I'll add settings to completely turn off Vanish - but in most cases the issues you're having are profile-fault. If it's pathing too close to mobs, then the profile's coordinates need to be changed so the bot won't path near mobs. The combat routine has no control over movement outside of combat. If the bot is attacking immune targets, its because the profile isn't issuing a directive to tell the combat routine what other target to switch to.
I've seen this issue reported on the questing thread as well - it seems Singular needs to yield if the player is inside a vehicle or on a taxi. I'll work in prevention codes for this - thanks for the heads up!
The logic used in these profiles are most-likely causing the 'move to melee' issue. Singular would never move up to a mob before attacking it as all ranged classes have a "AttackFromDistance" that's the same across all classes that share the same spell ranges.
It depends on what context you're wanting to do all this in. To change the sequence of spells, you'd have to actually edit the code and move them around yourself. For changing targets, you can use Honorbuddy's developer console to set the bot's POI. Here's a rough example for telling the bot to kill your current target: PHP: var attackMe = Me.CurrentTarget; BotPoi.Current = new BotPoi(attackMe, PoiType.Kill, NavType.Run); Put that into Honorbuddy's console and run it. If you're within pull distance of the mob, the combat routine will activate and engage the mob. The pull distance is default to 40yards I believe.
For the flying mobs - it's a known issue where the bot has issues fighting Helya, but I've not been in an area where I can test this yet. For training dummies - you need to go into the "Class Config" menu. On the class config menu at the top of it - there's a tab that says "Debug" - click it and then near the mid-bottom area look for a dropdown box that lets you set the behaviors. Change it from Dungeon to Solo. After you do that, set the bot to "Combat Bot" - or whichever, start the bot and then initiate combat manually with the target dummy. The bot should take over from there.
Hmm, this code section is a bit messy. It's setup to check the "Predatory Swiftness" proc, which is a bit weird for Guardian considering they don't get that proc. Since Guardian doesn't get that proc, it just nulls out and checks your health - which the default it's set to 80%. 80% is fine under a Predatory Swiftness proc, but terrible in any other situation. So given this - you should be able to toggle the healing by changing the Feral -> "Pred Swift Healing Touch" setting. I'll update the code here that should fix it in the next update.
This looks like a very generic error - which seems to be caused by the movement logic. I'm not sure I can fix this just from a log. It would need to be debugged. How often does it happen?
Do you not have a full log for this? If not, I'll mark it down and send a manual tester out - last test that was ran it went fine in the proving grounds.
It should be casting. I don't see any logical errors in the cast checks. As Elpargo suggested, you may want to check your Class Config settings.
For some reason my WW Monk does not seem to want to use any other abilities besides tiger palm and blackout kick, with the occasional rising sun kick and fists of fury. He will not use healing elixir or touch of karma or even leg sweep ("Leg sweep on opener" is set as true). I have tried reinstalling, but this does not seem to solve the problem. All addons are off and I have not modified singular. Is anyone having a similar problem or can think of an idea of why this might be happening. I appreciate the help
I believe Elpargo's most recent contribution fixes a majority of this. I'm currently getting a test build ready to be posted on the forum here which should include these changes. The test build will be live within 5-10minutes of me posting this reply.
Hi Echo. No answer to my posts? I feel ignored by the Master So, I been working on fixin Disc Priest... but the cs was full of old spells / talents / logic... So decided to start from scratch... It is almost ready but is on the heavy side performance wise... probably needs tons of optimization or be done better entirely by someone with actual coding skills... BUT it works. I see you added some but not all of my contributions to the Issue Tracker. Was there something wrong with the rest? And the Hunter, Rogue, etc... Or maybe you didn't get to them yet? If so forgive my impatience. Thank you!
Jumping without fault all the time on the exact center of our hitbox is not humanly possible. And the animation of the jump seems to glitch (spell casts but no jump animation). Suggestion: Code: [SIZE=3] Spell.HandleOffGCD(Spell.CastOnGround("Infernal Strike", loc => { Vector3 locTar = (loc as WoWUnit).Location; Vector3 locMe = Me.Location; float dist = (float) locMe.Distance(locTar) * 2f / 3f; dist = Math.Min(dist, 28f); if (dist < 12) dist = new Random().Next(0, 2); return Styx.Helpers.WoWMathHelper.CalculatePointFrom( locTar, locMe, (float)dist); }, ret => DemonHunterSettings.DPSInfernalStrike && Spell.GetCharges("Infernal Strike") > 1)), [/SIZE] Jump to target if its far. Jump a short random distance if its near us. Or is this kind of logic too resource heavy? At the very least use Distance < 12... else we will be jumping on the spot even if target is at say 25yrds away wich looks much too weird.