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

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.
I was seriously confused, thanks for the edits. Was assuming that was inside the dungeon. Let me know when your inside dungeon and what the crossworld partysize is.
 
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));

4.
CrossWorld Party size of 2. NumMembers/AllMembers/VisibleMembers/RawMembers all had a count of 2 while in the 4 player dungeon.

After that I tested it in a Normal Party size of 2. It printed 4 again, but this time the other properties all had the correct count of 4 while in the 4 player dungeon.
 
Next update could you adjust the PlayerIcon enum, it shifted a while back and things like Busy doesn't line up. These are the current values https://github.com/xivapi/ffxiv-datamining/blob/master/csv/OnlineStatus.csv . No rush since you can check against the raw value.

Added for the next version


Next version will introduce some changes to the I3DDrawer Interface, adding the following new functions
DrawIndexedTriangles
DrawBoundingBox
DrawLineStrip
DrawLineList
 
Hello, it seems the tilde key was removed from the dictionary. I am getting the error when ` is the start/stop key in crawler.. this error was not present ever in RB life until latest update of RB.

error in question
Code:
[06:33:46.110 D] System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
   at System.ThrowHelper.ThrowKeyNotFoundException()
   at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
   at TreeSharp.Decorator.<Execute>d__12.MoveNext()
   at TreeSharp.Composite.Tick(Object context)
   at TreeSharp.PrioritySelector.<Execute>d__2.MoveNext()
   at TreeSharp.Composite.Tick(Object context)
   at TreeSharp.Decorator.<Execute>d__12.MoveNext()
   at TreeSharp.Composite.Tick(Object context)
   at ff14bot.TreeRoot.()

What?
 
Hello, it seems the tilde key was removed from the dictionary. I am getting the error when ` is the start/stop key in crawler.. this error was not present ever in RB life until latest update of RB.

error in question
Code:
[06:33:46.110 D] System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
   at System.ThrowHelper.ThrowKeyNotFoundException()
   at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
   at TreeSharp.Decorator.<Execute>d__12.MoveNext()
   at TreeSharp.Composite.Tick(Object context)
   at TreeSharp.PrioritySelector.<Execute>d__2.MoveNext()
   at TreeSharp.Composite.Tick(Object context)
   at TreeSharp.Decorator.<Execute>d__12.MoveNext()
   at TreeSharp.Composite.Tick(Object context)
   at ff14bot.TreeRoot.()

No idea what crawler is, but the only change in the last build was to the partymanager. And keynotfound is not talking about a actual key its talking about is probably something totally different
 
Version 424

Code:
CommonTasks.Teleport now returns false if the player gets in combat
ItemAttributes enum updated, stat weights updated

Quest Behaviors:
GetTo: Now behaves like nocombatmoveto, will wait 5s for combat to clear once we've reached our destination before going in to combat. If enemy units enter melee then the wait will stop early.

Pickup: 500ms delay added to interacting with targets to help prevent an issue where the bot could turn in a quest and go to pickup a new one before the client had a chance to update
 
Would it be possible to get a condition added in for OrderBot to be able to check if we have an emote or hair style?
 
Would it be possible to get a condition added in for OrderBot to be able to check if we have an emote or hair style?
What's the use case? There would be a lot of work behind the scenes to get that to work. I've never looked at reverseing the list of emotes or hair.
 
What's the use case? There would be a lot of work behind the scenes to get that to work. I've never looked at reverseing the list of emotes or hair.

To create a profile that will unlock all available emotes and hair styles. I've already started making one that unlocks based of quests, but I'd like to be able to obtain the ones that come from purchasing as well.
 
Version 425

Code:
NavGraph/GetTo:
Add support for vesper bay aetheryte ticket
Add support for waking sands
Add support for vesper bay docks
Properly add npc transition nodes weight to path finding
Fixes:
Fix possible issue in talkto tag
Cache experience data so it doesn't bug out when we hit a loading screen or cut scene
 
You can use this for now

Code:
        public static RunStatus Mooch2()
        {
            if (FishingManager.CanMooch)
            {
                Logging.Write(@"Casting Mooch ({0})", FishingManager.MoochLevel);
                if (ActionManager.DoAction(ActionType.Spell, 268, null))
                {
                    FishingManager.MoochLevel++;
                }
            }
            return RunStatus.Success;
        }

Sorry to bother you, but I was looking for a solution to the Mooch 2 issue to complete something I have been working on, and I stumbled upon this thread.

Please correct me if I am misunderstanding something, but the problem I see with this solution is that FishingManager.CanMooch should return false, as it returns the result of (paraphrasing) InternalClass.InternalMethod(ActionType.Spell, 297u, ...). Since the check is for spell 297u, and the conditions to cast Mooch 1 and Mooch 2 are not similar, the check does not work to validate "can Mooch 2." The method used by CanMooch is part of an inaccessible internal class, so I have been unable to write a workaround.

Would it be possible to implement something like 'bool CanMooch2' that returns the result of that same method for Mooch 2, ie: InternalClass.InternalMethod(ActionType.Spell, 268u, ...)

Again I apologize if I am just misunderstanding something, I am new to RB development and I am not terribly proficient with C# as of yet. Thanks!
 
Last edited:
Sorry to bother you, but I was looking for a solution to the Mooch 2 issue to complete something I have been working on, and I stumbled upon this thread.

Please correct me if I am misunderstanding something, but the problem I see with this solution is that FishingManager.CanMooch should return false, as it returns the result of (paraphrasing) InternalClass.InternalMethod(ActionType.Spell, 297u, ...). Since the check is for spell 297u, and the conditions to cast Mooch 1 and Mooch 2 are not similar, the check does not work to validate "can Mooch 2." The method used by CanMooch() is part of an inaccessible internal class, so I have been unable to write a workaround.

Would it be possible to implement something like 'bool CanMooch2()' that returns the result of that same method for Mooch 2, ie: InternalClass.InternalMethod(ActionType.Spell, 268u, ...)

Again I apologize if I am just misunderstanding something, I am new to RB development and I am not terribly proficient at C#. Thanks!


I'm not aware of any "mooch 2 issue"

And as far as I known the conditions between mooch and mooch2 are not different, m2 has a cost a cd but thats it...
And for that code its really old as fishing was one of the first things, you should just be able to ActionManager.CanCast("Mooch II",null);
 
I'm not aware of any "mooch 2 issue"

And as far as I known the conditions between mooch and mooch2 are not different, m2 has a cost a cd but thats it...
And for that code its really old as fishing was one of the first things, you should just be able to ActionManager.CanCast("Mooch II",null);

Thanks for the quick reply, I will try that. :) When I saw that other code I assumed the ActionManager wasn't used with Mooch for some reason. But wrt the Mooch 1/2, I am pretty certain Mooch 2 allows you to mooch NQ fish, whereas Mooch is only for HQ fish!
 
Thanks for the quick reply, I will try that. :) When I saw that other code I assumed the ActionManager wasn't used with Mooch for some reason. But wrt the Mooch 1/2, I am pretty certain Mooch 2 allows you to mooch NQ fish, whereas Mooch is only for HQ fish!
I'll add a new function and do some cleanup on the rest of the fishing manager.


Version 429

Code:
CommonTasks.MoveAndStop exposed internal method that takes a stop predicate.
Added optional param to one of MoveAndStop, this might break precompiled 3rd party addons, such as lisbeth etc, if you have an issue with such an addon please do not post here about it, instead contact the author.

FishingManager:
Add CanMoochAny which will return an enum indicating the available level of mooching
Add MoochTwo()

Quest Behaivors:
TalkTo,Turnin,HandOver, Pickup the interactdistance param is now deprecated, bot will now check interactdistance using the api that wasn't implemented when the behaviors were originally created.
 
I've been running a lot of Syrcus Tower for this Mog event we've got going on and there's on AoE that's not in Side Step called Vile Utterance. I've attached a screen shot, anyway we can get it added? To clarify, it's the cone shaped one to the right of side of the image.

https://imgur.com/a/MU25Jzu
MU25Jzu
 
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