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  • Disabling stealth from default combat routines?

    Discussion in 'Buddy Wing Forum' started by ebbabthor, May 29, 2015.

    1. ebbabthor

      ebbabthor New Member

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      Hi, I find stealth to be the least useful part of the default combat as it reduces traveling speed between camps when grinding and gives implications of unhuman and suspicious behaviour - autostealthing then instantly looting to break stealth etc" Is there anyway to disable it during grinding profiles?
       
    2. Altard

      Altard New Member

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      public override Composite Buffs
      {
      get
      {
      return new PrioritySelector(
      Spell.Buff("Force Technique"),
      Spell.Buff("Force Valor"),
      Spell.Cast("Guard", on => Me.Companion, ret => Me.Companion != null && !Me.Companion.IsDead && !Me.Companion.HasBuff("Guard")),
      Spell.Buff("Force Potency", ret => !Rest.KeepResting() && !DefaultCombat.MovementDisabled)
      );
      }
      }

      ghetto fix to do potency in place of stealth
       
    3. w118cmh

      w118cmh New Member

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      Another way you could do it, if you want to keep stealth but keep him from doing it before he loots or harvests or something like that, would be:

      1. Add something like the following method to your Rotation Class file:
      public bool isLootableInRange(float range)
      {
      return ObjectManager.GetObjects<TorNpc>().Any(e => e.IsDead && e.IsLootable && e.Distance < range);
      }

      2.) In the section Altard mentioned, instead of replacing it with force potency, replace it with a call to the above method:

      public override Composite Buffs
      {
      get
      {
      return new PrioritySelector(
      Spell.Buff("Force Technique"),
      Spell.Buff("Force Valor"),
      Spell.Cast("Guard", on => Me.Companion, ret => Me.Companion != null && !Me.Companion.IsDead && !Me.Companion.HasBuff("Guard")),
      Spell.Buff("Stealth", ret => !Rest.KeepResting() && !DefaultCombat.MovementDisabled && !isLootableInRange(5.0f) )
      );
      }
      }

      I haven't tested it, but the concept is that it should prevent you from stealthing after combat if there are any mobs to loot around you.
       

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