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Kupper - Demo/Testing

That's because the boss has the maximum amount of debuffs it can support. ( i think it's 30) Maybe some sort of check to see if X amount of debuffs on target then don't attempt to use them might do something. i'm no coder, so idk lol.
Yeah that's how Magitek was doing it, but even then this isn't a real way to manage it. I've seen tons of times where an enemy has way less than 30 debuffs but new ones won't apply. I'm going to look into it more and see if there isn't a reliable way to tell if a debuff can/will land without just guessing.
 
If it helps, here is my do not aoe list so far. I put enemies in there if they trigger the automatic aoe and/or you don't want to be aoe'ing them at all.

Code:
Titan
Ramuh
Yeti
Wandil
Garuda
Ifrit
Fenrir
Frostbound
Glasya Labolas
Xande
Starfall Circle
Amon
Scylla
Snowball
Spriggan Icecutter
Spriggan Tumbler
 
If it helps, here is my do not aoe list so far. I put enemies in there if they trigger the automatic aoe and/or you don't want to be aoe'ing them at all.
Excellent, thanks for the list. I had a few of those but not that many. I'll add it to the OP.
 
Thanks to Exaccuss, don't have the names on hand right now, but every boss in Pharos Sirius, and Rafflesia as well
 
I changed the option to true, but the Cr still wont summon the choco.
It only summons your chocobo when you're about to fight something when the bot is autonomous like when using the fate or order bot, not when you're already in battle or just sitting there.
 
Updated for a fix to AOE enemy detection.

What sort of aoe detection fix? I have noticed it has trouble picking up the required amounts of enemies if left on the default 'EnemiesNearMe(5)'. Changing it to 7 seems to work more effectively for me
 
What sort of aoe detection fix? I have noticed it has trouble picking up the required amounts of enemies if left on the default 'EnemiesNearMe(5)'. Changing it to 7 seems to work more effectively for me
Since the ninja AOEs that are implemented all originate from the player and not where you target them, I wrote a new function to tell how many enemies are around the player instead of the target. I fucked it up though and it was still telling you how many enemies were around the target, but it's fixed now. I also tweaked the one that detects enemies near your target like for bard aoes so that it doesn't exclude your target and make the math weird.

I may actually have a solution or at least something close that will make the AOE detection not wonky with invisible enemies. I'll finish working on it tomorrow and do some testing.
 
Understood. Thank you.
I mean, I guess I could add an Always Summon Chocobo thing if people really want it, but it would probably just end up with more questions from people who don't read the description (not saying you did this). I should probably write how it works in the current description, haha.
 
Thanks a lot for this. Am I right in assuming that this is a fix to the invisible enemy bug? If so, I will be sure to test it out soon.
Yes, exactly this. I've run a couple dungeons with a blank list today and it hasn't screwed up once. I think I'm going to rework the don't AOE list so that it prevents hitting a listed enemy at all, not just if they are your target.
 
Is there any way to make the bard auto aoe to use from further back at all? It seems you have to be very close up in order for it to work.
 
Is there any way to make the bard auto aoe to use from further back at all? It seems you have to be very close up in order for it to work.
Hmm... Maybe I don't understand what you mean? For me it will do AOE from any range it can possibly do them from.
 
Hmm... Maybe I don't understand what you mean? For me it will do AOE from any range it can possibly do them from.

Maybe i don't understand the aoe targets number. If i have it as 3, does that mean it will start doing aoe at 3 targets and above or anything higher than 3 targets?
 
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