• Visit Rebornbuddy
  • Help pls - FaceHunter DefaultRoutine

    Discussion in 'Hearthbuddy Forum' started by MinerSoloMid, Aug 30, 2015.

    1. MinerSoloMid

      MinerSoloMid New Member

      Joined:
      Aug 30, 2015
      Messages:
      18
      Likes Received:
      0
      Trophy Points:
      0
      Hi, I need DefaultRoutine for facehunter.
      I searched the forum but found nothing except for one theme, but there were no full settings. Help please :)
       
    2. Ahbeng

      Ahbeng New Member

      Joined:
      Nov 21, 2014
      Messages:
      180
      Likes Received:
      0
      Trophy Points:
      0
      I don't believe anyone has made a routine that is 100% face. Or not that I am aware of.
       
    3. MinerSoloMid

      MinerSoloMid New Member

      Joined:
      Aug 30, 2015
      Messages:
      18
      Likes Received:
      0
      Trophy Points:
      0
      Of course not everything in the face. But mostly in the face
       
    4. Ahbeng

      Ahbeng New Member

      Joined:
      Nov 21, 2014
      Messages:
      180
      Likes Received:
      0
      Trophy Points:
      0
      Well change the routine to Weapon Face 30, and Mode Rush I guess.
       
    5. MinerSoloMid

      MinerSoloMid New Member

      Joined:
      Aug 30, 2015
      Messages:
      18
      Likes Received:
      0
      Trophy Points:
      0
      Yes but there are some more settings. I've used these settings but lost them.
       
    6. Larryardilla

      Larryardilla New Member

      Joined:
      Sep 23, 2014
      Messages:
      82
      Likes Received:
      1
      Trophy Points:
      0
      i do some changes on mulligan and weapon on a old facehunter, but the answer is no there arent :c
       
    7. sakuraouji

      sakuraouji New Member

      Joined:
      Jun 29, 2015
      Messages:
      81
      Likes Received:
      1
      Trophy Points:
      0
      can anyone please make this mulgian

      using System;
      using System.Collections.Generic;
      using System.Linq;
      using System.Text;
      using SmartBotUI;
      using SmartBotUI.Settings;

      namespace SmartBotUI.Mulligan
      {
      [Serializable]
      public class bMulliganProfile : MulliganProfile
      {
      public bMulliganProfile() : base()
      {

      }

      public override List<Card> HandleMulligan(List<Card> Choices, CClass opponentClass, CClass ownClass)
      {
      List<Card> CardsToKeep = new List<Card>();
      List<string> WhiteList = new List<string>();
      List<string> BlackList = new List<string>();
      bool HasCoin = Choices.Count > 3;

      /* Setup Keep List */
      WhiteList.Add("GAME_005"); //Coin
      WhiteList.Add("GVG_058"); //Shielded Minibot
      WhiteList.Add("NEW1_019"); //Knife Juggler
      WhiteList.Add("AT_079"); //Mysterious Challenger
      WhiteList.Add("CS2_188"); //Abusive Sergeant
      WhiteList.Add("EX1_029"); //Leper Gnome
      WhiteList.Add("EX1_080"); //Secretkeeper
      WhiteList.Add("FP1_002"); //Haunted Creeper

      /* Setup Ignore List */
      BlackList.Add("FP1_020"); //Avenge
      BlackList.Add("AT_073"); //Competitive Spirit
      BlackList.Add("EX1_130"); //Noble Sacrifice
      BlackList.Add("EX1_136"); //Redemption
      BlackList.Add("EX1_379"); //Repentance
      BlackList.Add("GVG_096"); //Piloted Shredder

      var gotRedemption = false;
      var gotShielded = false;

      foreach (Card c in Choices)
      {
      if (c.Name == "EX1_136") // Redemption
      {
      gotRedemption = true;
      }
      if (c.Name == "GVG_058") // Shielded Minibot
      {
      gotShielded = true;
      }

      if (gotShielded && gotRedemption)
      {
      BlackList.Remove("EX1_136");// Redemption
      }
      }

      var gotKnife = false;
      var gotNoble = false;

      foreach (Card c in Choices)
      {
      if (c.Name == "NEW1_019") // Knife
      {
      gotKnife = true;
      }
      if (c.Name == "EX1_130") // Noble
      {
      gotNoble = true;
      }

      if (gotNoble && gotKnife)
      {
      BlackList.Remove("EX1_130"); // Noble
      }
      }

      /* Setup Logic to Keep or Ignore Cards Depending on Situation */

      /* ---Paladin Logic---
      foreach (Card c in Choices)
      {
      if (c.Name == "FP1_004") //Mad Scientist
      {
      BlackList.Add("EX1_130"); //Noble Sacrifice
      }
      }*/

      if(opponentClass == CClass.HUNTER)
      {
      WhiteList.Add("GVG_061"); //Muster for Battle
      }

      if(opponentClass == CClass.PRIEST)
      {
      WhiteList.Add("GVG_096"); //Piloted Shredder
      }

      if(opponentClass == CClass.PALADIN)
      {
      }

      if(opponentClass == CClass.WARLOCK)
      {
      WhiteList.Add("GVG_061"); //Muster for Battle
      }

      if(opponentClass == CClass.WARRIOR)
      {
      WhiteList.Add("GVG_061"); //Muster for Battle
      WhiteList.Add("GVG_096"); //Piloted Shredder
      }

      if(opponentClass == CClass.SHAMAN)
      {
      WhiteList.Add("GVG_061"); //Muster for Battle
      WhiteList.Add("GVG_096"); //Piloted Shredder
      }

      if(opponentClass == CClass.DRUID)
      {
      WhiteList.Add("GVG_096"); //Piloted Shredder
      WhiteList.Add("GVG_061"); //Muster for Battle
      }

      if(opponentClass == CClass.MAGE)
      {
      WhiteList.Add("GVG_061"); //Muster for Battle
      }

      if(opponentClass == CClass.ROGUE)
      {
      WhiteList.Add("GVG_096"); //Piloted Shredder
      WhiteList.Add("GVG_061"); //Muster for Battle
      }

      /*--------------------------------------------------------------*/

      foreach(Card s in Choices)
      {
      if(BlackList.Contains(s.Name))
      continue;

      bool KeptAlreadyOne = false;
      bool AllowDoublon = false;


      foreach(Card cc in CardsToKeep)
      {
      if(cc.Name == s.Name)
      KeptAlreadyOne = true;
      }

      if(WhiteList.Contains(s.Name) && KeptAlreadyOne && AllowDoublon)
      {
      CardsToKeep.Add(s);
      continue;
      }
      else if(WhiteList.Contains(s.Name) && !KeptAlreadyOne)
      {
      CardsToKeep.Add(s);
      continue;
      }

      }

      return CardsToKeep;
      }

      }
      }


      for hearthbuddy ?
       

    Share This Page