So we all know that buddywing is working in the loosest form, CR only basically. My understanding is that healing doesn't work because the bot cant detect current health of party members and I believe if thats fixed that most of the existing routine will start to work again. Knowing that this project is on the backburner for BuddyStaff my questions are simply this; To the dev team, how much work is involved and would any of you take up the work if people donated to the project To the members here, I understand we pay our subs but lets face it... There is no motivation for any dev at the moment outside of maintenance to further develop here.. I would like to know who'd spare a few bucks IF it would get healing brought back into the rotation. Love to get some input.
I would certainly dole out $20 for a working and maintained combat routine for a healing class! Rebornbuddy, my main game, has many such paid routines for their different classes
The problem with healing is not with the routine from what I understand. It is from the bots inability to pass off to the routine the correct MAX.HEALTH variable. This all started when BIOWARE changed the game and introduced the level reduction and caps. Since then the devs have been unable to come up with a working way to get this variable accurately, this also attributes to why you will find the routines not necessarily optimized. The routines rely on these variable and logic when determining targets for dps and tanking as well.
I had a concept which may work but I don't have the time to code it at all, see we can't get maxhealth but we can get current health. Without maxhealth we can't get percentages to weigh in on what we should do. Now if we were to recode the routine to read the health of each party member, then if health > learnedmax then health = learnedmax we could generate a max health variable to work from. This would take the highest health it see's for a party member and make it a max health variable to work from. Then you could get your percentages. Not for the faint of heart but a solution that could be implemented outside of the engine. Now if someone could program an example of this perhaps it could be implemented engine side.
Its not that complex. I think it can be fixed in the combat routine. What I found via debugging is that: - HealthMax and HealthPercent are working for companions - Healthmax and HealthPercent are NOT working for other players (They show 0 value) - Health and statHealth can be used insead (they have correct values) Health = Current Health statHealth = Max Health Health % can be calculated from this two I am not that good at coding but someone can probably fix it easily... The variables are there... Just have to use the right ones check this log for more clarification [C#] Logging.Write("Target: " + BuddyTor.Me.CurrentTarget.Name); Logging.Write("Attr - Pastebin.com The Player targeted here is other player (not myself), but I forgot if it was same faction or not...
Sounds like it would certainly be better than nothing, if not fix it well enough to be perfectly workable.
The above made it into the latest release, but appears to have broken a bunch of stuff. The problem with health and maximum health is that they differ so greatly for the various types of objects in the game. For instance, another player and the local player are both players, but the method that is used to grab the local player will return 0 for the other player. The same goes for companions, which are technically NPCs, and other NPCs in the game world. Problem being is that you can't simply check if "0" is the result of the function not returning the proper value for that type of object (because they could be dead, in which case 0 is perfectly valid). We've made changes for testing that ended up in the last release, but those don't appear to be a definitive fix to the problem either. I'll be looking into the routine as well to see if anything fishy is going on in there that could cause healing to be broken. I'll keep you posted.
I've just released an update which brings us back to where we were before this patch in terms of healing. I'll be looking into the routine to see if I can find anything obviously broken with that, as that's most likely where these problems come from.
Yes, you can check the target's threat threat table and taunt when you're not top of the threat table, but should be.
Is it possible to get a example code on how it wouldve looked like? =) Also thanks for the quick answer <3