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mod-autobalance's Introduction

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AutoBalance

  • Latest build status with azerothcore: Build Status

This module is intended to scale based on number of players, instance mobs and bosses' health, mana, and damage.

NOTE: This module requires at least this commit of AzerothCore in order to work correctly. Older versions are not supported.

All settings are well-described in the configuration file.

PLEASE include the output from the .ab mapstat and .ab creaturestat commands (while targeting a problematic creature) when reporting issues. This will help us to quickly identify the problem and provide a solution.

In-game Commands

Command Permission Description
.ab mapstat All Players Displays AB-calcualted settings for the current map, including player count, difficulty, world modifiers, and others.
.ab creaturestat All Players Displays AB-calculated settings for the targeted dungeon creature including level scaling, difficulty, modifiers, and boss status.
.ab setoffset Game Masters Sets the server-wide player difficulty offset. Instances will be scaled as though they had this many more/less players than they really do.
.ab getoffset All Players Gets the current server-wide player difficulty offset. Instances will be scaled as though they had this many more/less players than they really do.
.reload config Game Masters Reloads all your configuration files, including AutoBalance.conf. This lets you update AutoBalance settings without restarting your worldserver. This module is designed to contiue to work as expected when this command is issued.

Logger Names

Logger Description
Logger.module.AutoBalance Main logger, verbose debug logs. Map detection, list management, creature adjustments, multiplier, modifiers. Catch-all.
Logger.module.AutoBalance_CombatLocking Debug logs related to the combat locking/unlocking mechanism for maps.
Logger.module.AutoBalance_DamageHealingCC Debug logs for the spell/melee/CC modifications that are made in real-time.
Logger.module.AutoBalance_StatGeneration Detailed debug logs that show all the calculation steps in how different multipliers are derived.

References

mod-autobalance's People

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mod-autobalance's Issues

damage calculation or creature scaling issue?

Hi everybody,
I have a problem with the "damage calculation/creature scaling" for rogue. In dungeons the rogue gets too little damage and deals too much. Autobalance is used on the server. I know the problem is related to autobalance module. But I don't know why. All other classes works fine.

As example, If I go to Ragefire Chasm as a lvl 25 rogue the creature are also lvl 25 with autobalance. But they makes only 1 dmg to me and not the normal dmg for that level. But I'm make to much damage. Maybe the creature scalled not normal or an other bug is exist. With other classes, hunter, pala, witcher etc. I get the normal damage.

If I disable autobalance, the damage ist normal for rogue.
So I think it is an issue with autobalance module.

I'm sorry for my bad english. :-)
Maybe someone has had similar problems before?

thank you

(#9598 )Compile Error

/home/ubuntu/azerothcore/modules/mod-autobalance/src/AutoBalance.cpp:60:21: fatal error: 'ABModuleScript' does not refer to a value
    FOR_SCRIPTS_RET(ABModuleScript, itr, end, ret) // return true by default if not scripts
/home/ubuntu/azerothcore/modules/mod-autobalance/src/AutoBalance.h:29:7: note: declared here
class ABModuleScript : public ModuleScript
1 error generated.
make[2]: *** [modules/CMakeFiles/modules.dir/build.make:300: modules/CMakeFiles/modules.dir/mod-autobalance/src/AutoBalance.cpp.o] Error 1
make[2]: *** Waiting for unfinished jobs....
make[1]: *** [CMakeFiles/Makefile2:1116: modules/CMakeFiles/modules.dir/all] Error 2
make: *** [Makefile:136: all] Error 2

-- Ubuntu 20.04 LTS x86_64(Py3.7.9)

-- CMake version: 3.22.0
-- The CXX compiler identification is Clang 10.0.0
-- The C compiler identification is Clang 10.0.0
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Check for working CXX compiler: /usr/bin/clang++ - skipped
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working C compiler: /usr/bin/clang - skipped
-- Detecting C compile features
-- Detecting C compile features - done
-- Running cmake hook: AFTER_LOAD_CONF
-- No hooks registered for AFTER_LOAD_CONF
-- Enabled С++17 standard
-- Detected 64-bit platform
-- UNIX: Using jemalloc
-- UNIX: Using default configuration directory
-- UNIX: Using default library directory
-- UNIX: Configuring uninstall target
-- UNIX: Created uninstall target
-- UNIX: Detected compiler: /usr/bin/clang
-- Clang: Minimum version required is 10.0.0, found 10.0.0 - ok!
-- Performing Test CLANG_HAVE_PROPER_CHARCONV
-- Performing Test CLANG_HAVE_PROPER_CHARCONV - Success
-- Clang: All warnings enabled
-- Running cmake hook: AFTER_LOAD_CMAKE_MODULES
-- No hooks registered for AFTER_LOAD_CMAKE_MODULES
-- Using mysql-config: /usr/bin/mysql_config
-- Found MySQL library: /usr/lib/x86_64-linux-gnu/libmysqlclient.so
-- Found MySQL headers: /usr/include/mysql
-- Found MySQL executable: /usr/bin/mysql
-- Found git binary : /usr/bin/git

* AzerothCore revision            : fad214efe018+ 2021-12-10 15:05:28 -0300 (HEAD branch)
* AzerothCore buildtype           : RelWithDebInfo

* Install core to                 : /home/ubuntu/azeroth-server
* Install libraries to            : /home/ubuntu/azeroth-server/lib
* Install configs to              : /home/ubuntu/azeroth-server/etc

* Build world/auth                : Yes (default)
* Build with scripts              : Yes (static)
* Build with modules              : Yes (static)
* Build map/vmap tools            : No  (default)
* Build unit tests                : No  (default)
* Build core w/PCH                : Yes (default)
* Build scripts w/PCH             : Yes (default)
* Show all warnings               : Yes
* Use coreside debug              : No  (default)
* Use unix gperftools             : No  (default)
* Use GIT revision hash           : Yes (default)
* Enable vmap DisableMgr checks   : Yes (default)
* Show source tree                : No (For UNIX default)

Question about dungeons

Love this mod. Is there a way to make it so dungeons don’t scale up based on a players level. Say a lvl 80 goes into deadmines. All the mobs are now lvl 80. Can it be set so they don’t scale like that and don’t go over their original level?

Armor value problem

AutoBalance.levelScaling = 0
AutoBalance.rate.global = 3.0
AutoBalance.rate.health = 1.0
AutoBalance.rate.mana = 1.0
AutoBalance.rate.armor = 1.0
AutoBalance.rate.damage = 1.0

The actual armor value of creatures in the game is 3:

Instance player Count: 1
Selected level: 70
Damage multiplier: 0.357609
Health multiplier: 0.357609
Mana multiplier: 0.357609
Armor multiplier: 3.000000

Icc spell damage

The spells in icc do like 3 times more damage then usual. ColdFlame does like 18k 👍🏻 schould do 6k every second. Also the prof's green blub does too much damage and the fontain of the green dragon fight also does to much damage. Sry wrote this on my mobile so maybe someone can help me with this if this maybe is only a config problem. We never get farther than these bosses as theyre just impossible to kill. Ofc marrowgar with the coldflame problem is but with too much high equiped chars.

Not able to compile with docker

It has been running fine until I updated core today. Now I'm getting error below when running ./acore.sh docker build.

/usr/bin/ld: ../scripts/libscripts.a(ScriptLoader.cpp.o): in function AddScripts()': /azerothcore/var/build/obj/src/server/scripts/gen_scriptloader/static/ScriptLoader.cpp:73: undefined reference to Addmod_autobalance_masterScripts()'
clang: error: linker command failed with exit code 1 (use -v to see invocation)
make[2]: *** [src/server/worldserver/CMakeFiles/worldserver.dir/build.make:174: src/server/worldserver/worldserver] Error 1
make[1]: *** [CMakeFiles/Makefile2:1180: src/server/worldserver/CMakeFiles/worldserver.dir/all] Error 2
make: *** [Makefile:130: all] Error 2

Exclude group size achievements from triggering + disable balancing per group IG

Autobalance needs a conf option to exclude achievements from being earned when the balancing is activated, example: https://db.frostgram.eu/?achievement=578

But it would also require a way for the players to disable autobalancing if they want to earn that specific achievement (because else, they would automatically trigger it and so the achievement would never be attainable). There could also be a bonus reward for players deciding to stick to a full group (== extra gold?)


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Conf to prevent scaling when player is above X levels of the desired dungeon

Actually, we can prevent level scaling for players with a higher level than the dungeon.
However, if you enter a very low dungeon with a high level character, the dungeon will still scale as if you were in the required level range.

There should be a conf option to prevent this

Autobalance.DisableBalancingForCharHigherLevelThan = 10 (means if you are lvl 35, you go to Wailing Caverns, then there is no autobalancing, but you are level 25, there is autobalancing)

Set to 0 to disable.

The name doesn't sound good but it's self explanatory.

Also it should announce "dungeon set to its original content" or something like that


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AutoBalance.numPlayer vs AutoBalance.XPlayer?? I don't understand this option

What the hell does this mean:

#     AutoBalance.numPlayer
#        Set Server to level of solo mode.
#        Set to 0 to Disable -SOLO Mod.
#        Example: .AutoBalance.XPlayer = 1 will set everything for a 1 player game.
#        Default:     1

AutoBalance.numPlayer=1.0

I really don't understand. In top of that, the example is talking about AutoBalance.XPlayer????????? wtf

So what does this do? if you set it to 1.0 it's for 1.0 player ?
Or maybe, it's only when a solo player enters a dungeon, then what is the modifier for?

AutoBalance.levelUseDbValuesWhenExists = 1

By default, it's set to 0

I set it to 1 and it increased the HP of the mobs

Conclusion: I think this setting is quite good for a more blizzlike approach because when your level matches the dungeon, then it will scale according to the DB values and the result is probably harder than expected, which seems appropriate for a dungeon of your level, what do you think guys?l


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Vanilla Dungeons with a player limit > 5 (like LBRS or UBRS) scale issues

Hello!
First things first: Loving this mod. I've played all of Vanilla from 1 to 60 with a friend and thanks to this mod we could basically have everything to scale for two players.

However, now that we reached the Vanilla endgame (we locked the experience gain, so we can stay level 60), we've ran into some scaling issues. While 5 player dungeons like Dire Maul work very well as usual, the dungeons with a higher than 5 player limit (like LBRS or UBRS) seems to scale wrongly, making the mobs have too few HP and do too few damage.
LBRS for instance, had mobs with very few HP that we could essentially AoE down without any problem at all.

I think this is because the player max count for these dungeons is 15 and as such it scales them down too much than it should.

For example (numbers are just to explain), while for 5 player dungeons it would do 5 / number of players (in our case 5/2 = 2.5 scaling), since LBRS/UBRS has 15 player limit, I think it does 15 / number of players (in our case 15/2 = 7.5 scaling) basically scaling them too low since in reality these dungeons were still designed to be beaten by a 5 player group (specially post TBC release).

Is there any setting we could use to avoid this happening or does this require some update on the code?

Thanks :)


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Spells not scaling?

Fighting Bael'gar in blackrock depths, anytime he casts his spell 13880 it stacks up, and i don't think it scales to the level or to the number of players.

I dont think anything can be done though because spells are static in the dbc

Balance module has no effect on ICC gunboat battle damage

This module has no effect on adjusting the damage of ICC gunboat combat. The damage gap between us and the enemy is too big. We were defeated at the beginning of the battle

Enable the balance module and log in to the game
Enter. Go - 606.3696 2216.8457 199.9909 631
Find the gunboat, talk to NPC and start fighting
Request repair

The problem has been confirmed, please fix it
thank you
#75


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[Notes] What TBC raids can + cannot be 5-manned with this plugin?

I use this mod on a server with ~5 players that regularly attend raids. We've done most of the TBC content now. I was chatting with @BarbzYHOOL and mentioned that many TBC fights were completely impossible to 5-man, even with this mod - he suggested I post them here so the info is not lost. I'm not 100% sure what can be done about these issue, but I do want to make sure to add my experience here so devs can use it to improve the plugin.

Notes

  • We use a custom inflection AutoBalance.InflectionPoint setting for 10 and 25 man raids: 0.35, which we've found to be pretty much perfect - at least for the bosses without mechanics that make fights impossible. The default setting, 0.5, made 10/25 mans way too easy when scaled down.
  • Our group consisted of the following:
    • Shaman: Enhancement/Resto
    • Death Knight: Blood(tank)
    • Mage: Fire
    • Warlock: Destro/Affliction
    • Flex character, usually a healer. I'm a GM so I made a character of every class/spec to fill whatever role we're missing for a given fight.

Karazhan: 8/8 doable, 2 not attempted

  • Attumen the Huntsmen: Doable
  • Maiden of Virtue: Doable
  • Moroes: Doable
  • Opera Event: Doable
  • Nightbane: Doable
  • The Curator: Doable
  • Terestian Illhoof: Doable
  • Shade of Aran: Doable
  • Netherspite: Did not attempt. We were under-geared at the time and never went back to reattempt.
  • Chess Event: Not scripted on Azeroth Core at the time so we were unable to attempt it.
  • Prince Malchezaar: Doable

Gruul's Lair: 2/2 doable

  • High King Maulgar: Doable, but difficult. We had to use 2 tanks and a paladin healer with beacon of light for the 60yd range, allowing us to keep Maulgar away from his adds without using 2 healers.
  • Gruul: Doable

Magtheridon's Lair: 1/1 doable

  • Magtheridon: Doable

Serpentshrine Cavern: 3/6 doable

  • Hydross The Unstable: Doable. Requires 2 tanks
  • The Lurker Below: Doable
  • Leotheras the Blind: Doable
  • Fathom Lord Karathress: Possible but only just barely. This is hard because you normally have to have 4-5 tanks top keep his adds separated from him. In particular, the dude that mana burns your healer(s) is a problem. We did it using 1 tank and 1 healer so we could burst down the dude that mana burns as fast as possible. We barely managed to do it by soulstoning our druid healer and having them just die when they ran out of mana + regen cooldowns, and resurrect via soulstone to restore their mana (no, I'm not joking around here). We also had a shaman who could reincarnate, and also supplement healing while the druid was resurrecting.
  • Moongrim Tidewalker: We quickly figured out that this fight was not going to be possible when we got to the phase where he summons 4 waterfalls that CC most of our raid group, then kill the players if they are not healed in time. If the final person leftover is not a healer, everyone dies - and even if they are, they aggro the boss.
  • Lady Vashj: Phase 2 of this fight was completely impossible as there are adds coming from several directions that we have to keep away from the boss, and while all that is going on, we have to kill the tainted elementals that spawn far away from the boss to get the items required to end the phase.

Hyjal: 5/5 doable

  • Rage Winterchill: Doable
  • Anatheron: Doable
  • Kaz'rogal: Doable
  • Azgalor: Doable, but possibly because we were able to interrupt his 'Doom' ability.
  • Archimonde: Doable

Black Temple: 6/9 doable

  • High Warlord Naj'entus: Doable
  • Supremus: Doable
  • Shade of Akama: Doable
  • Teron Gorefiend: Doable
  • Gurtogg Bloodboil This guy puts a stacking debuff on the closest 5 raid members. You're supposed to alternate between groups of 5 players to manage stacks of this debuff, and let stacks fall off. Since we only have 5 players, it becomes a DPS race before the healer is overwhelmed. We've routinely gotten him to 50% before everyone dies. To get past this boss, I turned god mode on and resurrected the raid once we died the first time. Make his blood boil only target 1 player and this fight will be doable.
  • Reliquary of Souls: Doable. Using a Discipline priest made the fight an order of magnitude easier thanks to Power Word: Shield getting around the 100% healing reduction in one of the phases of the fight.
  • Mother Shahraz: Doable
  • Illidari Council This was impossible because you need to separate the bosses using 3 tanks, and you need a dedicated healer for each tank, and you need dedicated groups interrupting one of the bosses.
  • Illidan Stormrage This was impossible for multiple reasons - the first one we ran into was that parasitic shadowfiend damage was not scaled, then we couldn't deal with the twin flames that spawned becuase you had to have a 2 separate tanks stacking fire resist or they'd die instantly, next, the fact that you need a shadow resist capped lock tank, and finally the four shadow demons that spawn, leaving only 1 person to kill them all. To deal with this, I gave our one tank max fire resist via 6 instances of a test aura that gives +60 fire resist and our warlock 6 instances of a similar test aura that gives shadow resist. Then, I used a WoW spell editor to reduce the number of shadow demons to 1.

Sunwell: 0/1 doable, 5 not attempted

  • Kalecgos This was impossible because we had to split up our already tiny group across two realms. Generally this is done with 3 groups, and try as we might, we couldn't do it with less.
  • ❓ Brutallus: Likely doable, but we're pretty sure we failed because we were not properly geared
  • ❓ Felmyst: Probably doable, but we did not get a chance to find out due to a nasty bug that broke the fight: azerothcore/azerothcore-wotlk#4055

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VAS GM issue.

VAS should ignore GM's that both have GameMaster mode ON and are invisible.

i appeared on a player that was solo'ing a instance and reported to cheat within the instance. i appeared on that person. and he knew i was there because VAS told the player that the scaling changed cause someone joined his instance.

Which means VAS triggers as well when a GM joins the instance or appears on a player inside a instance. which kinda defeats the purpose of being invisible as a GM because a player will still know a GM presence is around.

Creature Level Scaling

Creature Scaling in world does not work for creatures in higher zones, go to strangle thorn vale at level 1 and all creatures are max level.

Also if two players enter a dungeon/raid the creature uses the same level at the 1st person who attacks it. so if a level 1 attacks it all the creatures hp points/level/damage will be for level 1 instead of doing percentages or players hp

Possible issue - Seeing phased NPCs after entering dungeon

I tried this on an azerothcore server using VAS autobalance (but not mine)

I entered ragefire chasm, it said it was set to 1 player difficulty.

Then I left, and I came back to orgrimmar bank on foot (not by teleporting, I don't know if it's important).
There I could see Gamon, and other NPCs in front of the bank on a PLAYER account. These NPCs can only be seen as GM normally.
Then I log out and log back and they have disappeared.

So you can retry the same exact process and see if you get that bug.

QUESTION: Difference to mod-solocraft?

Hey,

what's the difference to mod-solocraft? i see that there is a lot more development going on here. i might misunderstand the description and both have a separate right to exist.

best regards

Error on Continuous integration build with modules

Currently all builds are failing due to this module mutex.

Maybe the Ace class was dropped somewhere and someone forgot to change this to std::mutex

fatal error: use of undeclared identifier 'ACE_Null_Mutex' friend class ACE_Singleton<ABScriptMgr, ACE_Null_Mutex>;

VAS Autobalance is not scaling properly on boss patchwerk 25 man in Naxx

(Same instance, - Boss Anub'Rak)
Instance player Count: 2
[09:15:39] Selected level: 83
[09:15:39] Damage multiplier: 0.310026
[09:15:39] Health multiplier: 0.310026
[09:15:39] Mana multiplier: 0.310026
[09:15:39] Armor multiplier: 1.000000

Patchwerk:
[09:16:11] Selected level: 83
[09:16:11] Damage multiplier: 0.500000
[09:16:11] Health multiplier: 0.500000
[09:16:11] Mana multiplier: 0.500000
[09:16:11] Armor multiplier: 1.000000

autobalance_NbrMinPlayer

with this mod : autobalance (https://github.com/Ramys/mod-vas-autobalance). I want to know if it's possible to create a number of player minimum for activated the boss's scaling in ice crown citadelle (ICC) raid with 25 players (heroic or not)?

exemple i want minimum 15 player in ICC for activate the scaling, if number of player <15 then the scaling is not activate

thank for your work and i hope see you soon


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Additional option ( if it remains possible)

Hello,

set up a condition for the number of players to activate the autobalance example: raid 25 = 10/15 players minimum to activate the scalling.
Currently the scalling is activated with only 2 players which makes the raid too easy for my taste
very good module for the server not very people


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Mod doesn't load

Hey there,

the mod doesn't load at startup of my server. There is no output in the log or somewhere else, so i have no idea what's wrong.
I uploaded it, rerun

cmake ../ -DCMAKE_INSTALL_PREFIX=/home/wowi/azeroth-server/

than there was created a new folder in the azerothcore mod-folder, with a conf.dist-file which i cp'd to a regular .config-file, edited it and restartet the server. Whatever we tried to edit, there is no change at all. The NPCs doesn't scale.

Just to be clear for me, because it's the first mod i try to install ever:
I just have to rerun the cmake line, not the commands "make -j" and "make install", rigth?

Thx for help.

Random crash - Linux

Intermittent crash on Linux system - Do not know whats causing it as im on windows and my server is Linux based. could do with more testing

build warning unsafe use of type bool

windows build warning x64
13>C:\azerothcore-wotlk\modules\mod-autobalance\src\AutoBalance.cpp(299): warning C4804: '<': unsafe use of type 'bool' in operation 13>C:\azerothcore-wotlk\modules\mod-autobalance\src\AutoBalance.cpp(353): warning C4804: '>': unsafe use of type 'bool' in operation 13>C:\azerothcore-wotlk\modules\mod-autobalance\src\AutoBalance.cpp(393): warning C4804: '>': unsafe use of type 'bool' in operation


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Allow to tune Bosses differently from packs of mobs

I tried low level dungeons like wailing caverns and blackrock depths and the packs of mobs are way deadlier than the bosses (example: a pack of 6 mobs can have 4 times more HP in total than a boss)

If I tune down the packs of mobs for solo play, the bosses are way too easy.

If we could tune the bosses differently than the mobs, it would be really interesting, notably the flat parameter to change the damage, armor, mana and most notably health.

But we need to take note that the bosses seem like they aren't correctly defined in the DB (some do too few damage), so if we ever change them in AC world database, then it might affect this issue and its related fix.

Enrage timers should be proportional (or configurable)

A lot of bosses have enrage timers, maybe we could have a slight increase when there are less players? something proportional

Not sure if possible with the current bosses (because the enrage timers are probably hardcoded in cpp) and not sure if a good idea, but considerng the actual module is not working for many complex bosses, it seems needed at the moment


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TODO

I can't use github right now, it's completely bugged so i write a todo list:

README:

  • Add some easy testing macros examples
  • Explain that we can reload the conf and not reboot for testing config options
  • "Set AutoBalance.playerCountDifficultyOffset = 4 to simulate a 5 man group"

CONF:

  • Improve description of mindamagemodifier
  • Explain that the flat rates (Autobalance.rate...) are only applied when autobalance is activated == when there are less players than the dungeon size
  • Explain that rate.damage TAKES into account changes from the worldserver.conf Rate.Creature.Elite.Elite.Damage, same for Rate.Creature.Elite.Elite.HP so it's a rate added on top of all the others

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List of not working options

    • AutoBalance.levelScaling
#
#     AutoBalance.levelScaling
#        Check the max level of players in map and scale creature based on it
#        0 = Disabled
#        1 = Enabled only in dungeons
#        2 = Always enabled
#        Default:     1

AutoBalance.levelScaling=2

If you set to 2, it's like it's set to 0.

EDIT: WRONG, it works fine I think, just need to make sure you're not in the offset level range

    • AutoBalance.numPlayer

This option has been removed, but some of the code is still present

PS: will add more when i test the other options


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Scaling issue

When you enter dungeon alone, scaling is a bit lower, so Raid bosses can be soloed.
That can be sorted with config, to increase scaling numbers.

But then, real problem is when you have, let's say 6 players in Naxxramas, where boss have more health and damage then hes supposed to have even on 10man.

Same happen in dungeons.
For example, Azure Warder NPC (Link bellow) on HC, with 3 players inside have 69k hp, while default with 5 players is 57.

I tried to work with config, to disable ID's as well but there's no proper solution.

Balance is good, but only for, let's say "Singe player" experience.

https://www.wowhead.com/npc=26716/azure-warder

Balance module has no effect on ICC gunboat battle damage

This module has no effect on adjusting the damage of ICC gunboat combat. The damage gap between us and the enemy is too big. We were defeated at the beginning of the battle

  1. Enable the balance module and log in to the game
  2. Enter. Go - 606.3696 2216.8457 199.9909 631
  3. Find the gunboat, talk to NPC and start fighting
    Request repair

'MapManager.h' file not found

Updated to new azerothcore and now getting this error on cmake.

/azerothcore-wotlk/modules/mod-autobalance-master/src/AutoBalance.cpp:38:10: fatal error: 'MapManager.h' file not found

Possibility to scale overworld creatures with a different configuration?

Hello,
thank you for your great mod :-)

Since I (will soon) play with a friend of mine, I was wondering if there was the possibility to scale the overworld creatures (the quest mobs in the world basically) with a different configuration, namely to make them stronger to be more of a match for two players playing togheter.

It's the opposite of what the mod does in dungeons (scaling them to become weaker so that 2 players can take them), and would make both the levelling experience and the dungeon/raid experience doable in any number of players and with a good challenge.

Is this possible?

Thank you!!

OnPlayerLeaveAll hook delayed

if player leave map (dungeon) - script recalculated mapInfo->playerCount

Leaving map takes a long time, but script recalculates it very fast

So the player does not have time to exit, but the script has already worked.

6 - 1 = 6 (o_O)
-1 = 5
-1 = 4
-1 = 3
-1 = 2 (but it is last player at the dungeon)
-1 = 0 and dungeon cleared

The Oculus - final boss's (Ley-Guardian Eregos) stats are not scaled down

As the title says, in The Oculus (Normal), Ley-Guardian Eregos (final boss) stats are not scaled down if the dungeon is entered solo (I haven't tested with more players, or with the Heroic version).

Not sure if the mod is applying any scaling to this boss at all, but if it does - the scaling is not correct, given the fact that all other bosses in the same dungeon have their HP in the range between 30k-40k, and the end boss's HP is 357k, which makes it impossible for a solo player. His damage is also extreme.

WoWScrnShot_030721_144215


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Config: RaidsOnly

There is a config for DungeonsOnly (no raids are affected)
Can you make an option for RaidsOnly so that only raids are affected and dungeons are not?
Perhaps set in the config which MapID


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Build Failing

Trying to compile AC with module ends in this error:

17>scripts.lib(ScriptLoader.obj) : error LNK2019: Verweis auf nicht aufgelöstes externes Symbol ""void cdecl Addmod_autobalance_masterScripts(void)" (?Addmod_autobalance_masterScripts@@yaxxz)" in Funktion ""void cdecl AddScripts(void)" (?AddScripts@@yaxxz)".

  • Just add module in modules folder from AC
  • Nothing changed in cmake
  • Compile under Win 10 64Bit

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