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AzzyAI 1.551 NEW FIX 11/5 !


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#1 DrAzzy

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Posted 19 October 2014 - 03:57 PM

If you are using any other version of AzzyAI, it is highly recommended that you upgrade.

 

If you receive error on line 1376 of AzzyUtil, please re-download - it was a typo, and has been corrected in the download. 

 

Download AzzyAI 1.551
 
Download DefaultAI+AzzyAI1.551


How do I install AzzyAI?

Note: If you are using Windows Vista or later with UAC enabled, RO (usually) must be installed to a location outside the 'Program Files' or 'Program Files (x86)' folders, otherwise windows will block the installation.

  • Extract the contents of the download. It will contain a folder named, for example, "AzzyAI 1.54". Open this folder. If there is another similarly named folder in it, open that one too (some zip extracting software does that). This will contain a USER_AI folder. 
  • Copy the USER_AI folder from the download to your AI folder, replacing the current USER_AI folder.  USER_AI.jpg
    WARNING: Do not modify the files in the AI folder, only the ones in USER_AI.
    Tip: If you want to keep your current AI for your mercenary, and only use AzzyAI for homun, do NOT replace AI_M.lua. To keep current homun AI, and use AzzyAI for mercenary, do NOT replace AI.lua.
  • Log into RO and test the AI. Log into your character in Ragnarok Online (the game does not need to be restarted), type /hoai (for homunculus) or /merai (for mercenaries) until it says that the AI has been customized. Check that the AI is working.
    Tip: The easiest way to check that it is working is to walk in one direction, one cell at a time. AzzyAI will hold a constant distance of 2 cells behind you (by default), while the default AI will move to a random cell next to you when you move more than 2 cells from it.
  • Customize the AI settings (if needed). Run the included AzzyAIConfig program (in USER_AI) to configure AI options to suit your needs. See the documentation for more information on AI configuration options.

Also - I'd like to remind everyone that there is a Donation link on the AzzyAI website ( http://drazzy.com/ai ). Please feel free to give me some beer money - thanks ;-)  
 
 
Major fixes:
 
AzzyAI 1.55 introduces one exciting new feature for dieter owners. For a long time, people have asked for volcanic ash autocast. However, until recently, volcanic ash inflicted negative status on other players even in PVM - so a player using such a feature would be a menace to other players around him. Now that volcanic ash doesn't harm other players in PVM, I have added support for using volcanic ash as a debuff. Enable UseDieterVolcanicAsh, and set the debuff tactics for the monsters you want to use it on, and you'll be good to go.

This also fixes a number of assorted bugs. Painkiller pathing is slightly better when the owner is mobbed, grappler combos on Eleanor now work correctly, AoEFixedLevel works again, and LavaSlideMode and PoisonMistMode default to 1 (idle), as widely requested.

Notice regarding LAG with homun out:
 
If you experience lag with a merc or homun out, enable the LagReduction option. This option is highly recommended if you are using both merc and homun at the same time. As of 1.55 this can be set to 2 or greater. If this is done, one or more AI cycles will be skipped before sending additional commands - this may help deal with extremely laggy map servers.
 
 
Changelog:

1.551
* Correct issue with standpoint selection while attacking on low aspd homuns.
* Extend AAI_Closest logging to cover the closely related AdjustStandPoint() function.
* Correct boneheaded mistake in AdjustStandPoint() which resulted in pathing hangs.
* Improve the wrapper for move to hopefully improve chase performance for things far away.
* When all targets are unreachable, return to owner in the hopes that they'll be reachable from there.
* Corrected issue with obstacle handling when chasing monsters near edges of screen.

 1.55
* Fix ChaseSPPause, UseDieterLavaSlide/UseSeraPoisonMist message in GUI.
* Add UseDieterVolcanicAsh and associated tactics options to GUI.
* Add UseSmartBulwark to GUI - for some reason it was missing.
* Add support for using Volcanic Ash as a debuff.
* LagReduction can now be set to values higher than 1, this further slows homun responses, in an effort to reduce homun-lag on busy zone servers.
* New logging option to log all actions of lag reduction mode in H_Extra and M_Extra.
* Change default LavaSlideMode and PoisonMistMode to 1 (Idle) by popular demand.
* Improve logging for config errors.
* Disable painkiller if sera doesn't have poison mist, since it can't have painkiller. It will still log complaint in AAIStartH
* Handle case where owner is surrounded by monsters so painkiller is impossible.
* Improved logging in PROVOKE_ST
* Correct issue with skill selection where tact_skillclass is set to a combo or grappler option.
* Correct issue with grappler combos not working at all.
* Correct issue with sphere counting.
* Correct issue with AoEFixedLevel not being applied due to a typo.
* Added missing timeout globals to Const_.lua
1.541
* Fix client crash when trying to chase target surrounded by occupied cells. 
* Reduce hard limit on movement to 14 cells of owner instead of 15


Edited by DrAzzy, 05 November 2014 - 07:16 AM.

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#2 AlmrOfAtlas

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Posted 19 October 2014 - 04:24 PM

Grats on the new release.


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#3 Cepo

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Posted 20 October 2014 - 04:38 AM

Awesome, thanks!


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#4 meoryou2

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Posted 21 October 2014 - 01:39 PM

 

* Correct issue with skill selection where tact_skillclass is set to a combo or grappler option.
* Correct issue with grappler combos not working at all.
* Correct issue with sphere counting.
* Correct issue with AoEFixedLevel not being applied due to a typo.
* Added missing timeout globals to Const_.lua
1.541
* Fix client crash when trying to chase target surrounded by occupied cells. 
* Reduce hard limit on movement to 14 cells of owner instead of 15

 

 

I hope that means no more vani bolts when set to combo usage on eleanor, since the cooldowns on the server side mess with combo casting on the client side - if you try to cast the first part of the combo on the caprice cooldown it fails and the whole chain will go through and fail before the AI can try again. We really need a way for the AI to know if a skill cast failed, especially for eleanor. 

 

And I thought grappler was working as of last time I talked to you... but it's been a while and I haven't had much time to play at all in the last... way to long of a time. I know the fighter combo was working pretty regularly, with occasional combo misses due I think to missing the AI calls in the skill cast window for the 2nd and 3rd skills. 


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#5 Magmag

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Posted 21 October 2014 - 02:22 PM

Did you fix the lag that happens when you ask a homun to Dance?? Or know why it happens? I have had multiple people try it and there was such a delayed response it makes Dancing unusable.


Edited by Magmag, 21 October 2014 - 02:23 PM.

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#6 DrAzzy

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Posted 21 October 2014 - 04:40 PM

I hope that means no more vani bolts when set to combo usage on eleanor, since the cooldowns on the server side mess with combo casting on the client side - if you try to cast the first part of the combo on the caprice cooldown it fails and the whole chain will go through and fail before the AI can try again. We really need a way for the AI to know if a skill cast failed, especially for eleanor. 
 
And I thought grappler was working as of last time I talked to you... but it's been a while and I haven't had much time to play at all in the last... way to long of a time. I know the fighter combo was working pretty regularly, with occasional combo misses due I think to missing the AI calls in the skill cast window for the 2nd and 3rd skills.


Uh, if you reported it when we were last talking about eleanor issues, then I have probably fixed it. If you have not reported it, I have not fixed it. A quick code inspection indicates that it shouldn't select it - though if Sniping is enabled, it'll still use them to snipe, unless you also set tact_snipe to block sniping while fighting things you've set it to combo on.

I think I gave you a preview version to test grappler with.
 

Did you fix the lag that happens when you ask a homun to Dance?? Or know why it happens? I have had multiple people try it and there was such a delayed response it makes Dancing unusable.

This cannot be fixed in the AI - Dance Attack only works on high performing map servers.

The way dancing slightly improves attack speed is that it sends lots of move commands very quickly, along side the attack commands, and that breaks the attack animation, allowing slightly faster attacks.

It is well known that on busy map server, sending the extra commands from homun AI will cause lag (through the same mechanism as queue lag) - in some cases this interferes with normal operation of the AI even without UseDanceAttack, and this is the purpose of the LagReduction option: it limits sending 1 command per AI cycle, which is usually enough to stop the lag. But DanceAttack won't work unless you send several commands per AI cycle, and if the zone server isn't performing well, this will lag you.

Bottom line, dance attack is inherrently incompatible with heavily loaded map servers - this option should be disabled on such maps. Since version 1.50, I have discouraged use of Dance Attack entirely, as the improvement in attack speed is now very small.

Edited by DrAzzy, 21 October 2014 - 04:41 PM.

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#7 Magmag

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Posted 21 October 2014 - 04:48 PM

Thank you so much. I didn't know that at all. 


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#8 DrAzzy

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Posted 21 October 2014 - 05:05 PM

Yeah. I'll review the documentation on it (particularly in config tool, since NOBODY reads my documentation).
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#9 DrAzzy

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Posted 24 October 2014 - 11:23 AM

I've been making some small changes to the website. Please report any broken links or other issues if you encounter them. I tried to make the FAQ and news sections (and the other ones, to a lesser extent) a bit more readable.
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#10 DrAzzy

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Posted 30 October 2014 - 03:15 PM

I have discovered a rather serious pathing problem with this version (though I don't think it was worse overall in 1.541). Investigation is ongoing, but the issue has been localized to GetStandPoint(), a nightmare of a function meant to fix problems introduced by 9/4/13 maint.

Edited by DrAzzy, 30 October 2014 - 03:23 PM.

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#11 meoryou2

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Posted 30 October 2014 - 06:33 PM

Did you change any of the movement portions of the AI? One thing I've noticed on a new install ( only real change is lag reduction turned on ) is it is much more sensitive to player movements:

 

For example the homunculus is attacking something X cells away, even if I move TOWARDS the homunculus, usually it will stop attacking and run back over to me... I don't know if that is a regression or if I had something customized on my other PC, but I could move around in a much greater area before the homunculus would drop its target and return. 


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#12 DrAzzy

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Posted 30 October 2014 - 08:57 PM

Did you change any of the movement portions of the AI? One thing I've noticed on a new install ( only real change is lag reduction turned on ) is it is much more sensitive to player movements:
 
For example the homunculus is attacking something X cells away, even if I move TOWARDS the homunculus, usually it will stop attacking and run back over to me... I don't know if that is a regression or if I had something customized on my other PC, but I could move around in a much greater area before the homunculus would drop its target and return.


The fundamentals of chasing have been changed in every version since 1.52 to try to fix the mess left by 9/4/13 update.


Nothing about following has changed, though. The distance at which the homun runs back to the owner when moving vs stationary is user configurable - MobileMoveBounds and StationaryMoveBounds. Possibly you had changed these settings, and overwrote your settings on upgrade?
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#13 meoryou2

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Posted 31 October 2014 - 04:05 AM

The fundamentals of chasing have been changed in every version since 1.52 to try to fix the mess left by 9/4/13 update.


Nothing about following has changed, though. The distance at which the homun runs back to the owner when moving vs stationary is user configurable - MobileMoveBounds and StationaryMoveBounds. Possibly you had changed these settings, and overwrote your settings on upgrade?

 

Hmm, I will have to remote in to my desktop at home ( I'm in an apartment for college during the semester to save driving $$$)  and take a look at my config there.

This is on a fresh install on my laptop that never had an AI before, so probably still needs quite a bit of tweaking. 


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#14 RaveMaster

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Posted 31 October 2014 - 07:14 AM

i cant use your AI, says that i need framework 4.0 and cant instale it u.u. also i cant use any AI :(


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#15 DrAzzy

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Posted 31 October 2014 - 09:04 AM

i cant use your AI, says that i need framework 4.0 and cant instale it u.u. also i cant use any AI :(

 

1. Why can you not install the Microsoft .NET framework? This is an essential library used by a large percentage of software available today. A version of the .NET framework that is compatible with AzzyAI is available for all versions of windows that RO runs on (I'm pretty sure it doesn't need 4.0, but I'm at work and can't check now). Either you are trying to download and install the wrong package, or you have other technical problems with the system that should be remedied.

 

2. AzzyAI does not require the .NET framework - only the configuration tool requires it. You can manually edit the config files using any text editor. You can refer to the documentation for an explanation of what all the options do. http://www.drazzy.co...cumentation.pdf


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#16 DrAzzy

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Posted 01 November 2014 - 06:34 PM

I've released 1.551 to help correct the pathing issues in 1.55

Edited by DrAzzy, 01 November 2014 - 08:08 PM.

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#17 Aizenath

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Posted 01 November 2014 - 11:38 PM

Thanks for the AI Doc!!

While I was using the config tool I noticed that on Usedietergraniticarmor and use dietermagmaflow descriptions, Angriff modus replaced the skills names, I've used the tool before so I knew it was a typo but it might confuse other people that haven't used it before.

 


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#18 DrAzzy

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Posted 02 November 2014 - 07:07 AM

Thanks for the AI Doc!!
While I was using the config tool I noticed that on Usedietergraniticarmor and use dietermagmaflow descriptions, Angriff modus replaced the skills names, I've used the tool before so I knew it was a typo but it might confuse other people that haven't used it before.


Thanks for reporting that. The config tool was written with ctrl-c and ctrl-v, so I'm not surprised ;-)
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#19 AllyBB

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Posted 03 November 2014 - 02:53 AM

I was configuring my AI with the tool when (as far as i know) all i did was mistype a " ` " into the monster ID and i got some error in the config tool. Now when i use my homun i get the ingame error "./AI/USER_AI/AzzyUtil.lua:744: bad argument #2 to 'GetV' (number expected, got nil)" whenever my homun does something while attacking. I've tried deleting the entire AI folder and adding in a fresh one but i still get it. Don't know what is going on.


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#20 Schitter

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Posted 03 November 2014 - 04:42 AM

Hi Azzy, ive downloaded (Updated) ur new AL and now i cant start RO again... the older Azzi seemed to work tough

 

Thanks for ur help

 

2utth7a.jpg

 

Oh my Bad... it wasnt ur Files... we juist happened to update ours while another problem occured...its a general problem wich is investigated currently http://forums.warppo...-at-the-moment/

 

Hoping to use ur new Azzi suun <3 Thanks for the work


Edited by Schitter, 03 November 2014 - 04:54 AM.

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#21 DrAzzy

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Posted 03 November 2014 - 08:03 AM

I was configuring my AI with the tool when (as far as i know) all i did was mistype a " ` " into the monster ID and i got some error in the config tool. Now when i use my homun i get the ingame error "./AI/USER_AI/AzzyUtil.lua:744: bad argument #2 to 'GetV' (number expected, got nil)" whenever my homun does something while attacking. I've tried deleting the entire AI folder and adding in a fresh one but i still get it. Don't know what is going on.

You corrupted the tactics file. The sanity checking on inputs on the config tool is not rigorous, because it's written in c# which I don't really know.

Delete H_Tactics.lua in and replace with the version from the AzzyAI download, or delete contents of USER_AI reinstall completely.

Edited by DrAzzy, 03 November 2014 - 08:04 AM.

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#22 ilovemilk

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Posted 03 November 2014 - 08:25 AM

Azzy,

 

Is there a reason why I do not see Vanilmirth in the AI Configuration?


Edited by ilovemilk, 03 November 2014 - 08:26 AM.

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#23 DrAzzy

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Posted 03 November 2014 - 09:11 AM

Azzy,

 

Is there a reason why I do not see Vanilmirth in the AI Configuration?

 

Yes, because that option is ignored if the homun is a vani base. The AI can detect if a homun S was made from a vani, and disregards the OldHomunType setting in that case. 

 

Unfortunately, there's no way to detect any other homun types :-(


Edited by DrAzzy, 03 November 2014 - 09:11 AM.

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#24 AllyBB

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Posted 03 November 2014 - 02:35 PM

You corrupted the tactics file. The sanity checking on inputs on the config tool is not rigorous, because it's written in c# which I don't really know.

Delete H_Tactics.lua in and replace with the version from the AzzyAI download, or delete contents of USER_AI reinstall completely.

Hey, so here are all the things i've tried.

 

1. Replace Azzy AI with my backup copy (prior to typo issue). Didn't work.

2. Download new Azzy AI (updated version also). Didn't work.

3. restarted computer

4. Replaced entire AI folder default and Azzy, default seems to be ok Azzy still errors.

 

This doesn't even make sense to me since this is a new install of Azzy AI. I just downloaded it again and added it. How is a file still corrupt? >_<

 

 

edit: Did some testing and it seems to actually be a bug related to the react settings. Setting it to anything except 'no' gives me this error.


Edited by AllyBB, 03 November 2014 - 03:07 PM.

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#25 DrAzzy

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Posted 03 November 2014 - 04:51 PM

There is no way that replacing the AI with a backup could fail to fix this issue. The fact that it does not fix the issue indicates that the file is not being replaced.
Are you sure you're not putting things in a folder inside USER_AI, or something like that?

Or are you saying that the issue is related to setting React to anything other than "no" or "react to casts" causes the error, and when you thought the problem was not fixed, you had been turning that option on again before testing?


I'll check if there's an issue with cast-react (but not while I have this epic spot in OD1:-P ). If there is, use one of the first *two* options (no, or react to casts), not one of the react w/(skill) ones.
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