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Recent content by user00719284

  1. U

    [Release] RebornBuddy64 Version 1.0.726 - DirectX11 / x64 bit compatible

    Is there a way to get the time remaining in a duty such as a dungeon or trial or raid?
  2. U

    [Release] RebornBuddy64 Version 1.0.726 - DirectX11 / x64 bit compatible

    I get around it by remapping the thumb buttons to keys via the mouse software. Would be nice to not have to do that though, especially when using the thumb buttons for work related 3D apps and stuff like web browsing. I can just get a second mouse for RB I suppose.
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    [Release] RebornBuddy64 Version 1.0.726 - DirectX11 / x64 bit compatible

    Is it possible to get support for mouse thumb buttons for the hotkeymanager? In C# they are Keys.XButton1 and Keys.XButton2.
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    [Release] RebornBuddy64 Version 1.0.726 - DirectX11 / x64 bit compatible

    Update on my previous post. I just found out that there's 4 different Tsubame buff IDs now which should help identify which Tsubame skill is available on the hotbar. So this shouldn't require the resource manager flags anymore.
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    [Release] RebornBuddy64 Version 1.0.726 - DirectX11 / x64 bit compatible

    For SAM the 7.05 update changed how Tsubame works. The buff Tsubame-gaeshi Ready (30 seconds) is now applied after any Midare Setsugekka / Goken / Tendo Setsugekka / Tendo Goken. It no longer has to be used immediately after those skills, but the button on the hotbar still changes to one of the...
  6. U

    [Release] RebornBuddy64 Version 1.0.726 - DirectX11 / x64 bit compatible

    For clarity it might be better to add them as TendoSetsugekka and TendoGoken since the enum is already called KaeshiAction. KaeshiAction.Setsugekka and KaeshiAction.Goken are used for the pre-100 version of those Tsubame skills. So the enum will look like... // 2...
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    [Release] RebornBuddy64 Version 1.0.726 - DirectX11 / x64 bit compatible

    After Tendo Setsugekka is used, Tsubame turns into Tendo Kaeshi Setsugekka and this is the result (offset_A is 6). ResourceTable: { timer_8: 30000, timer_A: 25606, timer_E: 0, timer_C: 3, timer_10: 0, offset_8: 48, offset_9: 117, offset_A: 6, offset_B: 100, offset_C: 3, offset_D: 0, offset_E: 0...
  8. U

    [Release] RebornBuddy64 Version 1.0.726 - DirectX11 / x64 bit compatible

    For Samurai the new level 100 skills have their own Kaeshi actions, can you add those to the resource manager? Not sure if you want to add them to KaeshiAction or a new one called TendoKaeshiAction. ActionResourceManager.Samurai.KaeshiAction.TendoSetsugekka...
  9. U

    [Release] RebornBuddy64 Version 1.0.726 - DirectX11 / x64 bit compatible

    [00:54:44.612 N] [DeepDive] [TaskManager][Run] Loot threw an Exception ReadWriteMemoryException: Error while reading memory! Only part of a ReadProcessMemory or WriteProcessMemory request was completed, at addr: 80, Size: 4 at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void*...
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    [Release] RebornBuddy64 Version 1.0.726 - DirectX11 / x64 bit compatible

    hey mastahg, can we get ActionManager.DoPvPCombo method to pulse on the hotbar when it's used?
  11. U

    [Release] RebornBuddy64 Version 1.0.726 - DirectX11 / x64 bit compatible

    I noticed the spells on Duty Action 1 or Duty Action 2 do not pulse when the skills on them are used. Can that be added?
  12. U

    [Release] RebornBuddy64 Version 1.0.726 - DirectX11 / x64 bit compatible

    Noticing WorldManager.ZoneId does not differentiate between Normal and Extreme/Savage versions of instances. For example. The Dancing Plague is 845. The Dancing Plague (Extreme) is 858. However, WorldManager.ZoneId always returns 845. Also WorldManager.CurrentZoneName always has the Normal zone...
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    [Release] RebornBuddy64 Version 1.0.726 - DirectX11 / x64 bit compatible

    Yeah. I'm not interested in placing them, just detecting where each one is. Some groups use different marker positions than others. This is mainly about being able to do a Toast like "4 safe" instead of "NW safe". Some groups put 1 NW though. For now I have just been adjusting a variable that...
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