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Drawing non-avoids (attracts?) would be really convenient for pathing into friendly effects, whether player or NPC generated. Players can place persistent healing or damage-reducing ground AOEs, and some quests or dungeons have moments you need to stand in a friendly shield to live. Since the avoidance system already uses a heightfield internally, can friendly effects be drawn with "opposite" weight from bad effects to draw the bot towards a location?
Probably not. I am having a hard enough time getting us to move out reliably.
Unrelated, but can you please enable damage messages in GamelogManager or similar? It's only set up for actual chat messages right now, so it seems like it needs events for the following MessageTypes. My use case is very, very simple incoming damage logging of the last few attacks that hit/killed the bot to debug dungeon runs. Not trying to recreate ACT or tie it into a CR at the moment.

Code:
Damage = 41,
FailedAttacks = 42,
Actions = 43,
Items = 44,
HealingMagic = 45,
BeneficialEffects = 46,
DetrimentalEffects = 47,
BattleSystemMessages = 59,

Enable the events ingame any chatlog window to get them to appear in the gamelogmanager.
 
Thanks for the update!

Can you talk more about the troubles with dodging? What types of dodges are painful or unreliable?
 
Quick question about the Combat Assist RaidBro, is it possible to have the GameSettingsManager.FaceTargetOnAction to true instead of false? After every update I change it back manually to be true. Is there a reason this defaults to false?
 
Quick question about the Combat Assist RaidBro, is it possible to have the GameSettingsManager.FaceTargetOnAction to true instead of false? After every update I change it back manually to be true. Is there a reason this defaults to false?
There are several mechanics where facing away is important, and it doesn't feel good to be spun around when moving out of a mechanic. If your making changes, just make a copy of the folder and change the public override string Name
 
There are several mechanics where facing away is important, and it doesn't feel good to be spun around when moving out of a mechanic. If your making changes, just make a copy of the folder and change the public override string Name

Hm, I see. When I use the combat assist I pay attention to that myself and just untarget or hotkey pause the assist in order to dodge.
Thanks for the suggestion. I've copied the folder and updated the name, so I understand that will be doing the trick, but that adds another item to the list of selectable botbases.

Would it potentially be feasible to add a configurable option for this setting on the Botbase Settings form?
Since that relies on character specific json configuration then it could still be false by default, but there'd be a way configure it so that any future updates don't overwrite your choices.
 
@mastahg Any chance to have RB getting countdown information in order to automate actions based on countdown value ?

Thanks,

You could do something with the gamelogmanager as there is a message output into chat and starting a timer/stopwatch when this message is received.
 
@mastahg Yeah it's almost OK, except the fact that the first message is a Type that the Bot dont know:

Here is log:
[10:53:50.131 N] Message = Battle commencing in 30 seconds!
(Player Name), type = 185
[10:53:55.133 N] Message = Battle commencing in 25 seconds!, type = SystemMessages

The first message is type = 185 and not SystemMessages. Can you manage this type 185 in RB (enum MessageType) ?

For now, I have a workaround, but it would be cleaner to have it inside RB Enum
Code:
if ((int) e.ChatLogEntry.MessageType == 185)

Thanks,
 
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