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  • [Official] Default Combat Routine

    Discussion in 'Combat Routines' started by Apoc, Dec 11, 2014.

    1. walter

      walter Active Member

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      Let me look into it. I will mess with stalker later tonight since it should be possible and I will let you know. It should go into stealth before combat but out of combat I don't think it has any checks atm.
       
    2. zeldrak

      zeldrak Well-Known Member

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      When was the last time that the default routine was updated? It seems like everything for WildStar has ceased to be in production, or even ceased to be worked on. It seems like the only person working on anything is Deathdisguise. Are there any configs for the default routine? I can't seem to find them. the only routine I can find configs for would be Agility, and that's configs for the botbase, not the combat routine.

      Sorry, I'm very new here. I've only been using WildBuddy for like 3 days, and I haven't been capable of finding much of anything that will work with F2P client. Any help would be appreciated.
       
    3. walter

      walter Active Member

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      Its updated quite often and works for FTP.
       
    4. Angully

      Angully Member

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      Any way someone can explain how i can get.

      Code:
      Me.Buffs.Count(Illusion, 2000) <6
      to work?

      As I am currently using a dirty method of getting my illusion stacks but its far from optimal

      Code:
      using Buddy.Wildstar.Game.Actors;
      using System;
      using System.Collections.Generic;
      using System.Linq;
      using System.Text;
      using System.Threading.Tasks;
       
      using Buddy.Wildstar.Game;
       
      namespace Buddy.DefaultRoutine.Classes
      {
          public class Esper : BaseCombatClass
          {
              MyGadget Gadget = new MyGadget();
              internal override async Task<bool> Pull(Actor target)
              {
                  await PopFlask();
                  return await Combat();
              }
       
       
              internal override async Task<bool> Heal()
              {
                  if (Me.Buffs.Count(c => c.IsHarmful) > 0 && await Cast("Catharsis"))
                      return true;
       
                  if (await HandleHealSpender())
                      return true;
       
                  if (Me.InnateResource < 3 && await SelfCast("Fixation"))
                      return true;
       
                  var lowestAlly = PartyMembers.OrderBy(p => p.HealthPercent).FirstOrDefault();
       
                  if (lowestAlly != null)
                  {
                      if (lowestAlly.HealthPercent < 80 && await CastOn("Phantasmal Armor", () => lowestAlly))
                          return true;
                      if (lowestAlly.HealthPercent < 80 && await CastOn("Projected Spirit", () => lowestAlly))
                          return true;
                      if (lowestAlly.HealthPercent < 80 && await CastOn("Pyrokinetic Flame", () => lowestAlly))
                          return true;
                      if (lowestAlly.HealthPercent < 80 && await CastOn("Mirage", () => lowestAlly))
                          return true;
                      if (lowestAlly.HealthPercent < 80  && await Cast("Soothe"))
                          return true;
                      if (lowestAlly.HealthPercent < 80 && await Cast("Warden"))
                          return true;
                      if (lowestAlly.HealthPercent < 80 && await Cast("Bolster"))
                          return true;
                      if (lowestAlly.HealthPercent < 80 && await Cast("Mind Over Body"))
                          return true;
                      if ((lowestAlly.HealthPercent < 80 || Me.FocusPercent < 30) && await SelfCast("Meditate"))
                          return true;
                  }
       
                  return false;
              }
       
              internal override async Task<bool> Combat()
              {
                  await ChugPotion();  
                     
                  if (Me.GetActiveCCs().Count > 0 && await Cast("Fade Out"))
                      return true;
       
                  if (Target.IsCasting  && Target.IsInCombat && await CastAny("Shockwave", "Crush", "Incapacitate"))
                      return true;
       
                  //if (await EnsureCombatBuffs())
                   //   return true;
       
                  if (await HandleCombatSpender())
                      return true;
                                     
                              if (Me.HealthPercent < 85 && await SelfCast("Phantasmal Armor"))
                                      return true;
                              if (Me.HealthPercent < 85 && await SelfCast("Bolster"))
                                      return true;                           
                                                                                                 
                              if (Me.IsInCombat == true && await CastOn("Power", () => Me))           //Pops DPS gadgets on CD
                                      return true;
                                     
                              if (Me.IsInCombat == true && await CastOn("Spectral Form", () => Me))
                                      return true;
                                     
                                     
                  //TODO: Illusionary Blades
                  if (await CastAny( "Concentrated Blade", "Geist", "Restraint", "Psychic Frenzy", "Telekinetic Strike"))
                      return true;                
       
                                     
       
                                     
       
                 
       
       
                  return false;
              }
       
              private async Task<bool> EnsureCombatBuffs()
              {
                  if (!Target.HasBuff("Expose") && await Cast("Haunt"))
                      return true;
       
                  return false;
              }
       
              private async Task<bool> HandleCombatSpender()
              {
                  // Best to cast @ 5 resource for maximum impact
                  var resource = Me.InnateResource;
       
                  // Now combat spenders
                              if (Me.Buffs.Count <6 && await Cast("Illusionary Blades"))
                      return true;           
                              if (resource >= 5 && await Cast("Mind Burst"))
                      return true;
                              if (resource >= 5 && await Cast("Telekinetic Storm"))
                      return true;
                              if (resource >= 5 && await Cast("Blade Dance"))
                      return true;
                              if (resource >= 3 && await CastOn("Reap", () => Target))
                      return true;
                              if (await CastOn("Haunt", () => Target))
                      return true;
                              if (resource >= 3 && await CastOn("Pyrokinetic Flame", () => Target))
                      return true;
                              if (Me.IsInCombat == true && await CastOn("Spectral Swarm", () => Me))
                                      return true;  
                                     
       
                  return false;
              }
       
       
              private async Task<bool> HandleHealSpender()
              {
                  var resource = Me.InnateResource;
                  var hpAverage = PartyMembers.Average(p => p.HealthPercent);
       
                  // Heal before Combat
                  if (resource >= 5 && Me.HealthPercent < 80 && await Cast("Mental Boon"))
                      return true;
                 
                  if (resource >= 5 && hpAverage < 70 && await Cast("Reverie"))
                      return true;
                  if (resource >= 5 && hpAverage < 70 && await Cast("Mending Banner"))
                      return true;
       
                  return false;
              }
          }
      
          }
      
       

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