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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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      Then there is nothing to add, thats reading it straight from the game data
       
    2. LemonCurd

      LemonCurd New Member

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      Thanks for clarification.
       
    3. mastahg

      mastahg Administrator Staff Member

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      Version 649
      Code:
      
      Updated for 7.05
      
      Api changes:
      
      Core.TemporaryStorage added for profile developers to store data
      Core.ProfileTemporaryStorage added for profile developers to store data
      Core.BotStartTemporaryStorage added for profile developers to store data
      
      ActionManager.ActionLock exposed
      ActionManager.ActionQueued exposed
      
      
       
      Last edited: Jul 30, 2024
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    4. user00719284

      user00719284 Member

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      For SAM the 7.05 update changed how Tsubame works. The buff Tsubame-gaeshi Ready (30 seconds) is now applied after any Midare Setsugekka / Goken / Tendo Setsugekka / Tendo Goken. It no longer has to be used immediately after those skills, but the button on the hotbar still changes to one of the 4 kaeshi skills and resource table no longer lets us figure out which one. Can you update the kaeshi flags in the resource manager to help us verify which one is active?
       
    5. user00719284

      user00719284 Member

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      Update on my previous post. I just found out that there's 4 different Tsubame buff IDs now which should help identify which Tsubame skill is available on the hotbar. So this shouldn't require the resource manager flags anymore.
       
    6. kraftaddikt

      kraftaddikt Member

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      Maintenance was just completed (Aug. 8, 2024 6:00 to 8:55 (GMT)) and it seems a new offset update is required for rbb.
       
    7. mastahg

      mastahg Administrator Staff Member

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      Offsets have been updated
       
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    8. mastahg

      mastahg Administrator Staff Member

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      Version 657
      Code:
      
      Api changes to enhance avoidance logic
      
      Gearset info has been enhanced
      FollowNPC quest behavior added
      
      QTE.Pulse() added to handle QTE events
      
      
       
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    9. mmm172

      mmm172 New Member

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      Hi mastahg,

      It seems there is a problem with the TeleportTo tag. RB would not teleport me to the Aetheryte if I am not very far away from the Aetheryte, even if I set Force=true.


      I read the TeleportTo.cs file and I think this line might be the problem:
      new Decorator(r => (Force && Aetheryte != null) || (!Force && WorldManager.ZoneId == zoId), new Action(r => _done = true))

      The Aetheryte != null condition seems weird to me. When I set Force=true I really want it to do the actual teleportation even if I am close to the Aetheryte. I did a rough test and it seems that now I need to be >200 yard away from the Aetheryte to make RB actually do the teleport.
       
      Last edited: Oct 17, 2024 at 1:48 AM
    10. mastahg

      mastahg Administrator Staff Member

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      no
       
    11. mastahg

      mastahg Administrator Staff Member

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      This is intended. Teleportto is not intended to be used within the range of the aetheryte. Use a custom code tag if you need to force such a teleportation.
       

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