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  • [Release] RebornBuddy64 Version 1.0.424 - DirectX11 / x64 bit compatible

    Discussion in 'Rebornbuddy Forum' started by mastahg, Feb 29, 2016.

    1. mastahg

      mastahg Administrator Staff Member

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      Offsets have been updated.
       
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    2. mastahg

      mastahg Administrator Staff Member

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      Version 638
      Code:
      Update ActionResourceManager.Astrologian
      Add ActionResourceManager.BlackMage.AstralSoulStacks
      
       
    3. mastahg

      mastahg Administrator Staff Member

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      Version 639
      Code:
      Update ActionResourceManager.Viper.DreadComboState
      
      Kupo:
      Update viper rotation
      
      
       
    4. P3n1sD1ck

      P3n1sD1ck New Member

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      Not sure if it's a CR bug with Magitek or a bug with RB but when in a party and in dungeons the CR will use AOEs appropriately. When in the open world and doing fates the bot will only use single target skills regardless of how many enemies are surrounding the player.
       
    5. P3n1sD1ck

      P3n1sD1ck New Member

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      Just tested this using kupo as the CR and combat assist as the botbase on a fate in garlemald. The result was the same no AOE attacks regardless of how many mobs surround the player.
       
    6. mastahg

      mastahg Administrator Staff Member

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      Most kupo routines do not support AOE and those that do need to have it manually enabled. This is likely a magitek issue
       
    7. mastahg

      mastahg Administrator Staff Member

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      Version 641
      Code:
      Fix selecting optional quest rewards
      
       
    8. kraftaddikt

      kraftaddikt Member

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      New patch 7.01 is live. Looks like another offset update may be required.
       
    9. mastahg

      mastahg Administrator Staff Member

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      New build for patch 7.01 is available.
       
    10. user00719284

      user00719284 Member

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      For Samurai the new level 100 skills have their own Kaeshi actions, can you add those to the resource manager? Not sure if you want to add them to KaeshiAction or a new one called TendoKaeshiAction.

      ActionResourceManager.Samurai.KaeshiAction.TendoSetsugekka
      ActionResourceManager.Samurai.KaeshiAction.TendoGoken
      or
      ActionResourceManager.Samurai.TendoKaeshiAction.Setsugekka
      ActionResourceManager.Samurai.TendoKaeshiAction.Goken
       
    11. mastahg

      mastahg Administrator Staff Member

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      It'll depend on how the data is stored, can you log

      Code:
      Log(ActionResourceManager.CostTypesStruct);
      
      through out the different states of the rotation for me.
       
    12. user00719284

      user00719284 Member

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      After Tendo Setsugekka is used, Tsubame turns into Tendo Kaeshi Setsugekka and this is the result (offset_A is 6).
      ResourceTable: { timer_8: 30000, timer_A: 25606, timer_E: 0, timer_C: 3, timer_10: 0, offset_8: 48, offset_9: 117, offset_A: 6, offset_B: 100, offset_C: 3, offset_D: 0, offset_E: 0, offset_F: 0, offset_10: 0 }

      After Tendo Goken is used, Tsubame turns into Tendo Kaeshi Goken and this is the result (offset_A is 5).
      ResourceTable: { timer_8: 30000, timer_A: 25605, timer_E: 0, timer_C: 3, timer_10: 0, offset_8: 48, offset_9: 117, offset_A: 5, offset_B: 100, offset_C: 3, offset_D: 0, offset_E: 0, offset_F: 0, offset_10: 0 }

      Once the skills are used offset_A goes back to 0

      Update: Tested it. These are valid checks for the new Tsubame actions.

      Code:
      public static bool CanTendoKaeshiSetsugekka => ActionResourceManager.CostTypesStruct.offset_A == 6;
      
      public static bool CanTendoKaeshiGoken => ActionResourceManager.CostTypesStruct.offset_A == 5;
       
      Last edited: Jul 16, 2024
    13. mastahg

      mastahg Administrator Staff Member

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      Offset_A is the ARM.SAM.Kaeshi field, I'll add KaeshiSetsugekka and KaeshiGoken to the enum
       
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    14. user00719284

      user00719284 Member

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      For clarity it might be better to add them as TendoSetsugekka and TendoGoken since the enum is already called KaeshiAction. KaeshiAction.Setsugekka and KaeshiAction.Goken are used for the pre-100 version of those Tsubame skills.

      So the enum will look like...
      Code:
          // 2: ActionResourceManager.Samurai.KaeshiAction.Goken
          // 3: ActionResourceManager.Samurai.KaeshiAction.Setsugekka
          // 4: ActionResourceManager.Samurai.KaeshiAction.Namikiri
          // 5: ActionResourceManager.Samurai.KaeshiAction.TendoGoken
          // 6: ActionResourceManager.Samurai.KaeshiAction.TendoSetsugekka
      Higanbana was removed from Tsubame so there's no more Kaeshi Higanbana anymore, which was 1 before.
       
      Last edited: Jul 17, 2024
    15. mastahg

      mastahg Administrator Staff Member

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      Updated with the last build
       
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    16. LemonCurd

      LemonCurd New Member

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      Hey mastahg could you add FourthGeneration to Viper.DreadCombo? Please and thanks!
       
    17. mastahg

      mastahg Administrator Staff Member

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      What value is Viper.DreadCombo when it's FourthGeneration?
       
    18. LemonCurd

      LemonCurd New Member

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      None. Not sure what command you need me to run to get whatever data you need.
       
    19. mastahg

      mastahg Administrator Staff Member

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      Log(ActionResourceManager.Viper.DreadCombo);
       
    20. LemonCurd

      LemonCurd New Member

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      Sorry correction* DreadComboState. It returns None after casting it.
      upload_2024-7-26_21-6-59.png
       

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