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  #1  
Old 09-29-2008, 09:05 AM
Angelox
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Quote:
Originally Posted by spider661 View Post
i fixed it i just removed the group leader check when inviting bots.. i don't care if anyone in group can invite them leader or not.. and it seems to e working now. but i would still like to see a fix to the problem in case i decide to put leader check back in or if anyone else needs it
The group fix by Congdar is great!
Tell me what you did to remove the group leader check.
  #2  
Old 09-29-2008, 05:32 PM
leslamarch
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Location: Green Bay, WI
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does anyone have a good way already in place to limit bots to a certain status level?
  #3  
Old 09-29-2008, 06:01 PM
Congdar
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There's been some ideas posted. Limit by status, limited number of bots, quests to get a bot, etc. All good ideas waiting to be coded.
  #4  
Old 10-01-2008, 03:33 PM
Angelox
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This corrects another exploit -
Quote:
If you are using FD (Feign Death) and you have a group of bots, you can send the bots and they will get killed but you won't get involved in combat. After that, you can re-summon your bots and send them again...
In client.cpp at around line 1842 (on my client.cpp it's on line 1914)
replace this
Code:
#ifdef EQBOTS

		// there seems to be a bug where the hate list doesn't get cleared, even if
		// the mob forgets about the feigner.
		hate_list.Wipe();

#endif //EQBOTS
With this;
Code:
#ifdef EQBOTS

		// there seems to be a bug where the hate list doesn't get cleared, even if
		// the mob forgets about the feigner.
		hate_list.Wipe();

	// Angelox Added for FDead Exploit
	Mob *clientmob = CastToMob();
	if(clientmob) {
		int16 cmid = GetID();
		if(clientmob->IsBotRaiding()) {
			BotRaids* br = entity_list.GetBotRaidByMob(clientmob);
			if(br) {
				br->RemoveRaidBots();
				br = NULL;
			}
		}
		if(clientmob->IsGrouped()) {
			Group *g = entity_list.GetGroupByMob(clientmob);
			if(g) {
				bool hasBots = false;
				for(int i=5; i>=0; i--) {
					if(g->members[i] && g->members[i]->IsBot()) {
						hasBots = true;
						g->members[i]->Kill();
					}
				}
				if(hasBots) {
					if(g->BotGroupCount() <= 1) {
						g->DisbandGroup();
					}
				}
			}
		}
		database.CleanBotLeader(cmid);
	}

#endif //EQBOTS
What happens is FD, will clear the bots out, but not the group Which makes it a fair play.

I also added this check in groups.cpp, around line 834 ;
change this;
Code:
#ifdef EQBOTS

int Group::BotGroupCount() {
	int count = 0;
	for(int i=count; i<MAX_GROUP_MEMBERS; i++) {
		if(members[i] && (members[i]->GetMaxHP()>0))
			count++;
	}
	return count;
}

#endif //EQBOTS
to this;
Code:
int Group::BotGroupCount() {
	int count = 0;
	for(int i=count; i<MAX_GROUP_MEMBERS; i++) {
		if(members[i] && (members[i]->GetMaxHP()>0))
			count++;
	}
	return (count,database.GroupCount(GetID())); //angelox add
}
This enabled me to invite PC members to the group (first) then add bots. On zoning, the bots poof, but the PC group stays intact.

This is all tested, the PC group part i tested as best I could from two PC's in the Lan. Posted with my database for anyone who wants to try it out.
I'm planning on re-arranging my Bot SpellLists, so they match the ones in PEQ., Then the code will be made compatible with the PEQ database too.
  #5  
Old 10-01-2008, 04:45 PM
Congdar
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Feign Death kills the bots? I can't agree with this fix. FD is a viable tactic to lower aggro. You would want your bots to continue the fight and you could rejoin the battle after the warrior bot regained aggro. Need to think of a better way.

The group fix... I fixed it already a different way... not sure what this is doing.

Since my release with the official 1129 code there has been massive feedback and suggestions both here and on my server forums. I've incorporated probably 99% of this and the current bot source doesn't really look much like the 1129 release. I'll probably be adding the bot source I have into the svn this weekend when I have some time and then there'll be a base to work from.
  #6  
Old 10-01-2008, 05:02 PM
Angelox
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Join Date: May 2006
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Quote:
Originally Posted by Congdar View Post
Feign Death kills the bots? I can't agree with this fix. FD is a viable tactic to lower aggro. You would want your bots to continue the fight and you could rejoin the battle after the warrior bot regained aggro. Need to think of a better way.
At the moment, it's an exploit , better than FD and continuously sending in the bots tell you win.
The whole FD idea, has evolved to please the customers. At first, FD had other intentions, such as someone staying back for a quick CR. When you FD, you pet went too. Now days, it does not.
Already the game is much easier with the bots, I'm able to do things i would have never have thought of unless I used the #gm. If someone has gotten into a situation where they have to FD (with a team of bots!), then they can make new bots and start over, instead of abuse the FD.
  #7  
Old 10-01-2008, 07:12 PM
Congdar
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Location: my own little world
Posts: 751
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FD classes have been doing so in battles to manage aggro for years. Bots shouldn't change that. I agree there's an exploitable situation, all I'm saying is a different solution would be better. If you make it this way then at least make a Bot::FDRule to disable it so monks with bots can continute to play eq the way they always have.
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