Is there a feature to auto use synapse springs on CD? I thought there used to be one. If you took it out for whatever reason thats all good, just want to make sure I'm not missing anything..
No. It was added directly in specific rotations in the past, but I believe the only one presently that uses is Fury Warrior. I've added a option to Class Config near the Trinket support to control how Gloves will be used. The default will be On Cooldown in Combat. This will apply for all classes. In next release, Bobby53
From the code in Lowbie.cs: Spell.Cast("Fire Blast", ret => StyxWoW.Me.CurrentTarget.HealthPercent < 10) Is this cs only used until the mage selects a specialization at level 10? If so, it seems you're only casting fire blast if the target is under 10% health? And from frost.cs, it looks like its only casting Fire Blast if the target is frost immune or some other requirements are met (level 25+, glyphed fire blast, and any of the following buffs are active: ("Frost Bomb", "Living Bomb", "Nether Tempest") I guess everything is fine except for lowbies where i would cast it a lot more often than target < 10%. Prior to level 12, it would be good to have the rotation look like this: Frostfire Bolt, Fire Blast, Frostfire Bolt, Frostfire Bolt.
Pokehbuddy should be disabling the Combat Routine while a pet battle is in progress, similar to what Quest Behaviors do when they take over control temporarily. That way it will work with any Combat Routine and not just those modified to check for pet battles in progress. -Bobby53
Bobby - could you tell me which mage buff (molten armor, frost armor & mage armor) is intended for frost spec, as it is using molten armor and I'm unsure if this is the way you intended it to be or a bug. If its a bug then i will happily isolate the issue in a log file for you. Just unsure weather its intended or not, because if it is intended, i can link you to various reputable sources that state that Ice armor > Molten armor even when haste capped.
Is there a generic way to disable CC's? I've read through threads like http://www.thebuddyforum.com/honorb...n-pause-all-behavior-tree-instance-enter.html but they stop everything. I could also stop just the CC and restart it after the pet battle is over (TreeRoot.Stop(); etc) but that also seems heavy handed. If there a better way to handle this?
UFCFreak89, I have changed in the next release so users can choose their Armor if they don't like the automatically chosen default. Included in next release, Bobby53
Xeon, The best way to temporarily change the behavior invoked for HonorBuddy components is via TreeHooks. Two primary sources of info on these:[Reference] TreeHooks post by Apoc Answers to TreeSharp questions by Chinajade TreeHooks provide a symbolic reference to a specific point in the behavior trees currently loaded. By using treehooks, you can insert behaviors that runs instead of the Combat Routines behaviors. See Apoc's post for a list of the TreeHooks you can reference. Chinajade's thread has a post regarding how to use TreeSharp to implement a plugin. To add disabling the Combat Routine to a plugin doesn't require fully implementing via TreeSharp if the plugins behavior is already run off of Pulse(). All that should be needed is some variant of the following: Code: [FONT=courier new]private Composite _donothingBehavior = null; [/FONT][FONT=courier new]public void Dispose() {[/FONT][INDENT][FONT=courier new]EnableCombatRoutine(); [/FONT][/INDENT] [FONT=courier new]} [/FONT][FONT=courier new] [/FONT][FONT=courier new]public void DisableCombatRoutine() {[INDENT]if ( [FONT=courier new]_donothingBehavior == null ) { [/FONT][/INDENT] [INDENT=2][FONT=courier new][/FONT]_donothingBehavior = new ActionAlwaysSucceed(); TreeHooks.Instance.AddHook("Combat_Main", _donothingBehavior ); [/INDENT] [INDENT]} [/INDENT] } [/FONT][FONT=courier new]public void EnableCombatRoutine() {[FONT=courier new][/FONT][/FONT][INDENT][FONT=courier new]if ( _donothingBehavior != null) { [/FONT][/INDENT] [INDENT=2]TreeHooks.Instance.RemoveHook("Combat_Main", _donothingBehavior ); [FONT=courier new]_donothingBehavior = null;[/FONT] [/INDENT] [INDENT][FONT=courier new]} [/FONT][/INDENT] [FONT=courier new]}[/FONT][FONT=courier new] [/FONT][FONT=courier new] [/FONT][FONT=courier new] [/FONT] This is a hackup of the sample code from one of CJ's post that should basically do what you want. Check the list of Hooks available in the reference document and determine which you want to override while pet combat is in progress. Bobby53
Hi Bobby. My last 4-5 post containing detailed descriptions with logs and marks has been pretty much ignored besides your initial response You have answered acknowledging it, you never confirm or deny that it is an issue or that your gonna look into it. It's frustrating enough watching the bot and his retarded behavior(as opposed to a human) and then the added frustration of it not playing properly. lately more often than not i stop it and play myself to save what little sanity i got left. I would even be ok with a reply: You are wrong, nothing is broken. Learn to use the bot. Or even that you dont care would be better (not necessarily feel better..) than hoping for changes based on your initial response. Even just saying that you dont agree with my concerns and that no changes will be made. Shit, even that you dont like me would be a better approach from where im standing, atleast then, i would know. Patience is not really a virtue of mine, but i've tried my best, but months have passed now... At this rate, im seriously thinking if it wouldnt go faster to just learn c# and do the changes myself
@tomten, I'll review your posts and follow backup. I am working on refinement of the healing classes and movement interaction with DungeonBuddy. I don't have a specific time table for the completion of that. From what I recall, my assessment of the issues you posted regarding were not critical flaws rendering the combat routine unusable, but improvements/changes in behavior you would like to see that would improve survivability and kills per hour. While your feedback on changes needed is very important to me, there have been other concerns that needed to be addressed or were already in progress and needed to be completed so they were out of the way so to speak. My apologies that you feel none of the fixes or enhancements benefited any of the classes you bot and that I did not constantly ping you to keep waiting patiently. Please feel free to try the other combat routine implementations or Learn C# if you feel you will be happier with that outcome, otherwise look for improvements to Singular based upon your feedback in an upcoming release. Thanks and good luck with your toons, Bobby53
View attachment 3052 2013-04-24 03.24.zip Hi I have some issues with every quest involving a vehicle and I am not sure if it's profile/CR related.
shae, Thank you for the post with the attached log file. Unfortunately the attached log file appears to be a partial file as it is missing the Singular version number information that should be present. There were some fixes recently to Warlock pet summoning and disabling SIngular while in a Quest vehicle. Download and install the latest Singular from Post #1 of this thread. Be sure to click Class Config and set the Debug Logging to true so if you continue to have issues the log file generated will contain additional detail useful to assist you quickly. Thanks for the post and good luck with your Warlock, Bobby53
Hi bobby have a problem my Hb only take the singular profile since 2 Days..i cant select my Tunhak Profiles for my classes...do you know why i cant select the Profiles?
Moha73, Please see the Reporting Bugs [CLICK HERE] post for details on how to post regarding a problem. It sounds like you may have copied the files for the Combat Routines incorrectly (wrong folder for example), but a log file will help identify exactly what problem you encountered. Thanks for the post and good luck with your toon, Bobby53
Hello, i think there are 2 Problem. 1. Doing Golden Lotus Dailys with TheBrodiemans Profile. Toon stays under the Drake and wants to kill him. In WoW it tells you dont have a target in HB Log he uses abilities. i let him stay for some minutes and wait till something respawn. Ok there was a Mob, he killed him, now the Situation gets really bad. 2. he let the dead Mob in his Target but wants to kill the Drake. So my Toon always "swing" from the dead Mob over to the Drake, all the Time. Its like you turn the Toon on a Point, jut between the both Mobs "Dead one" and the "alive Drake". Sorry at the Picture you just see he targets the dead one, but i cant show you the movemebt what he was doing. *edit* Same with my Druid, did the same thing. *edit* Toon always turn around to the Dead Mob, if they got one in Target.
Got a problem with pickpocketing, about 70% mobs in dreadwing altar (insane boxes) is killed without looting though rest ~30% still pickpocketed. It looks like when u got "loot all" option but wont stop a 0,1 sec to loot it wont be taken. Tried to do it with my hands, all ok, all mobs got silver in pockets (at least silver). I read about log option, will try to make one when get back home. Maybe i could add some delay between pickpocket and kill if u so kind to tell me how?
tumbum, Thanks for taking the time to post! Greatly appreciate the debug log files. In looking at 8112...txt (your Druid): Code: [COLOR=#ff0000][04:56:33.312 D] [CGSpellBook::CastSpell] Override ID: 8921, KnownIndex: 57[/COLOR] [04:56:33.924 N] [Singular-DEBUG] [CombatLog] SPELL_CAST_FAILED Moonfire#8921 failure: 'Invalid target' [COLOR=#ff0000][04:56:34.376 D] [CGSpellBook::CastSpell] Override ID: 8921, KnownIndex: 57 [/COLOR][04:56:34.473 N] [Singular-DEBUG] [CombatLog] SPELL_CAST_FAILED Moonfire#8921 failure: 'Invalid target' [COLOR=#ff0000][04:56:34.860 D] [CGSpellBook::CastSpell] Override ID: 8921, KnownIndex: 57 [/COLOR][04:56:35.988 N] [Singular-DEBUG] [CombatLog] SPELL_CAST_FAILED Moonfire#8921 failure: 'Invalid target' is due to Moonfire casts coming from the Questing Profile (marked in red.) Singular watches the Combat Log for failed casts so is reporting the failure, but the cast of Moonfire is being made from another component so most likely the Profile or Quest Behavior used. You'll want to post to the profile author on the positioning issue. In reviewing 9040....txt which is for your Paladin, the same scenario appears: Code: [COLOR=#b22222][05:04:20.857 D] [CGSpellBook::CastSpell] Override ID: 62124, KnownIndex: 61[/COLOR] [05:04:20.954 N] [Singular-DEBUG] [CombatLog] SPELL_CAST_FAILED Reckoning#62124 failure: 'No target' [COLOR=#b22222][05:04:21.337 D] [CGSpellBook::CastSpell] Override ID: 62124, KnownIndex: 61 [/COLOR][05:04:21.434 N] [Singular-DEBUG] [CombatLog] SPELL_CAST_FAILED Reckoning#62124 failure: 'No target' [COLOR=#b22222][05:04:21.818 D] [CGSpellBook::CastSpell] Override ID: 62124, KnownIndex: 61 [/COLOR][05:04:21.916 N] [Singular-DEBUG] [CombatLog] SPELL_CAST_FAILED Reckoning#62124 failure: 'No target' [COLOR=#b22222][05:04:22.367 D] [CGSpellBook::CastSpell] Override ID: 62124, KnownIndex: 61 [/COLOR][05:04:22.463 N] [Singular-DEBUG] [CombatLog] SPELL_CAST_FAILED Reckoning#62124 failure: 'No target' except the profile appears to use the Reckoning spell (marked in red) for Retribution Paladins. This spell is also being cast by something other than Singular. In either case, if Singular had made the cast there would have been a line similar to: Code: [04:54:20.858 N] [Singular] Casting Faerie Fire on Subjugated Serpent.5180 @ 100.0% at 40.2 yds I don't really see anything else obvious in the log file. It may be worth leaving the Class Config window open so you can click the LogMark button when an issue occurs so you have a point of reference in the log associated with the behavior you saw. Thanks for the post and good luck with your toons, Bobby53