Azzy Ai 1.30B - New Forum, Same Old Version
#51
Posted 17 November 2010 - 09:02 AM
PS: Actually, it might be a great idea if you can create a script that when the character uses lex aeterna on a target, the merc would use offensive skill on that target. I don't know the limitations of lua, so I'm not really sure if that can be done. Just a thought. Thanks again. =)
#52
Posted 17 November 2010 - 05:47 PM
The whole attack routine has been overhauled though - i can provide no support beyond "well, it was supposed to work", in 1.35b (so overhauled, in fact, that as of last test, it's completely broken and displays a spectacular variety of aberrant behavior.
The switching behavior based on current SP total with hysteresis is not supported officially, but in 1.35 it will be supported through the M_Extra file, so you could write the code yourself (it would require hacking up the main AI function in the current version, because the current version does not have any calls to unused functions in AI(), and you'd need such a call to do that).
LexA targeting would be easy to implement. For that matter. 1.35 may do that by default... It's certainly desired behavior (IsMonster(GetV(V_TARGET,GetV(V_OWNER,MyID)))==1 should be a condition in GetOwnerEnemy() - i'll make sure it is.)
Blithe, if you're interested in testing next version, shoot me a PM.
#53
Posted 24 November 2010 - 06:40 PM
AggroHP = 50
AggroSP = 0
AggroDist = 11
UseAutoSkill_MinSP = 0
AutoSkillDelay = 400
AutoSkillLimit = 100
FollowStayBack = 2
SpawnDelay = 1000
KiteBounds = 8
MoveBounds = 10
KiteStep = 5
KiteParanoidStep = 2
KiteThreshold = 3
KiteParanoidThreshold = 2
ChaseGiveUp = 3
RestXOff = -2
RestYOff = 0
LifEscapeLevel = 5
FilerFlitLevel = 5
AmiBulwarkLevel = 5
ChaoticBlessLevel = 3
ChaoticBlessHP = 0
UseBerzerkMobbed = 0
UseAutoChaoticBless = 0
AssumeHomun = 1
PVPmode = 0
DoNotChase = 0
UseDanceAttack = 0
SuperPassive = 0
KiteMonsters = 0
UseOrbitWalk = 0
UseAutoQuicken = 1
UseAutoGuard = 1
ForceKite = 0
KiteParanoid = 1
UseAutoSkill = 1
DefendStandby = 0
StickyStandby = 0
StandbyFriending = 1
MirAIFriending = 0
DoNotUseRest = 0
UseBerzerkSkill = 0
UseBerzerkAttack = 0
Berzerk_SkillAlways = 0
Berzerk_Dance = 0
MoveSticky = 0
MoveStickyFight = 0
UseSkillOnly = -1
#54
Posted 25 November 2010 - 06:16 PM
#55
Posted 29 November 2010 - 09:10 AM
i like to choose the new version i just need something so it won't kill steal
To clarify, it seems that 1.30b is working better than default AI, but does not behave as well as it should. I'm not sure how many of those bugs are new with renewal, and how many were just unreported. Certainly when working on the code a while back, I found sections of code that would cause horribly bugged behavior ("my god, how did it work at all?!" type of discoveries)
Edited by DrAzzy, 29 November 2010 - 09:11 AM.
#56
Posted 01 December 2010 - 02:25 PM
#57
Posted 03 December 2010 - 08:58 AM
well i can't get my filir to moonlight and stop that that flitting
Yeah, lots of people are reporting issues with autoskill use now, and I don't know what has changed that would be causing problems.
The moonlight issue is known, edit your H_Config.lua and set UseAutoQuicken to 0. The GUI config program saves this improperly.
#58
Posted 09 December 2010 - 06:49 PM
i'm sorry if i couldnt be useful here Azzy but i had to tell this.
Edited by DrAzzy, 09 December 2010 - 09:19 PM.
Please don't feed the trolls.
#59
Posted 09 December 2010 - 09:20 PM
Also,... you should have noticed this too: during pre-renewal, a Filir could cast Flitting and still use Moonlight during the 120 seconds of Cooldown that Flitting used to have, now those 120 seconds are After-cast, which forfeits Moonlight for 120 seconds when Flitting is casted. That's why auto-Flitting is an issue now.
i'm sorry if i couldnt be useful here Azzy but i had to tell this.
!!! I was not aware of this. Yes, this adds urgency to the issue.
Have you tried opening the H_Config.lua and setting UseAutoQuicken = 0
I belive the problem with autoflitting is that the GUI always saves it as 1, regardless of what you set it to in the GUI.
#60
Posted 27 December 2010 - 03:25 PM
#61
Posted 28 January 2011 - 05:12 PM
And it doesn't auto-attack Ant Eggs. Do I have the monster ID wrong? 1097
#62
Posted 30 January 2011 - 11:37 AM
I've never used Mercenaries... but I tried installing this, but I'm not really sure how to work it.
And it doesn't auto-attack Ant Eggs. Do I have the monster ID wrong? 1097
As stated in like three places, including right on the config GUI, you cannot have monster-specific tactics for mercenaries, because mercenaries have no means available to identify monsters (the method used for homuns will return -1 for all monsters, when called by a merc). You can only do monster specific settings if you make a MobID file, which a pain in the assumptio. There's a thread on it somewhere (either here or on the AI section of the old forum)
Only the Default tactics, and default summon tactics (used for unnaturally spawned monsters, ex, DB's and mobs summoned by bosses), and autodetected-plant tactics (when AutoDetectPlants is on).
The problem in your case is that you have AutoDetectPlants turned on. In this mode, the mercenary will assume that any monster that it has not seen move or attack is an herb plant (ie, green/red/etc plant, mushroom, etc), and that it should not waste time attacking it.
You can either turn off AutoDetectPlants option, and use an aggressive default tactic, or, if you don't want it to attack anything except ant eggs, leave AutoDetectPlants turned on, set the default tactic to something non-aggressive, and the autodetected plant tactic to an aggressive tactic. Be sure to keep a backup of the old tactics file for when you want to use the merc in a more normal situation.
Or don't back it up, the new versions coming soon anyway.
Edited by DrAzzy, 30 January 2011 - 11:57 AM.
#63
Posted 30 January 2011 - 12:13 PM
For some reason it is possible that Homunculus will chase pull back and not recognize the presence of a monster near anymore.
I have altered the difference in distance coordinates as described somewhere in this forum but it does not solve the problem always.
Some other setting must have influence also.
Another issue is that the Homunculus will not aid the owner, even if this value is set to do so by GUI or manual changed.
Obvious the Homunculus has a problem to recognize walls and ledges, it acts weird on those maps.
Default the Homunculus will be behind the char after moving and that is not desirable if you intend to use it as tanker.
That could be changed manual I guess, its something I didn't pay much attention to so far.
The packets send are heavier then other AI's and though stable it causes a problem with IRO, which has a ping above 200 most of the time.
A light version would be preferable, though I am considering to move to another official with a better ping.
It is one of best designed AI's, no doubt about that but more complex also brings more problems to solve as usual:)
#64
Posted 30 January 2011 - 03:33 PM
Well, I have to admit that this AI is current the most stable in Renewal. Then I still don't like some behaviour of this AI and I can't change it easy it seemes.
For some reason it is possible that Homunculus will chase pull back and not recognize the presence of a monster near anymore.
Known, already fixed for 1.35
I have altered the difference in distance coordinates as described somewhere in this forum but it does not solve the problem always.
Some other setting must have influence also. No, it's a problem with the unreachable target detection
Another issue is that the Homunculus will not aid the owner, even if this value is set to do so by GUI or manual changed.
Rescue is hopefully fixed for 1.35, but not carefully tested
Obvious the Homunculus has a problem to recognize walls and ledges, it acts weird on those maps.
No facility is provided for the client to tell the AI what cells are walkable or shoot-over-able - so this is not fixable. Ongoing changes should make this less bad.
Default the Homunculus will be behind the char after moving and that is not desirable if you intend to use it as tanker.
Agreed, but i'm not sure how to fix this. Doing this is hard, since you have to predict where the player is going
The packets send are heavier then other AI's and though stable it causes a problem with IRO, which has a ping above 200 most of the time.
A light version would be preferable, though I am considering to move to another official with a better ping.
can you describe how and where this causes a problem? Under low latency situations, more packets = better performance. Also, consider using Lowerping www.lowerping.com - It works miracles with RO's response time, at least for me.
It is one of best designed AI's, no doubt about that but more complex also brings more problems to solve as usual:)
Thanks.
Version 1.35 will be available as an open beta this week, if i stay focused tonight.
#65
Posted 30 January 2011 - 03:50 PM
Sweet! Can't wait to see all the awesomeness you have added! Now if only I had the time to actually play for more then 5 mins a day...Version 1.35 will be available as an open beta this week, if i stay focused tonight.
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