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Can Rebornbuddy send / receive text from the in-game chat?

Neverdyne

Community Developer
Joined
Sep 12, 2014
Messages
649
I'm starting work on a party plugin whose entire purpose is to make a "leader" bot coordinate other party members. For example, if the leader is going to mount up, I'd like for him to "tell" the others to do the same. I was thinking that the easiest way to do this would be by making the leader bot send text messages to the party group chat and having the follower bots parse the strings as commands. Does Rebornbuddy currently have a way to send / read text from chat?
 
yes there is ff14bot.Managers.ChatManager.SendChat(string)

I can't remember how to read :S

kagamihiiragi17 posted it somewhere in this dev section
 
I'm starting work on a party plugin whose entire purpose is to make a "leader" bot coordinate other party members. For example, if the leader is going to mount up, I'd like for him to "tell" the others to do the same. I was thinking that the easiest way to do this would be by making the leader bot send text messages to the party group chat and having the follower bots parse the strings as commands. Does Rebornbuddy currently have a way to send / read text from chat?

I would be careful with sending notifications like that through the game. SE can monitor private messages/whispers and they are logged. This is one way they are catching gilsellers spamming people.. There is a plugin for Demonbuddy that uses tcp to communicate back and for with other running bots.. I would review that plugin and try to make one like it for RB.. I just think that sending commands like that through /t or any chat feature within the game is a very bad idea.

But what you are looking for is ff14bot.Managers.ChatLogEntry
 
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Thank you. Yeah, I thought about that too and decided to start a plugin to send and receive commands through C# sockets. Thank you for the response to both of you.
 
That would be a dream. To run dungeons with friends and cap currency, and you're all running RB lol. When you cap, you exit and log out at different times.
 
Yup that's what I'm currently working on. What I was thinking of is to make one of the bots become a "leader" and send commands to the other bots, like "Follow Me", "Teleport To", "Mount Up", "Target X", or "Move To", making these commands take precedence over each bot's combat routine. I think that would be helpful for more than just dungeons, like grinding fates with a party. Later on, maybe it would be possible to make simple XML files that the bot parses to specify boss encounter mechanics, so as to "script" how the entire party will react throughout the encounter and make dungeon profiles.

I'm still having a little trouble understanding the limitations of the API though, as there doesn't seem to be much documentation. Like, can the bot detect when loot drops and asks you to roll for it? And can it see the name of the item that dropped before rolling? Things like that.
 
Yup that's what I'm currently working on. What I was thinking of is to make one of the bots become a "leader" and send commands to the other bots, like "Follow Me", "Teleport To", "Mount Up", "Target X", or "Move To", making these commands take precedence over each bot's combat routine. I think that would be helpful for more than just dungeons, like grinding fates with a party. Later on, maybe it would be possible to make simple XML files that the bot parses to specify boss encounter mechanics, so as to "script" how the entire party will react throughout the encounter and make dungeon profiles.

I'm still having a little trouble understanding the limitations of the API though, as there doesn't seem to be much documentation. Like, can the bot detect when loot drops and asks you to roll for it? And can it see the name of the item that dropped before rolling? Things like that.

Essentially nothing with regard to dungeons is in the bot. No loot or anything. The extent of what there is is meshes, the dungeons are meshed. With that alone it should be possible to build a fairly strong dungeon bot, it would just take a lot of work.

My concern is that your project is fairly wide-reaching, is it not perhaps too broad in scope?. I get the general idea but it seems like it would try to do too many things and be kind of confusing.
 
Essentially nothing with regard to dungeons is in the bot. No loot or anything. The extent of what there is is meshes, the dungeons are meshed. With that alone it should be possible to build a fairly strong dungeon bot, it would just take a lot of work.

My concern is that your project is fairly wide-reaching, is it not perhaps too broad in scope?. I get the general idea but it seems like it would try to do too many things and be kind of confusing.

It really is two idea, raf and dungeonbuddy

before he gets dungeons working, he could get those fate trains rolling XD

and I'm not too sure about those dungeon meshes >_> there is something there but every time I tried to use it with my follower plugin, he would go running off into a wall instead of following. I'm planning on saving a trail from the leader's coords and tracing it to help my stuck problems.

But if you want to afk the entire party, you could probably script way points to follow for specific dungeons.
 
Sending messages between bots should't be that hard. Right now I'm simply making a class library, the bot base / plugin can use a class called "Fellowship" to receive and send messages. It's looking something like this:

var fellowship = new Fellowship();

After that, the object will internally start some threaded tasks that search for the "leader" bot using C# sockets and links themselves to him, being assigned an ID and all. Messages right now consist of a sender endpoint, string arguments, and an enumeration "MessageType". The "fellowship" object then offers the following:

fellowship.Leader : Returns the name of the leader.
fellowship.PartyMembers : Returns a list with the name of all linked members.
fellowship.Send( message ) : Sends a message to the leader.
fellowship.Broadcast( message ) : Used by the leader bot to broadcast messages to all linked members.
fellowship.HasMessage() : A boolean that is set to true whenever this fellowship object has received a message for you.
fellowship.NextMessage() : Returns the next message in the queue of received messages.

The Fellowship class takes care of all the threading and synchronization locks so you don't have to worry about it. I'm thinking of making the Fellowship a service in a plugin with a static singleton instance (there shouldn't be more than one Fellowship object per bot process anyways) so that other plugins or routines can use the NextMessage() method to do whatever they do with the message received, or use the Broadcast() method to send stuff if they're the leader.

All the stuff about making a dungeon bot can come later, right now I'm just working on the communication service. :)
 
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