10:57:27,090 [INFO] [DefaultCombat] Level: 1 10:57:27,091 [INFO] [DefaultCombat] Class: Trooper 10:57:27,092 [INFO] [DefaultCombat] Advanced Class: Commando 10:57:27,121 [INFO] [DefaultCombat] Discipline: CanNotBeDetermined How to install and use another for Level 1 to 10?
Known issue. Bot won't/can't work for 1-10 due to known/discussed issues. Hand level is your only option.
I just looked into the Combat Folder DefaultCombat/Routines/Basic/Trooper Code: .... Spell.Cast("High Impact Bolt"), Spell.Cast("Ion Pulse", ret => Me.ResourcePercent() >= 50), Spell.Cast("Hammer Shot") .... So it should be possible for Trooper that the bot can use "Hammer Shot" e.g. - don't check the problem
The bot thinks you should be given advanced class because you start with it at lvl 1 now. So the bot cannot determine to use the basic combat. Like Praline said, known issue.
Other Idea: is it not possible for example to load a combat routine through the script? Code: <If Condition="(Me.Class == CharacterClass.Consular)"> <CombatRoutine.Load(DefaultCombat.Routines.Basic.Consular)> </If>
I suppose that is possible but then where is the logic for loading advanced class. You always have a basic class from 1 - XX. I made the suggestion of adding a variable to load basic class if level < 10. You can add your suggestions here: https://github.com/BosslandGmbH/BuddyWing/issues/50 Something Aevitas needs to get to at some point.
To load routines during the game makes sense in following cases: - Playing with different unusual "roles" like Bonus Chapter (13 in Kotfe) - like playing as HK -> Advanced Class: Gunslinger / Discipline: CanNotBeDetermined (also in Chapter 1 in Kotet when playing as a vehicle) also as raghul in one of the new "fast flashpoints" - For special bosses if self healing is more important if the bot is always in voids Would be nice if this "command" CombatRoutine.Load(<FileName>) would be implemented
I had a look at this for a few hours earlier, and am i right in saying this is actually quite a big job to do?
I've been trying a few little bits and bobs. I did at some point manage to get it to load a basic combat routine for a character OVER level 10 but not under. i take it this is the code for the bit that selects what rotation it's going to use / build Code: var f = new RotationFactory(); var b = f.Build(BuddyTor.Me.Discipline.ToString()); if (b == null) b = f.Build(BuddyTor.Me.CharacterClass.ToString()); what does the b == null bit mean? I'm doing some reading right now on variables but these are a little different from what i'm used to D:
https://gist.github.com/aevitas/d46d5681c73093926e33c02247c55518 This is what needs to be changed for detection
Leaving this here for the layout as github doesn't like what i put What about if the whole detection was wrapped with a If (BuddyTor.Me.Level > 9) { *DisciplineDetection.cs code goes here* } Then add something at the end which is basically the same but detects buffs / resting spell. For example: If (BuddyTor.Me.Level < 10) { If (HasAbility("Seethe") && advancedClass =AdvancedClass.Sorcerer { discipline = *basic class code* } If (HasAbility("Hatred") && advancedClass =AdvancedClass.Juggernaut { discipline = *basic class code* } } i've left a few blanks as i don't know what the values would be but you get the general idea
HasAbility is a nice approve/work around, that would also be a nice idea if somebody is a raghul (one of the uprising) , a mouse droid (iokath one of the mission), walker (iokath and story mission) .... to easily extend the combat routine
going to be testing... Code: if (level < 9) return discipline.none or Code: if (Me.Level <= 9) { discipline = CharacterDiscipline.None; return false; } at some point this week ... really would like to nip this one in the butt and move on
Has ability has always been what we used but it first detects that an advance class exists which wasn't an issue until 5.0. Giving characters the advanced class at creation even though it's pointless has been a real p i t a
i am currently making the Kotfe chapters with a script, that the characters are going through it. I only noticed that since chapter 12 (13 is still working) up to 16 i have to set moveto with ignoremesh=true otherwhise the bot will not do anything, but i already read that another developer is already taking care about the issue, so i hope iokath, Darvannis and all chapters from kotfe from 12 up to 16 on kotet chapters are then without any "ignoremesh=true" are working then. After that i will take a look in the combat routine.