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Bug report in GatheringMasterpiece.Rarity property

Ilyatk

New Member
Joined
Aug 20, 2019
Messages
10
Hi.

It looks like rarity moved to different offset:

Test code:
Log("Rarity={0}", GatheringMasterpiece.Rarity);
Log("P[4]={0}", GatheringMasterpiece.GetProperty(4));
Log("P[13]={0}", GatheringMasterpiece.GetProperty(13));

Output:
Rarity=21456
P[4]=21456
P[13]=700 << it's right value.
 
Hi.

It looks like rarity moved to different offset:

Test code:
Log("Rarity={0}", GatheringMasterpiece.Rarity);
Log("P[4]={0}", GatheringMasterpiece.GetProperty(4));
Log("P[13]={0}", GatheringMasterpiece.GetProperty(13));

Output:
Rarity=21456
P[4]=21456
P[13]=700 << it's right value.

Are the other values still correct?
 
I didn't check, but it can be wrong too:

P = [Rarity, 4]
P = [Wear, 6]
P = [WearCap, 7]
P = [Quality, 8]
P = [GatherChance, 9]
P = [HqChance, 10]
Q[0] = 1
Q[1] = 512966
Q[2] = 12966
Q[3] = 1442853168
Q[4] = 21471
Q[5] = 1
Q[6] = 0
Q[7] = 0
Q[8] = 85683216
Q[9] = 0
Q[10] = 1
Q[11] = 0
Q[12] = 0
Q[13] = 700
Q[14] = 1000
Q[15] = 0
Q[16] = 0
Q[17] = 0
Q[18] = 100
Q[19] = 0
Q[20] = 0
Q[21] = 0
Q[22] = 1037550464
Q[23] = -2096764684
Q[24] = 16
Q[25] = 60438
Q[26] = 22182
Q[27] = 1901
Q[28] = 1
Q[29] = 22183

I'm testing collectable now.
 
Yeah. In rotation for collectable to deside best "scour" action. For now I wrote some helper like this:

public static class GatheringMasterpieceExtensions
{
public static int Rarity
{
get { return ff14bot.RemoteWindows.GatheringMasterpiece.GetProperty(13); }
}
public static int MaxRarity
{
get { return ff14bot.RemoteWindows.GatheringMasterpiece.GetProperty(14); }
}
}

Thus it's not critical for me right now.
 
I'm adding the following parameters to the gatheringmasterpiece class in tomorrows release

Code:
public static int CurrentCollectability       
public static int CollectabilityCap           
public static int Intuition                   
public static int Integrity                   
public static int IntegrityCap               
public static int CollectabilityLevelOne     
public static int CollectabilityLevelTwo     
public static int CollectabilityLevelThree
 
I wanted to add a field for collectors stand as well, but wasn't able to proc it once. If you have the time, could you try and locate which property that is? It's likely a field that is a 0 and then changes to a 1 when active.
 
I'll check.

To detect proc now I check player aura:
Code:
            if (Core.Me.HasAura("Collector's Standard"))
            {
              // proc
            }
 
I can't find proc in property of GatheringMasterpiece.

I just find action value:
Code:
  Log("Q[{0}] = {1} Scour ", 45, GatheringMasterpiece.GetProperty(45));
  Log("Q[{0}] = {1} Min Brazen", 46, GatheringMasterpiece.GetProperty(46));
  Log("Q[{0}] = {1} Max Brazen", 47, GatheringMasterpiece.GetProperty(47));
  Log("Q[{0}] = {1} Meticulous", 48, GatheringMasterpiece.GetProperty(48));

Normal status result:

Code:
Q[45] = 200 Scour
Q[46] = 100 Min Brazen
Q[47] = 300 Max Brazen
Q[48] = 150 Meticulous

With proc "Collector's Standard":

Code:
Q[45] = 200 Scour
Q[46] = 200 Min Brazen
Q[47] = 300 Max Brazen
Q[48] = 200 Meticulous

You can add action value and also detect proc: Min Brazen==200 or Meticulous==200, but i think `Core.Me.HasAura("Collector's Standard")` is better.
 
Last edited:
I'll check.

To detect proc now I check player aura:
Code:
            if (Core.Me.HasAura("Collector's Standard"))
            {
              // proc
            }
If there is an aura then the window probably checks that. So stick to using that.
 
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