Advanced Combat Feature #113
n1kn4x
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Replies: 4 comments 9 replies
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This is absolutely great, big up! |
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Yep, definitely a feature that will fit just right in the Hub ! I don't have feedback right now, I need to think about it and sleep on it a few times, and I will come back to the discussion with feedback and maybe ideas on what it could be or how to improve it. In any case, thank you for this 🥳 |
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2 replies
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Just wondering if theres anything we can add in for a gate under damage skills, such as if Adrenline is at 7 pips, use this skill? |
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Hi all,
I've been coding up a new feature for BotsHub called "Advanced Combat".
You can get the code from the advanced-combat branch in my fork: https://github.com/n1kn4x/BotsHub/tree/advanced-combat.
Currently I am still changing some minor things, but this version should already work for people to test it.
The goal is that this gets merged into upstream master. Before I create a PR, I wanted to gather some feedback from you :)
In the new Advanced Combat tab, you can configure the behavior of any bot that uses the KillFoesInArea function, as this gets rerouted to AdvancedCombatKillFoesInArea if you enable the feature.
The bot will then decide whether to activate a skill on your skillbar depending on so-called "Conditional Gates". The conditional gates can be defined by the user in the GUI.
For example, I configured my Assasin to activate an offhand attack only when the dagger status of the target is lead attack. Or, to cast a shadow step only when the distance to the target is larger than 500 units.
Through the mechanism of conditional gates, the bot behavior can be finely tuned to many powerful builds.
Now, hopefully, more builds can be played by the bots which should increase the success rate of VQs and their speed. Also, its super fun to watch your bot play like a human :)
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