SpellController.CanCast("Impale") && !Me.HasBuff("Punish") && !SpellController.CanCast("Punish")) return "Impale"; if (SpellController.HasSpell("Neutralize") && SpellController.CanCast("Neutralize")) return "Neutralize"; } if (SpellController.CanCast("Concussive Kicks")) return "Concussive Kicks"; else if (SpellController.HasSpell("Impale") && SpellController.CanCast("Impale") && Me.SuitPower >= 30) return "Impale"; if (SpellController.CanCast("Shred")) return "Shred"; return ""; } } }