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[Release] RebornBuddy64 Version 1.0.424 - DirectX11 / x64 bit compatible

Version 638
Code:
Update ActionResourceManager.Astrologian
Add ActionResourceManager.BlackMage.AstralSoulStacks
 
Version 639
Code:
Update ActionResourceManager.Viper.DreadComboState

Kupo:
Update viper rotation
 
Not sure if it's a CR bug with Magitek or a bug with RB but when in a party and in dungeons the CR will use AOEs appropriately. When in the open world and doing fates the bot will only use single target skills regardless of how many enemies are surrounding the player.
 
Just tested this using kupo as the CR and combat assist as the botbase on a fate in garlemald. The result was the same no AOE attacks regardless of how many mobs surround the player.
 
Just tested this using kupo as the CR and combat assist as the botbase on a fate in garlemald. The result was the same no AOE attacks regardless of how many mobs surround the player.
Most kupo routines do not support AOE and those that do need to have it manually enabled. This is likely a magitek issue
 
For Samurai the new level 100 skills have their own Kaeshi actions, can you add those to the resource manager? Not sure if you want to add them to KaeshiAction or a new one called TendoKaeshiAction.

ActionResourceManager.Samurai.KaeshiAction.TendoSetsugekka
ActionResourceManager.Samurai.KaeshiAction.TendoGoken
or
ActionResourceManager.Samurai.TendoKaeshiAction.Setsugekka
ActionResourceManager.Samurai.TendoKaeshiAction.Goken
 
For Samurai the new level 100 skills have their own Kaeshi actions, can you add those to the resource manager? Not sure if you want to add them to KaeshiAction or a new one called TendoKaeshiAction.

ActionResourceManager.Samurai.KaeshiAction.TendoSetsugekka
ActionResourceManager.Samurai.KaeshiAction.TendoGoken
or
ActionResourceManager.Samurai.TendoKaeshiAction.Setsugekka
ActionResourceManager.Samurai.TendoKaeshiAction.Goken

It'll depend on how the data is stored, can you log

Code:
Log(ActionResourceManager.CostTypesStruct);
through out the different states of the rotation for me.
 
It'll depend on how the data is stored, can you log

Code:
Log(ActionResourceManager.CostTypesStruct);
through out the different states of the rotation for me.

After Tendo Setsugekka is used, Tsubame turns into Tendo Kaeshi Setsugekka and this is the result (offset_A is 6).
ResourceTable: { timer_8: 30000, timer_A: 25606, timer_E: 0, timer_C: 3, timer_10: 0, offset_8: 48, offset_9: 117, offset_A: 6, offset_B: 100, offset_C: 3, offset_D: 0, offset_E: 0, offset_F: 0, offset_10: 0 }

After Tendo Goken is used, Tsubame turns into Tendo Kaeshi Goken and this is the result (offset_A is 5).
ResourceTable: { timer_8: 30000, timer_A: 25605, timer_E: 0, timer_C: 3, timer_10: 0, offset_8: 48, offset_9: 117, offset_A: 5, offset_B: 100, offset_C: 3, offset_D: 0, offset_E: 0, offset_F: 0, offset_10: 0 }

Once the skills are used offset_A goes back to 0

Update: Tested it. These are valid checks for the new Tsubame actions.

Code:
public static bool CanTendoKaeshiSetsugekka => ActionResourceManager.CostTypesStruct.offset_A == 6;

public static bool CanTendoKaeshiGoken => ActionResourceManager.CostTypesStruct.offset_A == 5;
 
Last edited:
After Tendo Setsugekka is used, Tsubame turns into Tendo Kaeshi Setsugekka and this is the result (offset_A is 6).
ResourceTable: { timer_8: 30000, timer_A: 25606, timer_E: 0, timer_C: 3, timer_10: 0, offset_8: 48, offset_9: 117, offset_A: 6, offset_B: 100, offset_C: 3, offset_D: 0, offset_E: 0, offset_F: 0, offset_10: 0 }

After Tendo Goken is used, Tsubame turns into Tendo Kaeshi Goken and this is the result (offset_A is 5).
ResourceTable: { timer_8: 30000, timer_A: 25605, timer_E: 0, timer_C: 3, timer_10: 0, offset_8: 48, offset_9: 117, offset_A: 5, offset_B: 100, offset_C: 3, offset_D: 0, offset_E: 0, offset_F: 0, offset_10: 0 }

Once the skills are used offset_A goes back to 0

Update: Tested it. These are valid checks for the new Tsubame actions.

Code:
public static bool CanTendoKaeshiSetsugekka => ActionResourceManager.CostTypesStruct.offset_A == 6;

public static bool CanTendoKaeshiGoken => ActionResourceManager.CostTypesStruct.offset_A == 5;

Offset_A is the ARM.SAM.Kaeshi field, I'll add KaeshiSetsugekka and KaeshiGoken to the enum
 
Offset_A is the ARM.SAM.Kaeshi field, I'll add KaeshiSetsugekka and KaeshiGoken to the enum

For clarity it might be better to add them as TendoSetsugekka and TendoGoken since the enum is already called KaeshiAction. KaeshiAction.Setsugekka and KaeshiAction.Goken are used for the pre-100 version of those Tsubame skills.

So the enum will look like...
Code:
    // 2: ActionResourceManager.Samurai.KaeshiAction.Goken
    // 3: ActionResourceManager.Samurai.KaeshiAction.Setsugekka
    // 4: ActionResourceManager.Samurai.KaeshiAction.Namikiri
    // 5: ActionResourceManager.Samurai.KaeshiAction.TendoGoken
    // 6: ActionResourceManager.Samurai.KaeshiAction.TendoSetsugekka

Higanbana was removed from Tsubame so there's no more Kaeshi Higanbana anymore, which was 1 before.
 
Last edited:
For clarity it might be better to add them as TendoSetsugekka and TendoGoken since the enum is already called KaeshiAction. KaeshiAction.Setsugekka and KaeshiAction.Goken are used for the pre-100 version of those Tsubame skills.

So the enum will look like...
Code:
    // 2: ActionResourceManager.Samurai.KaeshiAction.Goken
    // 3: ActionResourceManager.Samurai.KaeshiAction.Setsugekka
    // 4: ActionResourceManager.Samurai.KaeshiAction.Namikiri
    // 5: ActionResourceManager.Samurai.KaeshiAction.TendoGoken
    // 6: ActionResourceManager.Samurai.KaeshiAction.TendoSetsugekka

Higanbana was removed from Tsubame so there's no more Kaeshi Higanbana anymore, which was 1 before.

Updated with the last build
 
Log(ActionResourceManager.Viper.DreadCombo);
Sorry correction* DreadComboState. It returns None after casting it.
upload_2024-7-26_21-6-59.png
 
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