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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. Albundy75

      Albundy75 New Member

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      I have the same problem
       
    2. mastahg

      mastahg Administrator Staff Member

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      Machinist overheat and battery
      Dark knight darkside

      ActionResourceManager.CostTypesStruct is now public, for classes that still need additonal fixes please log in the console

      Log("struct: {0}",ActionResourceManager.CostTypesStruct);

      a few times before and after generating the resources that need to be added/updated
       
    3. mastahg

      mastahg Administrator Staff Member

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      Verholy probably shouldn't be in the actioncache, i tried to filter out actions that aren't stuff you can actually put on your bars but getting the other resources working was taking priority. Don't try and cancast Verholy, it should be converted automatically if you cancast veraero

      Example please of where thats needed
       
    4. newb23

      newb23 Community Developer

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      Sure, so in the case of Red Mage, while going through the rotation, you are using Veraero and Verstone to proc Verstone and Verfire. Those are easy to see if procc'd, because you get an aura "X-Ready", but in the case of Verholy and Verflare, the proc happens after you execute Enchanted Reboublement. The proc in this case, while still a combo (it surrounds the ability in the combo border) is changing the spells Veraero/Verthunder to Verholy/Verflare. Verholy and Verflare are no longer their own spell. (If you try to cast their spell ID without it being ready, it just casts Veraero/Verthunder instead.)

      If, for example, we were able to find what is telling which skill is next in the combo as a valid combo step, we could check for that before trying to cast the ability. So, in this case, check the skill Verholy itself for the ComboTimeRemaining to use it if it is in fact the next step in the combo, or check a"NextComboStep" to see what is next in the combo that we could cast. In the second case, if we could check "NextComboStep" We could then apply that to *ALL* combos in all classes, the 1,2,3's of the rotation, rather than relying on Actionmanager.LastSpell.

      As an example, again in the case of RDM,(I left out the targets on the DoActions):

      DoAction(Riposte);

      if (NextComboStep == Spells.Zerchhau)
      DoAction(Zerchhau);

      if (NextComboStep == Spells.Redoublement)
      DoAction(Redoublement);

      if (NextComboStep == Spells.Verholy || NextComboStep == Spells.Verfare)
      {
      if (WhiteMana < BlackMana)
      DoAction(Verholy);
      DoAction(Verflare);
      }
       
    5. mastahg

      mastahg Administrator Staff Member

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      That was a long explanation that did little to explain why ActionManager.ComboTimeLeft was insufficient
       
    6. mastahg

      mastahg Administrator Staff Member

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      I've fixed the issue preventing deepdive from working and deployed the update to the navigation server.
       
    7. mastahg

      mastahg Administrator Staff Member

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      After re-reading it, you want what a function that returns a list of spells that are currently eligible to progress the active combo? The property SpellData.ComboSpellId was broken but works again in the next version, so you can iterate the actioncache compare the spelldata.combospellid against actionmanager.lastspell.id and that will give you the spells that will progress a combo.

      Again tho, you shouldn't really check verholy since its not an action you can drag onto your bars.
       
    8. newb23

      newb23 Community Developer

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      That's fair.

      Its insufficient, because we don't know what combo we should execute next. There can be multiple combos that are active and valid at the same time, and there's no way to differentiate.

      Edit: Reading your last post, and that should help as well. Heard and understood about the Verholy thing as well.

      Edit2: Yes, having a function that returns the spells that are combo eligible would be fantastic, though we could make a comparison to the comboid of the spell previous as well. The first method would just be simpler to work with.
       
      Last edited: Jul 4, 2019
    9. mastahg

      mastahg Administrator Staff Member

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      Those secondary combos seem to be part of the actionresourcemanager stuff, log the previously provided statements and see if its there. if it is ill add it to the manager.
       
    10. newb23

      newb23 Community Developer

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      I'll take a looksee. Thanks for all your work.

      Edit: Went through a couple of rotations worth, and I am not seeing anything on the combos being in this struct. I can definitely see the White/Blackmana from the ActionManagerResource going up and down, no idea what that timer is, but it looks like a Mana total perhaps? But nothing to do with any of the combos in the Melee set, procs, or Verholy/flare.

      struct: ResourceTable: { timer: 19017, timer2: 0, offset_8: 73, offset_9: 74, offset_A: 0, offset_B: 0, offset_C: 0, offset_D: 0, offset_E: 0 }
      struct: ResourceTable: { timer: 19017, timer2: 0, offset_8: 73, offset_9: 74, offset_A: 0, offset_B: 0, offset_C: 0, offset_D: 0, offset_E: 0 }
      struct: ResourceTable: { timer: 19799, timer2: 0, offset_8: 87, offset_9: 77, offset_A: 0, offset_B: 0, offset_C: 0, offset_D: 0, offset_E: 0 }
      struct: ResourceTable: { timer: 19799, timer2: 0, offset_8: 87, offset_9: 77, offset_A: 0, offset_B: 0, offset_C: 0, offset_D: 0, offset_E: 0 }
      struct: ResourceTable: { timer: 22624, timer2: 0, offset_8: 96, offset_9: 88, offset_A: 0, offset_B: 0, offset_C: 0, offset_D: 0, offset_E: 0 }
      struct: ResourceTable: { timer: 8489, timer2: 0, offset_8: 41, offset_9: 33, offset_A: 0, offset_B: 0, offset_C: 0, offset_D: 0, offset_E: 0 }
      struct: ResourceTable: { timer: 2064, timer2: 0, offset_8: 16, offset_9: 8, offset_A: 0, offset_B: 0, offset_C: 0, offset_D: 0, offset_E: 0 }
      struct: ResourceTable: { timer: 7440, timer2: 0, offset_8: 16, offset_9: 29, offset_A: 0, offset_B: 0, offset_C: 0, offset_D: 0, offset_E: 0 }
      struct: ResourceTable: { timer: 7440, timer2: 0, offset_8: 16, offset_9: 29, offset_A: 0, offset_B: 0, offset_C: 0, offset_D: 0, offset_E: 0 }
      struct: ResourceTable: { timer: 9744, timer2: 0, offset_8: 16, offset_9: 38, offset_A: 0, offset_B: 0, offset_C: 0, offset_D: 0, offset_E: 0 }
      struct: ResourceTable: { timer: 9755, timer2: 0, offset_8: 27, offset_9: 38, offset_A: 0, offset_B: 0, offset_C: 0, offset_D: 0, offset_E: 0 }
       
      Last edited: Jul 4, 2019
    11. RhysG

      RhysG Member

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      @mastahg
      With the new trust system, is targeting npc's something RB has to handle or the CR?
       
    12. mastahg

      mastahg Administrator Staff Member

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      Need a log.
       
    13. RhysG

      RhysG Member

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      @mastahg
      The CR isnt updated for ShB yet, but it wouldn't even target Thancred for healing (but will target player tanks in non trust dungeons). I know natively RB doesnt support healing (or didn't), just wondering if this is something that I need to bring up with yourself or CR author.
       

      Attached Files:

    14. mastahg

      mastahg Administrator Staff Member

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      Probably cr level stuff.
       
    15. RhysG

      RhysG Member

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      cool. will check with the cr dev
      Cheers
       
    16. mastahg

      mastahg Administrator Staff Member

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      Still need someone to run
      Code:
      Log("struct: {0}",ActionResourceManager.CostTypesStruct);
      
      in the console before and adding power to the bard soul voice gauge.
       
    17. LemonCurd

      LemonCurd New Member

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      Before 0 Charge:
      struct: ResourceTable: { timer: 0, timer2: 0, offset_8: 0, offset_9: 0, offset_A: 0, offset_B: 0, offset_C: 0, offset_D: 0, offset_E: 0 }

      After 100 Charge:
      struct: ResourceTable: { timer: 0, timer2: 25600, offset_8: 0, offset_9: 0, offset_A: 0, offset_B: 100, offset_C: 12, offset_D: 0, offset_E: 0 }
       
    18. mastahg

      mastahg Administrator Staff Member

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      thanks, pushing a new build now. Still need one for the dark knight, dark arts
       
    19. LemonCurd

      LemonCurd New Member

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      :)
       
      Last edited: Jul 4, 2019
    20. mastahg

      mastahg Administrator Staff Member

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      Sorry,commit didnt get pushed properly. rebuilding now.
       

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