Biggest issue is people not using correct avoidance settings (ReachMedium, etc.), so even if there was a database compiled from users, it would first need to be accurate and would likely need to be verified by Neverdyne or others. Having settings that aren't accurate create more than a headache than having users individually customize their database. Possible to get a quick "How-To" up for people to go by, Neverdyne? Such as, "This is what "ReachMedium" looks like." As long as it's accurate, having all users contribute to a database would be the quickest way to get as full telegraphed attack support as possible.
@y2krazy. That's exactly my issue, you called it. I'm not sure what is small medium or large. What I may think is large might be considered medium etc.
Fate: Warm Welcome (Thanalan, Central Thanalan) Mob: Spitfire (Spriggan) This mob used an ability called Romp that wasn't detected in RB. I'm assuming from your first post that this ability was most likely categorized as ignore or something so it shouldn't appear in the log. Curious as to why that is considering it's a simple cone ability. Maybe just doesn't do enough damage to deem it necessary or something? On another note. Is it possible to alter how the bot moves against a telegraphed attack? Instead of moving considerably further behind the target, maybe have the bot move just behind it or even simply sideways against a simple cone.
I'm sorry for the lack of support with Zekken lately. I was working on a new version of Zekken that used actual numeric values for reach and width, instead of arbitrary size flags. This would enable you to specify exactly how many yards you want Zekken to run for each attack. But then crafting was introduced in the API and I got distracted with Lisbeth. "Medium" reach was the most common sized cone attacks, you can see one in the video from a lizard mob. You can't specify how to avoid attacks yourself, I'm afraid. If you were close to the mob (I believe it's less than 8 yards) you run through it, else you run away. As for the spell you're talking about, I have no idea. Even if it's on ignore, I believe it still reports it on the log. If you can get the spell's ID you can search it on the database to see if it's being ignored.
All your plug-ins are magnificent so no worries about the lack of support on one. You are only one person after all. Thanks for letting me know that right now it will only run through it or act in a set way. If you do get Zekken to do numeric values that would be absolutely amazing. If adding the telegraphic abilities are as easy as they are now I would happily add a lot of them.
Just the tiniest little thing, from your update notes... This is not a real word. You are looking for either regardless, or irrespective. Aside from that, thank you so much for all 3 of your add ons, they are amazing!
Irregardless is a word commonly used in place of regardless or irrespective. It is an actual word, but its not proper usage in a "academical' situation.
Thanks for the awesome plugins first off! I just was wondering if there is any possibility of this particular issue being fixed with your Zekken, or if not with the API if it ever gets to the point where it can detect the telegraphed attacks... Basically my problem is (even when the ids are set with the correct flags etc), my char will run far away from the mob, into a wall (for a few seconds without attacking), or back/forth (in a very small area repeatedly) etc...just suspicious stuff which worries me. So is there any chance of your plugin being fixed for this (specifically the wall issue)? If not I'm just hoping Buddy can be implemented with detection for the telegraphed attacks AND not have these weird issues. Just to be clear I'm not complaining, this works really well and I'm grateful for it. Just hoping for some help, thanks for your hard work! Also just a curious side-question, any chance of the screenshot somehow being linked into the plugin so everything doesn't have to be done manually? If not I understand, I would assume it wouldn't work because we have to see and specify what kind of attack it is (after looking at the SS) - the most I'd guess you could do is get the screenshot ID into the text file, but an interface in your plugin where we could just select what shape size etc would be nice if that's possible (going through the SS and adding to a text doc just gets a little tedious is all). Thanks again!
One other thing I want to mention is, the size of the AoE seems to vary based on the size of the mob even though it's the same skill so a lot of times I won't run out of the AoE or I run too far as stated before. Is there any possible fix you can do for this in the future? I don't see how it could be done since it's looking for the cast name and it won't really know the size of the mob other than what we have in the text file, but I figured I would ask. This would be another good reason to have a UI in your plugin so we can alter this on the fly as needed rather than having to look-up and find the spell ID on XIVDB. There are multiple of each skill I noticed also - like Body Slam had 5 different IDs so I don't really get what that means. Unless, the different IDs determine the size which would mean that your plugin needs a way to capture spells already in the text file that are the different sizes so we can use the SS method to get them in there correctly. My particular problem was Body Slam kept running me into a bridge in W Thanalan where the peiste fate is...so I had to look through each of those 5 Body Slams on XIVDB until I found the one that was already in the text document (not one I added), then I was able to change the reach to small...but this is going to be a huge problem for the mid to large sized Peistes since the reach will be farther. Anyway, appreciate the hard work. Thanks again for the awesome plugins!
My latest database is attached if anyone wants to use it. It has all of Neverdyne's and Zamphire's additions in and a load more I've added over last few days.
I don't think a log would really help you here, but I have a minor report. The FATE "Comign to a head" in Coerthas, Zekken tends to cause the player to run east to dodge, (in my experience). This is only a problem because of the cliffs, and leads to the player getting stuck. I believe if it dodged in any direction besides east (in this particular fate/location) it would probably be fine and not wind up getting stuck on anything, obviously the best direction for it to dodge would be to the west. I found that RB got stuck the first time, and was wondering why, I later narrowed it down when i saw the dodge lead to getting stuck. There's also a lot of mobs with a lot of avoidable AoE that tends to look like it confuses Zekken, which inherently isn't a huge problem, just when it comes to getting stuck on those cliffs.
I have just been banning the fates that I get stuck in. A couple of the Svara ones and one in Costa Del Sol I always end up stuck between some rocks.
I notice that ranged dps seems to fare much better than melee with Zekken, but for some reason RB feels like it hates ninja and just keeps crashing me while I level it. Supposedly it's Zekkens fault, but I'm a little stumped because I leveled DRG to 50 without a single crash :/
I am currently leveling one with the 1-50 grind profile (testing how long it takes) and I am using Ultima with a rank 5 healer chocobo. I will let you know how it goes, maybe it's something you can look into if it is pretty quick.
TBH I highly doubt past level 20-25 that the grinding profile will be reasonable for exping, it may not be bad for SB/choco leveling though. Honestly, I just disabled Zekken all together for my ninja, what with a level 10 healer bird, I'm doing just fine anyhow. It's unfortunate but, via my testing thus far it has seemed to remedy the issue. I will need to test it more extensively to confirm, but, hell, it's unfortunately not worth using zekken if I keep crashing. Supposedly it's about the bot moving into spots it gets stuck in, not sure how much you can do about that honestly, I guess the easiest (theoretical) solution would be to make it return to where it was before the avoidance. If possible, perhaps a waypoint could be set to your current position before you move, and then after the attack goes out it would move back to that? Not really sure, but I did find in the one instance I didn't come back dead, that the bot was stuck in a spot it couldn't navigate out of. Now, in case Neverdyne (or anyone) wants a log to see what the heck I'm talking about...: View attachment 3156 2015-04-06 00.28.txt Hope that helps, for the meantime I'm going to run with zekken off xD
I have had this same issue, where the bot would just run in the same direction to dodge AOE which eventually led to running into a wall attempting to dodge, which leads to getting hit and looking more like a bot. In really open areas though, the plugin works great
Same, I see alot of people having the issue where the character runs away too far and standing still etc I even saw someone fate bot do the same thing
Does it not dodge in story quests, etc? Idk mine isn't dodging it stands in all the things. How do I post a log.hmmmm