I'm getting the issue where things lock up or freeze ingame whenever it spots a potential battle and then decides to skip or blacklist the fight since it got "stuck"
Anyone know how to fix?
The lockup is because the bot is trying to disengage the framelock and this causes a lockup in the game UI and LUA of the game as the framelock isn't really being disabled, but left open without being closed afterwards to let the game UI do its thing.
This has the roll on effect of the game waiting for the command to finish the frame before updating, and never getting to update, causing a telltale stutter and then a brief hang.
We're sort of lucky enough that the game LUA can handle the framelock disengage without locking up the game entirely, which is a possibility if it weren't LUA.
Without disabling the bot, or using a hooking method (for which the documentation is sparse) there's not a practical way to get pokehbuddy to work with framelock or gatherbuddy nicely.
Until a hack or a fix comes along, Pokehbuddy just doesn't work with gathering anymore.
Using framelock, means that the bot gets to re-navigate 15,20 to 30 times a second, based on the current position of the character. If the position deviates, it takes 100-400ms to recognise the problem (i.e a few frames) and under 50ms to re-navigate.
This is what causes the yoyo effect in pokehbuddy that works with the framelock, because I also extended the number of attempts to compensate. However, without a method to break or pause gatherbuddy, they will fight each other every few frames for control of the navigation system.
The same problem exists with objectgatherer, from MoP. The new navigation/anti-stuck system in gatherbuddy does not have the ability to be locked out or disabled, so that the plugin can take over navigation and targeting.
Consider it an argument for efficiency (that has disabled a fair number of plugins along the way).