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AzzyAI 1.50 - last call for bugs


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#1 DrAzzy

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Posted 22 March 2013 - 12:18 PM

Anyone got any bugs with AzzyAI 1.50 that are still present in 1.50 dev 17?

I'll releasing 1.50 final if no further bugs are reported this weekend.

Of course future versions containing bugfixes will continue to be released, but I'd like to make sure there aren't any bugs still present that people think are "known" which aren't.

I'm aware of possible issues with route walk (fix will probably not be in 1.50), and occasional dropped targets w/ UseDanceAttack=1 and rescue enabled (I will tighten this up as best I can), and an issue with autocast mental charge (who the hell does that, though?)

Is there anything I'm missing?
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#2 Daray

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Posted 22 March 2013 - 12:22 PM

Somebody mentioned that the AI attacks the extended ninja player clones, but I have no clue what they are called exactly.
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#3 shpongled

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Posted 22 March 2013 - 12:24 PM

only problem ive had with it is that it tries to attack the NPC -_-roaches in hugel and sometimes just gets stuck standing in front of them.

also it wont attack when i walk (it even retreats midfight to follow me). not sure if this is an adjustable setting or not though, but thought id mention it just in case
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#4 DrAzzy

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Posted 22 March 2013 - 12:48 PM

Somebody mentioned that the AI attacks the extended ninja player clones, but I have no clue what they are called exactly.

Thanks, I will find the ID and set default tactics to ignore.

only problem ive had with it is that it tries to attack the NPC -_-roaches in hugel and sometimes just gets stuck standing in front of them.

also it wont attack when i walk (it even retreats midfight to follow me). not sure if this is an adjustable setting or not though, but thought id mention it just in case

Will investigate the -_-roaches. I have a bad feeling though that they present the same ID as normal thief bugs and IsMonster() returns 1, so all we can do is rely on obstacle avoidance code to eventually work out that these aren't attackable and mark them as unreachable.

This is correct behavior - we start moving back to the owner early in case they're walking off screen so it doesn't get left behind; see documentation for MobileMoveBounds/StationaryMoveBounds options. I've wanted to be a little more intelligent about this (so it won't walk back to owner unless the owner is moving away from it), but this may not make it into 1.50
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#5 magiccircle

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Posted 22 March 2013 - 12:54 PM

The 99 Spearman merc sometimes cast guard over and over, and the Unicorn Humonculus only cast still horn, it doesn't cast the defensive skill unless it doesnt have enough SP for still horn.
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#6 DrAzzy

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Posted 22 March 2013 - 01:01 PM

The 99 Spearman merc sometimes cast guard over and over, and the Unicorn Humonculus only cast still horn, it doesn't cast the defensive skill unless it doesnt have enough SP for still horn.

Thanks, I will investigate the issue. It's likely related to the new skill use failure detection - I may be applying a method meant to be used with homuns to mercenaries.

Bayeri problem is a configuration issue on your end - Use the ReserveSP option to "reserve" enough SP for the homun to use it's buffs.
See the documentation for more information (If using 1.41 or earlier, the option is called UseAutoSkill_MinSP)

Edited by DrAzzy, 22 March 2013 - 01:02 PM.

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