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  • behind enemy skill radius?

    Discussion in 'Community Developer Forum' started by exaccuss, Jan 4, 2014.

    1. exaccuss

      exaccuss Active Member

      Joined:
      Nov 10, 2013
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      This is my profile i have been using, however sometimes impulse drive will spam over and over at the rear and not use other skills. Do i have to change the radius some how?

      Code:
      using System;
      using System.Collections.Generic;
      using System.Linq;
      using System.Runtime.InteropServices;
      using System.Text;
      using System.Windows.Forms;
      using ff14bot;
      using ff14bot.Enums;
      using ff14bot.Managers;
      using ff14bot.Navigation;
      using ff14bot.Objects;
      using TreeSharp;
      using Action = TreeSharp.Action;
      
      namespace Kupo.Rotations
      {
          public class LancerDragoon : KupoRoutine
          {
              public override int PullRange
              {
                  get { return 3; }
              }
      
              public override ClassJobType[] Class
              {
                  get { return new ClassJobType[]{ClassJobType.Dragoon, ClassJobType.Lancer, };}
              }
      
              protected override Composite CreatePreCombatBuffs()
              {
                  return SummonChocobo();
              }
      
              protected override Composite CreateRest()
              {
                  return DefaultRestBehavior(r => Core.Player.CurrentTPPercent);
              }
      
              protected override Composite CreatePull()
              {
                  return new PrioritySelector(
                      r => Actionmanager.InSpellInRangeLOS("True Thrust", Core.Target),
                      new Decorator(r => (r as SpellRangeCheck?) == SpellRangeCheck.ErrorNotInRange, new Action(r => Navigator.MoveTo(Core.Target.Location))),
                      Cast("True Thrust", r => (r as SpellRangeCheck?) == SpellRangeCheck.Success || (r as SpellRangeCheck?) == SpellRangeCheck.ErrorNotInFront)
                  );
      
      
              }
      
              protected override Composite CreateCombat()
              {
                  return new PrioritySelector(
      				Apply("Internal Release", r=> true, r => Core.Player),
      				Apply("Bloodbath", r=> true, r => Core.Player),
      				Apply("Blood for Blood", r=> true, r => Core.Player),
      				Cast("Second Wind", r => Core.Player.CurrentHealthPercent < 80, r => Core.Player),
      				Cast("Invigorate", r => Core.Player.CurrentTPPercent < 60, r => Core.Player),
                      Cast("Full Thrust", r => Actionmanager.LastSpell.Name == "Vorpal Thrust"),
                      Cast("Vorpal Thrust", r => Actionmanager.LastSpell.Name == "True Thrust"),
                      Cast("True Thrust", r => Actionmanager.LastSpell.Name == "Phlebotomize"),
      				Cast("Phlebotomize", r => Actionmanager.LastSpell.Name == "Disembowel"),
      				Cast("Disembowel", r => Actionmanager.LastSpell.Name == "Impulse Drive"),
      				Cast("Impulse Drive", r=> true)// r => Actionmanager.LastSpellId == 0 || Actionmanager.LastSpell.Name == "Full Thrust" )
                      
                      );
              }
          }
      }
      
       

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