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YourRaidingBuddy - Coming Soon

i guess if your working on summoner i will work on the monk code but i don't know how to make it so attacks are done by your position on the npc
Not sure about flank but this works for the back.
Code:
Me.CurrentTarget.IsBehind
 
i guess if your working on summoner i will work on the monk code but i don't know how to make it so attacks are done by your position on the npc

Code:
ff14bot.Objects.GameObject.IsFlanking

or

Me.CurrentTarget.IsFlanking
 
Any healer love coming? tried white mage but it didn't work - assuming it's not ready yet D:
 
For anyone using the Warrior routine I am still polishing but It's great for situational tanking.
*snip*
Make sure once you activate a certain rotation. You turn it off before activating another rotation.
have to ask xcesius how to fix this.

feel free to comment of leave any suggestions for improvement. Dont forget to Rep if you Like :)

Hi stewiethecat,

Which botbase are you using? I'm trying with Mud assist.

Basic rotation seems to work, but I'm having trouble switching rotations. I get the message that special hotkey was pressed but no change in behaviour.

Is aoe rotation supposed to kick in when enabled to Auto in settings? It doesn't seem to. Perhaps related to the above.
 
Out of curiosity, would it be possible to write 2 seperate rotations that run at once. Such as for Dragoon, there's an opener and an actual rotation. The opener runs once then the rotation runs.

http://forum.square-enix.com/ffxiv/...DPS-Paragdim?p=3036770&viewfull=1#post3036770

I am familiar with Java but not so much C so I am looking into how I would do this.

Look at Behavior.cs you can get when the bot rest there. Then you can process on how to handle stuff at the beginning of the combat.
 
This one should be more tuned. Did Bismark Ex and Ravana Ex with this.

Code:
// By HeinzSkies

using System.Drawing;
using System.Threading.Tasks;
using System.Windows.Forms;
using ff14bot;
using ff14bot.Enums;
using ff14bot.Managers;
using ff14bot.Objects;
using YourRaidingBuddy.Books;
using YourRaidingBuddy.Helpers;
using HotkeyManager = YourRaidingBuddy.Managers.HotkeyManager;

namespace YourRaidingBuddy.Rotations
{
    public class DarkKnight : Root
    {

        private static LocalPlayer Me
        {
            get { return Core.Player; }
        }

        public override ClassJobType[] Class
        {
            get
            {
                return new[]
                {
                    ClassJobType.DarkKnight
                };
            }
        }

        public override void OnInitialize()
        {
            ;
        }

        public static async Task<bool> AutoMode()
        {
            if (!Me.CurrentTarget.IsViable())
            {
                return false;
            }
            Unit.UpdatePriorities(0, 15);
            return await AutoRotation();
        }

        public static async Task<bool> HotkeyMode()
        {
            if (!Me.CurrentTarget.IsViable())
            {
                return false;
            }
            Unit.UpdatePriorities(0, 10);
            return await HotkeyRotation();
        }

        public static async Task<bool> AutoRotation()
        {
            if (await Darkside()) return true;
            if (await Aoe()) return true;
            if (await DotRotation()) return true;
            if (await FinishedRotation()) return true;
            if (HotkeyManager.IsKeyDown(Keys.LShiftKey))
            {
                if (await EnmityRotation()) return true;
            }
            else
            {
                if (await DpsRotation()) return true;
            }
            if (await OffGcdRotation()) return true;
            if (await MpGeneratorRotation()) return true;

            return false;
        }

        public static async Task<bool> HotkeyRotation()
        {
            if (await Darkside()) return true;
            if (await Aoe()) return true;
            if (await DotRotation()) return true;
            if (await FinishedRotation()) return true;
            if (HotkeyManager.IsKeyDown(Keys.LShiftKey))
            {
                if (await EnmityRotation()) return true;
            }
            else
            {
                if (await DpsRotation()) return true;
            }
            if (await OffGcdRotation()) return true;
            if (await MpGeneratorRotation()) return true;

            return false;
        }

        public static async Task<bool> Darkside()
        {
            if (await Spell.NoneGcdCast("Darkside", Me, () => !Me.HasAura("Darkside") && Me.CurrentManaPercent > 90))
                return true;

            return false;
        }

        public static async Task<bool> DpsRotation()
        {
            if (await Spell.CastSpell("Syphon Strike", () => Actionmanager.LastSpell.Name == "Hard Slash")) return true;
            if (await Spell.CastSpell("Hard Slash", () => true)) return true;

            return false;
        }

        // We always want to finished out combo.
        public static async Task<bool> FinishedRotation()
        {
            await DarkArts();

            if (
                await
                    Spell.CastSpell("Souleater",
                        () =>
                            Actionmanager.LastSpell.Name == "Syphon Strike" &&
                            ((!ShouldApplyDelirium() &&
                              (Me.CurrentHealthPercent < 70 && Me.HasAura("Grit"))) || Me.HasAura("Dark Arts"))))
                return true;
            if (
                await
                    Spell.ApplyCast("Delirium", Me.CurrentTarget, () => Actionmanager.LastSpell.Name == "Syphon Strike"))
                return true;

            return await Spell.CastSpell("Power Slash", () => Actionmanager.LastSpell.Name == "Spinning Slash");
        }

        public static async Task<bool> DarkArts()
        {
            // Using it at Mana > 70% means that we never interrupt more important stuff like Power Slash or Unleash. Which both trigger at 50%.
            await
                Spell.NoneGcdCast("Dark Arts", Me,
                    () =>
                        Actionmanager.LastSpell.Name == "Syphon Strike" && Me.CurrentManaPercent > 70 &&
                        !ShouldApplyDelirium() && !Me.HasAura("Dark Arts"));
            await
                Spell.NoneGcdCast("Dark Arts", Me,
                    () => Actionmanager.LastSpell.Name == "Spinning Slash" && Me.CurrentManaPercent > 50 && !Me.HasAura("Dark Arts"));

            return false;
        }

        public static bool ShouldApplyDelirium()
        {
            return !Me.CurrentTarget.HasAura("Delirium", false, 4000) && !Me.CurrentTarget.HasAura("Dragon Kick") && Me.ClassLevel >= 50;
        }

        public static async Task<bool> Aoe()
        {
            return
                await
                    Spell.CastSpell("Unleash", Me,
                        () =>
                            ((Me.CurrentManaPercent > 50 && VariableBook.HostileUnitsCount > 2) || Me.HasAura("Enhanced Unleash")));
        }

        public static async Task<bool> DotRotation()
        {
            if (await Spell.ApplyCast("Scourge",
                Me.CurrentTarget, () => !Me.CurrentTarget.HasAura("Scourge", true, 4000) &&
                                        Actionmanager.LastSpell.Name != "Syphon Strike" &&
                                        Actionmanager.LastSpell.Name != "Hard Slash" &&
                                        Actionmanager.LastSpell.Name != "Spinning Slash" &&
                                        Me.CurrentTarget.CurrentHealth > 3000)) return true;

            return false;
        }

        // Currently without a way to detect enmity, we will use hotkey to trigger this.
        public static async Task<bool> EnmityRotation()
        {
            if (await Spell.CastSpell("Spinning Slash", () => Actionmanager.LastSpell.Name == "Hard Slash"))
                return true;
            if (await Spell.CastSpell("Hard Slash", () => true)) return true;
            return false;
        }

        public static async Task<bool> OffGcdRotation()
        {
            // Offensive
            await Spell.CastLocation("Salted Earth", Me.CurrentTarget, () => true);
            await Spell.NoneGcdCast("Reprisal", Me.CurrentTarget, () => true);
            await Spell.NoneGcdCast("Low Blow", Me.CurrentTarget, () => true);

            // Defensive
            await Spell.NoneGcdCast("Dark Dance", Me, () => Me.CurrentTarget.Distance(Me) < 3);

            return false;
        }

        public static async Task<bool> MpGeneratorRotation()
        {
            await
                Spell.NoneGcdCast("Blood Weapon", Me,
                    () => Me.CurrentManaPercent < 90 && Me.CurrentTarget.Distance(Me) < 3);
            await
                Spell.NoneGcdCast("Blood Price", Me,
                    () => Me.CurrentManaPercent < 70 && VariableBook.HostileUnitsTargettingMeCount > 0);
            await
                Spell.NoneGcdCast("Carve and Spit", Me.CurrentTarget,
                    () => !Me.HasAura("Dark Arts") && Actionmanager.LastSpell.Name != "Syphon Strike" && Actionmanager.LastSpell.Name != "Spinning Slash" && Me.CurrentManaPercent < 50 && Me.CurrentTarget.Distance(Me) < 3);
            await
                Spell.NoneGcdCast("Sole Survivor", Me.CurrentTarget,
                    () =>
                        (Me.CurrentManaPercent < 70 || Me.CurrentHealthPercent < 70) &&
                        Me.CurrentTarget.Distance(Me) < 3 && Me.CurrentTarget.CurrentHealth < 5000);

            return false;
        }
    }
}

Change log:
dfdb545 No longer check if we are in a combo or not, if we can use unleash then use it! 5 minutes ago
9ec91bc Also after Spinning Slash 7 minutes ago
d59f640 Fixed a bug where Dark Arts might report back slowly. So we don't use it after Syphon Strike. 8 minutes ago
94e2e69 Dont use Dark Arts if the buff is already there 12 minutes ago
b5e60b0 Change delirium apply logic bug an hour ago
353c14b Add level check for delirium Fix Dragon Kick check bug(was checking self buff). Add check for other dark knight Delirium also. 6 hours ago
a852d8e Use the free unleash correctly yesterday
1948a1f Remove pulling logic.
 
Last edited:
Hi stewiethecat,

Which botbase are you using? I'm trying with Mud assist.

Basic rotation seems to work, but I'm having trouble switching rotations. I get the message that special hotkey was pressed but no change in behaviour.

Is aoe rotation supposed to kick in when enabled to Auto in settings? It doesn't seem to. Perhaps related to the above.

Go into Hotkey settings, and switch to Hotkeymode, and I use Combat Assist botbase
 
would also love a blm_60 routine, a lot of people play this job and dont have a decent 60 routine. this job is a lot asked for raids, and they must do old rotations cuz no 60 routines .
 
made some minor updates to Warrior routine.

- If player is using deliverance rotation, the routine will now use equilibrium when below 500 tp

- Fracture now works properly with default rotation, and Deliverance rotation.

- Removed Berserk for now in Deliverance rotation.

I will post update here until Xcesius gets a chance to update...


 

Attachments

New update out -->

Updated DarkKnight --
https://www.thebuddyforum.com/rebor...uddy-coming-soon-post1999060.html#post1999060


Updated Warrior --
https://www.thebuddyforum.com/rebor...uddy-coming-soon-post1999218.html#post1999218


Added new function :: CombatTime


This will trigger when player enters combat. It will reset when player is not longer in combat.


Usage ::
Unit.CombatTime.ElapsedMilliseconds > X
Where X is amount of Milliseconds.
I'm unable to get this to work at all for dark knight or whm. It just stands there in combat and sometimes says its going to use abilities in buddy chat but it never does. Anything I need to do?
 
Updated Ninja

Fixed an issue where shadow fang, mutilate, and Duality would not cast if you had a war in group that puts on storm's eye.

Code:
using System;
using System.Linq;
using System.Threading.Tasks;
using System.Windows.Media;
using Buddy.Coroutines;
using ff14bot;
using ff14bot.Enums;
using ff14bot.Helpers;
using ff14bot.Managers;
using ff14bot.Objects;
using YourRaidingBuddy.Helpers;
using YourRaidingBuddy.Settings;
using TreeSharp;
using System.Collections.Generic;
using YourRaidingBuddy.Books;
using YourRaidingBuddy.Interfaces.Settings;

namespace YourRaidingBuddy.Rotations
{
    public class Ninja : Root
    {
        private static LocalPlayer Me { get { return Core.Player; } } //Core.Player.CurrentTarget as BattleCharacter

        public override ClassJobType[] Class
        {
            get { return new[] { ClassJobType.Ninja, ClassJobType.Rogue }; }
        }

        private const int MobHp = 3000;
        private const int BuffHp = 8000;
        public override void OnInitialize()
        {
            ;
        }

        #region NewRotation
        public static async Task<bool> AutoMode()
        {
            if (!Me.CurrentTarget.IsViable())
                return false;
            return await NinjaRotation();
        }

        public static async Task<bool> HotkeyMode()
        {
            if (!Me.CurrentTarget.IsViable())
                return false;
            if (VariableBook.HkmMultiTarget) await NinjaAoE();
            return await NinjaRotation();
        }




        public static async Task<bool> NinjaRotation()
        {
            if (Managers.HotkeyManager.IsKeyDown(System.Windows.Forms.Keys.LShiftKey))
            {
                await EmergHuton();
            }
            await DoNinjutsu();
            await HutonRefresh();
            await DancingEdge();
            await Shadow();
            await SingleTarget();
            await NoneGCD();

            return false;
        }
	
	public static async Task<bool> NinjaAoE()
	{
		if (VariableBook.HostileUnitsCount >= 3 && Core.Me.CurrentTarget.CurrentHealthPercent >= 60)
		{
			await CastDoton(); 
		}
		if (VariableBook.HostileUnitsCount >= 5)
		{
			await Spell.CastSpell("Death Blossom", Me, () => true);
		}

	  return false;
	}
        public static async Task<bool> EmergHuton()
        {
            await Spell.CastSpell("Armor Crush", () => Actionmanager.LastSpell.Name == "Gust Slash");
            await Spell.CastSpell("Gust Slash", () => Actionmanager.LastSpell.Name == "Spinning Edge");
            await Spell.CastSpell("Spinning Edge", () => true);
            return false;
        }
        public static async Task<bool> HutonRefresh()
        {
            if (!Me.HasAura("Duality") && !Core.Me.HasAura("Huton", true, 24000) && Actionmanager.LastSpell.Name == "Gust Slash")
            {
                return await Spell.CastSpell("Armor Crush", () => true);
            }

            return false;
        }

        public static async Task<bool> DancingEdge()
        {
            if (!Me.HasAura("Duality") && !Me.CurrentTarget.HasAura("Dancing Edge", true, 4000) && !Me.CurrentTarget.HasAura("Dancing Edge", false, 4000) && !Me.CurrentTarget.HasAura("Storm's Eye", false) && Actionmanager.LastSpell.Name == "Gust Slash")
            {
                return await Spell.CastSpell("Dancing Edge", () => true);
            }

            return false;
        }

        public static async Task<bool> Shadow()
        {

            if ((!Me.CurrentTarget.HasAura("Shadow Fang", true, 4000) || !Me.CurrentTarget.HasAura("Shadow Fang", true)) &&  await Spell.NoneGcdCast("Duality", Me, () => Actionmanager.LastSpell.Name == "Gust Slash" && Me.CurrentTarget.HasAura(AuraBook.ShadowFang, true, 5000) && (Me.CurrentTarget.HasAura("Dancing Edge") || Me.CurrentTarget.HasAura("Storm's Eye"))); && Actionmanager.LastSpell.Name == "Spinning Edge");
            {
                return await Spell.CastSpell("Shadow Fang", () => true);
            }
            return false;
        }


        public static async Task<bool> SingleTarget()
        {
            await Spell.CastSpell("Aeolian Edge", () => Me.HasAura("Duality") || Actionmanager.LastSpell.Name == "Gust Slash");
            await Spell.CastSpell("Gust Slash", () => Actionmanager.LastSpell.Name == "Spinning Edge");
            await Spell.CastSpell("Mutilate", () => Me.CurrentTarget.HasAura(AuraBook.ShadowFang) && (!Me.CurrentTarget.HasAura(AuraBook.Mutilate, true, 4000) || !Me.CurrentTarget.HasAura(AuraBook.Mutilate)) && 
Core.Me.CurrentTarget.CurrentHealthPercent >= 25);
            await Spell.CastSpell("Spinning Edge", () => true);

            return false;
        }

        public static async Task<bool> NoneGCD()
        {
            await Spell.NoneGcdCast("Trick Attack", Me.CurrentTarget, () => Me.HasAura(AuraBook.Suiton) && Me.CurrentTarget.IsBehind);
            await Spell.NoneGcdCast("Internal Release", Me, () => !Me.HasAura(AuraBook.InternalRelease) && Core.Me.CurrentTarget.CurrentHealthPercent >= 25);
            await Spell.NoneGcdCast("Blood for Blood", Me, () => !Me.HasAura("Blood for Blood") && Core.Me.CurrentTarget.CurrentHealthPercent >= 25);
            await Spell.NoneGcdCast("Invigorate", Me, () => Me.CurrentTP < 550);
	    await Spell.NoneGcdCast("Second Wind", Me, () => Me.CurrentHealthPercent <= 30);
            await Spell.NoneGcdCast("Jugulate", Me.CurrentTarget, () => Me.CurrentTarget.HasAura(AuraBook.Mutilate));
            await Spell.NoneGcdCast("Mug", Me.CurrentTarget, () => Me.CurrentTarget.HasAura(AuraBook.ShadowFang));
       	    await Spell.NoneGcdCast("Duality", Me, () => Actionmanager.LastSpell.Name == "Gust Slash" && Me.CurrentTarget.HasAura(AuraBook.ShadowFang, true, 5000) && (Me.CurrentTarget.HasAura("Dancing Edge", true, 5000) || Me.CurrentTarget.HasAura("Storm's Eye")));
            await Spell.NoneGcdCast("Dream Within a Dream", Me.CurrentTarget, () => Me.CurrentTarget.HasAura("Vulnerability Up"));
            await Spell.NoneGcdCast("Assassinate", Me.CurrentTarget, () => true);

            return false;

        }
        #endregion

        #region Ninjatsu Copied From Kupo Credits Masta

        private static bool HasBleedingDebuff()
        {

            return Me.CurrentTarget.HasAura("Storm's Eye", false, 2000) || Me.CurrentTarget.HasAura("Dancing Edge");

        }




        private static readonly SpellData Jin = DataManager.GetSpellData(2263);
        private static readonly SpellData Chi = DataManager.GetSpellData(2261);
        private static readonly SpellData Ten = DataManager.GetSpellData(2259);
        private static readonly SpellData Ninjutsu = DataManager.GetSpellData(2260);
        private static readonly SpellData Jugulate = DataManager.GetSpellData(2251);

        private static readonly SpellData Kassatsu = DataManager.GetSpellData(2264);

        private static readonly SpellData Trick_Attack = DataManager.GetSpellData(2258);
        private static readonly SpellData Sneak_Attack = DataManager.GetSpellData(2250);

        public static HashSet<uint> OverrideBackstabIds = new HashSet<uint>()
        {
            3240//Cloud of darkness
        };


        private const int HutonRecast = 8000;
        internal static async Task<bool> DoNinjutsu()
        {


            //Exit early if player was inputting something
            if (Core.Player.HasAura("Mudra"))
                return true;

            if (Actionmanager.CanCastOrQueue(Jin, null))
            {
                if (!Core.Player.HasAura("Huton", true, HutonRecast))
                {
                    Logger.Write("YourRaidingBuddy Casting " + "Huton" + "Chi Combo!");
                    await CastHuton();
                    return false;
                }

                var curTarget = Core.Target as BattleCharacter;
                if (curTarget == null)
                    return false;

                //  if (curTarget.TimeToDeath() <= 3)
                //       return false;

                //Suiton
                var taCD = Trick_Attack.Cooldown;
                //We can start casting suiton before trick attack is ready cause its going to take some time
                if (taCD.TotalMilliseconds <= 1300)
                {
                    if (!await CastSuiton())
                        return false;

                    if (!(Kassatsu.Cooldown.TotalMilliseconds <= 0) || !Core.Player.HasTarget)
                        return false;

                    if (await Coroutine.Wait(2000, () => Actionmanager.DoAction(Kassatsu, null) && Me.CurrentTarget.HasAura("Shadow Fang") && Me.CurrentTarget.HasAura(492)))
                    {
                        Logger.Write("YourRaidingBuddy Casting " + "Raiton");
                        if (Me.CurrentTarget.HasAura(492)) await CastRaiton();
                    }


                    return false;

                }

                if (taCD.TotalSeconds >= 5)
                {
                    await CastRaiton();
                }


                return false;
            }



            if (Actionmanager.CanCastOrQueue(Chi, null) && Me.CurrentTarget.HasAura("Shadow Fang"))
            {
                Logger.Write("YourRaidingBuddy Casting " + "Raiton");
                await CastRaiton();
                return false;
            }

            if (Actionmanager.CanCastOrQueue(Ten, null))
            {
                Logger.Write("YourRaidingBuddy Casting " + "Ten" + "Ninjutsu!");

                {
                    await Coroutine.Wait(2000, () => Actionmanager.DoAction(Ten, null));
                    await CastNinjutsu();
                    return false;
                }
            }




            return false;
        }

        private static async Task CastHuton()
        {
            if (await Coroutine.Wait(2000, () => Actionmanager.DoAction(Jin, null)))
            {
                if (await Coroutine.Wait(2000, () => Actionmanager.DoAction(Chi, null)))
                {
                    if (await Coroutine.Wait(2000, () => Actionmanager.DoAction(Ten, null)))
                    {
                        await CastNinjutsu();
                    }
                }
            }
        }


	private static async Task<bool> CastDoton()
	{
	 
	if (Actionmanager.CanCastOrQueue(Jin, null))
        {	 
	    if (await Coroutine.Wait(2000, () => Actionmanager.DoAction(Jin, null)))
	    { 
            	if (await Coroutine.Wait(2000, () => Actionmanager.DoAction(Ten, null)))
	    	{ 
	    		if (await Coroutine.Wait(2000, () => Actionmanager.DoAction(Chi, null)))
            		{
                	 return await CastNinjutsu();
            		}
            	}
	    }
	
  	 }
		return false;
	}
	
        private static async Task<bool> CastRaiton()
        {
            if (!await Coroutine.Wait(2000, () => Actionmanager.DoAction(Ten, null))) return false;
            if (await Coroutine.Wait(2000, () => Actionmanager.DoAction(Chi, null)))
            {
                return await CastNinjutsu();
            }
            return false;
        }

        private static async Task<bool> CastSuiton()
        {
            if (!await Coroutine.Wait(2000, () => Actionmanager.DoAction(Ten, null))) return false;
            if (!await Coroutine.Wait(2000, () => Actionmanager.DoAction(Chi, null))) return false;
            if (!await Coroutine.Wait(2000, () => Actionmanager.DoAction(Jin, null))) return false;


            if (await CastNinjutsu())
            {
                return await Coroutine.Wait(2000, () => Core.Player.HasAura("Suiton"));
            }

            return false;
        }


        private static async Task<bool> CastNinjutsu()
        {
            if (await Coroutine.Wait(2000, () => Core.Player.HasAura("Mudra")))
            {
                bool possibly = false;
                while (Core.Player.HasAura("Mudra"))
                {
                    if (Core.Player.HasTarget)
                    {
                        if (Actionmanager.DoAction(Ninjutsu, Core.Target))
                        {
                            possibly = true;
                        }
                    }
                    if (!Core.Player.InCombat)
                        return false;

                    await Coroutine.Yield();
                }
                await Coroutine.Wait(2000, () => Ninjutsu.Cooldown.TotalSeconds > 10);
                return possibly;
            }
            return false;
        }

        #endregion
    }
}
 
I'm unable to get this to work at all for dark knight or whm. It just stands there in combat and sometimes says its going to use abilities in buddy chat but it never does. Anything I need to do?

Can you post some logs?
The Dark Knight profile doesn't any pulling logic in as I used it for raiding. So you have to pull / get up close by yourself.
 
Hi Everyone,

I have now a "Update" system in place, if you create a rotation or modify. Please PM me with what class / job it is so I can give you the details where to upload the changes

thanks!
 
[18:33:46.563 N] Compiler Error: c:\Users\Carlos\Desktop\Rebornbuddy 1.0.240.0\BotBases\YourRaidingBuddy\Root.cs(30,46) : warning CS0109: The member 'YourRaidingBuddy.Root.Revision' does not hide an inherited member. The new keyword is not required.
[18:33:46.563 N] Compiler Error: c:\Users\Carlos\Desktop\Rebornbuddy 1.0.240.0\BotBases\YourRaidingBuddy\Root.cs(158,40) : warning CS1998: This async method lacks 'await' operators and will run synchronously. Consider using the 'await' operator to await non-blocking API calls, or 'await Task.Run(...)' to do CPU-bound work on a background thread.
[18:33:46.563 N] Compiler Error: c:\Users\Carlos\Desktop\Rebornbuddy 1.0.240.0\BotBases\YourRaidingBuddy\Core\Helpers\Movement.cs(133,13) : warning CS0162: Unreachable code detected
[18:33:46.563 N] Compiler Error: c:\Users\Carlos\Desktop\Rebornbuddy 1.0.240.0\BotBases\YourRaidingBuddy\Rotations\Jobs\Bard.cs(36,40) : warning CS1998: This async method lacks 'await' operators and will run synchronously. Consider using the 'await' operator to await non-blocking API calls, or 'await Task.Run(...)' to do CPU-bound work on a background thread.
[18:33:46.563 N] Compiler Error: c:\Users\Carlos\Desktop\Rebornbuddy 1.0.240.0\BotBases\YourRaidingBuddy\Rotations\Jobs\Ninja.cs(114,365) : error CS1026: ) expected
[18:33:46.563 N] Compiler Error: c:\Users\Carlos\Desktop\Rebornbuddy 1.0.240.0\BotBases\YourRaidingBuddy\Rotations\Jobs\Ninja.cs(114,367) : error CS1525: Invalid expression term '&&'
[18:33:46.563 N] Compiler Error: c:\Users\Carlos\Desktop\Rebornbuddy 1.0.240.0\BotBases\YourRaidingBuddy\Rotations\Jobs\Ninja.cs(114,370) : error CS1002: ; expected
[18:33:46.563 N] Compiler Error: c:\Users\Carlos\Desktop\Rebornbuddy 1.0.240.0\BotBases\YourRaidingBuddy\Rotations\Jobs\Ninja.cs(114,417) : error CS1002: ; expected
[18:33:46.563 N] Compiler Error: c:\Users\Carlos\Desktop\Rebornbuddy 1.0.240.0\BotBases\YourRaidingBuddy\Rotations\Jobs\Ninja.cs(114,417) : error CS1525: Invalid expression term ')'
 
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