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[TC] [Bug] [Core] AutoBalance for NPC bots #879

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DykeRz opened this issue Sep 16, 2024 · 7 comments
Open
1 task done

[TC] [Bug] [Core] AutoBalance for NPC bots #879

DykeRz opened this issue Sep 16, 2024 · 7 comments
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bug Something isn't working

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@DykeRz
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DykeRz commented Sep 16, 2024

DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

  • I understand that my issue may get closed without notice if I intentionally remove or skip any mandatory* field

Current behaviour

копирует по 2-4 мобов/боссов

Expected behaviour

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Crashlog

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Steps to reproduce the problem

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TrinityCore or AzerothCore

TrinityCore

Core rev. hash/commit

last

Operating system

debian 12

@DykeRz DykeRz added the bug Something isn't working label Sep 16, 2024
@trickerer
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Пример в студию пожалуйста

@DykeRz
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DykeRz commented Sep 17, 2024

image-42
image-36
image-48

Клоны

@Bogir
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Bogir commented Sep 19, 2024

С "чистым" модом Автобаланс из Каталога AzerothCore этого не наблюдается.
Видимо, что-то с версией для Trinity

@DykeRz
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DykeRz commented Sep 27, 2024

Так же НПЦ двоятся/троятся на арене Зулдрака, где квесты берёшь и вызываются НПЦ на бой

@Bogir
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Bogir commented Oct 7, 2024

Тут вопрос возник: нахрена использовать автобаланс и подстраивать инсты под количество игроков, если у игрока есть боты, которых можно добрать до необходимых по сложности подземелья/рейда?
По-моему, использовать такие моды одновременно с ботами — это уже верх цинизма.

@trickerer
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Попробовал в БТ - ни с 1 игроком, ни с 1 игрок + 1 бот не воспроизводится. На арене ЗулДрака так же. Если будут запощены настройки автобаланса - попробую с ними, иначе вряд ли смогу помочь

@DykeRz
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DykeRz commented Oct 27, 2024

###################################################################################################
# AUTOBALANCE OPTIONS
#
#     AutoBalance.enable
#        Enable/Disable the autobalance system
#        Default:     1 (1 = ON, 0 = OFF)

AutoBalance.enable = 1

#
#     AutoBalance.Announce.enable
#        Announce the module on login
#        Default:     1 (1 = ON, 0 = OFF)

AutoBalance.Announce.enable = 1

#
#     AutoBalance.InflectionPoint series
#        Adjust value of Hyperbolic Tangent function where
#        the curve of scaling must change. A lower value means higher difficulty.
#        InflectionPoint & InflectionPointHeroic are the fallback values for 5-man dungeons
#        InflectionPointRaid10M & InflectionPointRaid10MHeroic are default for 10 man raids
#        InflectionPointRaid25M & InflectionPointRaid25MHeroic are default for 25 man raids
#        InflectionPointRaid & InflectionPointRaidHeroic are default for other raids
#           (40-man, 20-man, 15-man, or custom size)
#        The inflection points fallback to the most specific number
#
#        Example: with 0.5 in InflectionPointRaid, a creature of raid (40) will have half of
#           its life with 20 players in with 0.8, the same creature will have
#           half of its life with 12 players in
#
#        Default:     0.5

AutoBalance.InflectionPoint = 0.7
AutoBalance.InflectionPointHeroic = 0.7

AutoBalance.InflectionPointRaid10M = 0.7
AutoBalance.InflectionPointRaid10MHeroic = 0.7

AutoBalance.InflectionPointRaid25M = 0.7
AutoBalance.InflectionPointRaid25MHeroic = 0.7

AutoBalance.InflectionPointRaid = 0.7
AutoBalance.InflectionPointRaidHeroic = 0.7

#
#     AutoBalance.BossInflectionMult
#        Multiplies the inflection point of bosses, only applies to creatures considered
#           dungeon bosses (from dungeons or raids).
#        Example: If AutoBalance.BossInflectionMult = 0.4 and AutoBalance.InflectionPoint=0.5,
#           the bosses inflection point will be 0.4*0.9 = 0.36 in a normal
#        Default:     1.0

AutoBalance.BossInflectionMult = 1.0

#
#     AutoBalance.levelScaling
#        Check the max level of players in map and scale creature based on it.
#        This triggers depending on the two options below AutoBalance.levelHigherOffset and
#           AutoBalance.levelLowerOffset
#        0 = Disabled
#        1 = Enabled (only in dungeons/raids)
#        Default:     1

AutoBalance.levelScaling = 0

#
#     AutoBalance.levelHigherOffset
#     AutoBalance.levelLowerOffset
#        Level Offsets between creatures will not be scaled by level.
#        You can even use it to disable scaling from lower to higher levelScaling
#        setting levelLowerOffset to 80 (max wotlk level) for example.
#        default: 3 (higher), 0 (lower)

AutoBalance.levelHigherOffset = 3
AutoBalance.levelLowerOffset  = 0

#
#     AutoBalance.levelUseDbValuesWhenExists
#        When enabled with levelScaling, the creature will use its default database values
#        instead of level scaling formula when player/party level has correspondance with
#        creature_template minlevel/maxlevel.
#
#        Default:     0 (1 = ON, 0 = OFF)

AutoBalance.levelUseDbValuesWhenExists = 0

#
#     AutoBalance.LevelEndGameBoost
#        End game creatures have an exponential (not linear) regression
#        that is not correctly handled by db values. Keep this enabled
#        to have stats as near possible to the official ones.
#
#        Default:     1 (1 = ON, 0 = OFF)

AutoBalance.LevelEndGameBoost = 1

#
#     AutoBalance.DungeonScaleDownXP
#        Decrease individual player's amount of XP gained during a dungeon to match the
#        amount of XP gained during a full group run. Example: In a 5-man group, you
#        earn 1/5 of the total XP per kill, but if you solo the dungeon with
#        AutoBalance.DungeonScaleDownXP = 0, you will earn 5/5 of the total XP.
#        With the option enabled, you will earn 1/5.
#        Default:     0 (1 = ON, 0 = OFF)

AutoBalance.DungeonScaleDownXP = 0

#
#     AutoBalance.DungeonsOnly
#        Only apply scaling changes to dungeons and raids
#        Default:     1 (1 = ON, 0 = OFF)

AutoBalance.DungeonsOnly = 1

#
#     AutoBalance.PlayerChangeNotify
#        Set Auto Notifications to all players in Instance that player count has changed.
#        Default:     1 (1 = ON, 0 = OFF)

AutoBalance.PlayerChangeNotify = 0

#
#     AutoBalance.CountNpcBots
#        NPCBots mod integration. Makes bots count as players for player count calculation
#        Default:     1 (1 = ON, 0 = OFF)

AutoBalance.CountNpcBots = 1

#
#     AutoBalance.MinHPModifier
#        Minimum Modifier setting for Health Modification
#        Default:     0.01

AutoBalance.MinHPModifier = 0.01

#
#     AutoBalance.MinManaModifier
#        Minimum Modifier setting for Mana Modification
#        Default:     0.01

AutoBalance.MinManaModifier = 0.01

#
#     AutoBalance.MinDamageModifier
#        Minimum Modifier setting for Damage Modification
#        Default:     0.01

AutoBalance.MinDamageModifier = 0.01

#
#     AutoBalance.rate.*
#        You can tune all rates increasing/decreasing difficulty in a linear way
#        Note that global rate will increase all other rates. For example:
#        global = 2.0 , damage = 1.5  -> it means that damage will be 3.0
#        Default:     1.0

AutoBalance.rate.global = 1.0
AutoBalance.rate.health = 1.0
AutoBalance.rate.mana   = 1.0
AutoBalance.rate.armor  = 1.0
AutoBalance.rate.damage = 1.0

#
#     AutoBalance.playerCountDifficultyOffset
#        Offset of players inside an instance
#        Default:     0

AutoBalance.playerCountDifficultyOffset = 1

#
#     AutoBalance.ForcedIDXX
#        Sets MobIDs for the group they belong to.
#        All 5 Man Mobs should go in .AutoBalance.5.Name
#        All 10 Man Mobs should go in .AutoBalance.10.Name etc.

AutoBalance.ForcedID40 = "11583,16441,30057,13020,15589,14435,18192,14889,14888,14887,14890,15302,15818,15742,15741,15740,18338"
AutoBalance.ForcedID25 = "22997,21966,21965,21964,21806,21215,21845,19728,12397,17711,18256,18192,"
AutoBalance.ForcedID20 = ""
AutoBalance.ForcedID10 = "15689,15550,16152,17521,17225,16028,29324,31099"
AutoBalance.ForcedID5  = "8317,15203,15204,15205,15305,6109,26801,30508,26799,30495,26803,30497,27859,27249"
AutoBalance.ForcedID2  = ""

#
#     AutoBalance.DisabledID
#        Disable scaling on specific creatures
# 500300,500301,500302,500303,500304,500305,500306,1000001

AutoBalance.DisabledID = ""

#
###################################################################################################

Edit: wrapped as code for readability

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