What's new
  • Visit Rebornbuddy
  • Visit Panda Profiles
  • Visit LLamamMagic
  • Visit Resources
  • Visit Downloads
  • Visit Portal
RebornBuddy Forums

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

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

i kinda kept manually did the msq until it stopped trying to go there if it does it again i well get a log
 
I have the same issue, but some how if you go global setting and turn mount on(some how it doesnt save using mount like ever, and when you restart it go back to being off) that fix it for the time being
 
Thanks for reporting this. New version will now properly recognize the full list of known aethernets. I forgot to hook up dynamic aethernet scaling a while ago so it wasn't checking for the three new ones that had been added.
 
Version 245
Code:
Talk.Next() now respects cutscenes that force auto-advance on.
 
Hello
After updating, I could not climb the tower of the dead.
From the point of intrusion, do not proceed ahead.
The language is Japanese
 
Hi mastahg I'm a rebornbuddyCN user, for now I can't find those "Adventurer Action" for pvp (muse, purify, safeguard etc.) in the ActionManager, and i can not add them to combat rotations (added skillId but got no respond).
Am I missed something or the current version of rb does not support them?
Will these skills get supported soon?
 
Last edited:
Hi mastahg I'm a rebornbuddyCN user, for now I can't find those "Adventurer Action" for pvp (muse, purify, safeguard etc.) in the ActionManager, and i can not add them to combat rotations (added skillId but got no respond).
Am I missed something or the current version of rb does not support them?
Will these skills get supported soon?


Directly casting the pvp actions was removed because it was easy to cast them in the wrong order which would be easly detectable serverside.

It requires using slighlty different functions to cast pvp spells

All of the following are under ActionManager

uint GetPvPComboCurrentActionId(uint comboId)
SpellData GetPvPComboCurrentAction(uint comboId)
bool DoPvPCombo(uint comboId, GameObject targetObject)

and a list of pvp combos

https://vgy.me/uq8RMA.png
 
Directly casting the pvp actions was removed because it was easy to cast them in the wrong order which would be easly detectable serverside.

It requires using slighlty different functions to cast pvp spells

All of the following are under ActionManager

uint GetPvPComboCurrentActionId(uint comboId)
SpellData GetPvPComboCurrentAction(uint comboId)
bool DoPvPCombo(uint comboId, GameObject targetObject)

and a list of pvp combos

https://vgy.me/uq8RMA.png

Thank you for replying, the pvp action combo works very well. but what i mean is 7 extra changeable skills which are specialized for pvp (recuperate, enliven, concentrate, purify, safeguard, muse and bolt), and they even don't appear in the Actioncache:(
 
Thank you for replying, the pvp action combo works very well. but what i mean is 7 extra changeable skills which are specialized for pvp (recuperate, enliven, concentrate, purify, safeguard, muse and bolt), and they even don't appear in the Actioncache:(

Thanks for bringing this to my attention. I must have missed this when I was redoing the pvp stuff. I've gone and added support for the skills in the version that should appear in a few minutes.
 
Version 249
Code:
GatheringPointObject:
Type once again returns the correct value
NpcId returns the correct value
Level added

Added additional logging for issues with the authentication server
 
Code:
Avoidance has received a significant rework
*Avoidance region for cones are now generated correctly
*Reduced likely hood of bot pathing back and forth on a single point
*Reduced likely hood of bot not being able to generate a path out of a avoid
*Reduced time it takes to generate a path out of a avoid, reducing the time frame is frozen
*Increased precision when following an avoidance path


Api changes:

ID3DDrawer now implements a DrawCircle function

Bug fixes:

3D overlay DrawCircleOutline now functions correctly


I'm really happy with this update overall.
Avoidance is not perfect, but it is in a much better place then it was previously.
There are still some issues where multiple avoids overlap, it can fail to get a path out. This issue has been really tricky to debug
If you tried sidestep and did not think it was worth using I suggest giving it another try.
 
Build 251
Code:
GetTo will now use Return when off cooldown

Api changes:

Add CommonTasks.Teleport
Add CommonTasks.Return
Add CommonBehaviors.Teleport(aetheryte)

Deprecate CommonBehaviors.Teleport(aetheryte,zoneid)

Rebornconsole:
fLog local function added

fLog(x) will foreach(var item in x) log(item)
 
"This version is not yet supported"

no eta for the update?
 
Last edited:
Back
Top