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RebornBuddy - Limited Beta - FF14:ARR Bot

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Summoining is already in the api, checking if its been summoned already is not.

Chocobo are companions summoned with Gysahl Greens ( a consumable item and not a spell ), but an Arcanist Pet is summoned with a spell "summon". Will the Cast function use items on the hotbar as well?

In the game both of these are probably under different mechanics.

Arcanist pets have pet control system, where as Chocobo are only summoned as a companion with no pet control fuctions.

Just tried it and it doesn't work for Chocobo.

Code:
Cast("Gysahl Greens",r=> Core.Player.Pet == null && Actionmanager.HasSpell("Gysahl Greens"),r=>Core.Player),
 
ActionManager.SummonChocobo()

The chocobo isnt a pet so it will always return null and the gyshal greens isnt a spell.
 
ActionManager.SummonChocobo()

The chocobo isn't a pet so it will always return null and the gyshal greens isn't a spell.

Awesome! So i was trying to figure how to write it but I think I'm totally messing it up.

Is it something like this?

Code:
ActionManager.SummonChocobo("Gysahl Greens"),r=>Core.Player),

Because when I use just the following it doesn't work. Where and how should I place this line?

Code:
ActionManager.SummonChocobo()
 
Theres no way to check if you have one out so its pointless.
 
Theres no way to check if you have one out so its pointless.

Ahh dammm, no way to see if the Gyshal Green is inactive then. Because when its summoned the Gyshal green goes dark. May i suggest a timer? and a fixed key input for Chocobo? They are out for a fixed time at certain levels. Just have to make sure the bot allows for the cast of Gyshal Green to complete before moving and that way it can inject a summon for a Chocobo and keep uptime for a maximum amount of time.

Thanks for trying
 
I just havent gotten around to doing reversing if you have one out, shouldnt be too hard.
 
Yes, thank you for all your work Mastahg. Can't wait to start messing around with Plugins if that ever makes it in, I know it's not top priority.
Already done. will be in next version.
 
Great! Man, it's really coming along quick. We'll need our own forum soon. :P
 
Working on chocobo stuff now, looks like itll require me todo the party system, so its a twofer.
 
This is my favorite thing. I hope this takes off and becomes an official buddy bot, I might even have to resub to FFXIV now :P

Thank you for working on this, mashtahg.
 
Chocobo stuff and party stuffs is done.

Just need to add logic to kupo now for it.
 
Hi Mastahg,

I was working on a rotation for a Maxed out Dragoon, but when it hit the Disembowel part it goes back to True Thrust.

Log
Code:
[22:24:10.165 D] DoAction Spell 75 1073742624
[22:24:10.197 N] Casting True Thrust
[22:24:12.714 N] Casting Impulse Drive
[22:24:12.714 D] DoAction Spell 81 1073742624
[22:24:15.208 N] Casting True Thrust
[22:24:15.208 D] DoAction Spell 75 1073742624
[22:24:17.697 N] Casting Impulse Drive
[22:24:17.697 D] DoAction Spell 81 1073742624
[22:24:20.208 N] Casting True Thrust
[22:24:20.208 D] DoAction Spell 75 1073742624

CODE
Code:
        protected override Composite CreateCombat()
        {
            return new PrioritySelector(
				//Apply("Fracture"),
				//Apply("Phlebotomize"),
				//Apply("Mercy Stroke"),
				Cast("Jump", r => Actionmanager.LastSpell.Name == "Power Surge"), 
				Cast("Power Surge", r => Actionmanager.LastSpell.Name == "Chaos Thrust"),
				Cast("Chaos Thrust", r => Actionmanager.LastSpell.Name == "Disembowel"),
				Cast("Disembowel", r => Actionmanager.LastSpell.Name == "Impulse Drive"),
				Cast("Impulse Drive", r => Actionmanager.LastSpell.Name == "True Thrust"),
                                //Cast("Full Thrust", r => Actionmanager.LastSpell.Name == "Vorpal Thrust"),
                                //Cast("Vorpal Thrust", r => Actionmanager.LastSpell.Name == "True Thrust"),
                               Cast("True Thrust", r=> true)// r => Actionmanager.LastSpellId == 0 || Actionmanager.LastSpell.Name == "Full Thrust" )

                
                );
        }

Strange thing is, if I comment out Impulse Drive then Disembowel works?? But it again reverts to True Thrust and doesn't chain to Chaos Thrust.

Code:
[22:27:49.915 D] DoAction Spell 87 1073742624
[22:27:52.398 N] Casting True Thrust
[22:27:52.398 D] DoAction Spell 75 1073742624
[22:27:54.876 N] Casting Disembowel
[22:27:54.876 D] DoAction Spell 87 1073742624
[22:27:57.364 N] Casting True Thrust
[22:27:57.364 D] DoAction Spell 75 1073742624
[22:27:59.847 N] Casting Disembowel
[22:27:59.847 D] DoAction Spell 87 1073742624
[22:28:02.332 N] Casting True Thrust

Code
Code:
        protected override Composite CreateCombat()
        {
            return new PrioritySelector(
				//Apply("Fracture"),
				//Apply("Phlebotomize"),
				//Apply("Mercy Stroke"),
				Cast("Jump", r => Actionmanager.LastSpell.Name == "Power Surge"), 
				Cast("Power Surge", r => Actionmanager.LastSpell.Name == "Chaos Thrust"),
				Cast("Chaos Thrust", r => Actionmanager.LastSpell.Name == "Disembowel"),
				Cast("Disembowel", r => Actionmanager.LastSpell.Name == "True Thrust"),
				//Cast("Impulse Drive", r => Actionmanager.LastSpell.Name == "True Thrust"),
                                //Cast("Full Thrust", r => Actionmanager.LastSpell.Name == "Vorpal Thrust"),
                                //Cast("Vorpal Thrust", r => Actionmanager.LastSpell.Name == "True Thrust"),
                                Cast("True Thrust", r=> true)// r => Actionmanager.LastSpellId == 0 || Actionmanager.LastSpell.Name == "Full Thrust" )

                
                );
        }

Now oddly enough the Chain of True, Vorpal, Full, Impulse - Works. But it stops at Impulse Drive, and I was hoping to have True> Vorpal> Full> Impulse> Disembowel> Chaos> Power> Jump as the rotation.

Here's is the lines for the way it should work, but it stops at Impulse Drive.

Code:
        protected override Composite CreateCombat()
        {
            return new PrioritySelector(
				//Apply("Fracture"),
				//Apply("Phlebotomize"),
				//Apply("Mercy Stroke"),
				Cast("Jump", r => Actionmanager.LastSpell.Name == "Power Surge"), 
				Cast("Power Surge", r => Actionmanager.LastSpell.Name == "Chaos Thrust"),
				Cast("Chaos Thrust", r => Actionmanager.LastSpell.Name == "Disembowel"),
				Cast("Disembowel", r => Actionmanager.LastSpell.Name == "Impulse Drive"),
				Cast("Impulse Drive", r => Actionmanager.LastSpell.Name == "Full Thrust"),
                                Cast("Full Thrust", r => Actionmanager.LastSpell.Name == "Vorpal Thrust"),
                                Cast("Vorpal Thrust", r => Actionmanager.LastSpell.Name == "True Thrust"),
                                Cast("True Thrust", r=> true)// r => Actionmanager.LastSpellId == 0 || Actionmanager.LastSpell.Name == "Full Thrust" )

                
                );
        }
 
Hi Mastahg,

I was working on a rotation for a Maxed out Dragoon, but when it hit the Disembowel part it goes back to True Thrust.

Log
Code:
[22:24:10.165 D] DoAction Spell 75 1073742624
[22:24:10.197 N] Casting True Thrust
[22:24:12.714 N] Casting Impulse Drive
[22:24:12.714 D] DoAction Spell 81 1073742624
[22:24:15.208 N] Casting True Thrust
[22:24:15.208 D] DoAction Spell 75 1073742624
[22:24:17.697 N] Casting Impulse Drive
[22:24:17.697 D] DoAction Spell 81 1073742624
[22:24:20.208 N] Casting True Thrust
[22:24:20.208 D] DoAction Spell 75 1073742624

CODE
Code:
        protected override Composite CreateCombat()
        {
            return new PrioritySelector(
				//Apply("Fracture"),
				//Apply("Phlebotomize"),
				//Apply("Mercy Stroke"),
				Cast("Jump", r => Actionmanager.LastSpell.Name == "Power Surge"), 
				Cast("Power Surge", r => Actionmanager.LastSpell.Name == "Chaos Thrust"),
				Cast("Chaos Thrust", r => Actionmanager.LastSpell.Name == "Disembowel"),
				Cast("Disembowel", r => Actionmanager.LastSpell.Name == "Impulse Drive"),
				Cast("Impulse Drive", r => Actionmanager.LastSpell.Name == "True Thrust"),
                                //Cast("Full Thrust", r => Actionmanager.LastSpell.Name == "Vorpal Thrust"),
                                //Cast("Vorpal Thrust", r => Actionmanager.LastSpell.Name == "True Thrust"),
                               Cast("True Thrust", r=> true)// r => Actionmanager.LastSpellId == 0 || Actionmanager.LastSpell.Name == "Full Thrust" )

                
                );
        }

Strange thing is, if I comment out Impulse Drive then Disembowel works?? But it again reverts to True Thrust and doesn't chain to Chaos Thrust.

Code:
[22:27:49.915 D] DoAction Spell 87 1073742624
[22:27:52.398 N] Casting True Thrust
[22:27:52.398 D] DoAction Spell 75 1073742624
[22:27:54.876 N] Casting Disembowel
[22:27:54.876 D] DoAction Spell 87 1073742624
[22:27:57.364 N] Casting True Thrust
[22:27:57.364 D] DoAction Spell 75 1073742624
[22:27:59.847 N] Casting Disembowel
[22:27:59.847 D] DoAction Spell 87 1073742624
[22:28:02.332 N] Casting True Thrust

Code
Code:
        protected override Composite CreateCombat()
        {
            return new PrioritySelector(
				//Apply("Fracture"),
				//Apply("Phlebotomize"),
				//Apply("Mercy Stroke"),
				Cast("Jump", r => Actionmanager.LastSpell.Name == "Power Surge"), 
				Cast("Power Surge", r => Actionmanager.LastSpell.Name == "Chaos Thrust"),
				Cast("Chaos Thrust", r => Actionmanager.LastSpell.Name == "Disembowel"),
				Cast("Disembowel", r => Actionmanager.LastSpell.Name == "True Thrust"),
				//Cast("Impulse Drive", r => Actionmanager.LastSpell.Name == "True Thrust"),
                                //Cast("Full Thrust", r => Actionmanager.LastSpell.Name == "Vorpal Thrust"),
                                //Cast("Vorpal Thrust", r => Actionmanager.LastSpell.Name == "True Thrust"),
                                Cast("True Thrust", r=> true)// r => Actionmanager.LastSpellId == 0 || Actionmanager.LastSpell.Name == "Full Thrust" )

                
                );
        }

Now oddly enough the Chain of True, Vorpal, Full, Impulse - Works. But it stops at Impulse Drive, and I was hoping to have True> Vorpal> Full> Impulse> Disembowel> Chaos> Power> Jump as the rotation.

Here's is the lines for the way it should work, but it stops at Impulse Drive.

Code:
        protected override Composite CreateCombat()
        {
            return new PrioritySelector(
				//Apply("Fracture"),
				//Apply("Phlebotomize"),
				//Apply("Mercy Stroke"),
				Cast("Jump", r => Actionmanager.LastSpell.Name == "Power Surge"), 
				Cast("Power Surge", r => Actionmanager.LastSpell.Name == "Chaos Thrust"),
				Cast("Chaos Thrust", r => Actionmanager.LastSpell.Name == "Disembowel"),
				Cast("Disembowel", r => Actionmanager.LastSpell.Name == "Impulse Drive"),
				Cast("Impulse Drive", r => Actionmanager.LastSpell.Name == "Full Thrust"),
                                Cast("Full Thrust", r => Actionmanager.LastSpell.Name == "Vorpal Thrust"),
                                Cast("Vorpal Thrust", r => Actionmanager.LastSpell.Name == "True Thrust"),
                                Cast("True Thrust", r=> true)// r => Actionmanager.LastSpellId == 0 || Actionmanager.LastSpell.Name == "Full Thrust" )

                
                );
        }

For impulse drive to combo you need to behind the target.
 
Ohh, so it can even detect what skill has combo activated? So last skilled used is only for combo chain and does not initiate the skill indiscriminately?

I guess either that or the skill won't trigger because you're not behind the target so the bot jumps back to the top of the tree.
 
I guess either that or the skill won't trigger because you're not behind the target so the bot jumps back to the top of the tree.

They skills is active, independent of Combo bonus. I'm gonna look for boss to test this one. But if that's the case, Impulse Drive should of never been cast since it has no Combo Bonus. But it does cast that, unless it cast because of no combo bonus attached to spell...
 
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