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steveb

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Everything posted by steveb

  1. Hi there again! I am not using movemaps . Should I? I use standard vmaps from mangos: vmap.enableLOS = 1 vmap.enableHeight = 1 vmap.ignoreSpellIds = "7720" vmap.enableIndoorCheck = 1 DetectPosCollision = 1 TargetPosRecalculateRange = 1.5
  2. I have a group with 3 bots and me so no need for raid. Sometimes one of the bots enters the instance while the other 2 are not. Sometimes all 3 are left out. Hope you understand what i mean. About the loot issue: i am using the loot-fix-bt code and have the config like this: PlayerbotAI.Collect.Combat = 1 PlayerbotAI.Collect.Quest = 1 PlayerbotAI.Collect.Profession = 1 PlayerbotAI.Collect.Loot = 0 PlayerbotAI.Collect.Skin = 1 PlayerbotAI.Collect.Objects = 1 but i will test a few more times and let you know in detail
  3. my bad then did not know its like that. still i find it wrong that they would roll on disenchant since they do not have the skill
  4. More observations: -bots disenchant items even without the skill. so they just roll on green items and disenchant without the skill? -sometimes when entering instances if i have more bots not all will be teleported in the instance. using "follow" does not summon them also. so i have to remove them and then add them back. -there seems to be a bug also with collecting/looting. I start up my server, go ingame but bots do not loot/collect anything. I have to do : collect none and then collect combat quest etc and it will work again More observations later
  5. Sure i will test now and post results Great work Later edit: Works great. The bots will accept the quest on Use <item> and is also listed as an active quest and completed also with no problem. But one little thing: there is no text print out when the bot accepts the quest from the command. What i mean is that after the command is used: Use <itemlink> you dont get a msg with Got the quest or Started quest from <itemlink> or I can't start that quest. A msg to tell you whether the bot started the quest or he cannot start the quest. For the rest is all great and fun doing quests with the bots
  6. great news about the new sell items feature. Could it be possible to have a command to sell all gray items? could be very useful. one thing i noticed about quests started from items dropped. There are some quests that start from an item but that does not work at the moment. The master starts the quest from the item. The bots say they started the quest but actually they don't even though they have the item in their inventory. Westfall Deed is an example.
  7. Blueboy, you are a great help Yeah am now using the portal code with the loot fix. Works wonders, both the quest looting and exploration part . My bad for the confusion but i was thinking that these good fixes were also in the stable repository Again, many thanks! It seems you have your hands full with the npc code . i will test also the talents branch and see how it is. Some little suggestions or observations: - when a bot is eating he is sitting down but if the player moves the bot moves also but still sitting down! is a bit weird but just cosmetic. - i have seen in the Class scripts this code switch (ai->GetScenarioType()) { case PlayerbotAI::SCENARIO_DUEL: ai->CastSpell(PLAGUE_STRIKE); return; } But the bots do not melee or cast anything! is that code related to duels in any way? And one cool thing would be to have a role command and function. Meaning if one bot is set as "healer" he will only cast healing spells (no attack), same for caster dps. I will try and play a bit with the code and see if i can come up with some crazy things lol
  8. Hey there again! My set up is as follows: Mangos 11395 UDB 401 SD2 2036 Included: Playerbot from https://github.com/playerbot/mangos and AHbot by Cyberium. Have just made 2 new chars. One as a bot ofc. I have my playerbot.conf as posted above. Tried Milly's stupid quest and still doesn't work the bot just runs to it and comes back! i guess i will try the portal branch
  9. Commenting this doesnt do anything! rep is still lost! is there any other way to keep the reputation when changing teams?
  10. you're saying the ahbot is the cause of objects looting issue?
  11. i hate to tell ya: I told you so... but I told you so
  12. my playerbot.conf is like this: PlayerbotAI.DisableBots = 0 PlayerbotAI.DebugWhisper = 0 PlayerbotAI.FollowDistanceMin = 0.5 PlayerbotAI.FollowDistanceMax = 1.0 PlayerbotAI.MaxNumBots = 9 PlayerbotAI.RestrictBotLevel = 100 PlayerbotAI.BotguyQuests = "" PlayerbotAI.BotguyCost = 10000 PlayerbotAI.Collect.Combat = 1 //bots will loot after they are out of combat PlayerbotAI.Collect.Quest = 1 PlayerbotAI.Collect.Profession = 1 PlayerbotAI.Collect.Loot = 0 //collects general loot ( all) PlayerbotAI.Collect.Skin = 1 PlayerbotAI.Collect.Objects = 1 am trying the Poor old Blanchy quest in Westfall. survey then get [sack of Oats] but bots just walk to the object without looting it and come back.. :-S what else can i try?
  13. Explore Fargodeep mine and Explore Jasperlode mine both in Elwyin Forest do not work. And about Milly's Harvest, coud you explain how to do it? What is the order of the commands? Cheers!
  14. thanks for the quick answer. about quest items... that too but i was talking about gameobjects like the grapes in human starting zone or wood in Eastvale Logging camp that bots need to open in order to loot the quest items. that does not work. or at least i cannot get it to. And what about quests with explore objectives? are those supported? i have to manually complete those quests for the bots For the rest it works well Happy Easter everyone!
  15. is the stable branch still updated? or only the portal? have compiled today with the stable version and bots can't seem to loot quest objects. I used the survey and get commands but bots just run around. Whats the difference with the portal branch?
  16. XNXX10 if you cannot post something useful then you better not post at all. Anyway, the 400 branch on GIT is for 4.0.3 client but is nowhere usable. you can always find the build number of the expected client in src > game > shareddefines i guess under #define EXPECTED_MANGOSD_CLIENT_BUILD {13287, 0}
  17. @Cyberium: I fully agree with you. that was what i was saying also
  18. the ahbot mod already has on/off switch so i don't see this any different than the other features already existing in the mangosd.conf (rates, flightpaths and so on). mangos already offers a lot of flexibility so i see no reason not to add this. as for the fact that is a rather big patch...yes it is but the devs could just add cyberium as a dev and let him manage the ahbot part in the core to keep it updated so that they can focus on the more important parts of the core... just my 2 cents and to make a long story short: +1 to seeing this in the core
  19. so how can we make a workaround so that mangos returns a default model if one is not found in DBC?
  20. this is a great idea... i had a similar thread about making possible to do quests as single player from both Alliance and Horde. Had somewhat success but one has to manually add the reputation. Add the playerbot and ahbot, change the maximum lvl to 255 and have quests still give you experience and you have a nice single player server. @Conan513 are you keeping your branch updated to the latest mangos version?
  21. yeah you're right but there is no other way afaik
  22. Yeah that works great as i said in my earlier post with the xp being divided. about the atWar part just look at code that i posted and there are more checks in ReputationMgr. i know it is dbc related but it is doable because i did a while ago. first by removing the check for factions that are forced invisible/hidden and then the check for forced hidden because by default they are atWar. I will do some search Edit: i have found it : void ReputationMgr::SetVisible(FactionState* faction) { // always invisible or hidden faction can't be make visible [b]//[/b] if(faction->Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN)) [b]//[/b] return; // already set if(faction->Flags & FACTION_FLAG_VISIBLE) return; faction->Flags |= FACTION_FLAG_VISIBLE; faction->Changed = true; ++m_visibleFactionCount; SendVisible(faction); } by commenting that out the check is no longer done to see if a faction is forced invisible/hidden Also in void ReputationMgr::LoadFromDB(QueryResult *result) i have set some values to FALSE and tested ingame and it works... opposing factions are forced atWar while you have rep hated or lower but as soon as you are on Neutral or higher... then atWar becomes selectable and voila all is done. change the DB quests restrictions and you can do opposing quests. Now all i need is a OnCharacterCreate script to add reputation for the opposing factions so that a new character starts with Neutral standing with those factions. I have tried in CharacterHandler on login but cannot seem to get it right as it is converting an int to const if (pCurrChar->HasAtLoginFlag(AT_LOGIN_FIRST)) { pCurrChar->GetReputationMgr().SetReputation(76,0); pCurrChar->RemoveAtLoginFlag(AT_LOGIN_FIRST); } Any ideas? Thanks, Steveb
  23. have just tested that code and it has 2 sides: one good and one bad but i guess it is worthwhile Bad Side: reward xp is only a a fraction of the real value of the quest xp, only 10% to be precise Good side is and actually the one that matters is that reward xp is given the same no matter what level the player is. can it be adjusted even more? thanks, Steveb LE: after some trials and error with that formula all seems to be great, multiplying instead of dividing gives much better results hehe
  24. i want Horde and Alliance not to be at war and consequently the other factions on both sides ... for example Honor Hold and Thrallmar. if i remember correctly it was/should be possible to have the option of selecting/deselecting to be at war with a specific faction, even for Horde/Alliance. to have the factions visible and be able to select atWar state for all characters. hope it makes sense. now about the quest xp part i will test that and see the results but is that all there needs to be put for Quest::XPValue? will it apply in all cases? cheers, Steveb
  25. Hello everybody! I am back around mangos forums after quite some time. It is so great to see the changes that took place here and the way Mangos turns out to be... very well done i must add now on topic... A while ago i did some little edits to the core that would enable players from both factions to do all the quests, changed the xp rewards for gray quests and a player could basically play all the quests in all cities, horde and alliance. but now that is all gone. from what i can see, code has changed quite alot since last year. I myself am not a coder, i can remove checks here and there and tweak things for my own needs so i am kindly asking for some help from someone with better understanding of the core What i want to do first is to remove the scaling of xp reward for quests (red, yellow, green and gray) so that it always returns the base xp of the quest. the current code looks like this. how do i remove the formula and just put a statement where QuestLevel == playerLevel in all cases? uint32 Quest::XPValue(Player *pPlayer) const { if (pPlayer) { uint32 realXP = 0; uint32 xpMultiplier = 0; int32 baseLevel = 0; int32 playerLevel = pPlayer->getLevel(); // formula can possibly be organized better, using less if's and simplify some. if (QuestLevel != -1) baseLevel = QuestLevel; if (((baseLevel - playerLevel) + 10)*2 > 10) { baseLevel = playerLevel; if (QuestLevel != -1) baseLevel = QuestLevel; if (((baseLevel - playerLevel) + 10)*2 <= 10) { if (QuestLevel == -1) baseLevel = playerLevel; xpMultiplier = 2 * (baseLevel - playerLevel) + 20; } else { xpMultiplier = 10; } } else { baseLevel = playerLevel; if (QuestLevel != -1) baseLevel = QuestLevel; if (((baseLevel - playerLevel) + 10)*2 >= 1) { baseLevel = playerLevel; if (QuestLevel != -1) baseLevel = QuestLevel; if (((baseLevel - playerLevel) + 10)*2 <= 10) { if (QuestLevel == -1) baseLevel = playerLevel; xpMultiplier = 2 * (baseLevel - playerLevel) + 20; } else { xpMultiplier = 10; } } else { xpMultiplier = 1; } } now the second part is about the reputation system. i want to remove the checks if a faction is hidden and/or at war with another. Horde is hidden for alliance (also at war) and viceversa. the rest i can do via the database. any help would be greatly appreciated from my searching the code is like this: void ReputationMgr::SetAtWar( RepListID repListID, bool on ) { FactionStateList::iterator itr = m_factions.find(repListID); if (itr == m_factions.end()) return; // always invisible or hidden faction can't change war state if(itr->second.Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN) ) return; SetAtWar(&itr->second,on); } void ReputationMgr::SetAtWar(FactionState* faction, bool atWar) { // not allow declare war to faction unless already hated or less if (atWar && (faction->Flags & FACTION_FLAG_PEACE_FORCED) && ReputationToRank(faction->Standing) > REP_HATED) return; // already set if(((faction->Flags & FACTION_FLAG_AT_WAR) != 0) == atWar) return; if( atWar ) faction->Flags |= FACTION_FLAG_AT_WAR; else faction->Flags &= ~FACTION_FLAG_AT_WAR; faction->Changed = true; } any suggestions or comments and very welcomed thanks, Steveb
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