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  #16  
Old 01-24-2015, 09:38 PM
werebat's Avatar
werebat
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Join Date: Oct 2010
Posts: 143
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5.1 not 5.5. At least in windows, 5.5 will not work supposedly, not sure about Linux. I would try 5.1 as the guide says.
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  #17  
Old 01-25-2015, 11:36 AM
fault
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it didnt work on 5.1 either
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  #18  
Old 06-12-2015, 12:31 PM
Tamian
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Join Date: Apr 2004
Posts: 19
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Latest repo pull has a 'incomlpete' load_bots.sql. Once created, you can alter the following table to look as follows/use the following to modify create statement in load_bots.sql.

CREATE TABLE `botbuffs` (
`BotBuffId` int(10) unsigned NOT NULL AUTO_INCREMENT,
`BotId` int(10) unsigned NOT NULL DEFAULT '0',
`SpellId` int(10) unsigned NOT NULL DEFAULT '0',
`CasterLevel` int(10) unsigned NOT NULL DEFAULT '0',
`DurationFormula` int(10) unsigned NOT NULL DEFAULT '0',
`TicsRemaining` int(11) unsigned NOT NULL DEFAULT '0',
`PoisonCounters` int(11) unsigned NOT NULL DEFAULT '0',
`DiseaseCounters` int(11) unsigned NOT NULL DEFAULT '0',
`CurseCounters` int(11) unsigned NOT NULL DEFAULT '0',
`CorruptionCounters` int(11) unsigned NOT NULL DEFAULT '0',
`HitCount` int(10) unsigned NOT NULL DEFAULT '0',
`MeleeRune` int(10) unsigned NOT NULL DEFAULT '0',
`MagicRune` int(10) unsigned NOT NULL DEFAULT '0',
`Dot_Rune` int(10) unsigned NOT NULL DEFAULT '0',
`DeathSaveSuccessChance` int(10) unsigned NOT NULL DEFAULT '0',
`CasterAARank` int(10) unsigned NOT NULL DEFAULT '0',
`caston_x` int(10) NOT NULL DEFAULT '0',
`Persistent` tinyint(1) NOT NULL DEFAULT '0',
`caston_y` int(10) NOT NULL DEFAULT '0',
`caston_z` int(10) NOT NULL DEFAULT '0',
`ExtraDIChance` int(10) NOT NULL DEFAULT '0',
PRIMARY KEY (`BotBuffId`),
KEY `FK_botbuff_1` (`BotId`),
CONSTRAINT `FK_botbuff_1` FOREIGN KEY (`BotId`) REFERENCES `bots` (`BotID`)
) ENGINE=InnoDB DEFAULT CHARSET=latin1;

In addition, a find/replace may have occurred ... as character_data was truncated a few times to just character_ .... so you should check that as well.
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  #19  
Old 06-15-2015, 12:13 AM
CodyF86
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Join Date: Jan 2013
Location: Indianapolis, IN
Posts: 8
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In a previous thread there were some variables that were missing from the current PEQ database someone mentioned a fix for. There were also 3 others I found from the error message I received in-game.

I have added them and have bots 100% working now with the latest PEQ database.

Here is link to a zip file with a working load and drop bots.sql and also a complete .sql files of the 2 items that needed missing variables added.

Working Bots

Specifically listed below. caston_x, caston_y, and caston_z were missing along with ExtraDIChance.

for vwbotcharactermobs the syntac was bit jumbled on the PEQ database, below is correct, just plug it in.

Code:
CREATE ALGORITHM=UNDEFINED DEFINER=`root`@`localhost` SQL SECURITY DEFINER VIEW `vwbotcharactermobs` AS select 'C' AS `mobtype`,`c`.`id` AS `id`,`c`.`name` AS `name`,`c`.`class` AS `class`,`c`.`level` AS `level`,`c`.`last_login` AS `timelaston`,`c`.`zone_id` AS `zoneid` from `character_data` `c` union all select 'B' AS `mobtype`,`b`.`BotID` AS `id`,`b`.`Name` AS `name`,`b`.`Class` AS `class`,`b`.`BotLevel` AS `level`,0 AS `timelaston`,0 AS `zoneid` from `bots` `b`;
Code:
CREATE TABLE IF NOT EXISTS `botbuffs` (
  `BotBuffId` int(10) unsigned NOT NULL,
  `BotId` int(10) unsigned NOT NULL DEFAULT '0',
  `SpellId` int(10) unsigned NOT NULL DEFAULT '0',
  `CasterLevel` int(10) unsigned NOT NULL DEFAULT '0',
  `DurationFormula` int(10) unsigned NOT NULL DEFAULT '0',
  `TicsRemaining` int(11) unsigned NOT NULL DEFAULT '0',
  `PoisonCounters` int(11) unsigned NOT NULL DEFAULT '0',
  `DiseaseCounters` int(11) unsigned NOT NULL DEFAULT '0',
  `CurseCounters` int(11) unsigned NOT NULL DEFAULT '0',
  `CorruptionCounters` int(11) unsigned NOT NULL DEFAULT '0',
  `HitCount` int(10) unsigned NOT NULL DEFAULT '0',
  `MeleeRune` int(10) unsigned NOT NULL DEFAULT '0',
  `MagicRune` int(10) unsigned NOT NULL DEFAULT '0',
  `dot_rune` int(10) unsigned NOT NULL DEFAULT '0',
  `caston_x` int(10) unsigned NOT NULL DEFAULT '0',
  `DeathSaveSuccessChance` int(10) unsigned NOT NULL DEFAULT '0',
  `CasterAARank` int(10) unsigned NOT NULL DEFAULT '0',
  `Persistent` tinyint(1) NOT NULL DEFAULT '0',
  `caston_y` int(10) unsigned NOT NULL DEFAULT '0',
  `caston_z` int(10) unsigned NOT NULL DEFAULT '0',
  `ExtraDIChance` int(10) unsigned NOT NULL DEFAULT '0'
) ENGINE=InnoDB AUTO_INCREMENT=231 DEFAULT CHARSET=latin1;
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  #20  
Old 06-15-2015, 11:37 AM
jpyou127's Avatar
jpyou127
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Join Date: Nov 2005
Posts: 270
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It will be a few days before I can make your bot update, but issue I am having is if it's a PC and 1 bot in the group and the bot dies it crashes the zone. Are you having this issue after your bot fixes?

Peyton
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  #21  
Old 06-15-2015, 11:57 AM
kimura
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Join Date: Oct 2011
Posts: 132
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Quote:
Originally Posted by jpyou127 View Post
It will be a few days before I can make your bot update, but issue I am having is if it's a PC and 1 bot in the group and the bot dies it crashes the zone. Are you having this issue after your bot fixes?

Peyton
Sounds like you have old source, that has been fixed, pull the latest source
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  #22  
Old 06-15-2015, 12:04 PM
CodyF86
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Join Date: Jan 2013
Location: Indianapolis, IN
Posts: 8
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I followed the windows server setup guide to a T. It says the latest source is at: http://peqtgc.com/releases ...

and compiled the source myself straight from github.

Apparently it isn't, where can I find it?

edit: er sorry couldn't tell if you were talking to me or the poster above.
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  #23  
Old 06-15-2015, 12:10 PM
kimura
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Join Date: Oct 2011
Posts: 132
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Quote:
Originally Posted by CodyF86 View Post
I followed the windows server setup guide to a T. It says the latest source is at: http://peqtgc.com/releases ...

and compiled the source myself straight from github.

Apparently it isn't, where can I find it?
that is a link to the database
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  #24  
Old 06-15-2015, 12:15 PM
kimura
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Join Date: Oct 2011
Posts: 132
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the source is from github, which you probably have a recent one if you recently did it
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  #25  
Old 06-18-2015, 11:32 AM
Tamian
Fire Beetle
 
Join Date: Apr 2004
Posts: 19
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The only issue I am having with Bots now is the run speed -- what variable/setting defines how BOT's adjust their run speed to the PC? Or is there a means to get them to cast SOW on themselves?

What I am seeing is that bots are not keeping up to me even without me being sow'd.
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  #26  
Old 06-19-2015, 07:03 PM
CodyF86
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Join Date: Jan 2013
Location: Indianapolis, IN
Posts: 8
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That's interesting. With GMspeed on they following me at warp speed like their run speed is related to your characters.

I did notice they do tend to walk without gmspeed on though. I'll go play with it some more.
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  #27  
Old 06-20-2015, 03:42 AM
Tamian
Fire Beetle
 
Join Date: Apr 2004
Posts: 19
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Thank you Cody!

If you would not mind as well, it seems that #bot resurrectme signals a response from the Bot Cleric, and the Bot response via say that they are trying, but the spell is never cast.
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  #28  
Old 06-20-2015, 04:15 AM
Kingly_Krab
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Join Date: May 2013
Location: United States
Posts: 1,595
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#bot resurrectme works correctly, do you have a target when you're doing it?
Code:
if(!strcasecmp(sep->arg[1], "resurrectme"))    {
    Mob *target = c->GetTarget();
    if(target == nullptr || !target->IsCorpse()) {
        c->Message(15, "You must select a corpse!");
        return;
    }

    if(c->IsGrouped()) {
        bool hasrezzer = false;
        Group *g = c->GetGroup();
        for(int i = 0; i < MAX_GROUP_MEMBERS; i++) {
            if(g && g->members[i] && g->members[i]->IsBot() && (g->members[i]->GetClass() == CLERIC)) {
                hasrezzer = true;
                Mob *rezzer = g->members[i];
                rezzer->CastToBot()->BotGroupSay(rezzer->CastToBot(), "Trying to resurrect %s.", target->GetCleanName());
                rezzer->CastToBot()->Bot_Command_RezzTarget(target);
                break;
            }
        }
        
        if(!hasrezzer)
            c->Message(15, "You must have a Cleric in your group!");
    } else
        c->Message(15, "You must have a Cleric in your group!");
    
    return;
}
Side note, bots inherit their runspeed from the mob they're following (you usually):
Code:
if(AImovement_timer->Check()) {
    if(GetFollowID()) {
        Mob* follow = entity_list.GetMob(GetFollowID());
        if(follow) {
            float dist = DistanceSquared(m_Position, follow->GetPosition());
            int speed = follow->GetRunspeed();
            if(dist < GetFollowDistance() + 1000)
                speed = follow->GetWalkspeed();

            if(dist > GetFollowDistance()) {
                CalculateNewPosition2(follow->GetX(), follow->GetY(), follow->GetZ(), speed);
                if(rest_timer.Enabled())
                    rest_timer.Disable();
                return;
            } else {
                if(moved) {
                    moved = false;
                    SetCurrentSpeed(0);
                }
            }
        }
    }
}
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  #29  
Old 06-20-2015, 05:42 AM
Tamian
Fire Beetle
 
Join Date: Apr 2004
Posts: 19
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I do have the corpse targeted, and I am seeing the "trying to rez" message -- just the rez never comes.
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