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AzzyAI 1.40 Dev 23 new 3/28


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#1 DrAzzy

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Posted 28 March 2012 - 09:26 PM

Install per the 1.35 thread here: http://forums.warppo...sion-avail-423/

http://drazzy.com/ai/v140/AzzyAI%201.40%20Dev%2023.zip


Recent changes:
1.40 dev 23 - release candidate
* Fixed MobSkillFixedLevel option
* RESCUE_ALL will now rescue if the target is friend or owner, but not if target is self. This makes a lot more sense.
* Fixed issue with failing to use autobuffs on homunculi with more than one buff with a non-zero cast time and delay, due to failure to check delay status.
* Corrected default H_Tactics to use basic tactic ATTACK_M instead of REACT_M, an error introduced by poor source control in dev 21 and 22.
* Improved logging around autobuff and healing skills.
* Added function to improve human readability of skill-usage logging in future updates.

1.40 dev 22 - release candidate
* Fixed issue with Chaotic Blessings and Healing Hands not correctly using cooldown.
* Fixed issue in which UseAutoSkill_MinSP would be ignored if Berserk_IgnoreMinSP (defaults to 1) was enabled, even when the AI wasn't in berserk mode.
* Cleaned up SP checking, much easier to read and work on now
* Cleaned up attack state logging.
* New option for homuns: MobSkillFixedLevel - if set to 1, always use the level set via (homuntype)(skill)Level option (ex, DieterLavaSlideLevel)) for antimob skills, ignoring tactics stating otherwise. Defaults to 1. I've been seeing lots of people using lvl 1~4 of lava slide in OD2, and i'm pretty sure it's because they wanted to use lvl 1~4 of the bolt skills, but level 5 of lava slide. Broken in dev 22, will be in dev 23.
* Fixed issue with commanding homunculus to use skills not behaving as expected.
* Fixed issue with UseSkillOnly mode not correctly using attack ranges
* Fixed issue with Sera skill Poison Mist not properly using cooldown
* Fixed major issue with incorrectly estimating casting times.
* Fixed issue with incorrectly calculating cooldown options
* Improved logging around skill cooldowns.
* Added cooldown on Lava Slide ("what? you didn't have one already?" you say? See last point).
* RESCUE_ALL will now rescue if the target is friend or owner, but not if target is self. This makes a lot more sense. Will be in dev 23

1.40 dev 21 - release candidate
* Fixed tanking mode
* Fixed issue with sniping in unusual circumstances
* Fixed minor issue with chase state after dropping a target after someone else attacked it.


1.40 dev 20 - release candidate
* Fixed issue with Dieter selfbuff skills
* Added OnInit() call, for players to handle multiple homun AI configurations.
* Added protection for file conflict issue when using multiple homuns at once - will now fail gracefully.
* AoE skill count no longer counts killsteals as targets when deciding whether to cast an AoE
* Sonic claw delay is back, because the GMs added a short delay on it
* Added UseSmartBulwark option - if this is 1 (default), amistr bulwark will only be used if it would leave 120 sp for bloodlust.


1.40 dev 19
* Sonic claw will be spammed faster now
* Fixed issue with movement destination selection. This will fix issue with choosing non-optimal cells to move to, and prevent a hang possible under unusual conditions.a
* Corrected issue with monster counting function.
* Corrected anti-mob skills to count the monsters within the AoE instead of the monsters currently near the homun.
* Fixed timing for Sera's Poison Mist skill
* Internal stability improvements
* Added improved tracing for issue with failure to call AI()
* Improved reporting of serious error conditions. Please delete all AAI*.log files in your RO folder.
* Improved reporting of time in AAIStartH/AAIStartM files.


1.40 dev 18
* Disabled dance attack near edges of screen to prevent an obstacle-slide effect from pushing the homun off screen

1.40 dev 17
* Corrected bloodlust support
* Improved behavior when chasing moving targets - if you're faster, you'll catch it now.
* Fixed issue with loop at edges of screen

1.40 dev 16
* Corrected issue with improper default values contributing to improperly dropped targets.
* Improved system for chasing blocked targets.
* Improved catches for rescue loops.
* Possible improvement in dance attack
* Improved logging around chasing and movement.

1.40 dev 15x1
* Unbroke dance attack

1.40 dev 15
* Independent cooldown timers for Moonlight, Caprice, Chaotic Blessing, and Healing Hands. I have not tested this with a homun with more than 1 attack skill since I don't have any yet, so try it out and see if it works.
* Added improved logging to try to nail down a freeze bug - If your homun freezes, please take a trace while it's frozen, and post the trace here.
* Added bloodlust autocast support (like flitting, its treated as a quicken skill). I think it's dumb to use a skill with a 20 minute cooldown when the homun could just be sitting there waiting for stuff to kill, but the system to use buffs more intelligently won't be ready until 1.50, and this has been a very very common request, so I've added it.


1.40 dev 14
* Fixed critical issue that lead to homun running off screen.
* Fixed issue where fix for archers introduced with dev 7 was not applied when homun HP was above AggroHP
* Minor responsiveness tweaks.
* Fixed more improper tail calls.
* Fixed a number of cases where responsiveness measures were being used improperly, forcing me to use more conservative settings for the responsiveness measures. This has been corrected. (this will be tested with more aggressive settings, and these will be included in the next version if they do not adversely effect stability).
* Fixed several issues with improperly dropped targets.
* Fixed issue with follow state in strongly adverse conditions.
* Fixed issue with spurious warnings in AAI_Warning.log - changes introduced in dev 9 had led to warnings being produced under normal circumstance.

1.40 dev 13
* Fixed issue with moving long distances.
* Improved chasing behavior, should fix the wobble.
* Improved boundary detection while chasing.
* Fixed issue with SP being counted incorrectly when using skill levels other than max level
* Fixed issue a distance function in AzzyUtil.lua (no reported issues in the field).
* Fixed issue with occasional target dropping while closing to melee range.
* Fixed critical issue with skill use while chasing.

1.40 dev 12
* Fixed issue with snipe tactic causing errors.

1.40 dev 11
* Fixed issue with provoke state.
* Fixed issue with provoke skill info.
* Fixed issue with AI mistaking sacrifice for provoke
* Three above issues combined to cause crashes on homuns with sacrifice when autoprovoke was enabled.

1.40 Dev 10
* Fixed issue where we attempted to use math.huge which isn't implemented in lua 5.0.2
* Fixed issue where chase state tried to move to a target one last time after dropping it's old target.
* Fixed line 667 error, which was caused by the combination of the two above bugs.
* Corrected error where stationary aggrodist and movebound would be used if the owner was moving only in the north-south direction.
* Improved logging for the closest cell calculations, because they're brittle and cause a lot of problems.
* Corrected issue with ranged mercenaries moving 1 cell closer than they need to when approaching targets from the west and south.

Real big slug of changes here. Investigation of behavior around Lavaslide revealed (upon digging) much deeper issues with skill selection and cooldown management.

Edited by DrAzzy, 28 March 2012 - 09:26 PM.

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#2 IVBela

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Posted 31 March 2012 - 05:28 AM

Is it normal that my Filir-based homun never autocasts Flitting? It casts Accelerated Flight though.
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#3 BrunoFerreira

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Posted 31 March 2012 - 12:47 PM

Chaotic Blessings is not respecting UseAutoSkill_MinSP. Is that intended?

[EDIT] Also, I personally would prefer having that min SP value as a percentage of max SP, instead of a direct "amount" of SP (25 would mean 25% of the max SP, intead of 25 SP). It would also keep the AI more intuitive, seeing it would follow the pattern of the options that cover HP (they're all based on percentage).

But then again, this is my personal preference and I'm not sure if the majority of users would like it that way.

Edited by BrunoFerreira, 31 March 2012 - 03:56 PM.

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#4 DrAzzy

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Posted 01 April 2012 - 02:59 PM

Is it normal that my Filir-based homun never autocasts Flitting? It casts Accelerated Flight though.


Turn on UseAutoQuicken to enable use of Flitting.

Chaotic Blessings is not respecting UseAutoSkill_MinSP. Is that intended?

[EDIT] Also, I personally would prefer having that min SP value as a percentage of max SP, instead of a direct "amount" of SP (25 would mean 25% of the max SP, intead of 25 SP). It would also keep the AI more intuitive, seeing it would follow the pattern of the options that cover HP (they're all based on percentage).

But then again, this is my personal preference and I'm not sure if the majority of users would like it that way.


Yes, that is correct behavior. Per documentation, UseAutoSkill_MinSP only effects use of attack skills.

The purpose of the absolute SP value is so that you can set it to leave enough SP available to use buff skills, so that you don't get stuck in a situation where your homun is fumbling around un-buffed because it wastes its SP on attack skills so it never has enough to buff itself. Hence, for this purpose, what matters is the absolute value of SP, not the percentage.

On the other hand, for deciding whether it ought to be attacking stuff, or oughtto be healing itself, we're looking for a general assessment of the state of the homun - which means the percentage is a more appropriate measure.
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#5 big742003

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Posted 02 April 2012 - 05:20 PM

The timeing with autocasting bloodlust can seem odd at times. Sometimes it is available, but not cast for a while. Or, it is unavailable and you see a random failed attempt. Maybe I through the timing off by manually casting it when available?
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#6 stemah

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Posted 02 April 2012 - 06:38 PM

may i know whats the meaning of kiting?
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#7 DrAzzy

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Posted 02 April 2012 - 07:24 PM

may i know whats the meaning of kiting?

As described in the documentation, it makes the homun or merc run away from monsters attacking it. The kiting algorithms are pretty lousy at the moment. I may take a stab at improving them for 1.50.
This term is in common use in gaming: http://en.wikipedia...._(video_gaming)

The timeing with autocasting bloodlust can seem odd at times. Sometimes it is available, but not cast for a while. Or, it is unavailable and you see a random failed attempt. Maybe I through the timing off by manually casting it when available?

The AI has no way to know that you cast it manually - it will try to recast based on when the last time it was cast automatically was. This means that if you teleport or change maps, it will fumble the next attempt at casting it, because teleporting causes the cooldown counter to stop running for the duration of the teleport (while your screen is black) but the homun doesn't know this is happening, and hence miscalculates the cast delay.

There are a few approaches I could use to address this, but they're all 1.50 problems, not 1.40 problems. I'm not sure if the "perfect" solution would work on the kinds of computers most people use without causing lag, and all the solutions would break if there were multiple homuns out at the same time.

For the final 1.40 release i'll add a few seconds of slack to the delays for that and a few other buff skills so teleporting won't break it.

When you don't teleport, and don't manually cast bloodlust, does it use it correctly? I don't have access to an amistr on the main server (and delays are wrong on sak) so I can't verify what the correct bloodlust cooldown is.

Edited by DrAzzy, 02 April 2012 - 07:33 PM.

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#8 big742003

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Posted 03 April 2012 - 08:38 AM

When you don't teleport, and don't manually cast bloodlust, does it use it correctly? I don't have access to an amistr on the main server (and delays are wrong on sak) so I can't verify what the correct bloodlust cooldown is.


This is hard to answer because of the 15mins between cast times. I believe I have observed it almost perfectly time it out after I came back from afk a couple hours, so yes...I think.

On another note the spawn in OD1 and OD2 on ygg is dead. T.T Did the pole ever get any feedback on ygg? I'm almost completely alone atm.
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#9 DrAzzy

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Posted 03 April 2012 - 09:03 PM

This is hard to answer because of the 15mins between cast times. I believe I have observed it almost perfectly time it out after I came back from afk a couple hours, so yes...I think.

On another note the spawn in OD1 and OD2 on ygg is dead. T.T Did the pole ever get any feedback on ygg? I'm almost completely alone atm.

I'm preping the final version of 1.40 now.

I've padded the cast delays a bit, so it will be less likely to fail to recast.
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