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

Development::Bots Forum for bots.

Reply
 
Thread Tools Display Modes
  #1  
Old 12-07-2011, 12:07 AM
bad_captain
Developer
 
Join Date: Feb 2009
Location: Cincinnati, OH
Posts: 512
Default Bot Changes 12/6/11

I wanted to post the full list of changes here so I didn't clutter up the changelog, and most people interested in Bots would look around here anyway. Here are the changes going live with rev 2087:
  • Bots can now maintain aggro over clients
  • Fixed a lot of bot hate/aggro issues (spell hate was 1/10 of what it should have been as bots were using pet spell aggro rule)- bot casters will now be summoned.
  • Bots will try not to nuke when they are at the top of their target's hate list
  • Bots will try to use escape skills when needed (boggle, concussion)
  • Caster/range bots will attempt to get out of melee range after being summoned (if they are no longer tops on their target's hate list)
  • Taunting is now togglable via bot command #bot taunting [on|off] and defaults to on for Warriors only - this will change when I finish work on GroupRoles
  • Bots will only taunt if they are not top on their target's hate list (to keep taunt available to pull aggro if needed)
  • Bots now have endurance - will allow skills/ discs / combat aas to be added for bots
  • Added more AAs that were client only previously
  • Implemented Delay Death AA
  • Complete heal cast time no longer affected by Quick Buff AAs
  • Spell range now uses focused range when determining if spell can be cast or land
  • Primary Healer/Slower role determined by class now affects spell casting choices (primary healer nukes less than backup healer etc.)
  • Bots will automatically try to cure their group when out of combat (bots in groups outside your own benefit the most - no unnecessary deaths due to long lasting DoT)
  • Death now has consequences- When respawning a bot who had died, it will now be resurrected with resurrection effects
  • Bot HP / Mana is retained after camping / death / zoning
    This addresses two issues- continuous respawning of bots to refresh HP/Mana and bots spawned for the first time will be affected as well so creating/spawning/deleting bots for buffs should no longer work nearly as well
  • Added additional resist debuff AI - will no longer try to debuff resists on every mob
  • Shaman/Beastlords will choose slow spell based on mob's resists - they were previously trying to only use disease slows, which are not their best slows percentage-wise (and may not have even been in their spell lineups)
  • Bot interrupts should match clients- was prevously using NPC interrupts, which made it more difficult than it should have been

Be sure to source 2087_required_bots_hp_and_mana_and_spell_updates.s ql. The bot table additions are required. The spell table changes are recommended. I commented out level 70+ spells, as there seems to be an issue of missing or incorrectly set up spells for post level 70. I have been working to update all spell lists to 85, but still need to take care of some of those issues. I included the post 70 spells in case anyone needed them. Use the command line to source it, as it takes a while with all of the selects in the script.

Let me know if you have any issues or questions!
Reply With Quote
  #2  
Old 12-07-2011, 12:11 AM
WkimWes
Sarnak
 
Join Date: Dec 2009
Posts: 42
Default

Hey bad_captian, just wanted to say great work and thanks! Will do my server update this weekend.
Reply With Quote
  #3  
Old 12-07-2011, 12:33 AM
wolfwalkereci
Discordant
 
Join Date: Dec 2005
Posts: 435
Default

I do not use bots on my test server but I appreciate all the work you have done on bots.
This is the type of stuff I love to read and I think I'm going to recompile with bots just to test with.
Reply With Quote
  #4  
Old 12-07-2011, 01:43 AM
kalua
Fire Beetle
 
Join Date: Nov 2011
Location: USA
Posts: 9
Default

Right on! Nice work, thanks.
Reply With Quote
  #5  
Old 12-07-2011, 12:19 PM
bad_captain
Developer
 
Join Date: Feb 2009
Location: Cincinnati, OH
Posts: 512
Default

Also, the #bot delete issue should be fixed. Forgot to add that one.
Reply With Quote
  #6  
Old 12-14-2011, 07:25 AM
warhawk
Sarnak
 
Join Date: Mar 2008
Posts: 47
Default

Great to see this being worked on. Been looking forward to better behaved bots for ages!..

Thanks and keep going BC!
Reply With Quote
  #7  
Old 12-14-2011, 08:55 AM
Andrew80k
Dragon
 
Join Date: Feb 2007
Posts: 659
Default

I'll add my thanks as well. I use Bots on my private test server so this makes a huge difference in my game experience. Appreciate all the hard work to make these things better.
Reply With Quote
  #8  
Old 12-14-2011, 09:30 AM
provocating's Avatar
provocating
Demi-God
 
Join Date: Nov 2007
Posts: 2,175
Default

Bad Captain, I updated my database and core on 12/7/2011 and the bots did seem much improved, but I noticed on the top of this post you mentioned a #bot taunt, I tried it this morning and did not have that command.

Nevermind, I see now that I have r2086
Reply With Quote
Reply


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 04:40 PM.


 

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 - 2024, Jelsoft Enterprises Ltd.
Template by Bluepearl Design and vBulletin Templates - Ver3.3