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  #1  
Old 09-04-2008, 07:34 PM
Angelox
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Join Date: May 2006
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Quote:
Originally Posted by Congdar View Post
I've been working on new spell lists for each class and it is a tedious and long process(I think you made the npc lists so probably know this) so during that time some other people have made a release or two with some of the code submissions that were not in the emu build at the time. I only have Beastlord, Bard and Ranger spell lists left to do and once done maybe a bit of tweaking and debugging before I make a new release with the latest emu source. I have 1127 now but it has a group bug in it that is supposedly fixedin 1128 but that download doesn't seem to be available.
I didn't really make those spell sets, I just altered them; I don't know if this still happens, but at the time, NPC pets would 'ghost' at the zones #zone zin - and in reality, most NPCs don't have pets. One of my favorite zones is Droga, when I zoned in there, I was in between a pack of ghosted pets (very unsightly), not to mention, the zone is full of pet casters (none there use pets), and it was really crazy with all the pets . An instant solution for that problem was to eliminate the pets from the NPCs spell sets, and start a new set of spells for the pet users. So , I just duped the current 1-12 spell set to the the 500ish ones, and deleted the pets from the default 1-12 set. And that's how that came to be
I guess it wasn't a bad idea, since it is still in use.
Still, zones like Najena, where Magicians are many and most use pets, there is ghosting. but what I did there was make the '#zone in' in a hidden corner in the small pond just before you get to Najenas room. Only GMs are supposed to use #zone, and this way, players won't see the ghost pack at zin.

You really did a great job on the spells, I was working on some spellsets for bots and other NPCs, and I can understand all the labor you put into it.
I also am learning my final part to this emulator which is the code, so I'm able to really see and admire all the work you all are doing, and you did miracles with the Bot code.

I had my little 'BS' arrays going with the spells that wouldn't work right, and was proud of it you made me feel like a first grader with your fixes - But it was working! Still I wanted to keep the sow out of the dungeon and had it out tell I added your fix, then it got broke.
I found a spot where you disabled levitation (botAI.cpp);
Code:
// Put the zone levitate check here since bots are able to bypass the client casting check
	 if(IsEffectInSpell(AIspells[i].spellid, SE_Levitate) && !zone->CanLevitate()
added this;
Code:
// Put the zone levitate check here since bots are able to bypass the client casting check
	 if(IsEffectInSpell(AIspells[i].spellid, SE_Levitate) && !zone->CanLevitate() ||
	  IsEffectInSpell(AIspells[i].spellid, SE_MovementSpeed) && !zone->CanCastOutdoor()){
It's good, but disables all speed movement spells, later on in the expansions there was some dungeon spells like 'Spirit of Shrew' which got caught up in that one, but at least there's more resemblance to dungeon play with that -

I really appreciate your work with the Bots and thank you for posting it!
  #2  
Old 09-06-2008, 09:59 PM
spider661
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Join Date: Oct 2005
Location: michigain
Posts: 260
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i am running Congdar's 1129 version and im having all kinds of problems cpu at 100% world crash with Microsoft debug error.. im not doing anything diff then i did with my old server sept my old server did not have bots.. there working but the problems outweigh the advantage.. any help?

here is the post on the problems im haveing with it and such any help would be apriciated i would like to add the bots really...

http://www.eqemulator.net/forums/sho...d=1#post155374

is there a diff file for all the bots code? i would not mind pulling all the code and putting it in my compile myself. if thats doable but im not sure how to find it all.. is there some key word i can search for that would show me all the bod code? like myself for update reasons i say /////added////// and //////////end added//// after everything i add and changed after everything i change.
  #3  
Old 09-06-2008, 11:13 PM
spider661
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Join Date: Oct 2005
Location: michigain
Posts: 260
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well it seems to be looking good in the compile now so maybe we got it working. thanks to Angelox.. anyways will let you know.
  #4  
Old 09-07-2008, 12:46 PM
Congdar
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Join Date: Jul 2007
Location: my own little world
Posts: 751
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If you continue to have issues, please collect any log output or code line numbers that would help debug them. For compiling yourself, the sources are available to anyone in the Offline Bot Code Releases ONLY thread right above this thread in the Custom Code forum.
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