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Development::Bots Forum for bots. |
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09-02-2007, 10:00 PM
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Discordant
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Join Date: Aug 2006
Posts: 394
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Quote:
Originally Posted by Magoth78
Thanks.
In the actual state, it would be really difficult to plug the eqoffline code into the last emu sources because of all the changes. And my code isn't clear.
That's why I'm actually rewriting everything related to bots, based on the last official emu sources. I want to make it a "separate" project that you just could add or not into the official sources easily, just like the Guildwars code.
That's not very hard to do but it takes a lot of time as a lot of functions need to be customized for bots.
Mag
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I understand that completely, but at the same time, as this project picks up more and more steam, I would like to recommend folding it into the eqemu code (so that it can keep up with the main source tree more easily), as a long-term goal.
I would imagine that if it was planned properly and the eqemu dev community was on board, that it could be done using includes so as to not turn the main code base into spaghetti. Then perhaps a global environment variable can be added that will either compile in the bot code or not.
__________________
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Keelyeh
Owner, ServerOp and Developer
Jest 4 Server
Linux (Jest3 runs on Fedora, our Dev servers usually run on Ubuntu and/or Gentoo), OC-12 Connection = Hella Fast
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09-03-2007, 03:37 AM
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Discordant
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Join Date: Jun 2003
Posts: 345
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That's true but I can't believe that the EQEmu dev would accept to keep the actual bots code in the official tree and they would be right.
John> Great job on 1031 port but as I've mentionned everything can be done with diffs. The code just stays the same and modify a lot of things in the official tree.
Technically, what I'm actually doing is to make a public class called Bots that inherits the NPC class. This way I can code the virtual methods that are customized for the bots without modifying the official Entity>Mobs>NPC codes.
Everything related to bots (Stats, Equipment, Attacks, AIs, Orders) are coded in this new class.
The Raid class will stay the same but will have some improvments.
What will be left will be the group thing and that will be an issue. I'm actually wondering how I can make the group working for both players and bots with a minimum of official code modifications.
Mag
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09-03-2007, 02:13 PM
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Demi-God
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Join Date: Jul 2006
Posts: 1,552
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Here, here. I would love to see this as a non-intrusive add-on to the emulator (like GW, if you don't want it, it doesn't break anything). But if it were "core", it could be controlled by a Rule. (?)
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09-04-2007, 12:55 PM
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Hill Giant
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Join Date: Sep 2006
Posts: 172
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I was wondering about bots casting as I am having some difficulties
I use ax_classic and have patched it according to the readme
These classes cast fine:
Cleric, Paladin
These don't cast at all:
Beastlord
Shaman
Druid
Mage
Necro
Enchanter
Any ideas why
Criimson
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09-04-2007, 01:51 PM
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Discordant
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Join Date: Aug 2006
Posts: 394
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Quote:
Originally Posted by Magoth78
That's true but I can't believe that the EQEmu dev would accept to keep the actual bots code in the official tree and they would be right.
John> Great job on 1031 port but as I've mentionned everything can be done with diffs. The code just stays the same and modify a lot of things in the official tree.
Technically, what I'm actually doing is to make a public class called Bots that inherits the NPC class. This way I can code the virtual methods that are customized for the bots without modifying the official Entity>Mobs>NPC codes.
Everything related to bots (Stats, Equipment, Attacks, AIs, Orders) are coded in this new class.
The Raid class will stay the same but will have some improvments.
What will be left will be the group thing and that will be an issue. I'm actually wondering how I can make the group working for both players and bots with a minimum of official code modifications.
Mag
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Agreed. But if coded as a "module"... well, I need not carry on about this. I think we're both on the same page already.
I'm thinking the same approach as GuildWars...
Incredible work, by the way.
__________________
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Keelyeh
Owner, ServerOp and Developer
Jest 4 Server
Linux (Jest3 runs on Fedora, our Dev servers usually run on Ubuntu and/or Gentoo), OC-12 Connection = Hella Fast
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09-04-2007, 03:53 PM
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Hill Giant
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Join Date: Jul 2005
Location: Felwithe
Posts: 192
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nice work magoth =]
you have done it yet again..
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lol.
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09-04-2007, 04:38 PM
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Hill Giant
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Join Date: Sep 2006
Posts: 172
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EQoffline spells list ID:
Magician: 516
Necromancer: 515
Enchanter: 517
Shaman: 518
Druid: 519
Shadowknight: 512
Beastlord: 524
Other are standards.
This should be posted in the readme
Once I changed a couple id's everything works great
I know its been said before, but you are the MAN!
Criiimson
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09-06-2007, 08:24 AM
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Hill Giant
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Join Date: Jul 2005
Location: Felwithe
Posts: 192
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is it normal for my level 75 cleric to cast level 1 spells on me? Or did i do something wrong?
__________________
lol.
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09-06-2007, 09:44 AM
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Fire Beetle
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Join Date: Jul 2007
Posts: 22
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Mag,
I was raiding Trakanon today with your bots and each and every encounter I got a zone.exe error. After a few trials with Trak being at various healths I noticed it only happend when one of the Bots "created a mystical portal". This being Trakanon's teleport proc.
I was able to edit the database to remove Trakanon's spell casting ability (Trakanon npc_spells_id set = 0 not 43 or 46, whichever it was) to stop this error. I don't know if there is anything you can do on the bots side to fix this or not but it is just something I noticed.
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