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Singular - A community driven All-In-One CC - v5

Discussion in 'All in One' started by EchoTiger, Nov 19, 2012.

  1. Azhemoth

    Azhemoth Active Member

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    https://github.com/BosslandGmbH/Singular

    The explosive trap has already been fixed, so you can get the update from GitHub as well.
     
    Last edited: Aug 2, 2017
  2. ZephyrMMO

    ZephyrMMO Active Member

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    I have talked to Echo about this and I made a conscious decision to keep them separate as singular is more for general use and my end goal is more for gold farming purposes.

    If they like my changes enough they are more then free to use them but I don't think the goals with singular are the same as mine with zingular which is why I decided to go this route.
     
    Last edited: Aug 2, 2017
  3. ZephyrMMO

    ZephyrMMO Active Member

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    Change the line

    Code:
     Spell.Cast("Explosive Trap"), 
    To this

    Code:
     Spell.CastOnGround("Explosive Trap", on => Me.CurrentTarget.Location), 
    inside Singular\ClassSpecific\Hunter\Survival.cs
     
  4. Azhemoth

    Azhemoth Active Member

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    Echo's gold farming version of Singular is "Singularity" which was mostly focused towards gold farming in dungeons.
    The name was a bit of a "pun-off" of Singular given that his Singularity version prioritized heavy AoE attacks for the very fast dungeon clear times.

    I'm not sure if it still exists though.
     
  5. ZephyrMMO

    ZephyrMMO Active Member

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    That makes much more sense. Since that is more or less what I am doing with Zingular. Just prioritizing aoe / fast hitting spells but instead of dungeons It is made for open world farming.
     
  6. laria

    laria Well-Known Member

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    A WindWalker monk can split into three with storm earth and fire.
    If the main copy kills its target , we totally ignore the fact that other spirits might still be in combat and don't assist them.
    This looks weird and we should definately change that.
     
  7. MazahakaRnD

    MazahakaRnD Member

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    I play the druid balance.
    How can I rotate the rotation so that astral energy is considered, I have a maximum of 130, when it is complete, it continues to add it, how to make it rational.
    Maybe you need to change something here?

    private static long AstralPowerDeficit => Me.MaxAstralPower - Me.CurrentAstralPower;

    // Rotation
    Spell.Cast("Moonfire", on => Unit.NearbyUnitsInCombatWithUsOrOurStuff.FirstOrDefault(u => u.GetAuraTimeLeft("Moonfire").TotalSeconds < 1.8 && u.TimeToDeath(int.MaxValue) > 4)),
    Spell.Cast("Sunfire", on => Unit.NearbyUnitsInCombatWithUsOrOurStuff.FirstOrDefault(u => u.GetAuraTimeLeft("Sunfire").TotalSeconds < 1.8 && u.TimeToDeath(int.MaxValue) > 4)),

    Spell.Cast("New Moon", ret => DruidSettings.UseArtifactOnlyInAoE && DruidSettings.UseDPSArtifactWeaponWhen != UseDPSArtifactWeaponWhen.None && Unit.UnfriendlyUnitsNearTarget(8f).Count() > 1),
    Spell.Cast("New Moon", ret => !DruidSettings.UseArtifactOnlyInAoE && DruidSettings.UseDPSArtifactWeaponWhen != UseDPSArtifactWeaponWhen.None),

    Spell.Cast("Stellar Flare", on => Unit.NearbyUnitsInCombatWithUsOrOurStuff.FirstOrDefault(u => u.GetAuraTimeLeft("Stellar Flare").TotalSeconds < 1.8 && u.TimeToDeath(int.MaxValue) > 12)),

    Spell.CastOnGround("Starfall", on => Clusters.GetBestUnitForCluster(Unit.NearbyUnitsInCombatWithUsOrOurStuff, ClusterType.Radius, 15).Location, ret => Unit.NearbyUnfriendlyUnits.Count() >= 3),
    Spell.Cast("Starsurge", ret => Me.GetAuraStacks("Lunar Empowerment") < 3 && Me.GetAuraStacks("Solar Empowerment") < 3),

    Spell.Cast("Solar Wrath", ret => Me.GetAuraStacks("Solar Empowerment") > 0),
    Spell.Cast("Warrior of Elune", ret => Me.GetAuraStacks("Lunar Empowerment") >= 2),
    Spell.Cast("Lunar Strike", ret => Me.GetAuraStacks("Lunar Empowerment") > 0),
    Spell.Cast("Solar Wrath", ret => !Unit.UnfriendlyUnitsNearTarget(5f).Any()),
    Spell.Cast("Lunar Strike", ret => Unit.UnfriendlyUnitsNearTarget(5f).Any())

    Probably the answer will not be I'm running out of the license for the bot, I'm probably not going to renew it, is your program useless?
     
    Last edited: Aug 7, 2017
  8. darkilliminated

    darkilliminated New Member

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    Where do I find the settings to disable Auto-cast Water Walking for Shaman?

    I can't find the code (whatever it might be) in the actual plugin folders either, and I'm either blind or blind because the option isn't on the GUI

    Thanks in advance
     
  9. EchoTiger

    EchoTiger Official Profile and Singular Developer Staff Member Moderator

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    Sorry for the delay.
    Do you have a log for when Water Walking is cast?

    Its been a while since I've checked, but I don't think Singular handles water walking for Shaman given it causes issues for Questing.
     
  10. ZephyrMMO

    ZephyrMMO Active Member

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    P sure that it doesn't and it does cause a bunch of quest bugs. Afaik most of the water walking stuff is commented out unless you are in a battleground
     
  11. Lumenix

    Lumenix New Member

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    May I am just stupid, but where can I find the current version?
    Can just see those Test Builds.

    Greetings
     
  12. EchoTiger

    EchoTiger Official Profile and Singular Developer Staff Member Moderator

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    Current test build is outdated.
    I'm getting ready for a huge revamp of the project though, so they will be active again soon.

    If you want, you can join the Discord server - there I will be posting updates and status reports regarding it.
     
    Lumenix likes this.
  13. Lumenix

    Lumenix New Member

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    I currently have the Singular Combat Routine (which I've automatically installed with the installtion of Honorbuddy with the Installer).
    At some point I have a few problems with attacking neutral/yellow monsters.
    (Singular) Dismounting... Reason: Pull is the message that is spammed in the log-file, but I will attach it, so you can take a look.
    The log is pretty big - just jump to line 6672 - beginning there.

    Thank you in advance.
    Greetings
     

    Attached Files:

  14. MazahakaRnD

    MazahakaRnD Member

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    Singular does not attack bosses who are not half visible when you fix it ? Also, he does not attack if you go behind the obstacle when he does not see the boss .
     
  15. darkilliminated

    darkilliminated New Member

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    All good, I found the issue - was embedded in one of my plugins, just deleted the code and got rid of the issue :)
     

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