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View Full Version : AzzyAI Merc+Homun AI v1.281 NEW 11/11


Dr. Azzy
08-20-2008, 02:59 AM
IF YOU ARE HAVING PROBLEMS MAKE SURE YOU HAVE THE LATEST VERSION

If you still have PROBLEMS, QUESTIONS, CONCERNS or SUGGESTIONS, Please post here and let me know so that i can address them.

The latest version is 1.282. Do not use 1.27x, it was bad.
1.282 fixes two emergent issues and one old issue introduced in 1.27 and not discovered until now
Bowling Bash no longer bugs up the mercenary horribly

Doublestrafe delay can no longer be danced. AI changed to reflect this

Level 10 bow mercenary would not intelligently use FAS. It should now spam it as it's normal attack skill

(http://rapidshare.com/files/162676805/v128.zip.html) DOWNLOAD 1.282
(http://www.mediafire.com/?momrjmzzjda)
DOWNLOAD - NO GUI (http://www.mediafire.com/?omyjdnhacyc)
Previous version, 1.263 GUI, is available here

DOWNLOAD (http://www.rapidshare.com/files/140699321/v1263.zip.html)

Example of a Mob_ID file - this is NOT UPDATED AND IS THUS USELESS and serves only as an EXAMPLE. See the thread about Mob_ID files and mercenary tactics (http://iro.ragnarokonline.com/forum/forums/thread-view.asp?tid=15857&posts=10&start=1) .

DOWNLOAD (http://www.mediafire.com/?xktlymevj53)

Azzy AI v 1.28:

A generic mercenary and homunculus AI, including graphical user interface (GUI) for configuration, and a wide variety of features.

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)
* Ability to have specific behavior for different players in pvp.
* Neither merc nor homun will kill alchemist summoned plants.
* 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.
* Option to "snipe" targets that can be 1-shot, without interupting 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 to hit the most targets possible.
* Friendlisting (to let your mercenary/homun KS other players)
* Option to "dance" while attacking to bypass the aspd delay on normal attacks (homun only) or skills (mercenary 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 attack.


Developer Features:

* Includes a utility lua file, which implements mercenary skill info and monster info skills for use in AIs developed by other members of the community.
* Includes a skill list file, which allows you to call the ID of AI usable skills by their official name. Using this in your AIs will improve code readability.


Planned Features and fixes (general):
* More intelligent use of owner provoke (undetermined)
* Add chaotic blessing use, even though it sucks (1.29)
* Add a patrol mode to replace orbit walk (1.29 or 1.30)
* Option to not run back to owner when told to move away (1.29)
* More intelligent targeting (ongoing)
* Automatic shutdown (1.29)
* Dynamic data gathering for mercenary (undetermined)

Features that appear to be impossible:

* Allow the mercenaries automatically use their status recovering skills. (the mercenary cannot see if players are effected by statuses)
* Allow the mercenaries to identify monsters without a MobID file.


How to use AzzyAI:

* Download and extract this AI file.
* Place the .lua files inside the AI package in the USER_AI folder (inside the AI folder in RO folder).
* If you already have a homunculus AI and do not want to replace it with AzzyAI, do not copy over AI.lua
* If you already have a mercenary AI and do not want to replace it with AzzyAI, do not copy over AI_M.lua.
* If you are updating do not replace your A_Friends.lua file.
* If you are updating, save the settings from your config and tactics files
* Open H_Config.lua or M_Config.lua and set the configuration options according to your needs. The effects of the options are described in brief in the config file, and in detail below.
* Type /merai until it says your mercenary soldier AI has been customized, or /hoai until it says that the homunculus AI has been customized.
* Summon merc/homun (or relog if it's already out, or vap/recall for homun) and have fun.


How to use FRIEND LIST FEATURE:

1. Place mercenary into STANDBY mode by pressing ctl+T
2a. Stand 1 cell to the west of a player and sit down to add them to friendlist
2b. Stand 1 cell to the east of a player and sit down to remove them from friendlist
Alternately, if the MirAI Friending emulation is enabled, you may friend or unfriend a player by commanding your homunculus or mercenary one square to the north or south of the player to be friended.


How to configure the AI using the GUI:

Open the AAIConfig program in your AI folder. There are 5 tabs, mercenary config, mercenary tactics, homunculus config, homunculus tactics, and PVP tactics. Make any config changes desired, and click the save button. To change tactics, you must click "Save Tact" after changing any tactics settings to save the tactic changes made. After all tactics changes are made, save the changes with the "Save" button

How to manually configure the AI:

The AI configuration is controlled by two files each for mercenary and homunculus AI, a config file, and a tactics file.
For the homunculus, these files are H_Config.lua and H_Tactics.lua respectively.
For the mercenary, these files are M_Config.lua and M_Tactics.lua respectively - note that without an updated MobID file, the default tactics will be applied to all monsters, since mercenaries lack a way to differentiate between monster types.

To edit these files, double click the file, and when you get the message saying that windows cannot open this file, choose "Select the program from a list", and choose Notepad. Check the box "always use this program to open files of this type"

Config options
These options set the basic operating parameters of the AI.

Playing well with others:
If you plan to have both a merc and homun out at once, set AssumeHomun to 1. This is the default.

Controlling aggro:
Your merc/homun will seek out and attack monsters whenever it's HP % (as % of max hp, number from 0-100) is greater than AggroHP, and it's SP % is greater than AggroSP. When it lacks hp or sp, it will only fight monsters if it is attacked. Set AggroHP to 100 if you do not want the merc or homun to attack unless it, the owner, or a friend is attacked.
The distance at which the merc/homun will target a monster to attack is set by AggroDist. Because the vision range is a 27x27 square centered on the player, high values of AggroDist will have no effect. Low values may be desirable to prevent the merc/homun from running ahead and aggroing things that might be off screen.
If you want your merc/homun to not fight or do anything other than watch (and kite, if set to do so), set SuperPassive to 1. This may be desirable for gaining loyalty on a mercenary by killing monsters yourself, but is generally useless for a homun.
If you want your merc/homun to stand still, and only use ranged skills or attacks, set DoNotChase to 1.

Movement options:
Your merc/homun will stay FollowStayBack cells behind you when following you. Setting this to 1-2 for un ranged mercenaries, and 2-3 for archer mercenaries for best results. The merc/homun will drop everything to follow you if it is ever more than MoveBound cells away from the owner. To use the Random Walk feature, set UseRandWalk to 1 - when this is enabled, the merc/homun will walk around randomly when idle and above it's AggroHP - the player can autofollow mercenaries, so in this way you can let the mercenary drag you around the map. UseOrbitWalk will make the merc/homun circle you when idle and above it's AggroHP, however this behavior is largely useless, and awkward behavior has been observed with it, so it's use is not recommended.

When you sit down, your merc/homun will go non-aggressive, and if it isn't doing anything else, it will move close to you. Set the location it will move to with the RestXOff,RestYOff parameters.
Ex:
RestXOff =0
RestYOff =-2
will make your merc stand 2 cells to the south of you when you sit.

Upon spawning, the mercenary will wait for SpawnDelay (in ms) before taking any actions. This prevents it from wasting it's immunity time, and also prevents it from KSing after teleporting or changing maps. Setting SpawnDelay to 1000 (1 second) is a good idea.

When chasing monsters, if the merc/homun is not able to reach the target, it will eventually give up and look for a new target. ChaseGiveUp is the number of times it will attempt to move to the target before giving up.

Kiting options:
When using archer mercenaries, it is frequently advantageous for the mercenary to try to run away from monsters that try to attack it, while attacking them. Set KiteMonsters to 1 to turn this on. If KiteParanoid is set to 1, it will default to running away from monsters, even if they don't attack it - this can be overridden by the tactics list. By default, if KiteMonsters is set to 1, kiting will only be done on archer mercenaries - to make it kite even with melee mercenaries, set ForceKite to 1. This results is very strange behavior if the mercenary is supposed to be attacking, and is not recommended. The other kiting parameters define the specifics of kiting behavior, and it is recommended to not change them.

Automatic use of skills:

Turn on UseAutoSkill to automatically use offensive skills when attacking. To use only skills, and never normal attacks, also set UseSkillOnly to 1, to use attack skill even when chasing, set UseSkillOnly to -1. If the mercenary has an anti mob skill, it will be automatically used if the number of monsters in close proximity to the mercenary or owner is equal to or greater than AutoMobCount.

To conserve SP, you may limit the number of times a mercenary will use skills on any single target - this is controlled by AutoSkillLimit. It defaults to 100 (effectively unlimited), set this to another number to limit the number of times skills will be used. Also to control SP use, you may want to not use auto skills unless there would be enough sp left to recast some sort of buff. Set UseAutoSkill_MinSP to this minimum SP value to do this.
AutoSkillDelay is the delay (in ms) between uses of a skill. If you are having problems with the mercenary "double casting" skills, increase this value. Otherwise, leave it be.
When using lancer mercenaries with Pierce, you may want it to use pierce only on monsters of certain sizes. Set UsePierceSize to the minimum size you want to use pierce on (small is 1, medium 2, large is 3). Note that this will not work unless an updated MobID file is present and the sizes are set in the tactics file.

Buffs and duration skills:
Many mercenaries and homunculi have buff skills with a specific duration. Turn these skills on to keep the appropriate buff up at all times (if the mercenary has the applicable buff).
UseAutoQuicken (includes filer skill, Flitting, and Lif skill Urgent Escape), UseAutoGuard (includes Amistr skill, Amistr Bulwark) UseAutoSight, and UseAutoMag. Likewise they can use buff skills on their owner, UseProvokeOwner to use the mercenary's highest level of provoke on the owner, and UseSacrificeOwner to use Sacrifice on the owner.

Automatic Pushback:
Archer mercenaries often have a skill that can push enemies backwards. This can drastically reduce mortality of archer type mercenaries, which are often astonishingly fragile. Set UseAutoPushback to 1 to enable use of pushback - this is subject to override by the tactics list. AutoPushbackThreshold is the distance between the merc and target at which the mercenary will attempt to use a pushback skill on it.

Automatic use of Debuffs:
This is covered by the tactics, due to the potentially monster-specific nature of debuff skills.

Automatic use of Chaotic Blessing:
This is not yet supported.

Tactics options

The tactics list consists of an entry for each kind of monster you plan to be fighting. In order for any entry other than the default entry to be used on a mercenary, you must have an updated MobID file for the map and server you are on. For each entry, there are 7 fields for different settings. The format of a tactics list entry is:

MyTact[id]={TACT_BASIC,TACT_SKILL,TACT_KITE,TACT_CAST,TACT_P USHBACK,TACT_DEBUFF,TACT_SIZE,TACT_RESCUE}

id is the type id of the monster MyTact[0] is the default tactics used for any monster for which there is no tactics entry.

TACT_BASIC controls when it will attack a monster. The options for this are:
TACT_TANK (Hit monster once, and then hold it until something kills it)
TACT_IGNORE (Do not attack the monster, at all)
TACT_ATTACK_L (Seek out and attack this monster, low priority, do not give higher priority if attacking)
TACT_ATTACK_M (Seek out and attack this monster, medium priority)
TACT_ATTACK_H (Seek out and attack this monster, high priority)
TACT_REACT_L (React to this monster when self/owner/friend attacked, low priority)
TACT_REACT_M (React to this monster when self/owner/friend attacked, medium priority)
TACT_REACT_H (React to this monster when self/owner/friend attacked, high priority)
TACT_REACT_SELF (React to this monster when self attacked only)
TACT_SNIPE_L (Attempt to 1-shot this monster with bolts, even while attacking other monsters, low priority)
TACT_SNIPE_M (Attempt to 1-shot this monster with bolts, even while attacking other monsters, medium priority)
TACT_SNIPE_H (Attempt to 1-shot this monster with bolts, even while attacking other monsters, high priority)


TACT_SKILL controls how many times an offensive skill will be used on a target of this type.
* Set to SKILL_NEVER to never use skills, and SKILL_ALWAYS to always use skills.
* Set to a positive number to use a skill that number of times.
* Set to a negative number to use a level of the attack skill less than the maximum level.
This ONLY works with homunculus (merc skills arent level selectable)
This is the proper setting for SNIPE tactics.

TACT_KITE controls whether to kite from this target, if kiting is enabled.
KITE_NEVER (never kite from this kind of monster)
KITE_REACT (kite from this kind of monster only if attacked)
KITE_ALWAYS (always kite from this monster - recommended for aggressive monsters)

TACT_CAST controls whether to assume casts from this monster are aggressive acts. This is not very useful in pvm, except to stop homun from killing summoned geographers. The options are CAST_REACT and CAST_PASSIVE.

TACT_PUSHBACK controls whether to use pushback skills, if applicable.
The options are PUSH_NEVER, PUSH_SELF, and PUSH_FRIEND (use pushback skills on monsters attacking friend and owner as well as self).

TACT_DEBUFF controls what, if any, debuff skills will be used.
Set to the ID of the skill, or the name of the skill used in SkillList.lua to use that skill. Set it to that negative value to use that debuff while chasing. Set to 1 or -1 to use whatever debuff the merc might have - this can include provoke.

TACT_SIZE is the size of the monster for UsePierceSize. Options are
SIZE_SMALL, SIZE_MEDIUM, SIZE_LARGE and SIZE_UNDEFINED. Default is SIZE_UNDEFINED.

TACT_RESCUE controls whether the homun or merc will drop everything to come to the rescue of the owner/friends or the other merc if this monster is attacking them.
Set to 1 to drop everything to aid the owner/friends.
Set to 2 to drop everything to aid the merc or homun (whichever this is not, ie, if this is set in the homun config, the homun will come to the rescue of the owner's mercenary - this is desirable particularly when afking with archer mercenaries)


Advanced Settings:
Targeting on things like skill use and casting:
Open the file H_FriendMotion. Change the value on each line to a 1 to attack the target if the homun sees the owner or a friend performing that motion on a monster/player.

Route Walk:
Mercenaries support Route Walk. This is similar to random walk, in that you are expected to autofollow the mercenary when using it, and let the mercenary drag you around.
To enable it, set UseRouteWalk to 1, or enable it in the AI.
Now, for the map you are leveling on, you must make a "route" file.
This is Route.lua.
The file has just one line, which is a list of n walkable cells, each within move bounds of the points adjacent to it.
The format is:
MyRoute={{x1,y1},{x2,y2}, ... {xn,yn}}
The default route:
MyRoute={{160,360},{165,366},{174,366},{174,357},{ 166,351},{158,355}} is for just south of the north morroc kafra, and will walk in a rectangle pattern there
For practical purposes, it may require many more points, so making this list for your map can be a laborious task.
Set UseCircleWalk if the last point is within MoveBounds of the first one, otherwise, leave it at 0 and the mercenary will reverse direction when it reaches the end.


Version History

1.282
Fixed 2 month old problem with bowling bash discovered during xmas lucky box event (effected level 8, 9, and 10 fencers)
Made AI behavior with Focused Arrow Strike less full of fail.
Corrected AI behavior to account for DS not being dancable.
1.281
Fixed 4 month old problem with autosac that was first reported to me today
Fixed issue where homun would use skills in a manner contrary to tactics settings with Skill While Chasing selected, take two.

1.28
Fixed stack overflows involving the fast change responsivity optimizations.
Fixed some random crash problem.
Fixed issue where homun would use skills in a manner contrary to tactics settings with Skill While Chasing selected.
Fixed issue where homun or merc would refuse to use skills when mobbed.
Fixed issue where GUI would improperly save several settings.
Added GUI support for future implementation of Chaotic Blessing use (albeit in a terrible manner)

1.271
Fixed GetTick error

1.27
Fixed bug with buff skills.
Added sniping tactics.
Added support for using debuff skills.
Added support for selecting levels of skills to use (for homun; merc skills are not level selectable)
Added basic emulation of MirAI friendlisting. Still doesnt do the movement upon friending.
Homun/Merc will now KS if you tell it to attack or skill on a monster that is fighting another player
Various minor fixes/tweaks
Updated AI to control features added with 1.26 and 1.27.

1.263
Fixed line 1344 error.
Added DoNotUseRest option.
Added StickyStandby and DefendStandby options.

1.262
Fixed line 1851 error.

1.261
Removed bug with offencive skills and attacks (added in 1.26)
Fixed bug with the autofriend added in 1.26 which prevented proper friending of merc/homun.

1.26 (GUI v1.25, AI v1.26)
Homun and merc are now always friended to eachother using H_ID and M_ID files. Disable this by changing NewAutoFriend to 0 in defaults.lua.
Dance Attack works now.
Support for a new target class on mercs: Summons. Now there is an option for Default Summon, which is the default behavior for any summon or retainer not friended to the mercenary. This should probably be left as is (react low), so that mercs will not kill summoned plants, even if aggressive.
Support for more sophisticated targeting of player/friend's enemies - targeting when player uses skills or is casting. Configured in H_FriendMotion and M_FriendMotion files.
Improved use of buffs - will now not recast buffs right after spawning in if they're still up. This is particularly important with guard, which apparently works the same way as the player skill, being taken down when recast.
Yet another attempt at fixing route walk. This one appears to have been marginally successful!
Added bug that prevented mercenary from using offensive skills or attacks, and caused homunculus to attempt to use skills improperly.


1.25a (GUI v1.25, AI v1.21)
Minor GUI improvements, support for v1.25 features, including debuffing, which is not implemented in the AI yet.
Numerous minor tweaks to AI behavior that should significantly improve targeting and antiKS behavior.
Routewalk nolonger crashes the client; it fails gracefully instead.
Dance attack temporarally out of order (something went wrong trying to improve it)
Errors if the default AI was not installed fixed for good.

1.20 Release
GUI Improvements
Dance mode nolonger sucks ass (or atleast, not as much).
Fixed bug causing dependance on the default AI being in the \AI\ folder
Various targeting changes for improved target selection:
Fixed detection of owner/friend targets. Nobody reported it - not my fault it was a huge, gaping flaw!
Will now finish killing monsters that are on the owner/friend/self, before aggroing more targets.
Monsters with the ATTACK_LOW and REACT_LOW priority are excempt from that - they will be ignored, even if attacking the owner/self/friend, if there are higher priority targets to attack.
Made an attempt at fixing use of skills while chasing.
Debuff while chasing still doesnt work, but using attack skills while chasing does.

Dr. Azzy
08-20-2008, 03:02 AM
I havn't been too good about updating the version i have on the iwiki pages. My apologies.

Regarding Support:
Please direct questions and tech support issues to the official thread on iROF for best results - i do not check this forum often.
http://iro.ragnarokonline.com/forum/forums/thread-view.asp?tid=19155

Dr. Azzy
08-24-2008, 10:50 PM
1.262 fixes the line 1851 crash.
I dont know what it was that made my halfassed code fail, but i fixed it.

dna2
09-08-2008, 06:42 AM
auto sacrifice not working... it act as skill failed and (...)emoticon appears. is only happens to me?

Masterheero
11-06-2008, 03:06 PM
how do you use the add friend when using a homunculus with this ai ?

Courageous
11-06-2008, 10:05 PM
Press alt + T to put the homunculus in standby mode. Sit down next to the character that you want to befriend, so that the friend is standing to the right of your character in the default view. The character will be added as a friend.

To remove friends, press alt +T and sit down next to the character that you want to remove, so that they are standing to the left of your character in the default view.

Dr. Azzy
11-13-2008, 06:32 PM
1.281 released.

dna2: Autosac fixed in 1.281 - it would have been fixed earlier if i'd been notified on a forum that i check, but i didnt find out about the problem with it until 11/11/08 (just hours after the 1.280 release) when it was reported to me by -ness via iROF.

Adrenaline
11-25-2008, 11:21 AM
I have used the AzzyAI v1281 with Lv 9 Bowman, Lv 8,9 Spearman and with Lv 8,9 Fencer. For Bowman and Spearman there are no problems, nice work. But for the Fencer if you use the Skill Bowling Bash he stops to move and vanish.
It would be nice if the problem with Bowling Bash can be resolved.

rotsen
12-02-2008, 11:56 AM
Hi Azzy, i have an evolved lif, and cant make her to attack by herself, i must click the monster so she attacks it... i'm using v1.281

http://img359.imageshack.us/img359/3567/screenshot0212200803492cr8.th.png (http://img359.imageshack.us/my.php?image=screenshot0212200803492cr8.png)

http://img388.imageshack.us/img388/7645/screenshot0212200803495pu6.th.png (http://img388.imageshack.us/my.php?image=screenshot0212200803495pu6.png)

i must say i'm impressed with the dancing thing.. attack super fast n_n, but if you could help me here would be awesome

The Jesus
12-19-2008, 07:42 AM
I haven't used your AI since 1.09 but I've started playing again and you've really come a long way.

Robert
12-22-2008, 06:47 PM
I used the AI a bit with some archer mercs and it was mostly working well. It just seemed to me the mercs first priority is to kill monsters on his owner, then on friend and last on himself which was not that good in my case cause the merc is weak and dies fast even when using merc-reds. Though I can imagine for someone with stronger merc this behavior seems good.
I didnt find an option to change this so I tried to modify the AI_main.lua a bit for myself and noticed that on many places similar statements are scattered around the file which do a similar thing, calling GetOwnerEnemy and then GetMyEnemy. Took a bit of time for me to find all and switch those around and it seemed to work still and mostly kill stuff on merc first as I wanted, but sometimes I got the feeling its second priority was attacking free monsters and only its third priority was killing stuff on owner which may be cause GetMyEnemy does actually 2 things, get monster on merc and free monster. I didnt invest more time changing that as it was just a minor thing for me.
But I would propose finding all places where those 2 functions get called, take those if statements out and just call some new GetEnemy function. Inside that function you could put some stuff to call functions for getting enemys on merc, on homu, on owner, on friend and free enemy(I think the contents of first and second need to change depending on if the AI is running on a merc or homu) in a priority you could choose somehow with some new option inside the config file. Then all users could easily change in which order they want different actors be defended which is a nice thing especially when you cannot know the type of monster with a merc, but should be also useful when having homu.

Mishu
12-23-2008, 01:42 AM
I'm kinda noobie at computer so I need help. I can't open the AAIConfig to make changes. Can you help me please?

The Jesus
12-23-2008, 07:01 PM
What does it do when you try to open it? Does it say "Defaults.lua not found" or something similar?

Paragon
12-24-2008, 05:01 PM
I have used the AzzyAI v1281 with Lv 9 Bowman, Lv 8,9 Spearman and with Lv 8,9 Fencer. For Bowman and Spearman there are no problems, nice work. But for the Fencer if you use the Skill Bowling Bash he stops to move and vanish.
It would be nice if the problem with Bowling Bash can be resolved.

I am having the same problem with the level 10 fencer. Any way to fix this? Thanks.

Burning!!!
12-25-2008, 03:40 AM
yeah, bowling bash seems bugged. If you relog he dismisses him self, if you fly wing, or use frenzy it fixes it but is kinda useless.

Mishu
12-26-2008, 01:19 AM
When i double click on the AAIConfig.exe it pop up an Application Error saying "The application failed to initialize properly (0xc0000135). Click on OK to terminate the application." Plus I can't open H_Config.lua or M_Config.lua either. Do i need some kind of extension to read those files?

The Jesus
12-26-2008, 04:30 PM
The .lua files you can open in Notepad. The memory address error with AAIConfig I'm not sure of, try redownloading and re-extracting all the files. I haven't had any issues opening it using multiple PCs running Win XP.

psychomonkey
12-27-2008, 12:39 PM
I seem to be getting that same error. I have tried redownloading and extracting but doesn't work. This is what i am doing basically. I download, extract with winrar to the userai folder, then go and try to open the AAIconfig.exe but doesnt work. Tried this a few times now...any ideas?

Mishu
12-28-2008, 12:27 AM
The customize ai does work w/ my homunculus, but i wanna be able to change some options so please help with the error. Appreciate it!

Eruisto
12-28-2008, 01:22 AM
Do you have the .NET framework installed?

Mishu
12-28-2008, 10:29 PM
i don't think i do, but not sure either. Do I need that to view the AAIConfig? If so can you tell me where to get it?

Eruisto
12-28-2008, 11:12 PM
You'd have to ask Azzy to get a definite answer, but I'm pretty sure the .NET 2.0 Framework is required to run the GUI that he delivers with the AI.

Try this (http://www.microsoft.com/downloads/details.aspx?familyid=0856eacb-4362-4b0d-8edd-aab15c5e04f5&displaylang=en), and see if that does the trick.

The Jesus
12-29-2008, 11:24 AM
I have used the AzzyAI v1281 with Lv 9 Bowman, Lv 8,9 Spearman and with Lv 8,9 Fencer. For Bowman and Spearman there are no problems, nice work. But for the Fencer if you use the Skill Bowling Bash he stops to move and vanish.
It would be nice if the problem with Bowling Bash can be resolved.

I'm having this same issue with the lvl 10 Fencer dismissing himself when using Bowling Bash. I just hot keyed all his skills and control him myself. Alt + Left Click to move him around and gather a mob and then BB them and repeat.

Sho Lin
12-30-2008, 05:51 PM
My fencer just stops, can't move or attack with it. I have to fwing for him to attack again. Repeating this process is a pain.

Edit: the monsters stop attacking him too.

Edit edit: Saw the rest saying the same thing.

The Jesus
01-04-2009, 08:32 AM
There is a new version of his AI that addresses this issue, link can be found here:

http://iro.ragnarokonline.com/forum/forums/thread-view.asp?tid=23618&posts=61&start=1


I've contacted Azzy about updating his OP with that link.

Dr. Azzy
01-04-2009, 05:11 PM
Done.

I should just edit out the whole post and link to the irof thread.

ckantonese
01-06-2009, 11:38 PM
how do i make my humunculus attack everything it just stands there so how do it do it or atlest tell me what am i not doing please help thanks

Steax
01-10-2009, 06:31 AM
I suggest adding in tooltips to the configuration app to help understand what each option does.

Also... I tried checking the Dance ASPD Bypass option, and my level 5 spearmen clobbered HOs at the speed of light, probably the fastest method to kill them aside from gfist or something. It was astounding. Question: Why was it unticked by default, and is this normal?

Eclipse
01-10-2009, 08:25 PM
I agree with Steax about the tool tips. I just looked into this new AI today and I barely know what half of the options do listed in the GUI. xD

Perhaps you could write in finer details what each option does to make it more user-friendly? And goodjob on the AI by the way. Definitely looks interesting.

Mishu
01-10-2009, 10:44 PM
You'd have to ask Azzy to get a definite answer, but I'm pretty sure the .NET 2.0 Framework is required to run the GUI that he delivers with the AI.

Try this (http://www.microsoft.com/downloads/details.aspx?familyid=0856eacb-4362-4b0d-8edd-aab15c5e04f5&displaylang=en), and see if that does the trick.

The AAIConfig works for me now after I install the .NET 2.0 Framework. Thanks so much for the help, Eruisto. :lv:

Wanderer
01-14-2009, 11:37 AM
I have a problem with the lv8 archer merc, It is supposed to provoke me and monsters, it works on me but it only provokes the first monster after the merc is summoned and after that it doesnt provoke monsters anymore, if I relog it provokes the first monster again and back to the same behaviour.
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Divine~
01-17-2009, 12:00 PM
My spearman will randomly stop sacing me and everytime I try to do it manually it says skill has failed and everytime I tele and it tries to sac me, it says skill has failed. Any ideas? =( Its very random, sometimes it will work and sometimes it won't work

Dr. Azzy
01-22-2009, 02:19 PM
Okay, i see everyone's ignored my reccomendation to go to the irof thread ( http://iro.ragnarokonline.com/forum/forums/thread-view.asp?tid=19155 ) to report problems - i havn't been on this board since i posted the BBash fix.

Dance aspd bypass unchecked by default because it burns their SP ridiculously fast, and when we were testing it, myself and some of the other testers wanted to slow it down so it wouldn't use up all their SP on the first monster, while still leaving the option to do it if needed.

I agree on the tooltips. They get to be a PITA to put in, because of how slow the VB IDE is. I don't know if it's just a steaming pile, or if my development laptop is just too weak for it, but god, it's slow. I've been too busy to do a big project like that cause i've been working on my M. S. Thesis. I'll be graduating very soon, and after that i may have more time to work on the AI. There may be shortcuts i could take, but i have very little experience with VB (this is the only program i've written in VB)... I'd been hoping i could find someone else to help me maintain the GUI. I like writing the AI, not the GUI.

Wanderer - I'll look into that. It's most likely a bug that snuck in with 1.27's recode of the attack routine. Sounds like it's not clearing the "debuff used" variable between enemies.

Regarding sac:
Teleporting should break sac, right? So, you'd want it to recast sac?

The mercenary can't "refresh" sac - you can't even START casting sac until sac is down. The autosac in earlier versions was broken as well (in atleast 1, possibly 2 ways), be sure to use the newest version. It may be that we're up against bugs in the game here - it wouldnt be inconceivable for it to be a buggy POS and prevent the merc from sacing for the full duration of sac, even if sac gets broken by teleport or something. The mercenary system in RO is not robustly implemented, in case you hadn't noticed!

Wanderer
01-25-2009, 03:58 PM
I tried older versions but didnt work, the weird thing is I cant provoke manually either, it casts provoke but the effect doesnt happen
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rookie of the year
01-26-2009, 04:11 AM
I know you don't really check here azzy but i would like to ask you a question i cant seem to find the answer anywhere. when i install your ai zip and override everything but my original homun ai. I then go to edit the ai then with your aaiconfig and it does not seem to do anything. is your aaiconfig only able to edit your homun ai? the reason why i wanted to edit my original ai is because i wanted to be able to use your ASPD dance, but for some reason why i tried your ai my homun would only bolt monsters right next to it.

edit - i did use mirai for my original homun ai.

Dr. Azzy
01-27-2009, 04:06 AM
The problem with the homun only bolting monsters next to it is because you had set to "skill+attack" which will not skill on monsters unless it is attacking them normally, you want the default option "Skill while chasing", as described in the documention. I guess i'll rename the option in the next version of the AI because EVERYONE seems to make this mistake, even though i put a bunch of warnings in.

I'm not sure what you mean, though... were you trying to use my AI for a merc, but mirai for homun? install my ai after mirai, replacing AI_M.lua but not AI.lua. That should work fine - just remember /merai to activate it.

Be aware that if you use a different ai for homun, the friending between homun and merc won't work very well (your homun will never help the merc, and the merc will only help the homun if you set NewAutoFriend=0 in the defaults file, and then you have to relog after vap/summoning homun to make it work at all)

rookie of the year
01-27-2009, 10:28 PM
thanks azzy that helped me with my problems <3

Steax
01-30-2009, 03:15 AM
I haven't got an iROF account... ;_;

Well, just wanted to say thanks for the AI. I streaked like some madman from 87->88 on anubis in half an hour... Spear merc lvl 8 + pierce spam + a few bluepots = some of the fastest DPS I've ever seen in the game short of EDP. I'm excited to try it on players in PVP.

The bug with brandish is annoying, though. I find it doing no damage more often than any damage at all. Maybe, if the mob is entirely on the player, he should walk back to the player's cell and brandish from there. Doing that manually works wonders.

EDIT: My merc won't attack players at all in PVP. As in at all, not even when told to attack. Is this a limitation of mercs? I've never read or tried it before. Maybe add an answer to this in the FAQ...

Draco
01-30-2009, 05:52 AM
The bug with brandish is annoying, though. I find it doing no damage more often than any damage at all. Maybe, if the mob is entirely on the player, he should walk back to the player's cell and brandish from there. Doing that manually works wonders.

I used a level 6 spear merc for the first time today and I found this to be annoying aswell, but I don't think theres an easy fix for it because it is a client side problem.
It happens when the monsters position-lag due to brandish and the merc doesn't exactly know where they are.
This happened the most on orc archers since they don't move after being knocked back, so their positions will not be updated.

Steax
01-30-2009, 06:15 AM
Come to think of it, thats true. The bug was most prominent against orc archers. Maybe do a check after a brandish to make sure that each monster has been knocked back, and if not, ignore it temporarily. Or check to see if the brandish made damage, shuffle a bit, and try again. The repated SP draining brandishes were a serious problem.

Rambo
02-25-2009, 01:27 AM
Can any one help me on this , when i try to open the file i ma getting this message

http://img527.imageshack.us/img527/3762/errorq.jpg

Dr. Azzy
02-25-2009, 05:01 PM
Rambo, that means you need the .net framework i believe, it was linked to earlier in the thread. If that doesnt fix it, i have no clue. With my knowledge of VB programming, it's a wonder the GUI works at all.

Regarding PVP: did you check off the enable pvp box?

John
03-06-2009, 09:36 AM
I'm getting an error too with the program, but I don't use it. The problem I'm having now is that the mercenary won't attack. It won't do anything, manual or automatically.

andris87
03-17-2009, 09:09 AM
problem solved.
anyway, i cant open the iro forum pages, its offline for me. can anyone help me make a mob_ID for geo map?
i would really appriciate. or just tell me how to do it, cause later i want to edit myself. i know about the monster id, and so many ids should be in the file as many monster there are. but whats the number befor it?
so example: MobID[42637]=1152 the second number is the monster ID, but whats the first number?
and i know that it should be in the correct order of the respawn.
any helps are welcome!!!

Dr. Azzy
03-17-2009, 01:08 PM
John, try setting the merc's "default summon" tactic to attack - the hack i use to determine if something is a summon may incorrectly identify normal monsters as summons. If this works, PLEASE pm me and let me know what server you're playing on, and that it worked.

Andris
The first ID is the actor ID, second one is the monster ID.

For a map with, say, 70 geographers, you'd end up with 70 lines like
MobID[30000]=1368
MobID[30001]=1368
etc

Note that the geo map has wierd spawns, and so, the geos arent even all in one continuous block of IDs.

Sobolek
03-21-2009, 09:02 PM
Has anyone tested Azzy with a lvl 9 lancer (or any lvl 9 mercenary for that matter)? My lancer does not use attack skills :(

Steax
04-12-2009, 05:10 AM
I have; it works fine. Is it aggressive?

My server has problems: it lags very very badly on crowded maps when AzzyAI is on. It goes smoothly on empty maps, though. Any possible causes?

Dr. Azzy
04-20-2009, 05:44 PM
Steax, sorry for late reply - as i said, i dont check these forums often. Did you leave /traceai by any chance? Due to the stupid way that the RO client handles the traceai, it will start to lag unbearably if you leave any merc/homun out with /traceai turned on (in proportion to the number of traceai calls in the AI).

Peytontheman
08-03-2009, 01:23 AM
hi, i recently download ur merc ai and i try to use it with a lvl 6 fencer scroll. i went to aaiconfig n merc tactic; input monster info on goat maps,saved. i then log onto the server,did /merai but the fencer keep attacking goat even though i set behavior to react high. why is this? also, in the merc tatic section, in red letter: In order for non-default tactic to work, you Must have a valid MobID file....is this normal or am i missing MobID file. by the way, i have mirai also @@

Tea`
08-07-2009, 02:47 PM
hi
i'm having trouble with your AI thing, whenever I try to log onto my alchemist a pop-up comes up and says "cannot read ./AI/AI.lua: No such file or directory"

also when i delete the AI from the USER AI folder the pop-up still comes up? help please D:

Robert
08-08-2009, 05:32 AM
Its simple, the message says there is no properly installed AI and after you deleted it there is still no AI. Seems you carelessly deleted the standard AI from the RO client. How about reinstalling it properly?