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Destiny / Fatebot not dismounting when targetting FATE mob

goyang2

New Member
Joined
Jun 11, 2015
Messages
7
Hi, I was running Fatebot today, and I noticed my archer was not dismounting from her chocobo. When she was patrolling, she would move within 1 yalm and attack them. However, when it came with FATE mobs, she would move max range within the mob, target them, and not do anything. I had to manually move her closer and she would automatically dismount. I tried adjusting the distance meter in the global settings of Rebornbuddy, but it didn't seem to be doing anything.

She would have no problems attacking a FATE mob if she was initially unmounted and in combat, however.

I am running Agil, Destiny, LightPatrol, and Zekken with the Kupo combat routine, does anyone have any idea how to fix this?

Edit: Sorry, I meant to post this in support, I'm not sure why it posted here.....

Edit2: I think it might be a problem with the bot trying to summon the chocobo companion but it can't since it's mounted.
 
Even though you posted this in the wrong spot I will reply here.


I am having the same problem, When using Fatebot my character is sitting on the chocobo trying to attack and not dismounting a lot. This does not happen every Fate, but it is happening a lot, probably 30%-40% of the time. Runs up to the fate and starts targeting and spamming on monsters but never dismounts. Eventually Fate ends and still sitting there on chocobo.
 
Ya, sorry. I thought I posted in the support section but guess not. Was hoping a mod could move it over or something.

I found a workaround, you have to use Kupo combat routine and uncheck the "Use Mount" in the global settings. I tried it with Ultima and it was bugged. Problem with Kupo is it brings you to melee range to attack everything... even if you're ranged. I'm not sure if there's a setting you can change like in MudAssist where you can determine how many yalms from your target you can be to attack. Does anyone know?

Edit: Ultima was updated and now the dismounting works. Better rotations + no running up to melee, yay!
 
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