Tried to use the stalker routine that was posted by blassthoss but when i start wildbuddy i get this : "[Compiler Error] c:\Users\fafa\Downloads\wildstar_addons\WildbuddyBETA 0.1.593.291\Bots\Agility\Routines\Stalker\Stalker_Drop6.cs(131,21) : error CS0266: Impossible de convertir implicitement le type 'uint' en 'int'. Une conversion explicite existe (un cast est-il manquant*?)" This routined worked fine few updates ago.
Hmm, the BuffCount method changed slightly, which is causing this error. I'll likely change it back to an int return so it plays nicely with mathematics in user-made routines. Edit: SVN Updated
I've been making slow strides towards cleaning up the Settings and routine list, including some changes in code that'll implement customizable hotkeys for users! For those developing their own IAgilityRoutine classes, a heads up on a change in the interface in the next update: Code: interface IAgilityRoutine : IAuthored { [B]Buddy.Wildstar.Game.Class Class { get; }[/B] string Routine(); } That is alllll!
Anyone have a good esper blade dance routine that can keep IB buff up while able to cast blade dance. If not, DD how would you script illusion blade buff?
I've been talking about this with others who explained this to me (since I typically don't play much of the other classes outside my own preference), and the reason why people aren't able to is because 'Illusion' has a static, and an identically named stacking buff! In the next version there's a change to BuffCount where it will count all of them (meaning any routine writers will have to treat Illusion as a buff stacking from 2-6, instead of 1-5! With that change, it should allow for the buff to be refreshed and stay at 5~ without dropping. PS: As far as we know, Illusion is the only buff with this identically named static buff, so 99% of BuffCount's functionality will remain unchanged. So post change: Code: if(SpellController.CanCast("Illusion Blade") && SpellController.BuffCount("Illusion", 2000) < 6) return "Illusion Blade"; Should do the trick!
So I try what you gave me DD but now all it does now is spam Illusionary blades and wont do any other finisher like blade dance. Code: using Buddy.Wildstar.Game; using Buddy.Wildstar.Game.Actors; namespace Agility.Routines { class ESPer_raid : IAgilityRoutine { // Routine Info. public string Name { get { return "Default"; } } public string Version { get { return "0.1"; } } public string Author { get { return "Deathdisguise"; } } public Class Class { get { return Class.ESPer; } } // Custom Methods. private Player Me { get { return GameManager.LocalPlayer; } } // Routine. public string Routine() { #region Gadget: All if (SpellController.CanCast(SpellController.GetGadgetName())) return SpellController.GetGadgetName(); #endregion #region Abilities #region Spectral Form if (Me.IsInCombat && SpellController.CanCast("Spectral Form")) return "Spectral Form"; #endregion #region Concentrated Blade if (SpellController.CanCast("Concentrated Blade") && Me.IsCasting) return "Concentrated Blade"; #endregion #region Illusionary Blades if(SpellController.CanCast("Illusionary Blades") && SpellController.BuffCount("Illusion", 2000) < 6) return "Illusionary Blades"; #endregion #region Blade Dance if (SpellController.CanCast("Blade Dance") && Me.InnateResource >= 5) return "Blade Dance"; #endregion #region Reap if (SpellController.CanCast("Reap") && Me.InnateResource >= 3 && Me.InnateResource < 5) return "Reap"; #endregion #region Haunt if (SpellController.CanCast("Haunt") && Me.InnateResource < 5) return "Haunt"; #endregion #region Spectral Swarm if (SpellController.CanCast("Spectral Swarm") && Me.IsInCombat && Me.InnateResource < 5) return "Spectral Swarm"; #endregion #region Telekinetic Strike if (SpellController.CanCast("Telekinetic Strike")) return "Telekinetic Strike"; #endregion #region Psychic Frenzy if (SpellController.CanCast("Psychic Frenzy")) return "Psychic Frenzy"; #endregion #endregion return null; } }
Agility is a combat assist class/tool. It's not meant to be an automatic and self moving platform. Maybe in the future but for now it's just a really good DPS rotation bot (if that makes sense) all you have to do is hold 1.
I was wondering what the difference between the warrior dps routine and the default warrior routine is? Also I've noticed that while casting rampage, if would suddenly cast Savage Strike in between the 4 rampage hits. I think it would be improved if it didnt do this
The old DPS routine and the current default routine are mostly the same, I was just refactoring and the name was changed! I have to keep it around for a bit until everyone changes over to the Default version before removing it, or it just causes forum tears. I'll look into the Rampage/Savage Strike thing too!
Ooops! I forgot to add that into this update! I'll push it in a moment! Hahaha EDIT: Kay go! Also added Illusionary Blades with the hopefully working implementation in! Let me know if it works as we hope!
For some reason medic seem to be throwing tons of errors Code: Exception while pulsing Agility.AgilityBuddy.Wildstar.Game.LuaException: [string "?"]:6: attempt to index field '?' (a nil value) vid Buddy.Wildstar.Game.GameLua.GetReturnValues(String lua) vid Buddy.Wildstar.Game.GameLua.GetReturnValue[T](String lua, Int32 index) vid Agility.AgilitySpell..ctor(String spellName) i c:\Users\vikto\Desktop\Wildbuddy\Bots\Agility\Spells\AgilitySpell.cs:rad 33 vid Agility.SpellCache.GetSpell(String spellName) i c:\Users\vikto\Desktop\Wildbuddy\Bots\Agility\Spells\SpellCache.cs:rad 18 vid Agility.SpellController.CanCast(String spellName, Boolean instant) i c:\Users\vikto\Desktop\Wildbuddy\Bots\Agility\Controllers\SpellController.cs:rad 31 vid Agility.Routines.Medic_Default.Routine() i c:\Users\vikto\Desktop\Wildbuddy\Bots\Agility\Routines\Medic\Medic_Default.cs:rad 22 vid Agility.Agility.DoWork() i c:\Users\vikto\Desktop\Wildbuddy\Bots\Agility\Agility.cs:rad 123 vid Agility.Agility.Pulse() i c:\Users\vikto\Desktop\Wildbuddy\Bots\Agility\Agility.cs:rad 76 vid Buddy.Wildstar.Engine.Pulsator.Pulse()
Most interesting! Could I get you to tell me what your current Gadget is (or isn't?), just to verify?
Restarting Wildstar seems to have resolved it, II think it started when i swapped gadgets, and the game didn't properly update it or something. I'm using "Veteran Shiphand's Accelerator" Reserves: restore shield every 1s for 5s
Awesome! I'll look into a fix, I actually haven't tested gadget switching, so it's good news someone caught it.