Hey Blasthos, I've been using your Mud Assist a lot recently and I love it. So of course now I got a couple of suggestions: 1. To check for something being in range, you need to include CombatReach (which looks like it is the hit radius of the mob); otherwise you need to be completely on top of the mob to hit him. So I would change Code: Core.Player.CurrentTarget.Location.Distance3D(Core.Player.Location) <= RoutineManager.Current.PullRange to Code: Core.Player.CurrentTarget.Distance() <= RoutineManager.Current.PullRange + Core.Player.CurrentTarget.CombatReach 2. I suggest a different method for checking in combat. I think you should run the in-combat function if the player is in combat or if any player in the party is in combat and their target took at least 1 point of dmg. This way you make sure you enter in combat if anyone else pulled monsters, but not before they are damaged. I think you might only look at the tank now, but that does not work well when in fate parties and stuff. I have used the following method for myself for quite a while and it has worked very well for me: Code: public static bool IsPartyInCombat() { if (Core.Player.InCombat) return true; if (PartyManager.NumMembers == 0) return false; foreach (PartyMember u in PartyManager.VisibleMembers) { BattleCharacter unit = u.GameObject as BattleCharacter; if (unit !=null && unit.InCombat && unit.HasTarget && unit.IsAlive && unit.TargetCharacter != null && unit.TargetCharacter.HasTarget && unit.TargetCharacter.CurrentHealth < unit.TargetCharacter.MaxHealth) return true; } return false; }
Hey blasthoss, 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. I have just attached the log. I simulated the problem perfectly. I started combat from the position that is causing the problem (The character just stands within attack range of the skills, but just uses auto shoot), then a moved to trigger the rotation and then i moved back again (To trigger the bug) and ended combat. Thanks
2.0.1 should fix this, so let me know if you guys continue to have problems afterwards -- thanks torfin for the suggestion about Combat Reach. I was actually handling this in the waypoint movement but not the combat triggering (doh!). Movement Mode: Tank -- Will attempt to follow the party tank. Doesn't always work great in full party & can sometimes get stuck (disable & re-enable movement hotkey helps w/ this). I'm still working on ironing out some of the issues but it works pretty good (don't set it while completely AFK or you will look really botty if it gets stuck). Target Mode: Being Tanked -- Will attempt to target any mob that is currently being tanked. This is different than Assist Tank because it can target something the tank isn't targeting, but it makes sure the target is attacking the tank. If you have suggestions to improve the target modes please let me know! Thanks for the great suggestions! I updated the combat range check & a better party combat check like suggested in 2.0.1.
The Combat Reach fixes in 2.0.1 should help you. Let me know if you still have the problem after updating. Thanks!
As to the range formula, the actual true formula is: Code: Core.Player.Distance(Core.Player.CurrentTarget) <= Spell Range + Core.Player.CurrentTarget.CombatReach [B]+ Core.Player.CombatReach[/B] However, Core.Player.CombatReach is only 0.5y and it's probably better to leave it off (if we're always the MAX distance away latency might cause range issues randomly). As far as the Archer/Bard issue, I haven't looked @ MUD's code, but if it uses DataManager to check for spell data it looks like that may be why people are having range issues. I made a thread for mastahg to address here: https://www.thebuddyforum.com/rebor...217890-datamanager-getspelldata-id-range.html
Actually after using the new version for a bit, I think imho that's probably best to always run the Combat routine while in combat - the main reason being that most melee classes also have some ranged abilities that they can cast while moving and also there is lag and other things. Secondly, I would run the combat routine even if there is no valid enemy target. In my combat routines I switch targets to some priority enemies (like the nails) if needed.
I'm unable to check off (disable) auto face target as well. Keeps reverting back to being checked on.
autoface Same for me. multiple times going back in, changing it, save and close, spam save button, etc... turns back on. Love the mud assist features, this didn't happen till last update, was able to turn it off and save it that way. Edit: was poking around in SettingsForm.cs and saw this on line 109: cbxAutoFace.Checked = GameSettingsManager.FaceTargetOnAction; line 200: private void OnCheckedAutoFace(object sender, EventArgs e) { GameSettingsManager.FaceTargetOnAction = cbxAutoFace.Checked; } and this on line 65 of SettingsFormDesigner.cs this.cbxAutoFace = new System.Windows.Forms.CheckBox(); might see if i can find an old version of the file and do a diff or something to see if something changed, but not tonight, heading to bed for now.
autoface Checked my settings in game under character configuration>target. Mine had been toggled back on. After I unchecked it everything went back to normal. If it changes I'll post again.
Bard wont attack at max distance, need to get closer to target about 15 yards before it starts attacking. Even then there are many times where it wont attack. Going back to an older version that has none of these issues.
Facing issues should be fixed in 2.0.2 which I just released. Let me know if you still have problems after updating. It wasn't saving the settings from the form when checked. Thanks for the reports! If you are moving in too close to attack, try adjusting the Movement > Move Within X Yalms Of Combat Target higher. If it still doesn't attack, try setting Targeting > Targeting Distance to a higher number. Also, check that under Targeting, you don't have a whitelist or blacklist set that's preventing you from attacking your target (if you set it to None it will attack anything) If you have problems still can you take a SS of your movement / targeting settings or say what each value is so I can test it myself? I haven't had any problems w/ my bard.
Guys, I must apologize but I will not be making any updates to MUD Assist in the near future. Sorry that the success was short-lived, but I have lost my job recently and will not be playing FFXIV for a while. Thanks for the support and ideas as well as all the great developers in the developer chat. If anyone wishes to continue the development of MUD Assist, then feel free -- it is open source after all. Hope to see you all again in the expansion some day!
i'm sorry to hear that and I hope you'll find even better than the last one. takecare and I hope to see you soon,,
I have commented out the navigation code from the last MUD - this will allow it to work with the RebornBuddyBeta for HW which does not have navigation implemented yet. This is just a temporary fix till all functionality comes back to RebornBuddy. There will still appear some navigation errors in the log, but those are coming from the Combat Routines and I think we can ignore them for now. View attachment mud.zip
How did I not see this post!? Sending good vibes your way! Thank you for the contributions you made for the community and looking forward to your return!