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

With regards to the !CompilerOption:AddRef flag that can be used on source files. Would it be possible to add some kind of keyword or symbol that would be replaced with the file's current directory? For example like "
//!CompilerOption:AddRef:Quest Behaviors\CompiledLibrary\LlamaCompiledLibrary.dll" is in a source file within that folder. Something like "//!CompilerOption:AddRef:{CurrentDirectory}\LlamaCompiledLibrary.dll" would be much more resilient in case people grab a github repo and leave `-master` on the folder name. A quest behaviors file has less issues but it happens more with botbase/plugin folders.
 
With regards to the !CompilerOption:AddRef flag that can be used on source files. Would it be possible to add some kind of keyword or symbol that would be replaced with the file's current directory? For example like "
//!CompilerOption:AddRef:Quest Behaviors\CompiledLibrary\LlamaCompiledLibrary.dll" is in a source file within that folder. Something like "//!CompilerOption:AddRef:{CurrentDirectory}\LlamaCompiledLibrary.dll" would be much more resilient in case people grab a github repo and leave `-master` on the folder name. A quest behaviors file has less issues but it happens more with botbase/plugin folders.
I'll think about it. I've been thinking of making a modification to the compiler system that would allow it compile zip files along with folders since a zip file is basically a folder. Doing this would speed up launch time since its much easier to hash a zip and we can just load a previously compiled dll. In theory i could make the zip loading system just load all the dlls in the zip. I'm still not a huge fan of precompiled but I think in this case its more likely that devs are loading libraries as refs right?
 
Yeah for this last one it was a google api library and last time I had to use a compiled dll was for a discord library in order to relay tells. Some libraries are just impossible to include as source due to the package requirements.
 
New build
Code:
Pvp limit break abilities will now be listed in the action manager
 
I'm not sure where to post this but could the anti-afk on rb be removed or an option for it to be disabled? It seems to mess things up with other stuff I use for the game. Since being afk isn't that much of an issue anymore.
 
I'm not sure where to post this but could the anti-afk on rb be removed or an option for it to be disabled? It seems to mess things up with other stuff I use for the game. Since being afk isn't that much of an issue anymore.
No. The anti-afk system also disables the auto-afk timer.
 
New build for patch 6.2

For 3rd party devs:
Looks like the size of the gathering struct changed
IsDying logic may have changed as well
 
Looks like we might have an issue with skipping cutscenes

[10:18:47.601 D] Skipping cutscene
[10:18:47.874 D] Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> ReadWriteMemoryException: Error while reading memory! Invalid access to memory location, at addr: 14006300000280, Size: 4
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count, Boolean bypassCache)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
at ff14bot.RemoteWindows.SelectString.get_LineCount()
at ff14bot.RemoteWindows.SelectString.get_IsOpen()
at ff14bot.BotBases.OrderBot.<>c.()
at Buddy.Coroutines.Coroutine.<InternalWait>d__44.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at ff14bot.BotBases.OrderBot..()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at TreeSharp.ActionRunCoroutine...()
--- End of inner exception stack trace ---
at Buddy.Coroutines.Coroutine.CheckPostConditions(Boolean shouldBeCanceled)
at Buddy.Coroutines.Coroutine.Resume(Boolean forStop)
at TreeSharp.ActionRunCoroutine.Run(Object context)
at TreeSharp.Action.<Execute>d__13.MoveNext()
at TreeSharp.Composite.Tick(Object context)
at TreeSharp.PrioritySelector.<Execute>d__2.MoveNext()
at TreeSharp.Composite.Tick(Object context)
at TreeSharp.Action.<Execute>d__13.MoveNext()
at TreeSharp.Composite.Tick(Object context)
at TreeSharp.PrioritySelector.<Execute>d__2.MoveNext()
at TreeSharp.Composite.Tick(Object context)
at ff14bot.TreeRoot.() --> ReadWriteMemoryException: Error while reading memory! Invalid access to memory location, at addr: 14006300000280, Size: 4
at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count, Boolean bypassCache)
at GreyMagic.MemoryBase.Read[T](IntPtr addr)
at ff14bot.RemoteWindows.SelectString.get_LineCount()
at ff14bot.RemoteWindows.SelectString.get_IsOpen()
at ff14bot.BotBases.OrderBot.<>c.()
at Buddy.Coroutines.Coroutine.<InternalWait>d__44.MoveNext()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at ff14bot.BotBases.OrderBot..()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at TreeSharp.ActionRunCoroutine...()
 
Looks like we're having the above behavior with selecting any SelectString. Probably SelectIconString as well
 
Re: SelectString

The first offset selectstring uses, 0x238, for the PopupMenu struct should be 0x220 now instead. Then linecount and everything works
 
Deep Dungeon does not work once you are put into the instance.
New build coming now. Should resolve the issue in my testing its working fine now. But DD is a complex creature and there could be some remaining issues so please let me know.
 
I try many time can't mining and can't back to home point
 

Attachments

Hey Mastahg, hope you're doing well. Seems like the gathering struct is still busted. Doing something like this on the console returns gibberish:

Code:
for (var i = 0; i < 8; i++)
            {
                var item = GatheringManager.GetGatheringItemByIndex((uint)i);
                Log($"{item}");
            }
 
Trying to read SelectIconString.Lines() also seems to be broken, even if SelectIconString.IsOpen returns true you get this when trying to read the lines:

Code:
Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> ReadWriteMemoryException: Error while reading memory! Invalid access to memory location, at addr: 686A5A5618201008, Size: 8
   at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count, Boolean bypassCache)
   at GreyMagic.MemoryBase.Read[T](IntPtr addr)
   at ff14bot.RemoteWindows.SelectIconString.Lines()
 
Trying to read SelectIconString.Lines() also seems to be broken, even if SelectIconString.IsOpen returns true you get this when trying to read the lines:

Code:
Buddy.Coroutines.CoroutineUnhandledException: Exception was thrown by coroutine ---> ReadWriteMemoryException: Error while reading memory! Invalid access to memory location, at addr: 686A5A5618201008, Size: 8
   at GreyMagic.ExternalProcessMemory.ReadByteBuffer(IntPtr addr, Void* buffer, Int32 count, Boolean bypassCache)
   at GreyMagic.MemoryBase.Read[T](IntPtr addr)
   at ff14bot.RemoteWindows.SelectIconString.Lines()

Looks like the offset for selectstring and selecticonstring are different now.

I've got the gathering struct updated, I need to test the other windows that also derive the same stuff that selectstring and selecticonstring before i push an update. Expect another update in a few hours.
 
New build coming now which fixes selecticonstring and updates the gatheringstruct
 
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