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BossmodReborn

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BossmodReborn is a community-driven fork of the original Bossmod plugin for Final Fantasy XIV. It aims to enhance your gameplay by providing real-time tactical guidance and tools that simplify complex raid mechanics. This tool is invaluable for optimizing in-game strategies, ensuring precise positioning, and enhancing overall raid performance.

Features

  • Advanced Radar System: A sophisticated on-screen map displaying player and boss positions, imminent AOEs, and other crucial mechanics. This system helps players visualize the battlefield, simplifying decision-making processes.
  • Mechanic Descriptors: Near the radar, you’ll find clear, concise descriptions of upcoming mechanics, global hints for resolving current challenges, and personalized player advice to optimize your response to each situation.
  • Cooldown Planner: A tool for meticulous planning of ability usage, ensuring optimal timing for cooldowns and abilities in coordination with raid strategies.
  • User-Friendly Interface: Designed with accessibility in mind with a wonderful module viewer by Croizat, the interface is intuitive, allowing players of all skill levels to benefit from the plugin.
  • Regular Updates: Committed to staying current with the latest game patches, class updates, and community feedback. PRs will be reviewed, tested, and approved.

Want to contribute?

  • Create a fork
  • Make your changes
  • Test the changes
  • Create a PR and point it to main

bossmodreborn's People

Contributors

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bossmodreborn's Issues

Radar Position Change On Resolution/Window Size Change

Can you add an option to keep the position of the BossMod radar on the same place of the screen despite resolution changes / window re-size? It's annoying to be opening windows to check something and the radar moves back to the bottom middle of the screen. I am not moving it manually - the lock position option is checked when it happens.

Tower of Babil - Anima

During the Final Fight against Anima, the 2nd phase of the fight, 2nd mechanic (Chasing Spikes). AI does not run far enough away to avoid getting hit multiple times, and dying, from the mechanic.

Melee jobs remain at range

I am using BM in combination with AD. I have noticed that often, particularly on bosses, melee jobs remain at range and do not directly engage with melee skills.

These are my settings through AD:

image

Is this applicable to BMR? I thought to open the issue here, because it does seem mostly related to BMR and I have noticed this behaviour even without AD.

Thanks!

EDIT: I have been monitoring it for a while, and it seems to behave, now, and I couldn't reproduce it anymore. I have updated it after I created the issue, maybe it solved itself?

Mount Rokkon Modules

To accompany the logs uploaded:

Boss Specific Summary:

V021 - Module missing following mechanics ->

Gales = Windblossom Whorl - Incorrect AoE Size
Rain = Sludge - Not represented
Tatami Trap + Tatami-Gaeshi = Half-room wide AoE
Levinblossom Lance = Rotating Line AoE from center origin is missing the last AoE (# of AoE's mismatched)

V022 - Module missing following mechanics ->

Spearman's Orders = (Gradual Room-wide charge like Zeromus Bio)
Boundless Azure = Movement prone to error
Boundless Auspice = Movement prone to error
Yama-Kagura
Spiritflame = Dodging not adequate/prioritized

V023 - Module missing following mechanics ->

Sulphuric Stone+Morphic Memory = incorrect AoE size (AoE turns into Donut with too large of an inner radius)
RousingReincanation + RodentialRebirth + Dramatic Burst Towers = Not considered safezones. (Last tower extremely dangerous as it is paired with a player-origin, targeted AoE)
East-West BallofLevin/Shock = AoEs are represented as larger than actual.
Four corner BallofLevin/Shock = AoEs are not represented at all (should be 3 large AoEs, 1 small one signifying safespot)
Worldly Pursuit = first AoE is not represented

V024 - Module missing following mechanics ->

Noble Pursuit = Forward Charge is represented but the rings/sideAoEs are not.
Haunting Thralls = Not properly avoided, leading to wipes. (should be treated as a following AoE)

V025 - Module missing following mechanics ->

Some Quakes/Scaling AoEs (Bedrock Uplift?) = Not accurately represented,
Clearing Smoke (Knockback) = Not prioritized, leading to walling.
Into the Fire = Represented too late, leading to getting hit multiple times throughout the fight, although the smoke telegraph should signal where the boss will reappear

Exits

Mount Rokkon | E1 | Logprovided

B2: Module missing following mechanics -> Spearman's Orders, Boundless Azure Movement prone to error

Mount Rokkon | E2 | Logprovided

B2: No Module -> Spearman's Orders, Boundless Auspice Movement prone to error

Mount Rokkon | E3 | Logprovided

B2: Module missing following mechanics -> Spearman's Orders, Yama-Kagura, Boundless Azure Movement prone to error

Mount Rokkon | E4 | Logprovided

B1: Gales = Windblossom Whorl - Incorrect AoE Size , Rain = Sludge
B2: Module missing following mechanics -> Spearman's Orders, Boundless Auspice Movement prone to Error, Spiritflame dodging not adequate/prioritized

Mount Rokkon | E5 | Logprovided

B3: Module missing following mechanics -> Sulphuric Stone+Morphic Memory incorrect AoE size (AoE turns into Donut with too large of an inner radius), RousingReincanation + RodentialRebirth + Dramatic Burst Towers Not considered safezones. (Last tower extremely dangerous as it is paired with a player-origin, targeted AoE)

Mount Rokkon | E6 | Logprovided

B3: Module missing following mechanics -> East-West BallofLevin/Shock AoEs are represented as larger than actual. Four corner BallofLevin/Shock AoEs are not represented at all (should be 3 large AoEs, 1 small one signifying safespot)RousingReincanation + RodentialRebirth + Dramatic Burst Towers Not considered safezones. (Last tower extremely dangerous as it is paired with a player-origin, targeted AoE)

Mount Rokkon | E7 | Logprovided

B1: Module missing following mechanics -> Tatami Trap + Tatami-Gaeshi (Half-room wide AoE), Levinblossom Lance (Rotating Line AoE from center origin) is missing the last AoE (# of AoE's mismatched)
B3: Module missing following mechanics -> Worldly Pursuit first AoE is not represented

Mount Rokkon | E8 | Logprovided

B4: Module missing following mechanics -> Noble Pursuit - Forward Charge is represented but the rings/sideAoEs are not.

Mount Rokkon | E9 |

B1: Module missing following mechanics -> Sludges not represented
B4: Module missing following mechanics -> Noble Pursuit - Forward Charge is represented but the rings/sideAoEs are not.

Mount Rokkon | E10 | Logprovided

B1: Module missing following mechanics -> Sludges not represented
B4: Module missing following mechanics -> Noble Pursuit - Forward Charge is represented but the rings/sideAoEs are not.

Mount Rokkon | E11 | Logprovided

B1: Module missing following mechanics -> Sludges not represented
B4: Module missing following mechanics -> Noble Pursuit - Forward Charge is represented but the rings/sideAoEs are not. Haunting Thralls are not properly avoided, leading to wipes. (following AoE)

Mount Rokkon | E12 | Logprovided

B5: Module missing following mechanics -> Some Quakes/Scaling AoEs (Bedrock Uplift?) are not accurately represented, Knockback (Clearing Smoke) is not prioritized, Into the Fire represented too late, leading to getting hit multiple times throughout the fight.

Custom Queueing Pet Glamour Error

Turning on 'Use custom queueing for manually pressed actions' disables Pet Glamours. It will only give you Eos, blue Carbuncle, and the Egis as their default. The SMN's Pet Size settings work fine.
(Not able to test if this is a user issue or universal visual issue because I have no friends.)

[Bug Report] Ghost Mechanics

Hi, I'm having a problem that I'm calling 'ghost mechanics', this is when Bossmod displays a mechanic that never appears, which causes a wipe, because your character is trying to avoid a mechanic that simply isn't there.

This bug seems to appear after you first die during a duty (unconfirmed) or when the plugin is updated during a duty(unconfirmed), and persists until /xlrestart(confirmed) or "Reset plugin and data"(unconfirmed). Simply leaving and re-joining the duty does not fix it.(confirmed)

I have linked a video, which I hope will give some insight. It is in Alexandria, but I don't think this problem is unique to this duty. As you can see, BMR reports a frontal cone from the boss which never comes (ghost). You can see as I manually try to walk out of the real AOE, but the AI pulls me right back in and I take a vuln stack:
https://www.file.io/2A1N/download/tRlUCBTTj1TK

When this issue occurs with A*toDuty enabled, it results in a loop of running to the boss then dying. If there is no clear way to resolve this, is it possible to implement a command that resets the state of the plugin, but not the config? (something like /bmr resetstate which I could use whenever I detect a death)

I have attached a horribly compressed version also that meets the 10mb GitHub limit. If there is another file sharing site that doesn't require an account, I would be happy to reupload it there.
https://github.com/user-attachments/assets/8e1e0413-176a-4c0d-8ad7-13caf07dfbf8

Aetherochemical Research Facility - Harmarchis - Tank job

So, running with trust as a tank (assuming this matters for the purpose of trust AI), the second boss of the dungeon has this ability that deals near fatal damage if the target doesn't have a single extra party member in a circle with them. It's then followed by party-wide damage.

The mod logic seems to keep the player character inside the aoe circle and proceeds to murder the two trusts that try to pair up for the mechanic. Seeing as I was running as warrior it manages to survive barely the encounter.

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