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  • [Official] Honorbuddy Update Status - Patch 5.4.8 (Build # 18273)

    Discussion in 'Archives' started by pascal, Aug 29, 2013.

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    1. beeyatch

      beeyatch New Member

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      +1

      Same here, bot constantly equips items which slows him down considerably
       
    2. beeyatch

      beeyatch New Member

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      Yeah

      I installed everything, It actually works if I don't replace the routine files.

      Im using a GWF, it works well with the default routine file but now I want to make it stop equipping items all the time :p
       
    3. Dr Jackall

      Dr Jackall New Member

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      To help the people that have my same problem, i solved mine (pg not looting if too much mobs are in the area) by lowering the pull distance from 50 to 20-25.

      Is seems to me that, sometimes, the pulling distance overwrites the looting, hoping for the AOE looting to work when there are no more targets left in a 50 yard radius, unfortunally sometimes this "new target cycle" brings the pg too much far from the original mobs bodies and the AOE looting can't loot those.

      By setting a lower pull radius it was solved, at least for me :)
       
      Last edited: Jun 9, 2014
    4. Buywardsbilly

      Buywardsbilly New Member

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      My guess is that your combat routine isn't working. What class are you and do you have a cs file for it?
       
    5. musher

      musher New Member

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      Code:
      
      
      Just turn "OFF" autoequiper. Its currently BROKEN.

      I turned most features "off" because they are broken in Mod3 area.

      I also edited few CS from Citsu creations, but I used Astral to get Spell names because hotkeys not workAlt+6 Dump Powers... if you can use this keys,

      Code:
      Alt+1 Dump Entities
      	Alt+2 Dump Dialog Options
      	Alt+3 Dump Active Missions
      	Alt+4 Dump Position
      	Alt+5 Dump Interact Options
      	Alt+6 Dump Powers
      	Alt+7 Dump Inventory
      	Alt+8 Dump Map
      	Alt+9 Dump PowerTree	
          Ctrl+1 Dump Buffs 
      	Alt+F4 Stop Bot
      then its really easy add some spells, but like HunterRanger what is UNSUPPORTED class... nothing can do or nothing I can do.

      Anyway for CW/GWF (partially GF) here is something new, tested in Mod3 and really need OP character to survive,

      GF
      Code:
      using Anemoi.Dynamics;
      using Anemoi.Utilities;
      using Nyx.Bot;
      using Nyx.Game;
      using Nyx.Game.Internals;
      using Nyx.Game.Internals.Entities;
      using Nyx.TreeSharp;
      using System.Linq;
      
      using Anemoi.Dynamics;
      using Anemoi.Utilities;
      using Nyx.Bot;
      using Nyx.Game;
      using Nyx.Game.Internals;
      using Nyx.Game.Internals.Entities;
      using Nyx.TreeSharp;
      using System.Linq;
      
      namespace Anemoi.Routines
      {
          public class GuardianFighter
          {
              [Class(ClassCategory.GuardianFighter)]
              [Behavior(BehaviorType.Buff)]
              public static Composite GuardianFighterBuffs()
              {
                  return new PrioritySelector(
                      );
              }
      
              private static bool HasFullPower
              {
                  get
                  {
                      var attribs = NyxNW.Me.Character.Attributes;
                      return attribs.Power >= attribs.PowerMax;
                  }
              }
      
              [Class(ClassCategory.GuardianFighter)]
              [Behavior(BehaviorType.Combat)]
              public static Composite GuardianFighterCombat()
              {
                  return new PrioritySelector(ctx => CombatTargeting.Instance.FirstUnit, new Decorator(ctx => ctx != null, new PrioritySelector(CommonBehaviors.CreateUseHealthPotionBehavior(ent => 0.4f),
      
                              // Ranged attack
                              CommonBehaviors.MoveAndStop(ent => (ent as NWUnit).Position, 30f, true, "GuardianFighter range"),
                      //Spell.Cast("Guardian_Classfeature_Mark", ent => ent as NWUnit, ent => !(ent as NWUnit).Character.HasBuff("Guardian_Classfeature_Mark")),
                              Spell.Cast("Guardian_Encounter_Enforcedthreat", ent => ent as NWUnit, ent => !(ent as NWUnit).Character.HasBuff("Guardian_Encounter_Enforcedthreat")),
                              Spell.Cast("Guardian_Encounter_Lungingstrike", ent => ent as NWUnit, ent => !(ent as NWUnit).Character.HasBuff("Guardian_Encounter_Lungingstrike")),
      						Spell.Cast("Guardian_Encounter_Lungingstrike_R2", ent => ent as NWUnit, ent => !(ent as NWUnit).Character.HasBuff("Guardian_Encounter_Lungingstrike_R2")),
                              Spell.Cast("Guardian_Encounter_Lungingstrike_R3", ent => ent as NWUnit, ent => !(ent as NWUnit).Character.HasBuff("Guardian_Encounter_Lungingstrike_R3")),
                              Spell.Cast("Guardian_Classfeature_Mark", null, ext => (ext as NWUnit).Distance >= 15f, ent => (ent as NWUnit).Position),
      
                              CommonBehaviors.MoveAndStop(ent => (ent as NWUnit).Position, 10f, true, "GuardianFighter range"),
      
                              // Dailies
                              Spell.Cast("Guardian_Daily_Villainsmenace", null, ext => HasFullPower, ent => NyxNW.Me.Position),
      
                              // DPS Rotation
                              Spell.Cast("Guardian_Encounter_Kneebreaker", ent => ent as NWUnit, ent => !(ent as NWUnit).Character.HasBuff("Guardian_Encounter_Kneebreaker")),
      						Spell.Cast("Guardian_Encounter_Lungingstrike", ent => ent as NWUnit, ent => !(ent as NWUnit).Character.HasBuff("Guardian_Encounter_Lungingstrike")),
                              Spell.Cast("Guardian_Encounter_Lungingstrike_R2", ent => ent as NWUnit, ent => !(ent as NWUnit).Character.HasBuff("Guardian_Encounter_Lungingstrike_R2")),
                              Spell.Cast("Guardian_Encounter_Lungingstrike_R3", ent => ent as NWUnit, ent => !(ent as NWUnit).Character.HasBuff("Guardian_Encounter_Lungingstrike_R3")),
                      //Spell.Cast("Guardian_Atwill_Stab", ent => ent as NWUnit, ent => true),
                      //Spell.Cast("Guardian_Classfeature_Mark", ent => ent as NWUnit, ent => !(ent as NWUnit).Character.HasBuff("Guardian_Classfeature_Mark")),
                              Spell.Cast("Guardian_Encounter_Enforcedthreat", ent => ent as NWUnit, ent => !(ent as NWUnit).Character.HasBuff("Guardian_Encounter_Enforcedthreat")),
                      //Spell.Cast("Guardian_Atwill_Cleave_Combo", ent => ent as NWUnit, ent => true),
                              Spell.Cast("Guardian_Encounter_Griffonswrath", ent => ent as NWUnit, ent => !(ent as NWUnit).Character.HasBuff("Guardian_Encounter_Griffonswrath")),
      						Spell.Cast("Guardian_Encounter_Griffonswrath_R2", ent => ent as NWUnit, ent => !(ent as NWUnit).Character.HasBuff("Guardian_Encounter_Griffonswrath_R2")),
                              Spell.Cast("Guardian_Encounter_Griffonswrath_R3", ent => ent as NWUnit, ent => !(ent as NWUnit).Character.HasBuff("Guardian_Encounter_Griffonswrath_R3")),
                              Spell.Cast("Guardian_Atwill_Cleave_Combo", ent => ent as NWUnit, ent => true),
                              Spell.Cast("Guardian_Atwill_Stab", ent => ent as NWUnit, ent => true),
                              Spell.Cast("Guardian_Classfeature_Mark", ent => ent as NWUnit, ent => true),
                              Spell.Cast("Guardian_Atwill_Tideofiron_1", ent => ent as NWUnit, ent => true),
                              Spell.Cast("Guardian_Classfeature_Mark", ent => ent as NWUnit, ent => !(ent as NWUnit).Character.HasBuff("Guardian_Classfeature_Mark")))));
      
      
              }
          }
      }
      
      CW

      Code:
      using System.Linq;
      using Anemoi.Dynamics;
      using Anemoi.Utilities;
      using Nyx.Bot;
      using Nyx.Game;
      using Nyx.Game.Internals;
      using Nyx.Game.Internals.Entities;
      using Nyx.TreeSharp;
      using Nyx.Utilities;
      
      namespace Anemoi.Routines
      {
          public class ControlWizard
          {
              [Class(ClassCategory.ControlWizard)]
              [Behavior(BehaviorType.Buff)]
              public static Composite ControlWizardBuffs()
              {
                  return new PrioritySelector(
                      );
              }
      
              private static bool HasFullPower
              {
                  get
                  {
                      var attribs = NyxNW.Me.Character.Attributes;
                      return attribs.Power >= attribs.PowerMax;
                  }
              }
      
              [Class(ClassCategory.ControlWizard)]
              [Behavior(BehaviorType.Combat)]
              public static Composite ControlWizardCombat()
              {
                  return 
                      new PrioritySelector(ctx => CombatTargeting.Instance.FirstUnit, new Decorator(ctx => ctx != null, new PrioritySelector(
      			    CommonBehaviors.CreateUseHealthPotionBehavior(ent => 0.3f),
      
                                  // Make sure we are in los of the unit.
                                  CommonBehaviors.MoveToLos(ctx => ctx as NWUnit),
                                  CommonBehaviors.CreateUseHealthPotionBehavior(ent => 0.4f),
      
                                  // Make sure we are in range.
                                  CommonBehaviors.MoveAndStop(ctx => (ctx as NWUnit).Position, 50f, true, "Moving to unit"),
      							// finish PvP bot, PowerName="Player_Kill_Neardeath"
      							// finish PVP bot, PowerName="Player_Revive_Friend"
      
                                  // Dailies. (these are mixed on) PowerName="Controller_Shift_Teleport"
      							new Sequence(
                                  Spell.Cast("Controller_Encounter_Conduitofice", ent => ent as NWUnit, ret => true),
      							Spell.Cast("Controller_Encounter_Shardoftheendlessavalanche_Combo", ent => ent as NWUnit, ret => true),
      							Spell.Cast("Controller_Encounter_Chillstrike", ent => ent as NWUnit, ret => true),
                                  CommonBehaviors.MoveAndStop(ctx => (ctx as NWUnit).Position, 10f, true, "Moving to melee range"),
      							Spell.Cast("Controller_Encounter_Stealtime", null, ext => (ext as NWUnit).Distance <= 15f, ent => (ent as NWUnit).Position),
      							new Sleep(1000)
      										),
                                  Spell.Cast("Player_Kill_Neardeath", ent => ent as NWUnit, ret => true),
      							Spell.Cast("Controller_Shift_Teleport"),
      							Spell.Cast("Controller_Encounter_Conduitofice", ent => ent as NWUnit, ret => true),
      							Spell.Cast("Controller_Encounter_Chillstrike", ent => ent as NWUnit, ret => true),
      							Spell.Cast("Controller_Encounter_Shardoftheendlessavalanche_Combo", ent => ent as NWUnit, ret => true),
                                  Spell.Cast("Controller_Daily_Arcanesingularity", null, ext => HasFullPower && (ext as NWUnit).Distance >= 15f,ent => NyxNW.Me.Position),// null, ext => HasFullPower, ent => (ent as NWUnit).Position),
      							Spell.Cast("Controller_Daily_Iceknife", null, ext => HasFullPower, ent => (ent as NWUnit).Position),
                                  Spell.Cast("Controller_Daily_Oppressiveforce", null, ext => HasFullPower && (ext as NWUnit).Distance <= 15f,ent => NyxNW.Me.Position), // && Clusters.GetClusterCount(ext as NWUnit, ClusterType.Radius, 15.0f) >= 4
                                  Spell.Cast("Controller_Daily_Icestorm", null, ext => HasFullPower && Clusters.GetClusterCount(ext as NWUnit, ClusterType.Radius, 15.0f) >= 4, ent => (ent as NWUnit).Position),
      							
      							// Try cast some spells before they hit you, Start
      							Spell.Cast("Controller_Encounter_Conduitofice", ent => ent as NWUnit, ret => true),
      							Spell.Cast("Controller_Encounter_Chillstrike", ent => ent as NWUnit, ret => true),
      							Spell.Cast("Controller_Atwill_Magicmissile_Combo", null, ext => (ext as NWUnit).Distance >= 20f, ent => (ent as NWUnit).Position), //ent => ent as NWUnit, ret => true ),
                                  Spell.Cast("Controller_Atwill_Rayoffrost", null, ext => (ext as NWUnit).Distance >= 15f, ent => (ent as NWUnit).Position), //ent => ent as NWUnit, ret => true ),
      							Spell.Cast("Controller_Atwill_Chillingcloud_Combo", null, ext => (ext as NWUnit).Distance >= 15f, ent => (ent as NWUnit).Position), //ent => ent as NWUnit, ret => true ),
      							Spell.Cast("Controller_Atwill_Magicmissile_Combo", null, ext => (ext as NWUnit).Distance >= 17f, ent => (ent as NWUnit).Position), //ent => ent as NWUnit, ret => true ),
                                  Spell.Cast("Controller_Daily_Oppressiveforce", null, ext => HasFullPower && (ext as NWUnit).Distance <= 15f, ent => NyxNW.Me.Position), //testing position
                                  // Try cast some spells before they hit you, End
      							
      							// most powerfull combo Start, need check spell names per level R0, R1, R2, R3 or how they go.
      							Spell.Cast("Controller_Encounter_Conduitofice", ent => ent as NWUnit, ret => true),
      							Spell.Cast("Controller_Encounter_Chillstrike", ent => ent as NWUnit, ret => true),
      							Spell.Cast("Controller_Encounter_Stealtime", null, ext => (ext as NWUnit).Distance <= 15f, ent => (ent as NWUnit).Position),
      							Spell.Cast("Controller_Encounter_Icyterrain_R3", null, ext => (ext as NWUnit).Distance <= 15f, ent => (ent as NWUnit).Position),
      							Spell.Cast("Spellstormmage_Encounter_Suddenstorm", null, ext => (ext as NWUnit).Distance <= 17f, ent => (ent as NWUnit).Position),
      							Spell.Cast("Controller_Encounter_Shardoftheendlessavalanche_Combo", ent => ent as NWUnit, ret => true),
                                  // most powerfull combo end
      							
      							Spell.Cast("Controller_Encounter_Repel", null, ext => (ext as NWUnit).Distance <= 10f, ent => (ent as NWUnit).Position),
                                  Spell.Cast("Controller_Encounter_Entanglingforce", ent => ent as NWUnit, ret => true),
                                  Spell.Cast("Controller_Encounter_Entanglingforce_R2", ent => ent as NWUnit, ret => true),
                                  Spell.Cast("Controller_Encounter_Conduitofice", ent => ent as NWUnit, ret => true),
                                  Spell.Cast("Controller_Encounter_Entanglingforce_R3", ent => ent as NWUnit, ret => true),
      
                                  Spell.Cast("Controller_Encounter_Chillstrike", ent => ent as NWUnit, ret => true),
                                  Spell.Cast("Controller_Encounter_Repel", ent => ent as NWUnit, ret => true),
      
                                  Spell.Cast("Controller_Atwill_Chillingcloud_Combo", ent => ent as NWUnit, ret => true),
                                  Spell.Cast("Controller_Atwill_Magicmissile_Combo", ent => ent as NWUnit, ret => true )    
                              )
                          )
                      );
              }
      GWF

      Code:
      using System.Linq;
      using Anemoi.Dynamics;
      using Anemoi.Utilities;
      using Nyx.Bot;
      using Nyx.Game;
      using Nyx.Game.Internals;
      using Nyx.Game.Internals.Entities;
      using Nyx.TreeSharp;
      using Nyx.Utilities;
      
      namespace Anemoi.Routines
      {
      	/// <summary>Great weapon fighter.</summary>
      	/// <remarks>Gniller, 02.08.2013.</remarks>
      	public class GreatWeaponFighter
      	{
      		[Class(ClassCategory.GreatWeaponFighter)]
      		[Behavior(BehaviorType.Buff)]
      		public static Composite GreatWeaponFighterBuffs()
      		{
      			return new PrioritySelector(
      				);
      		}
      
      		private static bool HasFullPower
      		{
      			get
      			{
      				var attribs = NyxNW.Me.Character.Attributes;
      				return attribs.Power >= attribs.PowerMax;
      			}
      		}
      
      		[Class(ClassCategory.GreatWeaponFighter)]
      		[Behavior(BehaviorType.Combat)]
      		public static Composite GreatWeaponFighterCombat()
      		{
      			return new PrioritySelector(ctx => CombatTargeting.Instance.FirstUnit,
      				new Decorator(ctx => ctx != null,
      					new PrioritySelector(
      						CommonBehaviors.CreateUseHealthPotionBehavior(ent => 0.6f),
      						CommonBehaviors.MoveAndStop(ent => (ent as NWUnit).Position, 10f, true, "GWF Melee range"), //Melee rnge works better 10f.
      
                              // Dailies Dailies.
                              Spell.Cast("Greatweapon_Daily_Avalancheofsteel_R3", null, ext => HasFullPower && Clusters.GetClusterCount(ext as NWUnit, ClusterType.Radius, 20.0f) >= 3, ent => NyxNW.Me.Position),
                              Spell.Cast("Greatweapon_Daily_Avalancheofsteel_R2", null, ext => HasFullPower && Clusters.GetClusterCount(ext as NWUnit, ClusterType.Radius, 20.0f) >= 3, ent => NyxNW.Me.Position),
                              Spell.Cast("Greatweapon_Daily_Avalancheofsteel_R1", null, ext => HasFullPower && Clusters.GetClusterCount(ext as NWUnit, ClusterType.Radius, 20.0f) >= 3, ent => NyxNW.Me.Position),
      						Spell.Cast("Greatweapon_Daily_Spinningstrike", null, ext => HasFullPower && Clusters.GetClusterCount(ext as NWUnit, ClusterType.Radius, 15.0f) >= 3, ent => NyxNW.Me.Position),
                              //Spell.Cast("Swordmaster_Daily_Crescendo", null, ext => HasFullPower && Clusters.GetClusterCount(ext as NWUnit, ClusterType.Radius, 15.0f) >= 2, ent => NyxNW.Me.Position), // this works, bot move early missing spell.
                              // DPS Rotation
      						// finish PvP bot, PowerName="Player_Kill_Neardeath"
      						// finish PVP bot, PowerName="Player_Revive_Friend" PowerName="Controller_Shift_Teleport" "Greatweapon_Shift_Sprint"
                              new Sequence(
                                  Spell.Cast("Swordmaster_Daily_Crescendo", null, ext => HasFullPower && Clusters.GetClusterCount(ext as NWUnit, ClusterType.Radius, 15.0f) >= 2, ent => NyxNW.Me.Position), // this works better with "secuenced", why?
                                  new Sleep(1000)
                              ),
      						new Sequence(
                                  Spell.Cast("Greatweapon_Special_Unstoppable", ent => ent as NWUnit, ent => true), //OK
                                  new Sleep(1000)
                              ),
                              new Sequence(
                                  Spell.Cast("Greatweapon_Encounter_Restoringstrike", ent => ent as NWUnit, ent => NyxNW.Me.Character.Attributes.HitpointsPct <= 0.9), //OK
                                  new Sleep(2000)
                              ),						
      						Spell.Cast("Greatweapon_Encounter_Notsofast", null, ext => Clusters.GetClusterCount(ext as NWUnit, ClusterType.Radius, 15.0f) >= 2, ent => NyxNW.Me.Position),
                              Spell.Cast("Swordmaster_Encounter_Flourish", ent => ent as NWUnit, ent => true), // OK
                              Spell.Cast("Greatweapon_Encounter_Comeandgetit", null, ext => Clusters.GetClusterCount(ext as NWUnit, ClusterType.Radius, 15.0f) >= 2, ent => NyxNW.Me.Position),
      						Spell.Cast("Greatweapon_Encounter_Takedown", ent => ent as NWUnit, ent => true), //OK
                              Spell.Cast("Greatweapon_Encounter_Indomitablebattlestrike", ent => ent as NWUnit, ent => true), // OK
                              Spell.Cast("Swordmaster_Atwill_Weaponmastersstrike_Combo", ent => ent as NWUnit, ent => true), // OK
                              Spell.Cast("Greatweapon_Atwill_Wickedstrike", ent => ent as NWUnit, ent => true), // OK
      						Spell.Cast("Greatweapon_Atwill_Surestrike", ent => ent as NWUnit, ent => true) // OK
                              
      					)
      				)
      			);
      		}
      	}
      }
       
    6. beeyatch

      beeyatch New Member

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      How do you disable AutoEquipper ?
      I disabled all the plugins but the CitsuHelper but it still swaps gear

      EDIT :

      Just found out how.. Thanks for your help though !!
       
      Last edited: Jun 10, 2014
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