• Visit Rebornbuddy
  • Default Combat Discussion

    Discussion in 'Combat Routines' started by Ama, Jan 5, 2015.

    1. alltrueist

      alltrueist Active Member

      Joined:
      Dec 10, 2012
      Messages:
      1,424
      Likes Received:
      16
      Trophy Points:
      38
      The combat bot file is just a blank profile with
      Code:
      /profile
      in it.
       
    2. tdubs96

      tdubs96 Member

      Joined:
      Aug 10, 2013
      Messages:
      87
      Likes Received:
      3
      Trophy Points:
      8
      Thanks for the help with that. Now im just having trouble with my Pyrotech BH. He justs casts 2 abilities and then takes a long time to cast another one and usually dies before he does.
       
    3. Cyanogen1

      Cyanogen1 Member

      Joined:
      Mar 5, 2014
      Messages:
      156
      Likes Received:
      0
      Trophy Points:
      16
      Yeah I posted earlier about the pyrotech needing to be fixed (It still has thermal detonator as an ability to use in the script.)
       
    4. alltrueist

      alltrueist Active Member

      Joined:
      Dec 10, 2012
      Messages:
      1,424
      Likes Received:
      16
      Trophy Points:
      38
      Can you link me the post? Or just repost the changes here? I'm super busy preparing for my exams, but I can put up quick fixes easy. I must have missed your earlier post :(
       
    5. Swtor

      Swtor New Member

      Joined:
      Nov 29, 2014
      Messages:
      68
      Likes Received:
      0
      Trophy Points:
      0
      Thank you i will test
       
    6. Cyanogen1

      Cyanogen1 Member

      Joined:
      Mar 5, 2014
      Messages:
      156
      Likes Received:
      0
      Trophy Points:
      16
      Pyrotech only uses incendiary missile and rail shot, it doesn't proceed through the full list of abilities in the script.

      EDIT: I think I may have an idea why pyrotech is messing up..

      Buddywing is picking it up as "Advanced Class: Powertech / Discipline: InnovativeOrdnance."

      Innovative ordnance is the discipline on the mercenary not the powertech, and I believe that Pyrotech and Innovative Ordnance share Incendiary missile as well as rail shot.

      Which would then answer the question to the problem with it only using those two abilities, because I found no error in the code vs another working spec.

      DefaultCombat also seems to pick it up as innovative ordnance, so it could be either causing the problem really.

      Anywho I think that is somewhat the answer.
       
      Last edited: Jan 17, 2015
    7. Hat

      Hat New Member

      Joined:
      Oct 21, 2012
      Messages:
      64
      Likes Received:
      0
      Trophy Points:
      0
      How do I get Buddywing to load the right combat routines.

      It just loads random things. On my BH it tries loading commando healing routine.
       
    8. Cyanogen1

      Cyanogen1 Member

      Joined:
      Mar 5, 2014
      Messages:
      156
      Likes Received:
      0
      Trophy Points:
      16
      Never seen that happen before, what level are you?
       
    9. Hat

      Hat New Member

      Joined:
      Oct 21, 2012
      Messages:
      64
      Likes Received:
      0
      Trophy Points:
      0
      Started a fresh bounty hunter to use kicks leveling profile on.

      No matter what I do it tries to load the commando healing profile.

      I tried copying the bounty hunter routine, renaming it to the same file and place as the commando healing but it just gives an error.
       
    10. Cyanogen1

      Cyanogen1 Member

      Joined:
      Mar 5, 2014
      Messages:
      156
      Likes Received:
      0
      Trophy Points:
      16
      BuddyWing has issues with picking up 1-10 basic specs, not default combat's fault.

      Just going to have to level 1-10 normally.
       
    11. Hat

      Hat New Member

      Joined:
      Oct 21, 2012
      Messages:
      64
      Likes Received:
      0
      Trophy Points:
      0
      Okay, thanks for the quick response and help!
       
    12. ceh430

      ceh430 Member

      Joined:
      Feb 1, 2014
      Messages:
      31
      Likes Received:
      0
      Trophy Points:
      6
      same happens with assasin HATRED it just pick sorcerer MADNESS routine instead
       
    13. Hat

      Hat New Member

      Joined:
      Oct 21, 2012
      Messages:
      64
      Likes Received:
      0
      Trophy Points:
      0
      Unfortunately there doesn't seem to be a way to make it work on our side. I have tried tricking the bot into using the correct routine but it just recognizes it and calls it an error. I think we just have to wait for them to update the bot and fix the recognition (or allow us to manually set what we are, like in the WoW bot.)
       
    14. Cyanogen1

      Cyanogen1 Member

      Joined:
      Mar 5, 2014
      Messages:
      156
      Likes Received:
      0
      Trophy Points:
      16
      Being able to choose what we are using would be a great feature, and would fix many issues.

      Anywho, so far two specs are confirmed reading incorrectly;

      -Powertech: Pyrotech (Registering as Mercenary: Innovative Ordinance)

      -Assassin: Hatred (Registering as Sorcerer: Madness)
       
      Last edited: Jan 18, 2015
    15. pindleskin

      pindleskin Community Developer

      Joined:
      Oct 24, 2012
      Messages:
      1,124
      Likes Received:
      2
      Trophy Points:
      38
      probably the same for Rep classes?
       
    16. nosfi

      nosfi New Member

      Joined:
      Mar 10, 2013
      Messages:
      12
      Likes Received:
      0
      Trophy Points:
      1
      Hello. I use routine warrior marauder. Sometimes, after bot kill NPCs pack, he begins to run until hit the wall with the message "Can not Do That While Moving". Once health is restored to 100% bot starts to work again. What could be the problem?
       
    17. Majik01

      Majik01 New Member

      Joined:
      Jan 16, 2013
      Messages:
      99
      Likes Received:
      0
      Trophy Points:
      0
      I have Jedi Shadow Serenity build and this is whet the bot comes up with:

      [DefaultCombat] Class: Consular
      [DefaultCombat] Advanced Class: Shadow
      [DefaultCombat] Discipline: Balance
      [DefaultCombat] Rotation Selected : Sage Balance

      So it picks Sage Balance and not Shadow Serenity. This means it only attacks with Telekinetic Throw, which is rubbish in combat.

      Please sort this out asap. I cannot use this bot until its fixed, only want it as a Layzraider / Combat Bot. I also tried fightatjoes routine, which at least uses an actual rotation, but takes over the movement of the bot, which I would prefer to control.
       
    18. Sammyjenkins

      Sammyjenkins Member

      Joined:
      Aug 2, 2012
      Messages:
      58
      Likes Received:
      0
      Trophy Points:
      6
      I get the same problem as nosfi, from time to time.

      Anyone else using jedi sage? For some reason the bot doesn't use force armor. Am I missing something here?
       
    19. ceh430

      ceh430 Member

      Joined:
      Feb 1, 2014
      Messages:
      31
      Likes Received:
      0
      Trophy Points:
      6
      i fixed it...kinda... this my version for HATRED assasins... copy+paste it into C:\...\Routines\DefaultCombat\Routines\Advanced\Sorcerer\Madness.cs
      ofc you will override sorcerer madness file but there is no other way around to force load right discipline....

      Code:
      using Buddy.BehaviorTree;
      using DefaultCombat.Core;
      using DefaultCombat.Helpers;
      
      namespace DefaultCombat.Routines
      {
          //public class Hatred : RotationBase
      	public class Madness : RotationBase
          {
              public override string Name { get { return "Assasin Hatred 3.2"; } }
      
              public override Composite Buffs
              {
                  get
                  {
                      return new PrioritySelector(
                          Spell.Buff("Lightning Charge"),
                          Spell.Buff("Mark of Power"),
                          Spell.Buff("Stealth", ret => !Rest.KeepResting() && !DefaultCombat.MovementDisabled)
                          );
                  }
              }
      
              public override Composite Cooldowns
              {
                  get
                  {
                      return new LockSelector(
                          Spell.Buff("Unbreakable Will", ret => Me.IsStunned),
                          Spell.Buff("Overcharge Saber", ret => Me.HealthPercent <= 85),
                          Spell.Buff("Deflection", ret => Me.HealthPercent <= 60),
                          Spell.Buff("Force Shroud", ret => Me.HealthPercent <= 50),
                          Spell.Buff("Recklessness", ret => Me.BuffCount("Static Charge") < 1),
      		    Spell.Buff("Force Cloak", ret => Me.HealthPercent <= 15),
                          Spell.Buff("Blackout", ret => Me.ForcePercent <= 40)
                          );
                  }
              }      
      
              public override Composite SingleTarget
              {
                  get
                  {
                      return new LockSelector(
                          //Spell.Buff("Force Speed", ret => !DefaultCombat.MovementDisabled && Me.CurrentTarget.Distance >= 1f && Me.CurrentTarget.Distance <= 3f),
      
                          //Movement
                          CombatMovement.CloseDistance(Distance.Melee),
      
                          Spell.Cast("Jolt", ret => Me.CurrentTarget.IsCasting && !DefaultCombat.MovementDisabled),
                          Spell.CastOnGround("Death Field"),
      					Spell.Cast("Assassinate", ret => Me.CurrentTarget.HealthPercent <= 30),
      					Spell.Cast("Demolish", ret => Me.HasBuff("Raze")&& Me.Level >= 57),
      					Spell.Cast("Crushing Darkness", ret => Me.HasBuff("Raze")&& Me.Level < 57),
                          Spell.DoT("Creeping Terror", "Creeping Terror"),
      					Spell.DoT("Discharge", "Shocked (Discharge)"),
      					Spell.Cast("Leeching Strike", ret => Me.Level >= 41),
                          Spell.Cast("Thrash", ret => Me.ForcePercent >38),
      					Spell.Cast("Saber Strike", ret => Me.ForcePercent <38)
                          //Spell.Buff("Force Speed", ret => Me.CurrentTarget.Distance >= 1.1f && Me.IsMoving && Me.InCombat)
                          );
                  }
              }
      
              public override Composite AreaOfEffect
              {
                  get
                  {
                      return new LockSelector(
      					Spell.DoT("Discharge", "Shocked (Discharge)"),
                          Spell.DoT("Creeping Terror", "Creeping Terror"),
                          Spell.CastOnGround("Death Field", ret => Targeting.ShouldAOE),
                          Spell.Cast("Lacerate", ret => Me.ForcePercent >= 60 && Targeting.ShouldPBAOE)
                      );
                  }
              }
          }
      }
      


      this will work for EVERY other discipline which have same problem with wrong discipline detection by bot, for example :


      powertech -pyrotech need open
      C:\...\Routines\DefaultCombat\Routines\Advanced\PowerTech\Pyrotech.cs
      and copy+paste it into
      C:\...\Routines\DefaultCombat\Routines\Advanced\Mercenary\InnovativeOrdnance.cs

      but make sure top part of InnovativeOrdnance.cs routine remains unchanged

      Code:
      public class InnovativeOrdnance : RotationBase
      this one line will force load your pyrotech rotation from wrongly detected InnovativeOrdnance discipline
       
    20. Hat

      Hat New Member

      Joined:
      Oct 21, 2012
      Messages:
      64
      Likes Received:
      0
      Trophy Points:
      0
      Exact same problem here
       

    Share This Page