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kreegoth

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Everything posted by kreegoth

  1. The only way I found to get this to work in all browsers was to create a Login button on the left and a logout button. The login button directs to the login page and is only seen by guests and the logout button directs to the logout function page and is only seen by members that are logged in. Then I edited the page so that the original login and logout buttons on the main page were removed. Thus far it is the only way I have been able to figure it out. Now I am looking into making it save vote counts by Account as well as IP so that people cannot simply change their IP and revote....
  2. Hmm is this where I come in after some crazy work hours the last few days and say heh heh at all the confusion it seems ive caused LOL.. So any feedback on the wands? Preferred to have it working? Preferred to not have wands being used? any odd behavior noticed?
  3. Yes they are named PlayerbotpriestAI.cpp and playerbotpriestAI.h, playerbotmageAI.cpp, playerbotmageAI.h, playerbotwarlockAI.cpp, playerbotwarlockAI.h respectively. I only named the files that so you could see which one was meant to replace which file. Sorry for the confusion. I updated initial post to reflect what files they are supposed to replace now. Thanks for pointing that out http://www.mediafire.com/?41103e1iicdr4j5 (It is zipped with 7Zip) Winrar or 7zip will unzip it. Here is a mediafire link to the files themselves. So you can just download the 11kb file from this link and then copy them to your playerbot directory if you would like.
  4. Maybe for the ID you could pull a character DB query like get Guid from Character DB where Name like 'Charname'?
  5. Hello Fellow Playerbot Enthusiasts! Well A long time ago I had a complaint about playerbot, and i complained in the thread here. Then attempted to solve the problem. I couldnt. Since then I have worked a fair amount more at c++, So here I give you my fixes for the Priest Mage and Warlock bots. This may NOT be how everyone else would want their bots to be BUT I cannot see why you would not want them this way. What this fixes. Is Priests, Mages, and Warlocks will now no longer run in and melee mobs whatsoever ( I cannot think of a single case where a priest mage or warlock in close range combat is a good idea.) What they will do now aside from that though is Ranged attack the target with an equipped wand. They will behave much the way Hunters do in that they will still cast all their spells. Priests will still heal. Just inbetween that they will continue to attack the target with their wand. This can dramatically increase the DPS of a bot and also save them from many AOE attacks that they previously fell victim to. Keep in mind these alterations were done on a R2 branch of mangos as thats what i was using when i wrote this. I am not 100% sure how they will integrate into current repo from blueboy. If there are problems let me know and ill reinsert it into a current pull. http://pastebin.com/gMzJpcjg -- PlayerbotMageAI.cpp http://pastebin.com/Dj2TCyh4 -- PlayerbotMageAI.h http://pastebin.com/SUPphuns -- PlayerbotPriestAI.cpp http://pastebin.com/LR9qCL0i --PlayerbotPriestAI.h http://pastebin.com/8Wx8EJ3s -- PlayerbotWarlockAI.cpp http://pastebin.com/siL7DDdW -- PlayerbotWarlockAI.h Anyone who wants to test this out please feel free to and to post or Pm me any feedback. *EDIT* Wanted to add this in just so there were no misunderstandings. The above text was not a message meant to indicate that I was upset with playerbot or blueboy or anything in that I complained and nothing was done. It was meant as encouragement to other people who have complaints or ideas to dive in and see if they can add anything to the project.
  6. Hello there, Kreegoth here. Looking to get some assistance with this work in progress non core script. First let me explain what the script is. For many servers people create armor and weapons. For weapons this isnt such a big deal but for armor it is. Its a pain to find ids that you can use to be able to make it so you can enchant your gear. This is a bad thing also for Tradeskillers as they cannot use their hard earned self enchants. This would give another option to it. This script will in the end allow a Admin to create an NPC and apply this script to it and then the NPC will charge players a set amount of gold to enchant their items for them. This will allow tradeskillers to use this NPC to enchant their gear ( Still requiring the tradeskill level to actually have the stat values apply though ) It also would allow lower population servers a NPC to use instead of having to wait for someone who has enchanting to log in provided you have the coin to afford the enchants. Anyways I have all of the gossip and a bunch of other things set up. Keep in mind this is as i said a work in progress and currently needs to be worked on and fixed. Having said that. Here is a pastebin of it ---> http://pastebin.com/cAzRyKR2 The part that I am having trouble and need help with is this part case 0: //Titan Guard { for (int i = EQUIPMENT_SLOT_START; i < EQUIPMENT_SLOT_END; ++i) { if (pItem->GetItemByPos( INVENTORY_SLOT_BAG_0, i )) { for(int slot = 0; slot < MAX_ENCHANTMENT_SLOT; ++slot) { SpellItemEnchantmentEntry const *pEnchant = sSpellItemEnchantmentStore.LookupEntry(3851); if (!pEnchant) continue; ApplyEnchantment(pItem, EnchantmentSlot(slot), true); player->ModifyMoney(-10*costo); } } }break; That part of the code is after the player has actually selected the enchant they want. In that case the player selected Titan Guard from the Main Hand selections. The problem is it does not compile. It should pretty much go like this. Check the players corresponding slot (Based on their selection earlier in gossip) Check if there is an Enchant present and remove it. Check if the enchant they selected can be applied to that slot/Item if so apply enchant to players item If not send player message saying that they did not pick a valid item. Now the problem is. I cannot figure out how to make that work. If someone would be so kind as to work with me on this script as I think it would be useful to a great many servers who fix their items or not. What I need in terms of help is someone to show me pretty much a cookie cutter set of code that does what i needed up above and I will reconfigure it for each case(Enchant selection) and change the slot affected and enchantment to be put on it. Thank you to anyone who shows interest in this and can provide any assistance. Kreegoth
  7. Well the problem your going to encounter with that is the same as is encountered with the AI itself. Not everyone plays the characters or the bots the same. For instance It is conceivable that you could implement a code such as checking players class. For example Warriors would MOST often be interested in getting Ac and Stamina but if they are fury specd they would want Attack and Agi/Str (I believe.. <--- Does not play DPS warr) So you may have to insert a code that behaves as combat orders does where you can set Loot type DPS or TANK or HEAL Which means alot more work. But you could say if LootOrders= Tank then If class = 1 then compare items and take item with most AC and Stamina But if lootOrders= DPS then Take item with most Agi/Str and Attack. Perhaps it could be simplified I dont know. But with a single check for whether the item is improved it will impossible to appease everyone. I wonder how if you could take a look at the code that works for the addon that compares the gear and shows green for improvements and red for minus's, Then base a code that uses that to choose which item. Something like if more of the Stats are green in the comparison it takes that item. I dont know just rambling lol.
  8. Thank you for your response Patman, But I have these entries in my template INSERT INTO `instance_template` VALUES ('44', '0', '80', '80', ''); //Unused Monastery INSERT INTO `instance_template` VALUES ('37', '0', '80', '80', ''); //Azshara Crater. This is why im confused. Perhaps Ive entered something wrong here.. but... It doesnt seem so. I am really stumped by this. *Edit* and Yes my Gm char is level 80:P After setting the server log to level 3. I see a message now saying Player was not teleported to Map 37. requirements check failed. But I cannot seem to figure out why. Ive joined a group. i have joined a raid. I have lowered and raised my level....
  9. To update this. it still does nothing when i use go xyz but if i try .go zone 1 1 268 (Azshara crater) It says zone 268 is part of instanceable map 37. but wont take me there.
  10. Ok. for some reason on my core i compiled from here. WOTLK version. I cannot use Tele Azshara crater to get there nor can I use go xyz or go commands. The server acts like I didnt type anything. Go xyz and Go and tele commands work for other locations. I searched on Forums but could not find anything about why this would not work. It does not seem to work for Acrater or unused Mon or Emerald dream for some reason? Any ideas?
  11. Cannot seem to resolve the errors with the patch related to the rev 11821 where splineflags were removed.
  12. If Schmoozerd or someone else could reply to this I would appreciate it. With your patch listed in post #30 that is a full patch? Lootable.cpp and .h would no longer be needed or is that an upgrade to the first patch listed?
  13. /Sheepish face... Checking out already existing patch:P Thanks Unclenuke.
  14. Thank you:P I didnt mean though NOT to rewrite it I just meant in the meantime thats how i use it. Like i said quite some time before in this thread i believe there should be an option to make healers only heal or DPS. This has been greatly improved since then. The only issue i have now is i find certain spells come up in for example the priests rotation well before the more functional and mana conservative ones. Such as Holy nova being used when 1 target is injured instead of renew or other spells. I always thought it would have been easiest to have it function something like. Priest AI Heal Holy If Target is below 75% health --> renew If Target is below 50% health --> Greater Heal If Target is below 25% health --> Flash Heal Heal Assist Priest functions as it does now. Then perhaps you can set a further subcommand to combat orders. Such as telling the priest .bot co heal holy Target then the bot would ONLY use the spells specified above to heal when set to heal holy. Under Heal Assist it would function as it does now and focus more on Damage. This would have great effect to use the AI such as this for all classes considered. Such as Shamans Druids and Paladins. Limit the spells they have available to them during that combat order designation. Leave them the way they are under assist. Even for the druid could create the sub listing of spells so that in TANK mode the Druid will ONLY use bear abilities and stay in bear form. In Assist could have Assist CAT and Assist Balance. Where it is set that under each they would only have the spells available to them that are associated with Catform under Cat and Balance spells under Balance. Heal for a druid could consist of Only Healing spells and treeform. Sorry for the wall of text.. Again just my own ideas lol
  15. To all the people with questions regarding Healers and such. I only have a few minutes and this may seem like common sense to some but trust me it isnt. Instead of rewriting the bot coding for AI i found an easier way to make sure my priest/druid/shaman only heals instead of doing DPS. I only train them the spells i want them to use . Sounds simple but trust me MANY people ive spoken to had not thought of it. I think its second nature to train everything you can. But if i only train the spells i want used. They only cast those. For instance a priest eats up like 70% of its mana casting holy nova over and over. So i dont train it holy nova. Now my priest is mana conservative and heals extremely well using mostly renew and major heals spells. The character will retain spells like Smite rnk1 obviously but it wont use almost any mana if it chain casts a level 1 spell. Anyways I just though i would share that since I too had complained about lack of healing from bots.
  16. I am using Mangosr2 core with their playerbot additions. It has shared bots there but it is disabled in my config. Also a question I have. Is there some way to disable in playerbot assisting party members that are WELL out of range? For instance I have a bot group with me ( 1 or 2 ) at Falconwing square. My friend is at sunstrider isle. Enters combat. My bots attempt to run the like 3 min run over there to assist him with his target... Anyway to make it that if the player is not within say 60 yards they do not assist them?
  17. Well If he wants to add items to the player on startup but not equipped on the player (Ie in the players inventory) and also want them to have the original starter gear then simply add your items to the playercreate_items table and they will not be auto equipped if there is already a original starter item in that slot. The items will be placed in the players bags that way.
  18. Hey blueboy, I kindof fell off the face of the earth there for a bit lol Anyways been testing some stuff out and wondered if you could test something for me. Im using a different fork atm for testing purposes and have this issue with the bot total limiting. *BOT limit is set to 1* so should allow only 1 bot per player to be logged in. Tested on test server. Works correctly if you type the commands in (ex. .bot add Kreegoth) But if you make a macro for 2 or more characters such as .bot add kreegoth .bot add blueboy It allows both bots to still be logged in on the test server. Perhaps if its done in a macro and both bots are logged in at same time the total bots amount is queried for each bot and since they are both considered the first bot it allows them to be logged in? Am trying to figure out if this is playerbot coding that causes this or if its modified coding.
  19. Hi people, I have a new problem. When my friends try to Logout, the site says this: "You are logged in, NAME".. What can I do to fix this? I have the same problem as this guy/girl. any update?
  20. I do not see a listing for it so I figured I would pop in and ask. Is a Forum included with this release?
  21. Auctionhouse for me has crashes related to if i select it to be sorted by "Useable by character" if i use that filter it crashes. If i do not it does not crash. If i use that filter AND another filter it does not crash.
  22. In addition, That coding exists in the Cpp files im using. But i have noticed something about the issue The priest seems to heal me fine as long as i am standing near her. If i tank at a distance where she can use her wand she will not heal me. Is there something preventing her from healing at a distance? The spells are able to be cast as far as im standing...
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