Go Back   EQEmulator Home > EQEmulator Forums > Development > Development::Bots

Development::Bots Forum for bots.

Closed Thread
 
Thread Tools Display Modes
  #1  
Old 03-21-2008, 09:02 AM
Congdar
Developer
 
Join Date: Jul 2007
Location: my own little world
Posts: 751
Default

Quote:
Originally Posted by Haven View Post
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;
  #2  
Old 03-21-2008, 11:08 AM
cavedude's Avatar
cavedude
The PEQ Dude
 
Join Date: Apr 2003
Location: -
Posts: 1,988
Default

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.
  #3  
Old 03-21-2008, 11:41 AM
Aramid
Discordant
 
Join Date: May 2006
Posts: 356
Default

Quote:
Originally Posted by cavedude View Post
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
__________________
Random Segments of Code....
  #4  
Old 03-21-2008, 01:21 PM
Congdar
Developer
 
Join Date: Jul 2007
Location: my own little world
Posts: 751
Default

yes, and unrem the Wizard section and share your sql with us.
  #5  
Old 03-22-2008, 11:42 PM
Aramid
Discordant
 
Join Date: May 2006
Posts: 356
Default

Quote:
Originally Posted by Congdar View Post
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.
__________________
Random Segments of Code....
  #6  
Old 03-23-2008, 01:42 AM
Haven21
Fire Beetle
 
Join Date: Mar 2008
Posts: 6
Default

Quote:
Originally Posted by Congdar View Post
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!
  #7  
Old 03-23-2008, 02:26 AM
leslamarch
Discordant
 
Join Date: Sep 2006
Location: Green Bay, WI
Posts: 436
Default

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?
  #8  
Old 03-23-2008, 02:51 AM
Aramid
Discordant
 
Join Date: May 2006
Posts: 356
Default

Quote:
Originally Posted by leslamarch View Post
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!
__________________
Random Segments of Code....
  #9  
Old 03-23-2008, 02:57 AM
leslamarch
Discordant
 
Join Date: Sep 2006
Location: Green Bay, WI
Posts: 436
Default

Quote:
Originally Posted by Aramid View Post
#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.
  #10  
Old 03-23-2008, 03:32 AM
Congdar
Developer
 
Join Date: Jul 2007
Location: my own little world
Posts: 751
Default

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
  #11  
Old 03-23-2008, 03:34 AM
Congdar
Developer
 
Join Date: Jul 2007
Location: my own little world
Posts: 751
Default

Quote:
Originally Posted by leslamarch View Post
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
Closed Thread

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

   

All times are GMT -4. The time now is 04:23 AM.


 

Everquest is a registered trademark of Daybreak Game Company LLC.
EQEmulator is not associated or affiliated in any way with Daybreak Game Company LLC.
Except where otherwise noted, this site is licensed under a Creative Commons License.
       
Powered by vBulletin®, Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3