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

Development::Bots Forum for bots.

Reply
 
Thread Tools Display Modes
  #1  
Old 01-26-2013, 01:48 AM
GurkhaPanzers
Hill Giant
 
Join Date: Aug 2010
Location: Arizona
Posts: 164
Default Installing Mercs

Besides compiling the current rev of the world what else is required to get MERCs to work?

Are they even to a point where they do work?
Reply With Quote
  #2  
Old 01-26-2013, 02:00 AM
c0ncrete's Avatar
c0ncrete
Dragon
 
Join Date: Dec 2009
Posts: 719
Default

Code:
mysql> select * from rule_values where rule_name like "Mercs%";
__________________
I muck about @ The Forge.
say(rand 99>49?'try '.('0x'.join '',map{unpack 'H*',chr rand 256}1..2):'incoherent nonsense')while our $Noport=1;
Reply With Quote
  #3  
Old 01-26-2013, 03:32 PM
werebat's Avatar
werebat
Hill Giant
 
Join Date: Oct 2010
Posts: 143
Default

Healer mercs are not healing in underfoot, latest build. Iksar.
Reply With Quote
  #4  
Old 01-26-2013, 04:34 PM
sorvani
Dragon
 
Join Date: May 2010
Posts: 965
Default

amazing note there... maybe because they are not implemented yet.
Reply With Quote
  #5  
Old 01-26-2013, 05:07 PM
bad_captain
Developer
 
Join Date: Feb 2009
Location: Cincinnati, OH
Posts: 512
Default

They are now.
Reply With Quote
  #6  
Old 01-31-2013, 10:06 AM
werebat's Avatar
werebat
Hill Giant
 
Join Date: Oct 2010
Posts: 143
Default

Mercs were healing fine after the initial updates and now they dont heal anymore after the latest update. I didnt see anyone else posting about this issue so I figure it is an isloated incident on my box. They buff but do not heal. I have went back to using bots in the meantime. I am going to rerun the merc updates again just in case something was missed in the recent merc changes. I am on the latest build as of 1/29 per the changelog (cant remember the number). Any idea what might be missing on my part? Iksar Tier I Healer Merc.
Reply With Quote
  #7  
Old 01-31-2013, 10:16 AM
c0ncrete's Avatar
c0ncrete
Dragon
 
Join Date: Dec 2009
Posts: 719
Default

merc ai is under development. i would imagine the initial spell casting ai was a copy of how bots worked, so in the process of getting mercs to behave as they do on live, things have been changed. it's probably a safe bet to expect them not to function 100% correctly until you see an announcement otherwise.
__________________
I muck about @ The Forge.
say(rand 99>49?'try '.('0x'.join '',map{unpack 'H*',chr rand 256}1..2):'incoherent nonsense')while our $Noport=1;
Reply With Quote
  #8  
Old 01-31-2013, 10:21 AM
c0ncrete's Avatar
c0ncrete
Dragon
 
Join Date: Dec 2009
Posts: 719
Default

also, you probably need to resource mercs.sql if you haven't since the 26th

Quote:
Mercs - Initial spell casting AI committed. Rerun mercs.sql for merc stat changes & spell lists.
__________________
I muck about @ The Forge.
say(rand 99>49?'try '.('0x'.join '',map{unpack 'H*',chr rand 256}1..2):'incoherent nonsense')while our $Noport=1;
Reply With Quote
  #9  
Old 01-31-2013, 10:48 AM
werebat's Avatar
werebat
Hill Giant
 
Join Date: Oct 2010
Posts: 143
Default

Thanks, I will do that. Love the way this is coming along, eagerly waiting for RoF to be active as well.
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 06:17 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