If you really must use 1.41: http://drazzy.com/ai...AzzyAI 1.41.zip
Maintenance release to fix critical issue with mercenaries.
If you get an error when using the GUI, you need the .net framework: http://www.microsoft...t/download.aspx
For installation information, and FAQ, see http://drazzy.com/ai/faq.html
Features:
• Ability to behave aggressively or passively depending on merc/homun current hp.
• Ability to have specific behavior for different monsters (only practical on homun)
• Neither merc nor homun will kill alchemist summoned plants (by default – can be disabled).
• Automatically use appropriate attack skill for the mercenary if configured to use skill attacks.
• Automatically use self-buffs if enabled. Will not recast buffs on teleport like most autobuff AIs.
• Option to select level of selfbuff used by homun.
• Support for new Homunculus S system
• Option to "snipe" targets, without interrupting attacks on another monster (homun only).
• Automatically use player-buffs on owner if enabled.
• Automatically use anti-mob skills when mobbed by enough aggressive monsters (threshold configurable)
• Follows intelligently, can be configured to stay back a number of cells from the owner through use of the FollowStayBack option.
• Option to kite targets and/or use pushback skills for archer mercenaries.
• Targets brandish spear and FAS to hit the most targets possible.
• Friendlisting (to let your mercenary/homun KS other players)
• Cross/Circle motions on friending like MirAI
• Option to "dance" while attacking to bypass the aspd delay on normal attacks (homun only).
• Random Walk - autofollow your mercenary with this turned on, and let it drag you around the map.
• Waypoint based "Route Walk" - make a route, and autofollow your merc while it drags you around. (mercenary only)
• Graphical User Interface for editing of most configuration options.
• Customize whether your homun/merc attacks on your use of skills (casting or on skill use), or just attacks.
• Auto-use chaotic blessings and healing hands
• Auto-shutdown for homun AI on seeing certain monsters (DB protection)
Recent changes:
1.41
* Fixed critical issue with mercenary AoE skills introduced by 1.40 dev 19
* Fixed issue with UseSmartAOE when used with FAS which can cause the mercenary to incorrectly select targets with FAS when handling targets to the northwest or southeast of the mercenary.
* The area of Brandish Spear is calculated incorrectly for comparison to UseAutoMobCount. This will be fixed in 1.50 as the framework planned for this is not ready.
* Corrected improper use of FAS when there were not enough monsters on screen.
* Corrected issue with FAS target counting of monsters in the four cardinal directions being 2 cells narrower in the vertical direction (this meant that the area it was counting for east/west direction was only 1 cell wide).
* Corrected issue with FAS target counting of monsters in the diagonal directions always counting zero monsters.
* Corrected issue with mercenaries failing to correctly use debuff skills
* Corrected AutoMobCount to 2 in default mercenary settings.
1.40 Final
* Padded skill delays to reduce the liklihood of the AI trying to recast skills before the cooldown is up due to lag, flywings, etc. This is 5 seconds for bloodlust, 1-1.5 for flitting/accel flight - so you can still make it bug by winging around alot - or of course if you log out or manually cast the skill - but this should help significantly
* Padded lava slide and a few other skills with a short delay, because my tests indicate that they seem to have one, and we were trying to cast other skills during that delay and failing.
* AI will not let you cast SBR 44 manually, unless you set AllowSBR44=1 in H_Extra. Misclick insurance. Unfortunately, I can't do the same for self destruct.
* A few internal fixes backported from 1.50.
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.
* 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
* Added cooldown on Lava Slide ("what? you didn't have one already?" you say? See last point).
* Improved logging around skill cooldowns.
1.40 dev 21 - release candidate
* Fixed issue with sniping
* Fixed issue with tanking
* Updated documentation
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.
Edited by DrAzzy, 22 March 2013 - 07:06 AM.