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Re: Rogue rotation
Posted: Tue Jun 30, 2015 1:08 pm
by dx876234
Any1 thought of doing a proper 'behind' calculation for rougue positions or isnt this nessesary anymore for r/m's?
I've been using some code inserted into client for a few years to increase dps on r/s by automating the use of different bleeds.
-dx
Re: Rogue rotation
Posted: Tue Jun 30, 2015 5:18 pm
by lisa
I just use my telefollow userfunction, which is posted on forum.
Code: Select all
-- V 1.0
-- North = 1.5
-- South = -1.5
-- East = 0
-- West = +3 or -3
function telefollow(_dist,address)
teleport_SetStepSize(30)
teleport_SetStepPause(300)
if _dist == nil then
print("\nrequirements missing.\n")
return
end
local function calccoords(dist,angle)
if dist == nil or angle == nil then
print("\nrequirements missing.\n")
return
end
local degrees, theta, sn, cs, X, Z
degrees = angle * 60
theta=(degrees*math.pi)/180;
sn=math.sin(theta);
cs=math.cos(theta);
X= (dist*cs)
Z= (dist*sn)
return X,Z
end
player:update()
if address == nil then
target = player:getTarget()
else
target = CPawn(address)
end
if target then
X,Z = calccoords(_dist,target.Direction)
teleport((target.X - X), (target.Z-Z), target.Y)
player:faceDirection(target.Direction)
end
end
in my profile I use.
Code: Select all
<preCodeOnElite><![CDATA[
print("tough mob : ".._arg1.Name..", buffffiiiiinnnnnggggg")
player:cast("ROGUE_PREMEDITATION")
telefollow(30,_arg1.Address)
player:cast("ROGUE_BLIND_SPOT")
-- ok got that crit blind spot out of the way now buuuufffff up *flex*
player:cast("ROGUE_INFORMER")
player:cast("ROGUE_FERVENT_ATTACK")
player:cast("ROGUE_ASSASSINS_RAGE")
player:cast("ROGUE_CREATE_OPPORTUNITY")
-- _arg1 is target pawn, _arg1.Name = target's name
]]></preCodeOnElite>
Re: Rogue rotation
Posted: Thu Jul 02, 2015 6:36 am
by BlubBlab
I thought I should post the rotation for warrior also since I found it out:
Code: Select all
<skill name="WARRIOR_SLASH" hotkey="MACRO" priority="60" />
<!--skill name="WARRIOR_TACTICAL_ATTACK" hotkey="MACRO" priority="70" /--> -- Requires 2-h weapon
<skill name="WARRIOR_PROBING_ATTACK" hotkey="MACRO" priority="70" />
<skill name="WARRIOR_OPEN_FLANK" hotkey="MACRO" priority="80" />
<skill name="WARRIOR_SURPRISE_ATTACK" hotkey="MACRO" priority="60" pullonly="true" />
<skill name="WARRIOR_THUNDER" hotkey="MACRO" priority="90" />
<skill name="WARRIOR_MOON_CLEAVE" hotkey="MACRO" priority="70" />
<skill name="WARRIOR_BLASTING_CYCLONE" hotkey="MACRO" priority="70" />
<skill name="WARRIOR_FRENZY" hotkey="MACRO" priority="30" inbattle="true" />
Code: Select all
<skill name="WARRIOR_SLASH" id="490053" range="50" type="damage" casttime="0" cooldown="0" target="enemy" nobuffname="500081" nobufftarget="target" />
<!-- Primary -->
<skill name="WARRIOR_FRENZY" id="490493" range="25" type="buff" casttime="0" cooldown="300" target="self" />
<skill name="WARRIOR_PROBING_ATTACK" id="491133" range="50" type="damage" casttime="0" cooldown="4" target="enemy" nobuffname="501502,501503" nobufftarget="target"/>
<skill name="WARRIOR_OPEN_FLANK" id="491136" range="50" type="damage" casttime="0" cooldown="0" target="enemy" reqbuffname="501502" reqbufftarget="target" nobuffname="501503" nobufftarget="target" />
<skill name="WARRIOR_TACTICAL_ATTACK" id="491142" range="50" type="damage" casttime="0" cooldown="5" target="enemy" reqbuffname="501503" reqbufftarget="target"/>
<skill name="WARRIOR_THUNDER" id="491139" range="50" type="damage" casttime="0" cooldown="15" target="enemy" reqbuffname="501503" reqbufftarget="target" />
Re: Rogue rotation
Posted: Mon Jul 13, 2015 7:02 pm
by Bill D Cat
Interesting that you comment out Tactical Attack because it needs a 2 handed weapon, and yet you leave Moon Cleave which also needs a 2 handed weapon in your rotation.
Re: Rogue rotation
Posted: Tue Jul 14, 2015 3:22 am
by BlubBlab
That was the l1-10 profile but is it is kinda annoying when run higher, maybe a check onload would help
Re: Rogue rotation
Posted: Tue Jul 14, 2015 6:11 pm
by lisa
BlubBlab wrote:That was the l1-10 profile but is it is kinda annoying when run higher, maybe a check onload would help
I thought the bot checked if you can use a skill and if you can't then it doesn't try to use it.
As an example in my P/S/K I have all the skills in priest but it doesn't even try to use skills that it can't.
Now if the case is that the skill is there but you can't use it because of lvl (probably the case) then set autouse to false and then in onload do a lvl check and set autouse to true.
Code: Select all
<skill name="WARRIOR_TACTICAL_ATTACK" hotkey="MACRO" priority="70" autouse="false" />
Re: Rogue rotation
Posted: Wed Jul 15, 2015 3:50 am
by BlubBlab
lisa wrote:BlubBlab wrote:That was the l1-10 profile but is it is kinda annoying when run higher, maybe a check onload would help
I thought the bot checked if you can use a skill and if you can't then it doesn't try to use it.
As an example in my P/S/K I have all the skills in priest but it doesn't even try to use skills that it can't.
Now if the case is that the skill is there but you can't use it because of lvl (probably the case) then set autouse to false and then in onload do a lvl check and set autouse to true.
Code: Select all
<skill name="WARRIOR_TACTICAL_ATTACK" hotkey="MACRO" priority="70" autouse="false" />
The problem is I auto equip with my userfunction when I found a better weapon and a two-hand weapon is better than a one hand when you grind open world in a level +20 zone you will find something like that.
Re: Rogue rotation
Posted: Wed Jul 15, 2015 6:06 am
by lisa
You could always do an onleavecombat check for the 2h weapon and player level and set autouse to true that way, well check it is set to false first and then do other checks would be better.