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FFXIV Minion Requests
#91
agreed TP check is needed bad
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#92
I would like API functionality added for the following.

--De/Buff Stack Count, Buff examples of this are AetherFlow(ARC,SCH,SMN)
--Skill Combo Flag? The current system of previous skill id works to some degree however does not account for changes in the active game state, or the ability to perform a combo lasting, even if a skill outside of the combo is used. An example of this can be found with GLD/PLD's Fast Blade --> Savage Blade --> Rage of Halone, this combo is not interrupted by using many other skills including Shield Swipe, Mercy Strike, Circle of Scorn, Spirits Within. As such the best part of the Combo Halone is often skipped over because of the current method.
--I've Noticed that pet skills will be Spammed, the bot is not detecting if they are ready to be cast.
It is important to note that pet's have a Global Cool down separate from players and that there skill can be used simultaneously.
Code:
function PetPartyHealAssist()
local pet = Player.pet
local PetHeals = ActionList("type=11")
local PetHeal = PetHeals[32]
if pet.contentid == 1399 then
    local PetHeal = PetHeals[36]
end
local acPetHeal = ActionList:Get(PetHeal.id,PetHealTarget.id,13)
local PetHealTarget = GetBestSummonHealTarget()
    if Debugy == "1" then
        d("Entering Pet Heal Assist =  "..tostring(PetHealTarget.name))
    end
        if (PetHealTarget ~= nil) and(PetHealTarget.hp.percent < 100) then
            if Debugy == "1" then
                d("Preparing to Cast Embrace On =  "..tostring(PetHealTarget.name)..",  Hp Percentage at =  "..tostring(PetHealTarget.hp.percent))
            end
            if ( pet ~= nil and pet ~= 0) then
                if (acPetHeal.isready) then
                    acPetHeal:Cast()
                end
            end
        end
end

"if (acPetHeal.isready) then" this line of code should just like for players prevent massive spam of a skill, it does not from my last observation functioned as intended.

--Chocobo Companion State/Status. To my knowledge there is no way to find your chocobo's current stance. The ability to cast their skills works great however I have to basically do a skill spam to change the chocobo's stance. So I would like this functionality added.

--I would really like to be able to do interrupts for certain actions. However finding the actionid from the dev window for the exact action you want to interrupt is near impossible. Since the actions move so quickly and you really have no way of knowing which is which. I've looked around on xivdb.com but the id listed there were never even seen popping up on the dev module. Either way I'd like to know how to find the right action/id/whatever. Also trial and error doesn't really work for this as I wanna get this setup for Coil(raid/Hardest dungeon in the game atm) I have no way of stareing at the dev module during the fight nor the time or ability to be able to stand there and screw with code to get this information.


--Also is there any chance/way to know what skills/ability's your party member are using?Maybe with the use focus target?

There's still a laundry list of other things I need added but this is what I need for things I have written right now.
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#93
(11-26-2013, 02:33 PM)jackie1234 Wrote:  agreed TP check is needed bad
There is a mod out for now, in lua mods section :)
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#94
Hey guys..
Can you add a save windows settings tab ??
I really hate to change met windows every time i start-up, i think a lot more would agree with me on this.
Or maybe a mod maker who sees this and can make it would really appreciate it.
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#95
The option for fates that says "Kill attacking Non-Fate Enemies", could that apply to non fate enemies before the fate? Because the bot will run towards the fate, get aggro from something and kill the aggroed mob before starting the fate even without the option being checked. I want to completely ignore ALL non-fate mobs.
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#96
putting a check mark in that makes it attack non fate mobs... you want to put fates do only fates. check mark in both of those and then leave Kil attacking non0fate enemies empty.
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#97
Right...
Do Fates: CHECKED
Fates Only: CHECKED
Rest in Fates: UNCHECKED
Kill attacking Non-Fate: UNCHECKED

It still attacks non-fate mob if you aggro it before the bot starts the fate.
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#98
(11-27-2013, 10:22 PM)OogieBoogie Wrote:  Right...
Do Fates: CHECKED
Fates Only: CHECKED
Rest in Fates: UNCHECKED
Kill attacking Non-Fate: UNCHECKED

It still attacks non-fate mob if you aggro it before the bot starts the fate.

huh... thats not the way its working for me. It only attacks non fate mobs that are attacking me when i have that checked marked...
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#99
Yea, it's even attacking aggroed mobs in the MIDDLE of the fate as well. Like, the bot is doing a fate, then gets aggro from non-fate mob and it'll kill it once it finishes the current mob then goes back to fate mobs. I'm using the same settings as I previously mentioned. The "Kill attacking Non-Fate" doesn't seem to be working for me.
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I dont know if this has been requested before, but is there a way to put a timer into the bot so that it goes to an evac point and logs out after a set time (say measured in minutes or seconds)
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