FYI: This plugin is still needed BADLY, but it is completely broken. If anyone tried to run it they'd get the error log for themselves .
Yea, friends and I, as well as others previously posted, were having issues even with that build of the plugin. It would go to fates and then teleport you back, or elsewhere, or simply would spam "you do not have a teleport to this fate". I ended up gutting it completely and reworking several areas of the plugin myself. Now it simply goes in order based on which Atmas I have working down the list. It was also using the Japanese time system "theory" even when not ticked as an option to use it. Gutted that out too.
I don't understand why you and your friends are allergic to logs... edit: not that I'm trying to be rude or that I can promise it would make a difference. It would just be nice to read and the reluctance to attach a log seriously does baffle me.
ok so i just did some PC upgrades, Sabertooth Z97 Mark 1 Motherboard and i7 4790k CPU hehe, and win 8.1 etc so fresh installs on RB and im forgetting an items.cs update or something? heres startup log View attachment 1588 2015-01-14 06.13.txt
The zip file has a problem. When you extract the files, open AtmaHunter.cs in Notepad. Find the following line: foreach (BagSlot a in InventoryManager.Slots) Replace it with: foreach (BagSlot a in InventoryManager.FilledSlots) .Slots was deprecated some time ago. Changed to FilledSlots. Restart Reborn. Should compile now without error and show in the Plugins.
People should read the thread: https://www.thebuddyforum.com/rebor...9111-atma-hunter-post1753533.html#post1753533
I've read through the entire thread where I see multiple issues in regards to the JST theory and people farming fates with atmas they already have. I have installed the most recent fix that kaga posted, is this still an issue or do you need to go in and override the locations in the .cs file for the ones you already have still ? note: i've tried both checked and unchecked as well.
I don't know the answer to that, it's not my plugin, I only fixed what broke in v207 of RB. Beyond that I didn't take over this plugin or anything, sorry. - kagami
I'm having an issue where after finding one atma and then teleporting to the next zone the bot just idles. Anyone have any suggestions? Relevant part of log: Nothing happens after the the "Hooks cleared, re-creating behaviors" line and any attempt to close the bot causes it to stop responding.
I can't get the plugin to load up. The other plugins I have all show up but I cant get AtmaHunter to. I have had a look around and I cant see the issue mentioned anywhere and was hoping it was something obvious. Any advice would be appreciated.
I'm a professional C# developer. I'm going to start working on this again today. When I've got version 2.0 ready to go, I'll start a new thread. Expect this Sunday or Monday. If there are any new fates that pop with the latest updates of ARR and you want them added to the fate list, do the pathmeshes for them and I'll try to add'em. For the record, the plugin is a fantastic idea, but it's got some pretty serious issues--I now have 4 atma of the fish and 3 of the twins. Because...reasons, I guess. Sometimes it'll get 3/4 of the way to one fate, only to get sidetracked and immediately head to another one. Not sure how I'm going to fix any of this until I can actually see the code (VS is being a bitch on my PC right now), but it can't be too difficult to simply get it fixed for the first rerelease. If it's well received, I'll consider adding new options for a v2.1.
This plugin doesn't handle how fates are done at all, that is the Fate Bot Botbase, which you can't change only Mashagh can, the only thing that this plugin does is checks your inventory for the Atma of the Zone you are in and if you have it teleports you to the next zone. It was broken a few updates ago when how some things were handled changed and it hasnt been updated to meet it.
Thanks for the clarification. The bot seems to ignore some fates that pop, with the note "No fates within operation parameters". The fates that it ignores are sometimes just simple kill-grinds, so I thought it might be something in the plugin code. Just looked at the code for the first time this morning. Saw for myself that it is nothing in the code. It also looks at first glance that things should be operating more smoothly than they have been. I'm going to clean up the code a bit, strip all of the JST functionality out for now, add logging for what it's doing, and put out the first version of the rerelease once I've confirmed it's working. Essentially strip it down to the minimum possible functionality and go from there.