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[Release] RebornBuddy64 Version 1.0.681 - DirectX11 / x64 bit compatible

Party healing is a combat routine feature. So no. Nothing is wrong with it
 
Should be working once again, was trying some changes to solve potd issues.
 
Error with GetTo:

When Interacting with the Ala Mhigan Resistance Guard on Zone: 621 XYZ: 497.7645, 69.99941, 583.7339. Successfully navigates to and uses the transition, but after the transition is made it tries to again navigate to the resistance guard causing a path failure.

To better show the bug. Start the following Profile from the Ala Mhigan Quarter Aetheryte (Forcing GetTo to use the transition).

Code:
<Profile>
    <Order>
      <GetTo ZoneId="621" XYZ="403.3247, 116.7892, 69.89963"/>
    </Order>
  </Profile>

Log Attached.
 

Attachments

Error with GetTo:

When Interacting with the Ala Mhigan Resistance Guard on Zone: 621 XYZ: 497.7645, 69.99941, 583.7339. Successfully navigates to and uses the transition, but after the transition is made it tries to again navigate to the resistance guard causing a path failure.

To better show the bug. Start the following Profile from the Ala Mhigan Quarter Aetheryte (Forcing GetTo to use the transition).

Code:
<Profile>
    <Order>
      <GetTo ZoneId="621" XYZ="403.3247, 116.7892, 69.89963"/>
    </Order>
  </Profile>

Log Attached.


Version 224

Code:
GetTo:
Rewrote npctransport landing logic, now compares distance from when we interact rather then distance to where we were supposed to land
Added The Dawn Throne to list of aetherytes that need a larger distance to calculate a landing position
 
Can I suggest an edit to the FlyTo tag Mastahg? To make the landing and dismounting smoother?
Code:
// Arrived at destination?
            if (AtLocation(Core.Player.Location, immediateDestination))
            {
                var completionMessage = string.Format("Arrived at destination '{0}'", RoughDestination.Name);

                // Land if we need to...
                // NB: The act of landing may cause us to exceed the ArrivalTolerance specified.
                if (Land)
                {
                    //Sodimm: Nix the NB by forcing it to stop!
                    MovementManager.MoveStop();
                    
                    //await UtilityCoroutine.LandAndDismount(string.Format("Landing at destination '{0}'", RoughDestination.Name));
                    Log("Landing at destination '{0}'", RoughDestination.Name);
                    // Sodimm: no need for => var landed = await CommonTasks.Land();
                    if (Land && await CommonTasks.Land())
                    {
                        // Sodimm: maybe make sure we've landed.
                        await Coroutine.Wait(5000, () => !MovementManager.IsFlying);
                        
                        if (!MovementManager.IsFlying && Dismount)
                        {
                            ActionManager.Dismount();
                            // Sodimm: At least wait for the dismount to complete maybe? Yes.
                            await Coroutine.Wait(5000, () => !Core.Me.IsMounted);
                        }
                        
                        // Sodimm: Then complete. Yay!
                        BehaviorDone(completionMessage);
                        return true;
                    }
                    else
                    {
                        LogError("Failed to land at {0}",immediateDestination);
                        return false;
                    }
                    
                }

                // Done...
                BehaviorDone(completionMessage);
                return false;
            }

The above change will make the behavior complete all it's tasks before _done. No more "Can't do x because we're jumping" errors (well, maybe not completely eradicated, but still.
 
@crpaul There is debug information in your logfile that we need to fix that issue. Please be sure to attach it.
 
[Maintenance]All Worlds Maintenance (Aug. 6)
In order to accompany Patch 4.36, we will be performing maintenance on all Worlds at the time below, during which FINAL FANTASY XIV will be unavailable.

We apologize for any inconvenience this may cause, and we thank you for your understanding.

[Date & Time]
Aug. 6, 2018 9:00 p.m. to Aug. 7, 2018 3:00 a.m. (PDT)
* Completion time is subject to change.

[Affected Worlds]
All Worlds
 
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