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?
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
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.