This is a CR (Combat Routine), you place it in the 'Routines' folder of your Reborbuddy installation. When RB starts you'll get a popup to select which CR you wish to use (on DoM and DoW classes).
To add to what WoWuser123 said, to load a profile, you have to choose an .xml file you downloaded from the Profiles sub-forum, found here: https://www.thebuddyforum.com/rebornbuddy-forum/rebornbuddy-profiles/
Still seems to be a problem with ninjas in the latest version, however sure enough turning off goad seemed to at least disable the problem, so it's a work around for now. I love ultima's config for my ninja in general, was a pain not being able to use it on automated modes. With heavensward open to preorders in 12 days the fact you're still putting in so much effort is really commendable
Hey Endus, Thanks for creating this, its working very well for a Bard. One thing i have noticed is there seems to be this spot as a Bard between 0-17 yards where the bot will work perfectly. But if you go outside (Say 18 yards plus), it'll just auto shoot and not even attempt to do anything. Thanks again.
Only bringing this up because I saw a few people bring up similar issues. It seems if you're at the edge of range distance Ultima will bug out by spamming an attack etc. I've only seen it once so didn't bother to report or keep the log, sorry.
Check the RB installation folder for a "Logs" folder inside of it. You'll need to find the correct log, as a new one is created every time you run RB.
I have just attached the log. I simulated the problem perfectly. I started combat from the position that is causing the problem, then a moved to trigger the rotation and then i moved back again for a few seconds and ended combat.
New version. I just tested it with WHM and it seemed to be working properly ("Removing" before casting any Healing spells and turning back on when casting anything else). Do you have a log? Thanks . I added some more logic to be 100% sure it's only targeting Players (not Chocobos or Pets). I assumed neither used TP so they wouldn't be picked up by the logic, but maybe they do? Try the new version and see if it makes any difference. Hrm, that's odd. There's not any logic to check for range (if using Combat Assist). It's just "If CanCast, Cast". I did test with a Training Dummy and it was wonky because the Dummy kept dropping aggro @ max range (I had to move a lot closer to make the Dummy maintain aggro with me). Did this happen to you guys with the Dummy or with real mobs?
For me it happens consistently with both. My log is while fighting a Training Dummy. I don't get this issue when i use the routine with Fate Bot. I do when using Mud Assist.
Only a couple of the cross class abilities are supported; the rest are in the UI to make implementing them easier in the future, though it can be confusing. Recomend shading those boxes grey, as the standard 'disabled' windows form appearance is terrible and very difficult to distinguish. Then, add a note at the bottom of the UI stating "grey abilities not yet implemented" or similar to alert the user.
Yes you missed this part on the first page: Currently In Development Further Improving/Optimizing 1-50 DPS Fully Implementing All Cross-Class Skills ***You Will NOT Be Able To Check The Check-Boxes Of Cross-Class Skills That Are Not Currently Implemented*** Implementing Tanking/Healing Logic tldr: working as intended.
I just noticed the disabled checkboxes are using "AutoCheck = false" rather then "Enabled = false"; is there a benefit to this? I was under the impression that Autocheck gives no indication that a checkbox is not interactive, while Enabled gives visual feedback.
when i add in my own cross class skills and want to get the tickboxes working say for example Code: this.BlackMageEyeForAnEye.AutoCheck = false; this.BlackMageEyeForAnEye.AutoSize = true; this.BlackMageEyeForAnEye.ForeColor = System.Drawing.Color.White; this.BlackMageEyeForAnEye.Location = new System.Drawing.Point(6, 88); this.BlackMageEyeForAnEye.Name = "BlackMageEyeForAnEye"; this.BlackMageEyeForAnEye.Size = new System.Drawing.Size(95, 17); this.BlackMageEyeForAnEye.TabIndex = 9; this.BlackMageEyeForAnEye.Text = "Eye for an Eye"; this.BlackMageEyeForAnEye.UseVisualStyleBackColor = true; this.BlackMageEyeForAnEye.CheckedChanged += new System.EventHandler(this.BlackMageEyeForAnEye_CheckedChanged); that's a not working box Code: this.BlackMageEyeForAnEye.AutoCheck = true; this.BlackMageEyeForAnEye.ForeColor = System.Drawing.Color.White; this.BlackMageEyeForAnEye.Location = new System.Drawing.Point(6, 88); this.BlackMageEyeForAnEye.Name = "BlackMageEyeForAnEye"; this.BlackMageEyeForAnEye.Size = new System.Drawing.Size(95, 17); this.BlackMageEyeForAnEye.TabIndex = 9; this.BlackMageEyeForAnEye.Text = "Eye for an Eye"; this.BlackMageEyeForAnEye.UseVisualStyleBackColor = true; this.BlackMageEyeForAnEye.CheckedChanged += new System.EventHandler(this.BlackMageEyeForAnEye_CheckedChanged); that works
That's just what I set it to when I first made the GUI (before I knew better) and I didn't want to go through the tedious process of changing AutoCheck back to True (for everything) and Enabled to False (for those skills not ready yet). It hasn't been much of an issue until the recently (and I was hoping to get them all in way before now). I went ahead and knocked it out tonight though. Hopefully it's more self-explanatory now.
any way to take jugulate out of the rogue/ninja combat rotation and only use it when an enemy is casting? seems to use it pretty much on cooldown
How exactly does the Smart Target system work? Like, what are the conditions for casting AoE as say BLM?