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

@mastahg Can you please add

Frailty = 17,
Concealment = 18,
Petrification = 19


to ff14bot.Directors.Pomander Enum, they are for HoH. They show up as their int values in DeepDungeonInventory() but you can only call UsePomander with the enum.
Also for later possibly look into Magicites? They are in SC data as DeepDungeonMagicStone

Added, I haven't tried HoH so not sure I can be much help there, ill have to look into it more.

@mastahg In the same vein, is it possible to have the Timers window reversed for searching?

Id5eGwR.png

Specifically I am looking for the Company Supply (Mission Allowance), Custom Deliveries, and Rowena's HoS information in a child window after selecting their respective option here. They all (currently) operate as such from below:
Code:
ClearLog();

foreach(var control in RaptureAtkUnitManager.GetRawControls)
{
    Log(control.Name + " : " + control.Pointer.ToString("X") + " - " + control.VTable.ToString("X") + " - " + control.TryFindAgentInterface());
}

ContentsInfoDetail : 218372CB380 - 7FF6CC1C2F08 - AgentInterface 92 0x217B98AF9D0

ContentsInfo : 217EA4C4690 - 7FF6CC1C2CF8 - AgentInterface 92 0x217B98AF9D0


ContentsInfo is the parent window, and ContentsInfoDetail is the child.
jtpqaDJ.png


Thank you! (Also, any word from Zzi about the loot window at all?)

That looks terrible, ill see if theres something that can be added.

Hey mastahg
Did Bard Soul Voice Gauge added?
I did not find it in the article string.

Yes
ActionResourceManager.Bard.SoulVoice

use visual studios object explorer
 
@mastahg GameObjectManager.GetObjectsOfType<BattleCharacter>(true,true)
Make CPU utilization high, increasing from 1% to 10%. In the 8-man Duty, the frame is obviously dropped.
 
@mastahg GameObjectManager.GetObjectsOfType<BattleCharacter>(true,true)
Make CPU utilization high, increasing from 1% to 10%. In the 8-man Duty, the frame is obviously dropped.

Nope. I'm not arguing this again. GOM.GOOT is used all over internally, it's extremely fast. Your doing something really really stupid that your not showing here.
 
Version 301

Code:
DeepDive:
No longer runs into the barrier when entering a potd instance
Improved detection of lust and rage states so they will now cast their abilities
Added a small wait time to pomanders to prevent pomanders from being double cast
No longer will lockup the bot when using the rbconsole while deep dive is running

HotbarManager:
HotbarSlots will now return the slots used by the transform bar
 
Build 303

Code:
GameObject.IsTargetable will now return the correct value
BattleCharacter.IsDying will now return the correct value

Updated some forced fate locations
Updated some aethertyte offset locations

Kupo:
Darkknight updated
 
Version 304

Code:
Bug Fixes:
Fixes issue where if the bot crashed afk status update could be spammed after running and closing the bot.
Fixed issue where the player would sometimes jump after landing from a flying state
Death counter in the info panel works correctly again
Renamed ItemAttribute.Parry to ItemAttribute.Tenacity
Items now have the correct cooldown value

Changes:
Ticks per second added to the info panel
Loading profiles and pressing the start button are now asynchronous so the gui does not lock up during large profile loads.

DeepDive:
Will no longer use pomanders that affect the next floor when the next floor is a boss floor
 
Is DutyManager Queue'ing broken? No Matter what you give it, it only queues for tam-tam. Even just this snippet in console prints out `The Stone Vigil` then queues for Tam-Tam Deepcroft...forcing it into an array makes no difference.


Code:
var result = DataManager.InstanceContentResults.Values.FirstOrDefault(i => i.Id == 11);

Log(result.EngName);

DutyManager.Queue(result);
 
Is DutyManager Queue'ing broken? No Matter what you give it, it only queues for tam-tam. Even just this snippet in console prints out `The Stone Vigil` then queues for Tam-Tam Deepcroft...forcing it into an array makes no difference.


Code:
var result = DataManager.InstanceContentResults.Values.FirstOrDefault(i => i.Id == 11);

Log(result.EngName);

DutyManager.Queue(result);

New build coming that fixes the issue. Thanks for the report.
 
Thank you, works now. :)

I did find the Magicites for HoH in memory, well the inventory which are

InstanceContentDirector Director => DirectorManager.ActiveDirector as InstanceContentDirector;
byte[] list = Core.Memory.ReadArray<byte>(Director.Pointer + 5160, 4);

First 3 are the 3 slots (1-4 based on which type it is) and last one is the count, also found the function in ida that gets called when you cast it but I haven't been able to figure out how to call it. Reached the limit of my reversing so I put it on hold for now. Working on merging HoH and Potd into the same codebase and adding interchangeable boss logic.
 
Issue with DataManager.InstanceContentResults, it seems to need another column/field. If you view the actual table in Godbert some of instances have a different Key than field '9 (Order)' (idk what to call it) which is what DataManager.InstanceContentResults.DungeonId returns.

Example: if your want to queue for The Bowel of Embers (Hard) you can queue with DutyManager.Queue(DataManager.InstanceContentResults.Values.FirstOrDefault(i => i.Id == 59)); but once you get inside Instance.DungeonId returns 20004 which is the key in Godbert for The Bowel of Embers (Hard). Same if you go into other hard/extreme stuff, Id 196 queues for the Great Gubal Library (Hard) which is correct but inside Instance.DungeonId returns it's key which is 47 which then if you try to get from InstanceContentResults 47 is Stinging Back. I'm not sure if InstanceContentResults needs another column which can be checked inside when using InstanceContentDirector since you need both numbers, one to queue, and the other to figure out what duty you're in. Same happens in potd/hoh which I'm trying to switch to all DB instance info for localization.


Code:
ff14bot.Directors.InstanceContentDirector Instance = ff14bot.Managers.DirectorManager.ActiveDirector as ff14bot.Directors.InstanceContentDirector;
Log(Instance.DungeonId);
Log(DataManager.InstanceContentResults.Values.FirstOrDefault(i => i.Id == Instance.DungeonId).EngName);

returns (After Queuing into Great Gubal Library (hard) with id 196)

47
Stinging Back
 
Version 309

Code:
Avoidance logic has been improved, should spasm less when attempting to run out of a circular aoe.
-There still seems to be a rare race condition that I can't reproduce where it will still spasm.

Removed some ancient code inside orderbot/fatebot that would cause the bot logic to pause for 5 seconds after casting a spell while out of combat.
-UseItemTag has been updated to be faster and use updated logic for when to shorcircut its wait.
-While i've tested this change with such large profiles its impossible to test all the edge cases so there might be new issues with this tag.

Mounting up after teleporting will be more reliable and less likely to bug flyto out.

DeepDungeon:
No longer will use pomanders that buff the next floor when the next floor is a boss floor

Kupo:
All classes will now resummon the chocobo during combat

3DOverlay:
Will now update arrays in parallel when large amounts of triangles are passed into rendering
Now accepts List<vector3> instead of only vector3[]
 
Issue with DataManager.InstanceContentResults, it seems to need another column/field. If you view the actual table in Godbert some of instances have a different Key than field '9 (Order)' (idk what to call it) which is what DataManager.InstanceContentResults.DungeonId returns.

Example: if your want to queue for The Bowel of Embers (Hard) you can queue with DutyManager.Queue(DataManager.InstanceContentResults.Values.FirstOrDefault(i => i.Id == 59)); but once you get inside Instance.DungeonId returns 20004 which is the key in Godbert for The Bowel of Embers (Hard). Same if you go into other hard/extreme stuff, Id 196 queues for the Great Gubal Library (Hard) which is correct but inside Instance.DungeonId returns it's key which is 47 which then if you try to get from InstanceContentResults 47 is Stinging Back. I'm not sure if InstanceContentResults needs another column which can be checked inside when using InstanceContentDirector since you need both numbers, one to queue, and the other to figure out what duty you're in. Same happens in potd/hoh which I'm trying to switch to all DB instance info for localization.


Code:
ff14bot.Directors.InstanceContentDirector Instance = ff14bot.Managers.DirectorManager.ActiveDirector as ff14bot.Directors.InstanceContentDirector;
Log(Instance.DungeonId);
Log(DataManager.InstanceContentResults.Values.FirstOrDefault(i => i.Id == Instance.DungeonId).EngName);

returns (After Queuing into Great Gubal Library (hard) with id 196)

47
Stinging Back

Lord, IIRC this data isn't 'InstanceContent' it's actually 'ContentFinderCondition' .

It was designed specifically to get us into the dungeon, and not to identify the dungeon once we were in there. as that data comes from 'InstanceContent' as you have discovered.

At one time this was a mash between the two datasets, (it might still be I don't recall specifically, it's changed a bit since I have looked at it). as the data was needed to correctly validate that we could enter a specific dungeon.
 
For some reason Rb doesnt run Sodimm profile or Y2krazy profile could anyone explian to me if i am doing something wrong or if RB is bugging out .Ty in advance.
 

Attachments

For some reason Rb doesnt run Sodimm profile or Y2krazy profile could anyone explian to me if i am doing something wrong or if RB is bugging out .Ty in advance.

Looks like the mew plugin is throwing a bunch of errors. Unsure if thats causing the issue tho.

Version 310
Code:
DeepDungeon:
Potion logic updated, now will always only use the potion that provides the highest healing per second.
No longer attempts to navigate to treasure chests immediately after having used them.
Targeting logic has been optimized for faster performance.
No longer will target mobs 3 levels or lower from the player once the cairn of passage is activated unless they aggro the player.
 
Version 311
Code:
More avoidancemanager improvements, should hopefully no longer spasm when running out of avoids.


DeepDungeon:
Attempt to detect when we've looted a chest that contains a pomander that we cannot carry anymore of.
-This should work in other locales but I haven't tested it.
Death counter is now incremented on death
Bot willl stop casting when removing the lust aura.
Looting chest logic handler has been rewritten to be better handle chests that explode
One second wait has been added to using pomanders to prevent triggering the anti-stuck
Added a IsValid to a poi-usage to prevent errors when a target dies

Kupo:
Physical dps classes will now use second wind when health falls below 40%
Melee physical dps will now used bloodbath when health falls below 60%


Api:
Added two fields to InstanceContentResult
 
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