Buffs from memory

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rock5
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Buffs from memory

#1 Post by rock5 »

I'm working on getting buff info from memory. I got the names ok but am having trouble getting the count.

Does anybody know of a buff or skill or anything that stacks like Knights Light Seal but lasts longer? Even buffs from potions or food would do. I need it to last long enough to do searches in memory.

I hope there is something. Thanks in advance.
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lisa
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Re: Long lasting stackable buffs?

#2 Post by lisa »

I can keep holy seal 3 on target for about 3 minutes before mob dies, use a really low weapon and just use autoswings and it stays at 3.
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fobsauce
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Re: Long lasting stackable buffs?

#3 Post by fobsauce »

A Druid's nature's power might count. Stacks up to 10.
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rock5
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Re: Long lasting stackable buffs?

#4 Post by rock5 »

lisa wrote:I can keep holy seal 3 on target for about 3 minutes before mob dies, use a really low weapon and just use autoswings and it stays at 3.
That might be a bit problematical. i don't have a well geared knight so would probably die under 3 minutes against any mob that can last 3 minutes.
fobsauce wrote:A Druid's nature's power might count. Stacks up to 10.
I'm not sure if Natures power counts as a buff but I'll check it out.
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rock5
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Re: Long lasting stackable buffs?

#5 Post by rock5 »

Looks like there is a count value but it doesn't seem to apply to all stackable buffs. For instance Natures Power does increment from 0 to 9. It's id doesn't change whereas Light Seal and Holy Seal change id as they stack and their names change to include (3) or III but don't seem to have a stack number. I could parse the name but would (3) and III be standard in all languages? And are there any other number patterns used?
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rock5
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Re: Long lasting stackable buffs?

#6 Post by rock5 »

Ok so I've done some testing with different language clients. It looks like the '(3)' or 'III' part of the buff name are the same in all languages. So I can start coding.

One last thing i need to know though is, are there any other ways in which stackable buff names are written?

So far I know of 3:
1. The buff just has the buff name and at a certain offset in memory I can get the buff count.
2. The buff name includes a '(n)' eg. "buff name (3)".
3. The buff name ends in a roman rumeral eg. "buff name II".

Is anyone aware of any other ways stackable buffs are written?
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rock5
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Re: Long lasting stackable buffs?

#7 Post by rock5 »

Here's an update:
Firstly it looks like 'Nature's power' is not like a stackable buff. So it looks like all stackable buffs end in either a '(3)' type number or a roman number.

So I've done the coding and it worked first time. :D

Here are a list of things I've done so far.
  • The buffs get updated with pawn:update().
  • They are now stored differently. Before they were stored 'pawn.Buffs['buffname'] = count'. Now they are stored
    pawn.Buffs[1].Name = "buff name"
    pawn.Buffs[1].Id = id
    pawn.Buffs[1].Level = level
    pawn.Buffs[1].Count = stack count
  • Buffs and debuffs are stored together in pawn.Buffs.
  • pawn:hasBuff will work as before but will have an extra optional argument to specify the stack count required. pawn:hasDeBuff() will also still work for backward compatibility.
  • The names have the numbers stripped away so instead of "Holy Seals (3)" the name will be only "Holy Seals". (I'm not sure about this)
Please let me know if you have any issues with any of these.

Edit: A couple of more things I'm looking to change:
  • Skills will no longer need 'reqbufftype' as the buffs and debuffs are stored together.
  • I'm thinking of adding some 'notreqbuff' options so as not to cast the skill if you have a buff, the opposite to 'reqbuff'.
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