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  #1  
Old 05-24-2007, 07:00 PM
smartmonkey777
Fire Beetle
 
Join Date: Feb 2007
Posts: 23
Default wow this looks cool !

wow This is a great concept ! i cant wait to try this out ..

will be awsome with multiple client compatability/raid compatability ..

you are planning on this at some point in the future?
  #2  
Old 05-24-2007, 10:54 PM
Magoth78
Discordant
 
Join Date: Jun 2003
Posts: 345
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Yes, it's planned.

I will work on raid compatability once :
- melee bots damage output is correct
- the bots assist intelligently
- the bots are able to CC

Multiple clients is something that should work right now. What I just have to do is to check the functions where I send the info to their respective bot leaders. I will check that.

G'day,
Mag
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  #3  
Old 05-25-2007, 06:57 AM
John Adams
Demi-God
 
Join Date: Jul 2006
Posts: 1,552
Default

I'd like to see a working Linux compile (though I think that actually might be ok now), and support for Titanium if at all possible. Maybe that's why I cannot log in - Titanium-boy.
  #4  
Old 05-26-2007, 01:41 AM
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Zard
Sarnak
 
Join Date: Nov 2005
Posts: 62
Default

It works for me using winxp/titanium.
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  #5  
Old 05-26-2007, 05:59 PM
Magoth78
Discordant
 
Join Date: Jun 2003
Posts: 345
Default

Hello there,

I actually have a problem with formulas for the melee bot output dmg. The goal is to make their dmg calculated on criterias and to be as close as the clients.

My maths are pretty bad and I need your help.

For the dmg calculation, I would like to take into consideration:
- the lvl of the bot
- the class
- the atk/delay ratio of a weapon (1h, dual wield and 2h)
- the str/dex/agi depending of the class
- any other criteria ?


For an example and for a warrior with 100str, I've tried:

For a 1hand weap in the primary melee slot:
Code:
( (atk/delay)*(str/3) ) + lvl
For a 1hand weapon in the secondary melee slot:
Code:
( (atk/delay)*(str/3) ) + (lvl*0.33)
At lvl10, with a 10/30 weapon, the warrior would deal as its max melee output:
primary: 14dmg

At lvl20,
primary: 18dmg

at lvl50,
primary: 27dmg

wich isn't accurate at all..

This is just an example to show how bad are my maths and what the issue is : to find a correct formula for the melee bot.


The second issue is the way the bots do assist. I need to have advises/ideas on this.
Actually, each bot attacks the mob(s) that attack this bot. Also, each bot attacks the mob(s) that attacks you(the leader).
It needs to be improved and for that I have an idea but I need your advises.
I can make it so each bot (but the CC bots) assist the main melee of the group. I mean, if there is a warrior, they only assist him, else if there is a SK they assist him, else if there is a paladin, etc... This way, it will be easier to code the CC bot so they can do some CC on adds.

But now, what happens if you're not grouped with any melee ? I could make it so they assist you by default... or a pet...

Any ideas on this ?

G'day,
mag
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User's projects:
-- Original EMPIRE I/II and Factions! servers
-- Web GM Portal
-- EQoffline/bots
  #6  
Old 05-26-2007, 07:13 PM
mattmeck
Guest
 
Posts: n/a
Default

How hard would it be to have them **listen* in group?

Like you state "assist me on this rat" then they assist you on that, "off tank to a_Snake" then the pally or SK goes to that.

Make the player like a general, to distribute the bots.

Another this is, can you tag them as MA, SA etc? like send them a tell, "main healer" "main tank" "off tank" to have them learn there roles?

Having the enchanter auto mezz adds would be nice, but what about unmezzable mobs? need to off tank them, and allowing the players to decide what to do when would add a more **realistic** feel to the bots.
  #7  
Old 05-27-2007, 05:35 AM
kouhei
Hill Giant
 
Join Date: Mar 2005
Location: japan
Posts: 171
Talking hehe

heck with a program like these bots soon we real lfe humans won't be needed. The BOTS will take over and do everything.
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  #8  
Old 05-27-2007, 07:49 AM
Elysius
Sarnak
 
Join Date: Dec 2005
Posts: 43
Default

Quote:
Originally Posted by mattmeck
How hard would it be to have them **listen* in group?

Like you state "assist me on this rat" then they assist you on that, "off tank to a_Snake" then the pally or SK goes to that.

Make the player like a general, to distribute the bots.

Another this is, can you tag them as MA, SA etc? like send them a tell, "main healer" "main tank" "off tank" to have them learn there roles?

Having the enchanter auto mezz adds would be nice, but what about unmezzable mobs? need to off tank them, and allowing the players to decide what to do when would add a more **realistic** feel to the bots.
I am really really hoping for something like this.
  #9  
Old 06-17-2007, 07:00 AM
shadowdeamon01
Fire Beetle
 
Join Date: Apr 2006
Posts: 15
Default

cant seem to download the files from mag's site, anyone else having problems?
  #10  
Old 06-28-2007, 01:11 PM
Zengez
Hill Giant
 
Join Date: Nov 2004
Posts: 160
Default

Some things I've noticed... inviting a player to a group where bots already exist crashes the game every time, but adding the player before summoning the bots works fine...

::EDIT:: Also seems trying to zone in to a zone with active bots by another player crashes the zone, at least from char select haven't tried just regular zoning yet

also bots won't help anyone but those that summoned them, so a secondary player won't receive heals or anything from a bot, I know you haven't really put in support for multiple players yet but figured I'd at least give you a heads up

on those lines bot's hp bar in the group window don't show up for anyone but the person with the bots.... so other people in the group see nothing.

And finally as an aside, I can't help but notice that at higher end clerics are healing for 400 while shamans are healing for 600... this is at 50+... I know clerics get smaller faster and more effecient heals at higher end, but it's kinda sad to see a warrior with 10k hp get healed for 400 at a time hehe maybe some way to impliment a check into that, like whatever you use (I assume something along the lines of when player hp is <70% cast: (latest heal spell) but perhaps a sub line like
if player health is <70% then:
If player is missing 100-600 hp cast 400 hp heal
If player is missing 700-1100 hp cast 1k heal
If player is missing 1100+ hp cast CHeal

I know it's not that easy since you have to take into account caster level and spell levels and whatnot, but even if it lagged behind the character's actual ability so that you only type up a new hierarchy every 5 or 10 levels I think people would be willing to deal with a slightly behind the curve cleric that heals accurately instead of one that spams the latest heal even when it's not at all useful... /shrug just my thoughts, If you want I can dig through lucy and come up with an actual hierarchy by level range. For most classes or applications this isn't terribly necessary just healing since it's so Time sensitive /shrug

Last edited by Zengez; 06-28-2007 at 09:18 PM..
  #11  
Old 07-01-2007, 12:15 PM
Zengez
Hill Giant
 
Join Date: Nov 2004
Posts: 160
Default

Any chance to get an adapted version to the 6/19 version of the emu, so functions like #traindisc and all those other fixes work in the bot version? Not really sure how extractable your work has been or if that would be a huge PITA.
  #12  
Old 05-30-2007, 05:10 AM
ArChron
Fire Beetle
 
Join Date: Dec 2006
Location: Vienna
Posts: 28
Default

Quote:
Originally Posted by Magoth78
Hello there,

For the dmg calculation, I would like to take into consideration:
- the lvl of the bot
- the class
- the atk/delay ratio of a weapon (1h, dual wield and 2h)
- the str/dex/agi depending of the class
- any other criteria ?


For an example and for a warrior with 100str, I've tried:

For a 1hand weap in the primary melee slot:
Code:
( (atk/delay)*(str/3) ) + lvl
For a 1hand weapon in the secondary melee slot:
Code:
( (atk/delay)*(str/3) ) + (lvl*0.33)
At lvl10, with a 10/30 weapon, the warrior would deal as its max melee output:
primary: 14dmg

At lvl20,
primary: 18dmg

at lvl50,
primary: 27dmg

wich isn't accurate at all..

This is just an example to show how bad are my maths and what the issue is : to find a correct formula for the melee bot.
Does the delay factor into frequency of attack in the Emu? If my weapon's delay is 10 and yours is 40, do I attack 4 times as often (all other things being equal)? If so, delay should be factored out. IIRC, the damage/delay is a rating method for comparing the potential of weapons.

Bot level as an additive factor for damage should probably become a multiplier, but maybe not a full multiplier (a lvl 10 bot need not do 10 times as much damage as a level 1 bot).

Damage = random(0..1) * Item damage * skill factor * strength factor * class factor * level factor.

skill factor could account for a portion of the noob vs l33t toon... I'd probably rate this one with a 1.0 multiplier somewhere in the "competent with the weapon" range of 50-60? Skill 255 could be 4.5 multiplier, Skill 1 could be a 0.1 multiplier.

strength factor ideally takes into account the weight of the weapon. a bot with low strength should be penalized with a heavy weapon. an uber-strength bot should get some damage bonus for all those muscles.

class factor is primarily melee or not, a flat percentage penalty for casters. casters can mitigate this by upping their skill, but they should never be as good as a melee class.

level factor shouldn't be huge... skill with the weapon type should be more important (i.e., bigger multiplier)... Take your level 40 toon in EQ and have it fight using a weapon for which it has no skill... and guess what, you suck!

It would be interesting to do a "live" calibration with established non-AA, untweaked toons... it should be easy enough (for those that have time on their hands) to whip up new toons in EQ, equip them the same and compare output... then you'll at least have a notion of what you're trying to approximate.

Well, that's my own 2 cents for what it is worth...

Last edited by ArChron; 05-30-2007 at 01:12 PM..
  #13  
Old 05-30-2007, 08:25 AM
EmanonCow
Sarnak
 
Join Date: Aug 2006
Posts: 35
Default

Why attempt to not use the routines/math that EQEmu uses to determine player damage?
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