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-   -   EQoffline, bots and more.. (https://www.eqemulator.org/forums/showthread.php?t=22667)

cubber 03-14-2008 11:55 AM

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.

cavedude 03-16-2008 09:06 AM

In case anybody uses PEQ's CVS to update their database:

http://eqemulator.net/forums/showpos...9&postcount=26

Congdar 03-16-2008 09:34 AM

I've updated the 1102 bots again. Source and Binaries
fixes:
Mana regen for caster bots is a little faster now
Bots will reflect worn gear stats better
Fixed issue with default.pl

burnme 03-19-2008 06:29 PM

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?

Congdar 03-20-2008 01:22 AM

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.

Haven21 03-20-2008 10:32 AM

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!

Aramid 03-20-2008 03:14 PM

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?

Haven 03-20-2008 05:24 PM

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

Aramid 03-21-2008 05:45 AM

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.

Congdar 03-21-2008 08:47 AM

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.

Congdar 03-21-2008 09:02 AM

Quote:

Originally Posted by Haven (Post 145054)
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

When customizing the database list, make sure you put the familiars spell as SpellType_Pet. If you put it as SpellType_Buff it will cast it on everyone in the group.

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;

cavedude 03-21-2008 11:08 AM

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.

Aramid 03-21-2008 11:41 AM

Quote:

Originally Posted by cavedude (Post 145086)
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.

So basically, all that needs to be done is to change the following code to have the newly created spells lists? I used the 600's, but started at 601 so that the lists lined up so to speak with the originals. 1 and 601 for Clerics (1 = NPC - 601 - Bot) etc... on down the line.

Code:

#ifdef EQBOTS

        //franck-adds: EQoffline. I had to change that so the bot cast their pets if they re pets class..
        if(IsBot() &&  GetClass() == MAGICIAN) {
                        AI_AddNPCSpells(516);
                        NPCSpecialAttacks(NPCTypedata->npc_attacks,0);
                }
                /*else if( IsBot() &&  GetClass() == WIZARD  )
                {
                        AI_AddNPCSpells(514);
                        NPCSpecialAttacks(NPCTypedata->npc_attacks,0);
                }*/
                else if(IsBot() &&  GetClass() == NECROMANCER) {
                        AI_AddNPCSpells(515);
                        NPCSpecialAttacks(NPCTypedata->npc_attacks,0);
                }
                else if(IsBot() && GetClass() == ENCHANTER) {
                        AI_AddNPCSpells(517);
                        NPCSpecialAttacks(NPCTypedata->npc_attacks,0);
                }
                else if(IsBot() && GetClass() == SHAMAN) {
                        AI_AddNPCSpells(518);
                        NPCSpecialAttacks(NPCTypedata->npc_attacks,0);
                }
                else if(IsBot() && GetClass() == DRUID) {
                        AI_AddNPCSpells(519);
                        NPCSpecialAttacks(NPCTypedata->npc_attacks,0);
                }
                else if(IsBot() && GetClass() == SHADOWKNIGHT) {
                        AI_AddNPCSpells(521);
                        NPCSpecialAttacks(NPCTypedata->npc_attacks,0);
                }
                else if(IsBot() && GetClass() == BEASTLORD) {
                        AI_AddNPCSpells(524);
                        NPCSpecialAttacks(NPCTypedata->npc_attacks,0);
                }
                else {
                        AI_AddNPCSpells(NPCTypedata->npc_spells_id);
                        NPCSpecialAttacks(NPCTypedata->npc_attacks,0);
                }

#else

        AI_AddNPCSpells(NPCTypedata->npc_spells_id);
        NPCSpecialAttacks(NPCTypedata->npc_attacks,0);

#endif //EQBOTS


Congdar 03-21-2008 01:21 PM

yes, and unrem the Wizard section and share your sql with us.

Arex 03-22-2008 11:01 PM

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?

Aramid 03-22-2008 11:42 PM

Quote:

Originally Posted by Congdar (Post 145094)
yes, and unrem the Wizard section and share your sql with us.

I've only completed 2 of them so far and since you told me that I didn't need to use Group Spells, I have to weed out the group spells now.

Haven21 03-23-2008 01:42 AM

Quote:

Originally Posted by Congdar (Post 145082)
When customizing the database list, make sure you put the familiars spell as SpellType_Pet. If you put it as SpellType_Buff it will cast it on everyone in the group.

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;

Ah ok that explains why that is happening, Thanks Congdar!

leslamarch 03-23-2008 02:26 AM

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?

Aramid 03-23-2008 02:51 AM

Quote:

Originally Posted by leslamarch (Post 145146)
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?

#AI Spellslist #

It's talked about in this very forum on page 27 and the page you posted on as well!

leslamarch 03-23-2008 02:57 AM

Quote:

Originally Posted by Aramid (Post 145148)
#AI Spellslist #

It's talked about in this very forum on page 27 and the page you posted on as well!

Yeah I tried that as well, Must be something else I'll just keep at it. I'm sure its something I'm Just missing thanks for the pointers though.

Congdar 03-23-2008 03:32 AM

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

Congdar 03-23-2008 03:34 AM

Quote:

Originally Posted by leslamarch (Post 145149)
Yeah I tried that as well, Must be something else I'll just keep at it. I'm sure its something I'm Just missing thanks for the pointers though.


Target your bots one at a time and do #bot update
then zone and spawn them again and they should work

Arex 03-24-2008 08:12 AM

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

cavedude 03-24-2008 10:23 AM

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.

Arex 03-28-2008 10:34 PM

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

Congdar 03-29-2008 03:00 AM

You can remove (Bot) by deleting 'Bot' from the lastname field in npc_types table. Something like:
Code:

UPDATE peq.npc_types SET lastname='' where isbot=1;
lastname is equal to two single quotes.


Can't do anything about the 000's

Trynix 03-30-2008 04:15 PM

Quote:

Originally Posted by Congdar (Post 144328)
I've merged the bots with build 1102. Have fun! Source and EXE's
Several crash fixes
Set bots to not aggro when set to "guard"
Caster bots will report they need to meditate

Are these files still available? When I try to download them I am being prompted for a username and password.

Arex 03-30-2008 10:35 PM

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.

Congdar 03-31-2008 01:54 AM

Quote:

Originally Posted by Trynix (Post 145646)
Are these files still available? When I try to download them I am being prompted for a username and password.


There was a router update, i'll look into the pw issue.

KateSilverleaf 03-31-2008 03:24 AM

Quote:

Originally Posted by Congdar (Post 145662)
There was a router update, i'll look into the pw issue.

I don't think it's your router, I'm getting Access Control List (ACL) errors when accessing them files, however, I was able to download the BOT spell entries file just fine. I'm thinking it's the file permissions on the other two that are off and not allowing them to be downloaded.

Congdar 03-31-2008 02:38 PM

Quote:

Originally Posted by KateSilverleaf (Post 145666)
I don't think it's your router, I'm getting Access Control List (ACL) errors when accessing them files, however, I was able to download the BOT spell entries file just fine. I'm thinking it's the file permissions on the other two that are off and not allowing them to be downloaded.

ok, try again. btw... i'll be posting some new zip files soon(couple of days). I rewrote (again) the group and raidgroup add/delete/death of bot/death of client stuff to hopefully remove some crash bugs.

Andrew80k 03-31-2008 03:27 PM

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.

KateSilverleaf 03-31-2008 04:33 PM

Quote:

Originally Posted by Congdar (Post 145671)
ok, try again. btw... i'll be posting some new zip files soon(couple of days). I rewrote (again) the group and raidgroup add/delete/death of bot/death of client stuff to hopefully remove some crash bugs.

I'm glad to hear your still working on it, however, I'm still not able to access it, still error 401 and it still ask for a user/pass.

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.

Ashiar 04-04-2008 06:06 AM

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.

RCPD0715 04-04-2008 06:23 AM

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.....

Aramid 04-04-2008 09:47 AM

Quote:

Originally Posted by Ashiar (Post 145931)
: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.

What version of EQEmulator and EQBots (aka EQOffline) are you using?

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.

Aramid 04-04-2008 09:48 AM

Quote:

Originally Posted by RCPD0715 (Post 145935)
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.....

Send a Private message to Congdar, as he seems to be the one who's doing the most work on it.

Congdar 04-04-2008 10:00 AM

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.

RCPD0715 04-04-2008 03:02 PM

I have sent Congdar a PM concerning this issue...

Ashiar 04-04-2008 05:30 PM

Quote:

Originally Posted by Aramid (Post 145946)
What version of EQEmulator and EQBots (aka EQOffline) are you using?

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.

Thanks for responding Aramid. I have since got it all working properly after a reformat and reinstalled everything just how it was before, this time though it just works.

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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