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

ahhh, i still get the error message when i try to open rebornbuddy, what should i do with my antivirus to stop this? would you like me to also post the image of the error message
 
I don't use antivirus, and the link you sent works now, all 3 tick up on buddywizard, where do i find the greymagic dll? i dont think i see it in my folder
 
Make sure your extracting everything in the zip to a folder before trying to run it, its inside the zip.
 
ahhh my computer blocked half the files on the download, just had to make windows defender exception and all works out! thanks mate!
 
Version 420
Code:
Fatebot flying logic improved, make sure to keep an eye on it as some zones still need some annotations for indoor areas

Added a setting in the global settings menu to use the other regions nav server

Cleaned up some code in a few quest behaviors
Added some extra debug logic in a few places
 
The global settings feature 'Pulse Hotbars' does not work with some actions like Sprint or gunbreaker's DangerZone (it does work with BlastingZone though, which is what replaces DangerZone on the hot bar at level 80). Mastahg, can you please look into this? Sprint's ID is 3 and DangerZone ID is 16144. Thanks!
 
The global settings feature 'Pulse Hotbars' does not work with some actions like Sprint or gunbreaker's DangerZone (it does work with BlastingZone though, which is what replaces DangerZone on the hot bar at level 80). Mastahg, can you please look into this? Sprint's ID is 3 and DangerZone ID is 16144. Thanks!
Fixed in new build

I add a special hack for sprint, other general actions won't be pulsed as adding the extra code bloat isn't worth it.
 
Version 420
Code:
Fatebot flying logic improved, make sure to keep an eye on it as some zones still need some annotations for indoor areas

Added a setting in the global settings menu to use the other regions nav server

Cleaned up some code in a few quest behaviors
Added some extra debug logic in a few places

In II Meg, the teleport Pla Enni always gets stuck. Any chance this one was part of the improvements in this update? Also, if not, is there a way to maybe add a option to make this teleport optional and have it fly to the one outside instead?
 
In II Meg, the teleport Pla Enni always gets stuck. Any chance this one was part of the improvements in this update? Also, if not, is there a way to maybe add a option to make this teleport optional and have it fly to the one outside instead?
Can you get me a log please?
 
hi. i want travel to the peaks (the arms of meed) coord: ZoneId="620" XYZ="-665.0161, 307.6808, 810.0854"
the way is not supportet
[Error] No area found for ZoneId: 620, Position: <-665.0161, 307.6808, 810.0854>
can you help me?
 
hi. i want travel to the peaks (the arms of meed) coord: ZoneId="620" XYZ="-665.0161, 307.6808, 810.0854"
the way is not supportet
[Error] No area found for ZoneId: 620, Position: <-665.0161, 307.6808, 810.0854>
can you help me?

I'm not aware of any "Error" that comes with RB like that, post profile and log
 
Attached is log. Also, had a few exceptions outside also. Not sure what those are.

I assume your running some sort of plugin that has it teleport, as fatebot by default will not teleport anywhere.

But Pla Enni is a known issue, crafting the annotations is tedious work
 
Noticing the PartyManager AllMembers/RawMembers/VisibleMembers properties do not get all of the party members while in a CrossWorld party. For example, queue into a dungeon in a CrossWorld party of 3, we zone into the dungeon and the count will be 3 instead of 4, it never detects the pug player that was added to the party. This only occurs when in a CrossWorld party, so if I were to queue in a party of 3 that was Normal party, the count will return 4 because it will detect the pug player added to the instance.
 
Noticing the PartyManager AllMembers/RawMembers/VisibleMembers properties do not get all of the party members while in a CrossWorld party. For example, queue into a dungeon in a CrossWorld party of 3, we zone into the dungeon and the count will be 3 instead of 4, it never detects the pug player that was added to the party. This only occurs when in a CrossWorld party, so if I were to queue in a party of 3 that was Normal party, the count will return 4 because it will detect the pug player added to the instance.

Can you run this in the console and let me know what it prints?

Code:
Type type = typeof(PartyManager);
var info = type.GetProperty("RegularMembers", BindingFlags.NonPublic | BindingFlags.Static);
Log(info.GetValue(null));
 
0.

While in a crossworld party in Shirogane. Not in a dungeon.

Edit: I won't be able to test that in a dungeon until tomorrow. I'll let you know.
 
Last edited:
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