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RebornBuddy - Limited Beta - FF14:ARR Bot

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I tested some of these profiles and a lot of them are really Jerky and obviously botlike, i'd suggest smoothing paths and writing profiles that don't have sudden turns. When I'm making a profile i find it better to have long banked turns than sudden ones.
Well the thing with the sudden turns is if you look at the profile inside the profile creator (you can load existing ones) is that if it's pathing to another node across the way it might intersect with another path and that other path will be the route the bot chooses to go causing it to take a direct turn onto another selected path.

I think that it could be smoothened out to be a bit more gradual however I'm not too sure how I can achive this with the waypoints method I used.

You are more than welcome to help correct the profiles you feel are jerky and commit / PM them to me and I'll update my list. Like I said this was done just to get my leveling done and figured I'd share since I spent a decent amount of time making sure they are "AFKable" to an extent.

Smoothing out the curves is something that is on my todo list.

Could you not just try and lower the node distance to 1? Or .5? The files would start to get pretty huge and probably a little laggier, but it'd be the closest thing to a smoother line.
 
Network error? post screen shot or paste specific error. The link works fine for me.
Yay Finally got it to work! my anti virus was blocking it but now I just need to learn how to make profiles since all my char does is auto hit when attacking mobs
 
Could you not just try and lower the node distance to 1? Or .5? The files would start to get pretty huge and probably a little laggier, but it'd be the closest thing to a smoother line.

The number of nodes does not matter when two lines intersect or are parallel to eachother and a little jagged turn is "mathmatically" the faster way to get from point A to point B. From my experience, adding an insane amount of nodes just makes the profile worse
 
Mastahg,

I'm trying to make a profile for the Arcanist, but it seems that all of the Dots compete with one another or all are trying to be cast at the same time when the bot tries to apply them. Is there a way to make it so it cast the spells sequentially? Right now it looks like ever instance that the "Apply" mechanism kicks in all spells availiable to be applied is attempted, which is fine becasue they will weed themselves out if they continue until no more "Apply" spells are available. But as you look through the log, you will see that the bot thinks its done with the "Apply" section after the first attempt and spams Ruin until it tries to "Apply" again".

Is there anyway to make it apply spells (DOTS) sequentially before hitting the damage spam? Since this class and summoner has tons of Dots.



Combat Code
Code:
        protected override Composite CreateCombat()
        {
            return new PrioritySelector(
                                Apply("Bio"),
				Apply("Aero"),
				Apply("Virus"),
				Apply("Energy Drain"),
				Cast("Mercy Stroke", r => Actionmanager.LastSpell.Name == "Ruin"),
				Cast("Ruin", r => Actionmanager.LastSpell.Name == "Bio II"),
                Cast("Ruin", r => true)


                );
        }


LOG
Code:
[14:26:40.092 D] DoAction Spell 166 230824370
[14:26:40.113 N] Applying Bio
[14:26:40.147 N] Applying Aero
[14:26:40.179 N] Applying Virus
[14:26:40.225 N] Applying Energy Drain
[14:26:40.225 D] DoAction Spell 167 1073744601
[14:26:40.259 N] Casting Ruin
[14:26:40.359 D] DoAction Spell 163 1073744601
[14:26:40.395 N] Casting Ruin
[14:26:40.492 D] DoAction Spell 163 1073744601
[14:26:40.526 N] Casting Ruin
[14:26:40.628 D] DoAction Spell 163 1073744601
[14:26:40.659 N] Casting Ruin
[14:26:40.760 D] DoAction Spell 163 1073744601
[14:26:40.795 N] Casting Ruin
[14:26:40.895 D] DoAction Spell 163 1073744601
[14:26:40.929 N] Casting Ruin
[14:26:43.455 N] Applying Bio
[14:26:43.455 D] DoAction Spell 164 1073744601
[14:26:43.489 N] Applying Aero
[14:26:43.525 N] Applying Virus
[14:26:43.558 N] Applying Energy Drain
[14:26:46.109 N] Casting Ruin
[14:26:46.109 D] DoAction Spell 163 1073744601
[14:26:48.616 N] Applying Aero
[14:26:48.616 D] DoAction Spell 121 1073744601
[14:26:48.677 N] Applying Virus
[14:26:48.678 N] Applying Energy Drain
[14:26:48.739 N] Casting Ruin
 
Pikachu, I'm not too sure I fully understand what your trying to say but I'll say what I've had experience with updating combat routines.

Lets take WHM for example. Usually for the rotation you'll want to have Aero II and Thunder always, then once those two are up I'll want to spam Stone II. So my routine would looks something like.

Apply("Aero II");
Apply("Thunder");
Cast("Stone II");

So with this if Aero II or Thunder's DoT ever falls it will have the highest priority since it's before Stone II. It should NEVER cast Stone II if one of my DoTs are missing since I'm having Stone II last. If I had Stone II First in the list my DoTs would never be applies since I always able to cast Stone II.

In your case Apply with your DoTs, will always make sure the DoT are up first before you start spamming Ruin since they are in the list. Basically each "tick" that comes through it tries to apply them in top to bottom fashion, not a next to next to next kinda fashion due to how the behavior trees are inherently designed.

I could be completely wrong in this but that is my observations so far.
 
When making a new profile for gathering and changing the node/arc distance, these settings are not saved into the profile; the default settings are always used.
 
Could you not just try and lower the node distance to 1? Or .5? The files would start to get pretty huge and probably a little laggier, but it'd be the closest thing to a smoother line.
The number of nodes does not matter when two lines intersect or are parallel to eachother and a little jagged turn is "mathmatically" the faster way to get from point A to point B. From my experience, adding an insane amount of nodes just makes the profile worse

Obviously, if set to choose the quickest route and your nodes are messy, parallel, or cross over, then yes; the bot will cut sharp corners and appear "bot like."

However, I've been testing some profile making, and have made nodes 1 yalm apart, and arc distance 1.5 (edit the xml with something like notepad++).

If you can naturally run node to node, and make more of a loop or an A to B to C, and try and stay close to your original line as possible to prevent a railroad effect, the overall result is pretty awesome.

In an instance were you genuinely need to make a cross road, you can make a roundabout, which is essentially a small circle (like around a rock) with several exits. A circular junction, like this: View attachment 111341 It just looks like you're avoiding terrain but you can use this to cut out the 90degree turns. Not a great example but this was just a quick demo. Use an xbox controller for a good circle.
 
Pikachu, I'm not too sure I fully understand what your trying to say but I'll say what I've had experience with updating combat routines.

Lets take WHM for example. Usually for the rotation you'll want to have Aero II and Thunder always, then once those two are up I'll want to spam Stone II. So my routine would looks something like.

Apply("Aero II");
Apply("Thunder");
Cast("Stone II");

So with this if Aero II or Thunder's DoT ever falls it will have the highest priority since it's before Stone II. It should NEVER cast Stone II if one of my DoTs are missing since I'm having Stone II last. If I had Stone II First in the list my DoTs would never be applies since I always able to cast Stone II.

In your case Apply with your DoTs, will always make sure the DoT are up first before you start spamming Ruin since they are in the list. Basically each "tick" that comes through it tries to apply them in top to bottom fashion, not a next to next to next kinda fashion due to how the behavior trees are inherently designed.

I could be completely wrong in this but that is my observations so far.

Watch you WHM carefully as it looks like "Apply" functions in the same action turn. When the apply phase starts, its cast all of the "Apply" spells at once, then when the apply sequence returns it cast "Apply" to the spells that haven't taken effect. It's more noticable with Arcanist with all of their DOT's. It doesn't always make sure "Apply" spells are exhausted before spamming the damage spell.

Hence you see the following in the logs from the bot, the "Apply" is its own combat phase without a check if all is applied or which sequence to apply in.

Code:
[14:26:40.092 D] DoAction Spell 166 230824370
[14:26:40.113 N] Applying Bio
[14:26:40.147 N] Applying Aero
[14:26:40.179 N] Applying Virus
[14:26:40.225 N] Applying Energy Drain

The only difference is your use of the ";" and not a "," that I used. I'll try to test it out and see if it makes a difference.

Update***
Just tried with ';" and it didn't work, the bot gave out errors not sure how you got it to work with that.
 
Buddy has suddenly stopped working and I can't seem to get any other working either.

The login screen seems as normal for all, but when any attach, I get all kinds of errors, though they seemed to be working a few hours ago. Could someone else test and confirm please?
 
any1 can tell me where is the target file? i want to try make it cast x spell only on full life monsters
 
Update***
Just tried with ';" and it didn't work, the bot gave out errors not sure how you got it to work with that.

Yeah sorry about that, I was at work and was just trying to give an example. It shouldn't be semicolons but commas like you have.
 
Buddy has suddenly stopped working and I can't seem to get any other working either.

The login screen seems as normal for all, but when any attach, I get all kinds of errors, though they seemed to be working a few hours ago. Could someone else test and confirm please?

Post a complete log file with the errors.

Been very busy lately heres a changelog for unreleased version:
Fix not being able to navigate to nodes due to only checking nearest one.
Basic support for all classes
Basic resting support for all classes
Run multiple instances of the bot at the same time.
Sprinkled more debug output all over the place.


I'll look into why that CR logic for arcanist is bugging out, I have a feeling it might be due to a limit on actionrate.
 
There isn't a log file.

After clicking log in when buddy tries to attach, that's when buddy crashes.


Edit:
Ok I can't explain why but it's working today.
 
Post a complete log file with the errors.

Been very busy lately heres a changelog for unreleased version:
Fix not being able to navigate to nodes due to only checking nearest one.
Basic support for all classes
Basic resting support for all classes
Run multiple instances of the bot at the same time.
Sprinkled more debug output all over the place.


I'll look into why that CR logic for arcanist is bugging out, I have a feeling it might be due to a limit on actionrate.

Is it Christmas already!!! Damm mastahg, you know how to make an old man giddy like a litte kid!! HAHAHA. Keep up the great work mate!
 
mastahg, new strange issue.

I noticed with gathering bro, that suddenly the game thinks i'm standing ilde after some time and suddenly tries to kick me. When it does, the bot is frozen when the countdown starts. Oddly this happened allot, and I saw it first hand when the bot was moving node to node. It wasn't even stuck. Anyway is it possible to add a mechanism to hit cancel when it does pop up? Is this because of how the bot injects the actions that the game thinks we are idle?

Thanks!
 
Hi, I noticed a problem. In Central Shroud in front of the transition gate to South Shroud is the spot for farming Wind Crystals. I set up a profile to gather there, but some of the nodes are so far apart, that the bot simply gets stuck since it seems to have a limit on how far it will scan for nodes. It works most of the time, but as soon as the most distant node gets spawned it stops and just sits there. Is there a way to increase this scan range?
 
Hi, I noticed a problem. In Central Shroud in front of the transition gate to South Shroud is the spot for farming Wind Crystals. I set up a profile to gather there, but some of the nodes are so far apart, that the bot simply gets stuck since it seems to have a limit on how far it will scan for nodes. It works most of the time, but as soon as the most distant node gets spawned it stops and just sits there. Is there a way to increase this scan range?

I'm at work so I can't really say for 100% but I believe if you actually open up the XML in an editor there will be something along the lines of a "strictness" element which you can try changing. I believe that will achieve what your looking for it to do.

However, I might also suggest reopening the profile in the profile creator and walking to the nodes that it is missing because laxing the strictness may cause the bot to get caught on something. If you actually create waypoints to the missing node you have a much higher chance of not getting stuck.
 
Hi, I noticed a problem. In Central Shroud in front of the transition gate to South Shroud is the spot for farming Wind Crystals. I set up a profile to gather there, but some of the nodes are so far apart, that the bot simply gets stuck since it seems to have a limit on how far it will scan for nodes. It works most of the time, but as soon as the most distant node gets spawned it stops and just sits there. Is there a way to increase this scan range?

Upload the profile to pastebin.com and send it to me in a private message so I can take a look at it.
 
Hi, I noticed a problem. In Central Shroud in front of the transition gate to South Shroud is the spot for farming Wind Crystals. I set up a profile to gather there, but some of the nodes are so far apart, that the bot simply gets stuck since it seems to have a limit on how far it will scan for nodes. It works most of the time, but as soon as the most distant node gets spawned it stops and just sits there. Is there a way to increase this scan range?


After reviewing the profile it seems you have a few trees that are not connected to your waypoints. Uncheck visible units only to see nearby trees. We can scan for units very far away, slide the zoom slider to the left to see. Try connecting those trees and let me know if you still have issues.
 
Sorry for the late reply! I left those trees out on purpose, since they only have shards. With this setup I'm still getting a full spawning circle. I have visible units unchecked, i know which trees you mean. But if you go to the upper most node when it spawns, and pull the zoom slider out, you wont be able to see the bottom most node on the map anymore, or at least mine doesn't display it. The path leading to it is still displayed, but the node itself is not. I can post a screenshot in a little while when I go to that spot again. And also since some of those trees are even further away from the top nodes than the one i'm having trouble with now, it wouldn't really solve the problem. I'll post a screenshot soon.
 
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