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  • BuddyWing healing is broken

    Discussion in 'Community Developer Forum' started by Monstertrip, Jan 20, 2016.

    1. Monstertrip

      Monstertrip New Member

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      I have the same prob. i have tried to set the tank with the hotkey but it doesnt works.

      Can you fix it ?
       
    2. Aevitas

      Aevitas Well-Known Member Staff Member Buddy Core Dev

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    3. Monstertrip

      Monstertrip New Member

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      ok ill try healing today with pure.
       
    4. tiniq007

      tiniq007 New Member

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      How did you go with healing with Pure's? Cause I remember it working fine before 4.0, but when 4.0 hit, it basically reacted the same as defaultcombat.

      Update: Okay I just tried pure's and it aint working. For the people that say they can get it to work can you explain to me how pls? And for the people that say they can get it to work with manual targeting it will be nice if you can share since anything is beter than nothing. thanks
       
      Last edited: Jan 20, 2016
    5. ceh430

      ceh430 Member

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      yea i would like to know it too, at least with manual targeting it would be better than nothing :)
       
    6. Cyanogen1

      Cyanogen1 Member

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      For those looking to get healing to work to some extent and willing to edit the routine scripts;

      You need to edit the rotation and completely get rid of the Spell.Heal code and just add the heals to the main rotation using Spell.Cast code.

      I typically remove the damaging skills entirely minus stuns/interrupts as well, and replace it with the heals.

      However, from my experience doing this, trying to check for health percentages hasn't worked for me when healing someone.

      So it just goes through whatever priority you have for the skills written, and disregards any sort of health percentage.

      Though it is still a somewhat reliable form of manual healing, just have to kind of manage a bit yourself as far as who to target since the routine disregards the hp %.

      EDIT: It seems even the default healing script totally disregards health % as well... Just heals people at 100% health


      I do hope that the targeting issues are fixed eventually though since healing is my favorite role.

      Example script of the routine:

      Code:
      // Copyright (C) 2011-2015 Bossland GmbH
      // See the file LICENSE for the source code's detailed license
      
      using Buddy.BehaviorTree;
      using DefaultCombat.Core;
      using DefaultCombat.Helpers;
      
      namespace DefaultCombat.Routines
      {
      	internal class Corruption : RotationBase
      	{
      		public override string Name
      		{
      			get { return "Sorcerer Corruption"; }
      		}
      
      		public override Composite Buffs
      		{
      			get
      			{
      				return new PrioritySelector(
      					Spell.Buff("Mark of Power")
      					);
      			}
      		}
      
      		public override Composite Cooldowns
      		{
      			get
      			{
      				return new PrioritySelector(
      					Spell.Buff("Recklessness", ret => Targeting.ShouldAoeHeal),
      					Spell.Buff("Consuming Darkness", ret => NeedForce()),
      					Spell.Buff("Unnatural Preservation", ret => Me.HealthPercent < 50)
      					);
      			}
      		}
      
      		public override Composite SingleTarget
      		{
      			get
      			{
      				return new PrioritySelector(
      					//Movement
      					CombatMovement.CloseDistance(Distance.Ranged),
      
      					//Rotation INTERRUPTS
      					Spell.Cast("Jolt", ret => Me.CurrentTarget.IsCasting),
      					
      					//Rotation PROCS
      					Spell.Cast("Dark Heal", ret => Me.CurrentTarget.IsFriendly && Me.CurrentTarget.HealthPercent <= 80 && Me.HasBuff("Dark Concentration")),
      					
      					new Decorator(ret => Me.HasBuff("Force Bending"),
      						new PrioritySelector(
      							Spell.Cast("Innervate", ret => Me.CurrentTarget.IsFriendly && Me.CurrentTarget.HealthPercent <= 90),
      							Spell.Cast("Dark Infusion", ret => Me.CurrentTarget.IsFriendly && Me.CurrentTarget.HealthPercent <= 50)
      							)),
      					
      					//Rotation MAIN
      					Spell.Cast("Dark Heal", ret => Me.CurrentTarget.IsFriendly && Me.CurrentTarget.HealthPercent <= 35),
      					Spell.Cast("Innervate", ret => Me.CurrentTarget.IsFriendly && Me.CurrentTarget.HealthPercent <= 80),
      					Spell.Cast("Static Barrier", ret => Me.CurrentTarget.IsFriendly && Me.CurrentTarget.HealthPercent <= 75 && !Me.CurrentTarget.HasDebuff("Deionized")),
      					Spell.Cast("Resurgence", ret => Me.CurrentTarget.IsFriendly && Me.CurrentTarget.HealthPercent <= 90),
      					Spell.CastOnGround("Revivification", ret => Me.CurrentTarget.IsFriendly && Me.CurrentTarget.IsStunned)
      					);
      			}
      		}
      
      		public override Composite AreaOfEffect
      		{
      			get
      			{
      				return new PrioritySelector(
      					//BuffLog.Instance.LogTargetBuffs,
      
      					//Cleanse if needed
      					Spell.Cleanse("Purge")
      
      					//Emergency Heal (Insta-cast)
      					//Spell.Heal("Dark Heal", 80, ret => Me.HasBuff("Dark Concentration")),
      
      					//Single Target Healing
      					//Spell.Heal("Innervate", 80),
      					//Spell.HoT("Static Barrier", 75, ret => HealTarget != null && !HealTarget.HasDebuff("Deionized")),
      
      					//Buff Tank
      					//Spell.HoT("Static Barrier", on => Tank, 100, ret => Tank != null && Tank.InCombat && !Tank.HasDebuff("Deionized")),
      
      					//Use Force Bending
      					//new Decorator(ret => Me.HasBuff("Force Bending"),
      						//new PrioritySelector(
      							//Spell.Heal("Innervate", 90),
      							//Spell.Heal("Dark Infusion", 50)
      							//)),
      
      					//Build Force Bending
      					//Spell.HoT("Resurgence", 80),
      					//Spell.HoT("Resurgence", on => Tank, 100, ret => Tank != null && Tank.InCombat),
      
      					//Aoe Heal
      					//Spell.HealGround("Revivification"),
      
      					//Single Target Healing                  
      					//Spell.Heal("Dark Heal", 35),
      					//Spell.Heal("Dark Infusion", 80)
      					);
      			}
      		}
      
      		private bool NeedForce()
      		{
      			if (Me.ForcePercent <= 20)
      				return true;
      			if (Me.HasBuff("Force Surge") && Me.ForcePercent < 80 && !Me.HasBuff("Reverse Corruptions"))
      				return true;
      			return false;
      		}
      	}
      }
       
      Last edited: Feb 16, 2016
    7. BishopXray

      BishopXray Member

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      I really hope this gets fixed as well. I'm going to try your work around.
       

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