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[Enemy Spell Logger] Help us log telegraphed attacks!

also if it was purely plugin then the cr would often run straight back into the aoe area :P


No.

Code:
TreeHooks.Instance.AddHook("PreCombatLogic", r=> priorityselector(new actionalwayssucceedededededed);

This 'code' will prevent the CR code from running. That hook location is there precisely in case someone wanted to develop something like this.
 
Also some design pointers. I'd use an enum and a dictionary.

Code:
enum AttackType
{
Circle,
Rectangle,
cowboybebop
}

Code:
Dictionary<uint,AttackType> Attacks = new ...

Code:
if (Core.Target.IsCasting)
var spellId = Core.Target.CastingSpellId;
AttackType at;
if (Attacks.TryGetValue(spellId,out at))
{
//Do some stuff to decide if a spot is 'safe' or not blah blah blah
}
This will yield the highest performance
 
No.

Code:
TreeHooks.Instance.AddHook("PreCombatLogic", r=> priorityselector(new actionalwayssucceedededededed);

This 'code' will prevent the CR code from running. That hook location is there precisely in case someone wanted to develop something like this.
Except for as we talked about yesterday, I don't want to just be standing around any time an aoe is active...would not work well.
If I did that only while getting into position, I would run back into the aoe.
I would have to keep the cr frozen until the aoe is gone.

edit: Two posts above what you quoted, I mentioned being able to stop the cr but didn't want to halt it unnecessarily while waiting for the aoe to explode. So I don't know why you're talking like I didn't think it was possible. What you said no to was me commenting on releasing that hold early (after we're in a safe position but before the aoe explodes). Although we could keep melee frozen and release ranged early or not freeze ranged at all (as long as we're staying in pullrange and los) but there will be times when the melee will have a safe target which the targeting provider switches, so I don't like that idea when we could still be hitting stuff...
Only using a plugin instead of incorporating into crs isn't the best approach for dodging because you would have to halt cr logic/attacks to move by plugin. Unless the cr was designed for compatibility with the plugin.
Also some design pointers. I'd use an enum and a dictionary.

Code:
enum AttackType
{
Circle,
Rectangle,
cowboybebop
}

Code:
Dictionary<uint,AttackType> Attacks = new ...

Code:
if (Core.Target.IsCasting)
var spellId = Core.Target.CastingSpellId;
AttackType at;
if (Attacks.TryGetValue(spellId,out at))
{
//Do some stuff to decide if a spot is 'safe' or not blah blah blah
}
This will yield the highest performance
Thanks for the examples, I did add that yesterday
thanks, I should just do a dictionary since I have so many categories now it would be worth making the enums

here's v0.3 with the dictionary added
 
Last edited:
Thats just an example, you need to put the actual avoidance logic there too.

T_T Avoidance logic doesn't matter, not what I'm talking about at all

I didn't mean literal standing around, I meant stopping combat

If i just froze combat while an aoe is around, in fates there would be more not fighting then fights. And there's no reason not to be fighting.
 
Last edited:
T_T Avoidance logic doesn't matter, not what I'm talking about at all

.......

You said

also if it was purely plugin then the cr would often run straight back into the aoe area :P


Which involves, avoidance logic, I'm telling you, your wrong. A plugin can do that just fine.
 
.......

You said




Which involves, avoidance logic, I'm telling you, your wrong. A plugin can do that just fine.

I'm talking about after you releases control, routine movement would take back over. This would force you to hold off control the entire time aoes are active, not just during re positioning.

do you see the point i'm making?
 
Code:
if (isStillDangerous)
{
corotuine.yield()
}

Most aoes are not persistent threats. They are move out the way or run out and wait. For melee, moving to a new spot within pullrange should be sufficient, I don't see any CR's having any problems with being moved. As for ranged...if your doing funky shit in the CR for ranged then stop doing funky shit.
 
Code:
if (isStillDangerous)
{
corotuine.yield()
}

Most aoes are not persistent threats. They are move out the way or run out and wait. For melee, moving to a new spot within pullrange should be sufficient, I don't see any CR's having any problems with being moved. As for ranged...if your doing funky shit in the CR for ranged then stop doing funky shit.

Besides the persistents, it was the 'and wait' part I was talking about. I was thinking about melee's cr movement.

In aoe heavy fates, I think it would be quite a dps loss.

I guess it doesn't really matter because it would still be 'good enough'
 
Last edited:
I've used the pre-combat hook to make a plugin with the avoidance logic of my CR. I also combined the spell logger with the new plugin so only spells that are not already in the database get logged. Right now, it only avoids things being cast by the current target. I'll post it tomorrow once I test it further.
 
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