Ok thanks cavedude I thought it had to have come from that update. One other thing I notice is as soon as I hand them the item they take off runnin'. Probably all part of the same issue.
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In case anybody uses PEQ's CVS to update their database:
http://eqemulator.net/forums/showpos...9&postcount=26 |
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So is anyone planning on or finished cranking out an improved or *gasp* complete npc_spells_entries list for the rest of us to use?
Or should I go ahead and do it myself? |
I've done it for the Cleric but haven't had time for the other classes. Feel free to contribute. Remember, these entries affect all npc casters, not just bots.
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I've been messing around with trying to create custom spell sets for my bots and so far all of them work great except for shaman. Whenever i create a custom spell set for that class and change the bot to use that list it defaults on the spell list, i have to use #ai spellslist # to get it to use the custom list. I'm fairly certain i'm not doing anything wrong since I've gotten other classes to work so if someone could look into this that would be great!
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I started making Custom Spell lists but did not use the normal entries, instead added the id's in the 600's. The ones that I put to use those seem to work fine, but as you say, I haven't done the Shaman's yet, but have set the original ones as they should be by the minimum and maximum levels and I still have to use the #ai spellslist 6 to get the Shaman to load the higher level spells instead of the lower levels that he shouldn't even be loading. Once I get them all done, I'll edit the code in command.cpp where it assigns the spell lists to my 600's.
I'm going to try to get the time to setup the Shaman list tomorrow in the 600's and see if it loads them properly or not. Also, the ones with pets seem to load that spell twice... Does that happen for anyone else? |
Thanks Aramid, i did notice with the wizard spell greater familiar (i think it was this spell) that when it was cast the wizard bot summoned a greater familiar for both the bot and myself and the familiar also summoned its own familiar. I ended up with X's familiar and X's familiar's familiar lol
Edit: bah used my alternate account to post this /sigh |
OK, just found out something I didn't know before nd maybe the coders can figure out why it's happening. I tested this with a Shaman, Wizard, Enchanter, Druid and Necro.
All except the Wizard will load there Default Pet XXXX, where XXXX = Class Spells instead of there own spells. See if this is what is happening to you as well. Spawn your Bot and before grouping or anything, target it and issue the #showstats command. You will see that it has loaded spellslists in the 500's. They don't have a pet spawned at this time either, as they aren't even grouped yet. Funny thing too, my Wizard doesn't spawn a pet (Familiar) at all even though it has the spell and has the correct list loaded. My Cleric seems to always load the spells I setup for it. With the Shaman, I created a short list in the 606 slot and it did not load those spells until I used the #ai command. It loaded it's default pet spells. Yes I set it up to use that spellist in the db Hope someone can figure out why. |
The peq database has default spell lists for all caster classes in npc_spells table starting at id 1 and going through id 12 with names "Default <class> List"
Also in the database are separate entries id 514-524 with names "Default Pet <class> List" I don't know the reason for needing both, but the bots that can cast pets are hard coded to use the 514-524 list AND the Wizard code is rem'd out. Maybe Cavedude can shed some light on the multiple default entries as the pet classes would never need the default entries in favor or the default pet entries. It seems the bot code uses the 'Pet' version for pet classes, so any custimization you do should use the higher range unless we hear some reason not to. (We should probably make a 'Default Bot' list, what id range should we use?). Since the wizard bot code is not changing to the Default Pet entry it is instead using the Default entry. The default entry does not have any pet spells in the list. |
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SpellType_Nuke=1; SpellType_Heal=2; SpellType_Root=4; SpellType_Buff=8; SpellType_Escape=16; SpellType_Pet=32; SpellType_Lifetap=64; SpellType_Snare=128; SpellType_DOT=256; |
It was Angelox's implementation and works quite well. Not every NPC has a pet, so by default we give NPCs the spell list without pets. When we come to an exception, we give them the list with a pet. Simple, really.
Though for bots I would agree with creating new sets cleric_bot or the like and changing the code to automatically use them would be the best way to go. Starting at 600 would be fine by me and I'd have no problem adding it to PEQ. |
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#ifdef EQBOTS |
yes, and unrem the Wizard section and share your sql with us.
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Nice work on bots!! I only would like to suggest extend the range of bots to his owner, because they get so near that it is a bit disturbed. Would be a big problem to do it?
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Heya guys,
No matter what i try with the bots even using Congdar updated cleric list all the cleric will still cast light healing at level 65? Not sure what i have to do different? Can anyone point me in the right direction? |
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It's talked about in this very forum on page 27 and the page you posted on as well! |
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I tried messing with the bot positioning and all it got me was bouncing bots... the way it is now seems to be the least annoying
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Target your bots one at a time and do #bot update then zone and spawn them again and they should work |
Hey guys, i was asking me, why u dont use the 100 first positions of npc_types table for bots?? Then u havent problems when new mobs are added to database
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They are reserved by the client so we can't use them without causing problems. But, as I said there is no problem with IDs. PEQ will never ever use the IDs bots are given. Your going to have to drop and then resource your bots everytime you upgrade anyway, since the upgrade wipes the whole npc_types table away and loads it fresh.
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ok, thank you for the information cavedude.
In other point, i would like to know if it is posible remove "(BOT)" messagge that appear under name of bots, and the "000" that appear after bot's name in group windows. any advancement in AI spell list?? It is only that my ench bots look so retarded... :P |
You can remove (Bot) by deleting 'Bot' from the lastname field in npc_types table. Something like:
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UPDATE peq.npc_types SET lastname='' where isbot=1; Can't do anything about the 000's |
Are these files still available? When I try to download them I am being prompted for a username and password.
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Thank you Congdar, it works nice. I also have edited the aspect of all my bots, it can to be util for community.
If u want change the appearance of a bot, u only must create a new character like usual, and use the appearance that u want that u bot have. And then log out and check "world output" and u get all information for change appearance to u bot, hairstyle, haircolour, beard, eyes, face, etc. Then now u only must update npc_types table and update that fields for u bot. It was very useful for me, because i was getting a dwarf with black hair and white beard, and it was really hurting to see it. |
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There was a router update, i'll look into the pw issue. |
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Congdar, just want to say thanks for taking this on. I play on a private server and it wouldn't be near as much fun without the bots.
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Here is the exact error I'm getting: You do not have permission to view this directory or page due to the access control list (ACL) that is configured for this resource on the Web server. |
Does anyone know why this is hapening to me?
Everything works fine the bots follow, they buff, they are created easily then they follow me around but when ever they get into combat Zone.exe crashes.
Its not allways immediate sometimes it happens straight away and sometimes after a minuite or two, sometimes i even get to kill a mob, but it ALLWAYS hapens when my bots are in combat. I downloaded Eqoffline and did everything it says on Magoth's readme job as well as on Bots info on the Wiki, I searched the forums and i have reinstalled eq and my server nothing seems to work, the same thing is hapening all the time. I wish i knew what i was doing wrong. :confused: :edit: P.s. I tried a group of of non melee classes (1 druid, 1 cleric, 1 enchanter, NO pets) and i never hd it crash once. This only seems to hapen when i have had a melee class in the group. |
I have discovered a HUGE exploit with bots....not sure if I should mention on here or not due to people's servers with bots will be exploited bad...any suggestions? I am sure I am not the only one that has discovered it but.....
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I am using the 1102 version from Congdar along with the 1102 emu and this doesn't happen to me. I am using 3 casters and 2 melee's. |
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I'm working on updates and fixes for bots. You can pm me with any exploits you want fixed (and even ones you don't :) )
I will have a new release soon. Fixes currently in but not fully tested: Bot starting stats and size has been revamped Fixed a crash when creating non-alpahnumeric names Fixed a crash when casting teleports Fixed a bot aggro issue Many changes to groups and raids around bot deaths Fixed a trading issue with bots that allowed a 2h weapon and a secondary weapon at the same time. |
I have sent Congdar a PM concerning this issue...
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I must have missed something somewhere, im quite puzzled by this. GeargeS I tried out a few of your programs, the quest editor and NPC/Loot editor - they are really good. I was wondering though when creating a BOT with the NPC/Loot editor it assigns the first available ID wich is a 4 digit number like 1005, where as creating a bot in game would assign a 7 digit number like 2700012. Could this cause any problems at all with the way the BOT code works? Thank you for all your effort guys this is really good stuff. |
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