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

Known issue with Anamnesis Anyder, they added some rocks way below the map that are messing up the navigation mesh.
 
I'm getting wrong gathering node target info inside Diadem with this snippet. The info it puts out is always nodes, sometimes from the other class. Mobs and NPCs seem fine.
Code:
ClearLog();
GameObject s = GameObjectManager.GetObjectByNPCId(Core.Target.NpcId);
            Log("Can Attack - " + s.CanAttack.ToString());
            Log("Combat Reach - " + s.CombatReach.ToString());
            Log("Current Health Percent - " + s.CurrentHealthPercent.ToString());
            Log("English Name - " + s.EnglishName.ToString());
            Log("Fate ID - " + s.FateId.ToString());
            Log("Heading - " + s.Heading.ToString());
            Log("Id Location - " + s.IdLocation.ToString());
            Log("Is Behind - " + s.IsBehind.ToString());
            Log("Is Fate Gone - " + s.IsFateGone.ToString());
            Log("Is Flanking - " + s.IsFlanking.ToString());
            Log("Is Me - " + s.IsMe.ToString());
            Log("Is Targetable - " + s.IsTargetable.ToString());
            Log("Is Valid - " + s.IsValid.ToString());
            Log("Is Visble - " + s.IsVisible.ToString());
            Log("Location - " + s.Location.ToString());
            Log("LUA String - " + s.LuaString.ToString());
            Log("Max Health - " + s.MaxHealth.ToString());
            Log("Name - " + s.Name.ToString());
            Log("NPC ID - " + s.NpcId.ToString());
            Log("Object Id - " + s.ObjectId.ToString());
            Log("Type - " + s.Type.ToString());
 
I'm getting wrong gathering node target info inside Diadem with this snippet. The info it puts out is always nodes, sometimes from the other class. Mobs and NPCs seem fine.
Code:
ClearLog();
GameObject s = GameObjectManager.GetObjectByNPCId(Core.Target.NpcId);
            Log("Can Attack - " + s.CanAttack.ToString());
            Log("Combat Reach - " + s.CombatReach.ToString());
            Log("Current Health Percent - " + s.CurrentHealthPercent.ToString());
            Log("English Name - " + s.EnglishName.ToString());
            Log("Fate ID - " + s.FateId.ToString());
            Log("Heading - " + s.Heading.ToString());
            Log("Id Location - " + s.IdLocation.ToString());
            Log("Is Behind - " + s.IsBehind.ToString());
            Log("Is Fate Gone - " + s.IsFateGone.ToString());
            Log("Is Flanking - " + s.IsFlanking.ToString());
            Log("Is Me - " + s.IsMe.ToString());
            Log("Is Targetable - " + s.IsTargetable.ToString());
            Log("Is Valid - " + s.IsValid.ToString());
            Log("Is Visble - " + s.IsVisible.ToString());
            Log("Location - " + s.Location.ToString());
            Log("LUA String - " + s.LuaString.ToString());
            Log("Max Health - " + s.MaxHealth.ToString());
            Log("Name - " + s.Name.ToString());
            Log("NPC ID - " + s.NpcId.ToString());
            Log("Object Id - " + s.ObjectId.ToString());
            Log("Type - " + s.Type.ToString());

Code:
GameObject s = GameObjectManager.GetObjectByNPCId(Core.Target.NpcId);

NPCIds are not unique, they are the "type" of the object, you could target one thing and a nearby object with the same id could be gotten. Also, why would you lookup the target again when its already present?

Code:
GameObject s = Core.Target;
 
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