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AzzyAI 1.50 alpha - 7/7 - Dev 8 posted, fRO support


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#126 idkDave123

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Posted 14 July 2012 - 07:12 PM

AggroHP = 60
AggroSP = 0
OldHomunType = 3
UseSkillOnly = -1
UseAttackSkill = 1
OpportunisticTargeting = 0
DoNotChase = 0
UseDanceAttack = 0
SuperPassive = 0
PVPMode =0
UseIdleWalk = 0
UseCastleRoute = 0
RelativeRoute = 1
UseCastleDefend = 0
CastleDefendThreshold = 4
IdleWalkDistance = 3
FleeHP = 0
RescueOwnerLowHP = 0

AttackSkillReserveSP = 0
AutoMobMode = 1
AutoMobCount = 2
AutoComboMode = 1
AutoComboSkill =0
AutoComboSpheres = 10
UseHomunSSkillChase = 1
UseHomunSSkillAttack = 1
AutoSkillDelay = 100
AoEMaximizeTargets = 0
CastTimeRatio = .80
UseEriaXenoSlasher = 0
EriaXenoSlasherLevel = 4
UseEriaEraseCutter = 1
EriaEraseCutterLevel = 4
UseBayeriStahlHorn = 1
BayeriStahlHornLevel = 5
UseBayeriHailegeStar = 1
BayeriHailegeStarLevel = 5
UseSeraParalyze = 1
SeraParalyzeLevel = 5
UseSeraPoisonMist = 1
SeraPoisonMistLevel = 5
UseEleanorSonicClaw = 1
EleanorSonicClawLevel = 5
EleanorSilverveinLevel = 5
EleanorMidnightLevel = 5
UseDieterLavaSlide = 1
DieterLavaSlideLevel = 5
UseDefensiveBuff = 1
UseOffensiveBuff = 1
UseProvokeOwner = 0
ProvokeOwnerMobbed = 3
LifEscapeLevel = 5
FilirFlitLevel = 1
FilirAccelLevel = 1
AmiBulwarkLevel = 5
UseBayeriAngriffModus = 0
UseBayeriGoldenPherze = 1
UseDieterMagmaFlow = 1
UseDieterGraniticArmor = 0
UseDieterPyroclastic = 1
UseEiraOveredBoost = 0
HealSelfHP = 50
HealOwnerHP = 50
UseAutoHeal = 0
FollowStayBack = 1
StationaryAggroDist = 12
MobileAggroDist = 7
StationaryMoveBounds = 14
MobileMoveBounds = 9
DoNotUseRest = 0
RestXOff = 0
RestYOff = 0
MoveSticky = 0
MoveStickyFight = 0
KiteMonsters = 0
KiteBounds = 10
KiteStep = 5
KiteParanoidStep = 2
KiteThreshold = 3
KiteParanoidThreshold = 2
KiteParanoid = 0
DefendStandby = 0
StickyStandby = 1
SpawnDelay = 1000
AutoSkillDelay = 100
UseBerzerkMobbed = 0
UseBerzerkSkill = 0
UseBerzerkAttack = 0
Berzerk_SkillAlways = 0
Berzerk_Dance = 0
Berzerk_IgnoreMinSP = 0
StandbyFriending = 1
MirAIFriending = 1
UseAvoid = 0
TankMonsterLimit = 2
LavaSlideMode = 0
PoisonMistMode = 0
AoEReserveSP = 1

ChaseSPPause = 0
ChaseSPPauseSP = -80
ChaseSPPauseTime = 3000
AttackTimeLimit = 10000

UseBayeriSteinWand = 0
BayeriSteinWandLevel = 5
UseSteinWandSelfMob = 2
UseSteinWandOwnerMob = 2
UseSteinWandTele = 0
StienWandTelePause = 3000
AssumeHomun = 1
AttackLastFullSP = 0
DanceMinSP = 0
AutoSkillLimit = 100
UseAutoPushback = 0
AutoPushbackThreshold = 2
AoEFixedLevel = 0
UseSeraCallLegion = 0
SeraCallLegionLevel = 0
ForceKite = 0
UseBerserkMobbed = 0
UseBerserkSkill = 0
UseBerserkAttack = 0
Berserk_SkillAlways = 0
Berserk_Dance = 0
Berserk_IgnoreMinSP = 0
Berserk_ComboAlways = 0
PVPmode = 0

I was testing it in OD2. Fair size mobs (+5 monsters), both tanked monsters and non tanked monsters on either the gen or the homu did not cause it to fire off.
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#127 DrAzzy

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Posted 14 July 2012 - 07:15 PM

Can you post tactics too?

Also, is it using Stahl Horn and Golden Ferse correctly?

Edited by DrAzzy, 14 July 2012 - 07:18 PM.

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#128 idkDave123

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Posted 14 July 2012 - 07:27 PM

MyTact={}
MyTact[0]={TACT_ATTACK_M,SKILL_ALWAYS,KITE_REACT,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_BOTH,RESCUE_NEVER,-1,SNIPE_OK,KS_NEVER,1,CHASE_NORMAL} --Default
MyTact[2070]={TACT_ATTACK_H,-5,KITE_NEVER,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_MOB,RESCUE_ALL,-1,SNIPE_OK,KS_NEVER,1,CHASE_NORMAL} --Piranha
MyTact[13]={TACT_REACT_L,SKILL_NEVER,KITE_NEVER,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_BOTH,RESCUE_NEVER,-1,SNIPE_OK,KS_NEVER,0,CHASE_NORMAL} --Treasure Box
MyTact[1005]={TACT_ATTACK_L,SKILL_NEVER,KITE_NEVER,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_BOTH,RESCUE_NEVER,-1,SNIPE_OK,KS_NEVER,0.5,CHASE_NORMAL} --Familiar
MyTact[1042]={TACT_ATTACK_L,SKILL_NEVER,KITE_REACT,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_OLD,RESCUE_NEVER,-1,SNIPE_OK,KS_NEVER,1,CHASE_NORMAL} --Steel Chonchon
MyTact[1078]={TACT_REACT_L,SKILL_NEVER,KITE_NEVER,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_BOTH,RESCUE_NEVER,-1,SNIPE_OK,KS_NEVER,0,CHASE_NORMAL} --Red Plant
MyTact[1079]={TACT_REACT_L,SKILL_NEVER,KITE_NEVER,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_BOTH,RESCUE_NEVER,-1,SNIPE_OK,KS_NEVER,0,CHASE_NORMAL} --Blue Plant
MyTact[1080]={TACT_REACT_L,SKILL_NEVER,KITE_NEVER,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_BOTH,RESCUE_NEVER,-1,SNIPE_OK,KS_NEVER,0,CHASE_NORMAL} --Green Plant
MyTact[1081]={TACT_REACT_L,SKILL_NEVER,KITE_NEVER,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_BOTH,RESCUE_NEVER,-1,SNIPE_OK,KS_NEVER,0,CHASE_NORMAL} --Yellow Plant
MyTact[1082]={TACT_REACT_L,SKILL_NEVER,KITE_NEVER,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_BOTH,RESCUE_NEVER,-1,SNIPE_OK,KS_NEVER,0,CHASE_NORMAL} --White Plant
MyTact[1083]={TACT_REACT_L,SKILL_NEVER,KITE_NEVER,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_BOTH,RESCUE_NEVER,-1,SNIPE_OK,KS_NEVER,0,CHASE_NORMAL} --Shining Plant
MyTact[1084]={TACT_REACT_L,SKILL_NEVER,KITE_NEVER,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_BOTH,RESCUE_NEVER,-1,SNIPE_OK,KS_NEVER,0,CHASE_NORMAL} --Red Mushroom
MyTact[1085]={TACT_REACT_L,SKILL_NEVER,KITE_NEVER,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_BOTH,RESCUE_NEVER,-1,SNIPE_OK,KS_NEVER,0,CHASE_NORMAL} --Black Mushroom
MyTact[1095]={TACT_REACT_L,SKILL_NEVER,KITE_NEVER,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_BOTH,RESCUE_NEVER,-1,SNIPE_OK,KS_NEVER,1,CHASE_NORMAL} --Deniro
MyTact[1105]={TACT_REACT_L,SKILL_NEVER,KITE_NEVER,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_BOTH,RESCUE_NEVER,-1,SNIPE_OK,KS_NEVER,1,CHASE_NORMAL} --Pierre
MyTact[1111]={TACT_ATTACK_L,SKILL_NEVER,KITE_ALWAYS,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_OLD,RESCUE_ALL,-1,SNIPE_OK,KS_NEVER,1,CHASE_NORMAL} --Drainliar
MyTact[1121]={TACT_REACT_L,SKILL_NEVER,KITE_NEVER,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_BOTH,RESCUE_NEVER,-1,SNIPE_OK,KS_NEVER,1,CHASE_NORMAL} --Giearth
MyTact[1152]={TACT_ATTACK_H,SKILL_NEVER,KITE_ALWAYS,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_MOB,RESCUE_ALL,-1,SNIPE_OK,KS_NEVER,1,CHASE_CLEVER} --Orc Skeleton
MyTact[1153]={TACT_ATTACK_H,-3,KITE_ALWAYS,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_OLD,RESCUE_ALL,-1,SNIPE_OK,KS_NEVER,1,CHASE_NORMAL} --Orc Zombie
MyTact[1160]={TACT_REACT_L,SKILL_NEVER,KITE_NEVER,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_BOTH,RESCUE_NEVER,-1,SNIPE_OK,KS_NEVER,1,CHASE_NORMAL} --Andre
MyTact[1176]={TACT_REACT_L,SKILL_NEVER,KITE_NEVER,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_BOTH,RESCUE_NEVER,-1,SNIPE_OK,KS_NEVER,1,CHASE_NORMAL} --Vitata
MyTact[1177]={TACT_ATTACK_M,SKILL_NEVER,KITE_NEVER,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_MOB,RESCUE_ALL,-1,SNIPE_OK,KS_NEVER,1,CHASE_CLEVER} --Zenorc
MyTact[1189]={TACT_SNIPE_H,-5,KITE_NEVER,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_S,RESCUE_ALL,-1,SNIPE_OK,KS_ALWAYS,2,CHASE_ALWAYS} --Orc Archer
MyTact[1555]={TACT_REACT_L,SKILL_NEVER,KITE_NEVER,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_BOTH,RESCUE_NEVER,-1,SNIPE_OK,KS_NEVER,1,CHASE_NORMAL} --Parasite Summon
MyTact[1575]={TACT_REACT_L,SKILL_NEVER,KITE_NEVER,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_BOTH,RESCUE_NEVER,-1,SNIPE_OK,KS_NEVER,0.6,CHASE_NORMAL} --Flora Summon
MyTact[1579]={TACT_REACT_L,SKILL_NEVER,KITE_NEVER,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_BOTH,RESCUE_NEVER,-1,SNIPE_OK,KS_NEVER,0.3,CHASE_NORMAL} --Hydra Summon
MyTact[1589]={TACT_REACT_L,SKILL_NEVER,KITE_NEVER,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_BOTH,RESCUE_NEVER,-1,SNIPE_OK,KS_NEVER,0.1,CHASE_NORMAL} --Mandragora Summon
MyTact[1590]={TACT_REACT_L,SKILL_NEVER,KITE_NEVER,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_BOTH,RESCUE_NEVER,-1,SNIPE_OK,KS_NEVER,1,CHASE_NORMAL} --Geographer Summon
MyTact[2069]={TACT_ATTACK_M,-5,KITE_NEVER,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_OLD,RESCUE_ALL,-1,SNIPE_OK,KS_NEVER,1,CHASE_NORMAL} --Iara
MyTact[2158]={TACT_REACT_L,SKILL_NEVER,KITE_NEVER,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_BOTH,RESCUE_NEVER,-1,SNIPE_OK,KS_NEVER,0.5,CHASE_NORMAL} --Sera Legion (Hornet)
MyTact[2159]={TACT_REACT_L,SKILL_NEVER,KITE_NEVER,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_BOTH,RESCUE_NEVER,-1,SNIPE_OK,KS_NEVER,1,CHASE_NORMAL} --Sera Legion (Giant)
MyTact[2160]={TACT_REACT_L,SKILL_NEVER,KITE_NEVER,CAST_REACT,PUSH_NEVER,DEBUFF_NEVER,CLASS_BOTH,RESCUE_NEVER,-1,SNIPE_OK,KS_NEVER,2,CHASE_NORMAL} --Sera Legion (Vespa)

Stahi Horn works just fine, same with Golden Ferse.
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#129 Eliejah

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Posted 15 July 2012 - 07:25 AM

Bingo! That was the critical piece of information I needed. It's because you crazy europeans use commas instead of periods. You know, this is why the euro economy is in the toilet, you have your decimal separators and thousands separators backwards.....

I found a C# developer and through a process of threats and intimidation, I got him to assist in correcting the issue.

Please set language to french again, and see if this version of the config tool works: http://drazzy.com/ai...ternational.zip


It work perfectly now.

You are my heros <3

ps : I agree with crazy and European :P

Edited by Eliejah, 15 July 2012 - 07:26 AM.

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#130 DrAzzy

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Posted 16 July 2012 - 09:02 AM

Dev 9 changelist preview (am I missing something? I feel like I am):
* Non-US decimal separators will no longer break the GUI.
* Missing descriptions of kiting options added to GUI (Had no idea they weren't there. I kept wondering why so many people were asking what those obscure kiting parameters did....)
* Bounds checking on most numerical options in GUI (ie, you can no longer set level to zero or sub-zero values, or set aggrodist/movebounds to be farther than the edge of the screen, and so on).
* Several GUI issues relating to skill tactics corrected.
* Spelling errors for constants in const_.lua (and anywhere else they're found) corrected. Incorrect spelling ERIA will be removed (as it is clearly wrong). BAYERI and BEYERI will both be considered valid, as there is official ambiguity over the correct spelling.
* Missing functions for improved sticky move functionality added.
* Issue with Sera Legion fixed.
* (possible) investigation of ChaseSPPause not working as well as intended.
* Missing RescueOwnerLowHP option documented.
* Options that shouldn't be in config files removed (PVPMode and a few tuning options).
* Options that should be in Extras instead of Config moved there (a few tuning options)
* Options that should be in Extras and weren't were added to be consistent with present documentation.
* Support for new mercenaries - this will likely involve new configuration options.
* Allow manual usage of unknown skills without producing errors.

This release should be expected this weekend or next week - We are approaching the end of the testing phase, so please try to find more problems with the AI.

It work perfectly now.

You are my heros <3

ps : I agree with crazy and European :P

I'll pass that on to him.

Edited by DrAzzy, 18 July 2012 - 09:24 AM.

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#131 zonron

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Posted 16 July 2012 - 02:19 PM

i have been having an issue. i just started playing again and i found that my old ai wasnt working, so i tried this one but i dont see it working either.

my old set up was that my filir would act as an autofiring cannon. attack anything that it was aloud to in range of moonlight.(no ks, or plants unless shiny) it pretty much acted like my back up for my lvling. i was training in a spot heavy with agros, but my cannon wont fire :(

so what settings would i need to use to get my filir cannon up and running again.
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#132 DrAzzy

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Posted 16 July 2012 - 04:51 PM

i have been having an issue. i just started playing again and i found that my old ai wasnt working, so i tried this one but i dont see it working either.

my old set up was that my filir would act as an autofiring cannon. attack anything that it was aloud to in range of moonlight.(no ks, or plants unless shiny) it pretty much acted like my back up for my lvling. i was training in a spot heavy with agros, but my cannon wont fire :(

so what settings would i need to use to get my filir cannon up and running again.


It should use Moonlight on default settings - are you sure the AI is installed correctly? Check AAIStartH.txt to verify that it is installed correctly and being loaded.

Also - if you weren't aware, moonlight now has a range of 1, not "anything on screen" like it used to be.
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#133 zonron

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Posted 17 July 2012 - 01:50 AM

really? that aweful. i noticed it attack cluse range but not far rang, i thought that it was the ai fualt. my apologies.

what other changes are there? im going to the wiki to see if i can find the changes there. ill have to make a new cannon now. hopfully vani wasnt nerfed
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#134 DrAzzy

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Posted 17 July 2012 - 10:01 AM

really? that aweful. i noticed it attack cluse range but not far rang, i thought that it was the ai fualt. my apologies.

what other changes are there? im going to the wiki to see if i can find the changes there. ill have to make a new cannon now. hopfully vani wasnt nerfed

Uh... Well it was nerfed indirectly, because matk in renewal is lower, so caprice damage is lower as well. Caprice now has range of 9 instead of to the edge of screen. So you get markedly better damage per attack out of moonlight now.

Accelerated Flight now works.

Instruction Change is now bugged for both int and str, instead of just int.

Mental Charge doesn't boost damage of normal attacks, making it much less useful. It does reduce skill cast time and increase magic attack, though, so Lif -> Eira gets some use from it.
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#135 Sully

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Posted 18 July 2012 - 02:58 AM

i get an error when trying to use the new Mercenary GM Scroll skills (Agi,Bless, Kyrie) (Ive tried both 1.50 and 1.41) Is there anything im doing wrong? :o
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#136 DrAzzy

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Posted 18 July 2012 - 04:53 AM

i get an error when trying to use the new Mercenary GM Scroll skills (Agi,Bless, Kyrie) (Ive tried both 1.50 and 1.41) Is there anything im doing wrong? :o


Please post the error.

New mercenary types generally require an AI update to add support for them, I suspect the problem is because the skill info list is lacking the skill data for the new skills. Expect support to be added in dev 9.

I will also make the AI more forgiving of missing skill info, so that manual usage of newly added mercenary and homunculus skills will work without errors.

Edited by DrAzzy, 18 July 2012 - 09:25 AM.

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#137 misushima

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Posted 18 July 2012 - 06:39 AM

I get an error message trying to use call legion with my Sera last WOE 1:


http://imageshack.us...6/errorfvf.jpg/
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#138 DrAzzy

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Posted 18 July 2012 - 06:58 AM

I get an error message trying to use call legion with my Sera last WOE 1:


http://imageshack.us...6/errorfvf.jpg/

Thanks. I will correct this issue in dev 9. It's a simple case of miscapitalization (I use caps conventions to distinguish between locals and globals. After writing the routine, I realized the list needed to be a global, and changed it to that and tested everything. Then I was like "Oh, I should change the caps so it matches my convention" and didn't change it in one line and didn't think to retest it).

You can fix it by searching AI_main.lua for (it's on line 2933):

seralegionList=seralegionList..v.." "

and changing it to

SeraLegionList=SeraLegionList..v.." "


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#139 misushima

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Posted 18 July 2012 - 06:38 PM

Thanks. I will correct this issue in dev 9. It's a simple case of miscapitalization (I use caps conventions to distinguish between locals and globals. After writing the routine, I realized the list needed to be a global, and changed it to that and tested everything. Then I was like "Oh, I should change the caps so it matches my convention" and didn't change it in one line and didn't think to retest it).

You can fix it by searching AI_main.lua for (it's on line 2933):

and changing it to


Excelent! Tyvm :D
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#140 Sully

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Posted 18 July 2012 - 10:51 PM

Please post the error.

New mercenary types generally require an AI update to add support for them, I suspect the problem is because the skill info list is lacking the skill data for the new skills. Expect support to be added in dev 9.

I will also make the AI more forgiving of missing skill info, so that manual usage of newly added mercenary and homunculus skills will work without errors.


Error is:
./AI/USER_AI/AzzyUtil.lua:911: attempt to index field `?' (a nil value)
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#141 DrAzzy

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Posted 19 July 2012 - 06:16 AM

Error is:
./AI/USER_AI/AzzyUtil.lua:911: attempt to index field `?' (a nil value)

Yeah, I got my hands on some of the new mercenaries.

This is going to be annoying to implement support for, I need 3 more buff skill slots, since there are effectively 6 buffs added (3 buffs on owner, 3 buffs on merc).

Inedit after working on this a while... Seems that since the skills don't have infinite range, I'll need to harden the PROVOKE_ST code, used when using a ranged buff skill on the owner (so named because provoke is the first such skill implemented), since there can now be more than one such buff for a given mercenary.

Dev 9 will also rename ProvokeOwnerMobbed to DefensiveBuffOwnerMobbed and control painkiller and kyrie. Likewise ProvokeOwnerHP will now be changed to DefensiveBuffOwnerHP, and will effect Painkiller and Kyrie (and provoke will no longer be effected).

Painkiller will no longer be controlled by an option called UseProvokeOwner, and will instead be controlled by UseSeraPainkiller

A potential infinite loop scenario in ASAP buffs is corrected.

Now I need to update the GUI to account for these changes, clean up the missing files, and make the appropriate documentation changes. Prospects are good for weekend release.

Edited by DrAzzy, 19 July 2012 - 11:07 PM.

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#142 Quozar

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Posted 19 July 2012 - 11:54 PM

Hello,

at first I have to say thank you for the utility, without I could never set up my Homuns behaviour.

Problem #1
I try to use a Bow Mercenary as Route Walker and auto follow with 1.5 Dev8 on the fRO Server.
Relative Route is set to true and UseIdleWalk is set to Route_Circle. In Extra Option under Mercenary was a blank page and I added MyRoute={{200,200},{300,200}} the rest of the merc option are left on default. As soon as the merc is not busy an error pops up .../AI_main.lua:attempt to perform arithmetic on global 'posx' (a nil value).
I realized that the error occured when I set UseIdleWalk to Route_Linear or Route_Cirlce, Circle works fine and with Random my merc does not walk at all the rest of that options I haven't tested.
What do I wrong here? Please help me to set it up right.

#2
Another problem I have found is that, if I open AzzyAIConfig.exe and change some options but don't touch the Extra Options the M_Extra.lua will be cleared out. But if I always look in the Extra Options and save after that the file wont be overwritten.

#3
Ok this is more a confusion problem I have.
Additional to the sort options from Homunculus and Mercenary should be an order for the options of the type of the Homun. What I mean is, that right now all skills in disorder if you look to set up e.g. Filir. We have the sort options Categories and Alphabetical a third one would be good to sort the options for the homun and merc type.
For example: Filir should be a headline and all skills and options concerning Filir should be underneath it. Even Moonlight should be listed and instead of choosing the level, there could be a note that this skill can individual set up under the Tactic options/Use Attack Skills for default and or each monster separately. On the other hand, if Moonlight is set up under Homunculus options it could change the default behaviour in Homun Tactics options automatically.
That would be easy for beginners and people who like to tend to overlook things because all relevant options are together. If a Filir option changes the same variable like a Lif option well, who cares. The main reason is to set up your escort easy and right.

I hope you can understand my writings, English is not my mother tongue.

Thanks for listening and helping me.
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#143 DrAzzy

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Posted 20 July 2012 - 10:48 AM

Hello,

at first I have to say thank you for the utility, without I could never set up my Homuns behaviour.

Problem #1
I try to use a Bow Mercenary as Route Walker and auto follow with 1.5 Dev8 on the fRO Server.
Relative Route is set to true and UseIdleWalk is set to Route_Circle. In Extra Option under Mercenary was a blank page and I added MyRoute={{200,200},{300,200}} the rest of the merc option are left on default. As soon as the merc is not busy an error pops up .../AI_main.lua:attempt to perform arithmetic on global 'posx' (a nil value).
I realized that the error occured when I set UseIdleWalk to Route_Linear or Route_Cirlce, Circle works fine and with Random my merc does not walk at all the rest of that options I haven't tested.
What do I wrong here? Please help me to set it up right.

#2
Another problem I have found is that, if I open AzzyAIConfig.exe and change some options but don't touch the Extra Options the M_Extra.lua will be cleared out. But if I always look in the Extra Options and save after that the file wont be overwritten.

#3
Ok this is more a confusion problem I have.
Additional to the sort options from Homunculus and Mercenary should be an order for the options of the type of the Homun. What I mean is, that right now all skills in disorder if you look to set up e.g. Filir. We have the sort options Categories and Alphabetical a third one would be good to sort the options for the homun and merc type.
For example: Filir should be a headline and all skills and options concerning Filir should be underneath it. Even Moonlight should be listed and instead of choosing the level, there could be a note that this skill can individual set up under the Tactic options/Use Attack Skills for default and or each monster separately. On the other hand, if Moonlight is set up under Homunculus options it could change the default behaviour in Homun Tactics options automatically.
That would be easy for beginners and people who like to tend to overlook things because all relevant options are together. If a Filir option changes the same variable like a Lif option well, who cares. The main reason is to set up your escort easy and right.

I hope you can understand my writings, English is not my mother tongue.

Thanks for listening and helping me.


1) It sounds like there may be a bug in the AI here, I will have to investigate that issue with the route walk behavior. That error sounds like I missed declaring a local variable (though I'm pretty sure I had it working when I wrote the new route walk). This feature, unfortunately, hasn't been exercised much, as I don't think any users on iRO have tried to use it since 1.50 :-( I'm very happy to hear that someone's trying to use this!


RelativeRoute requires that the route be specified in coordinates relative to the owner's position - it's just a way to get pretty shapes for idle walk (see the example in the documentation of a heart). If you are going to be autofollowing the mercenary, and specifying map coordinates, RelativeRoute must be off.

Also, all points specified in the route must be within walking distance of eachother (ie, less than MoveBounds and less than 15 cells in any case) - each point must be on screen of the next point. That means, to walk in a straight line, you need a big long list of points on the route (since there's no way to sense the map that the homun/merc is on, and no way to sense walkable/unwalkable cells, there's no way to do real pathfinding, not that I could write a pathing algorithm to save my life)

2) -_-! This again?! This is a very serious regression. This issue had been fixed several years ago; I'm not sure how the recent changes re-broke this.

3) I would LOVE to have better organization in the GUI options too. Unfortunately, that requires much more knowledge of C# than I have to implement (I know very little C# - all my GUI work is cookbook / copy-paste). I don't know if it's possible to change the sorting, and I don't know how to add or remove categories. This is the sort of thing that I had hoped to have done in a brand new GUI, but that fell through.

Edited by DrAzzy, 20 July 2012 - 10:52 AM.

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#144 DrAzzy

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Posted 21 July 2012 - 02:00 PM

Where the hell did my heart-shaped relative route go? I clearly remember writing it out.... but it's not in docs, and not on my website.


Also, all IdleWalk options are broken to varying degrees in 1.50 dev 8. They worked when I wrote them....

Circle doesn't walk in a circle, cross only moves to the first spot then vibrates, square walks betwen lower right corner of the square and the middle of the left side of the square, random doesn't move.

I've fixed the error in route walk, but it doesn't correctly choose where to walk. This is gonna be a bitch to fix I think.

Edited by DrAzzy, 21 July 2012 - 02:27 PM.

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#145 meoryou2

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Posted 21 July 2012 - 07:48 PM

Dunno where your heart route went, I have back to 1.40D13 and it is not in those docs either.
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#146 DrAzzy

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Posted 23 July 2012 - 07:38 PM

I traded electronics assistance for a fix for the M_Extra blanking issue, that will be fixed in dev 9.

Dev 9 is way behind schedule though. It may not be out until this weekend.
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