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BearCan's Introductory Discussion

Hi Faithful,

I thought a little something of myself should be posted since I plan to be
a rather aggressive future complainer ;-

you seem to have a strong idea of what Rail should be, can do and the
coding skill set to back it up. alas I have 2.5 of the 3.  lol, I'm an old
school programmer. Lua is not part of my set. I'm not exactly enthused with
having to learn yet another language. However I will dabble some. At the
very least I have strong testing and debugging skills that can be useful.

I've been playing Ragnarok on and off for about 3 years on various servers.
Currently I use RampageAI. I have it tuned very well with a few of my
personal code snips included. I started to create a list of feature changes
when I discovered Rail. Until I figure out your vision I'll just hold back
and watch Rail develop.

Currently I find Rail very wanting. I mean from what is already coded not
from what is missing. for example homoculus following needs much work
compared to Rampage. 
1)It gets stuck and targets monsters behind walls way more then it should. 
2) Homoculus runs out of SP while Rampage never runs out  I suspect the
spell delay is way to short. It's sending spells that never hit but cost sp
???? 
3)There is something wrong with how it prioritizes what to hit first in a
mob. I'm still trying to finger just what.

It seems Rampage has two spell delays ( I know if I was coding I would do
it this way )
one is hard coded and is based on server lag, etc. the other is user
selectable. this delay is extremely important. Why? if the creator fights
along with the pet they both get more exp AND they both get both types of
exp. If Rail takes out a monster to fast the creator has no time to get in
a few hits to get these extra points. Recall the creator has a nasty ASPD
delay. It's just not possible to swing that axe more then 2-3 times before
the monster is kill by the pet. so the slower the kill the more the creator
can hit the more points. this is something I've yet seen others understand.
specially on donate servers where one hit kill is the norm.

4) as default setting you should turn off chaotic blessing and set HP to
20% for several reasons. 1st is the pet gets locked into a heal cycle and
quits fighting. this is very bad. better to have the pet give it's all and
possible die. cause if it gets into the heal cycle the creator WILL die.
2nd is setting to 20% sorta saves the user from himself when they go and
start changing settings. if they turn on chaotic blessing auto heal at
least the cycle won't kick in until the actor is about to die anyway.

What's really needed is for auto heal during IDLE time or just after the
mob is dead. there is a secondary problem to this. the pet will not move if
it is giving out heals. so it's possible for the actor to walk away during
the heal process. which is to say a check for movement has to be made as
part of the loop. you can't just go into a heal cycle.

I know you have problems with "does this guy really know whats going on"
posts. I hope this demonstrates the depth of my cognition at your service
and for me avoids that question.

The Future is Ours.

BearCan

ps if you play on a public server send me an pm and I'll join it.
this will make testing and communication easier for all.

Original issue reported on code.google.com by [email protected] on 29 Apr 2010 at 12:24

Monster Tactics and longer range of cells for Tempfriend

What feature would enhance usability or efficiency?
Monster tactics, Tempfriend: better assist mode.

What steps would demonstrate the improvement granted by the recommended
feature?
1. Attack certain monsters only
2. Avoid certain monsters only
3. Better assist mode

What is the current behavior in the above situation?

Attack any monster.

What revision of the product are you using?

revision 166

What type of homunculus/mercenary are you using?
Amistr

Please provide any additional information below.
I'm currently leveling my amistr in mosco but it is still in its minor
levels. It cannot kill wood goblins as of the moment. I am currently making
it non-aggressive, but it is tiring leveling my amistr manually.
Thanks!

Original issue reported on code.google.com by [email protected] on 7 May 2010 at 5:47

Friend Support problem

What steps will reproduce the problem?
I'm a priest with a bow mercenary.
I have a Knight friend.
I call my mercenary and with traceAI i get his ID
I set this:
rail_state["ActorOptions"]["ByID"][1234567] = {}
rail_state["ActorOptions"]["ByID"][1234567]["Friend"] = true
rail_state["ActorOptions"]["ByID"][1234567]["Name"] = 'FriendKnight'

And also this:
rail_state["AssistOptions"]["Friend"] = "assist"

Another thing because it wasn't working:
rail_state["TempFriendRange"] = 8
And i was ALWAYS standing behind him.

I don't exactly remember what my config was when i did this test as i had to 
change it later; i think i tried switching several options such as DefendOnly, 
Aggressive but without any success

What is the expected outcome? What do you see instead?
My friend Knight attacks and gets attacked by a monster, the mercenary should 
assist my friend as he gets attacked but the mercenary did nothing at all. I 
have to add i wasn't using the MobID file, since it's empty, so i  must work 
with the Default option of the ActorOptions. BAsically i just want the 
mercenary assist when my friend gets attacked ONLY (don't want it in aggressive 
mode attacking everything)

What revision of the product are you using?
172

What type of homunculus/mercenary are you using?
Bow Mercenary.

Please provide any additional information below.
I can make this test on an isolated environment if you need, since the knight 
has Provoke. If you need any more feedback let me know i'll try to gather as 
much data as possible.

Original issue reported on code.google.com by [email protected] on 17 Sep 2010 at 7:31

Problems in adding new ByType and the AI sometimes freezed there without attacking

What steps will reproduce the problem?
1.Configuring the AI while in-game
2.Adding new ByType
3.Changing the value of MaxDistance

What is the expected outcome? What do you see instead?
The first thing that I expect is that the values don't change as it always 
revert back to the default. 

What revision of the product are you using?
Version.lua 171

What type of homunculus/mercenary are you using?
Amistr

Please provide any additional information below.
One of them is that I want to change it to this 
    rail_state["AssistOptions"]["Owner"] = "assist" 
but after 5-10 seconds, it revert back to 
    rail_state["AssistOptions"]["Owner"] = "indifferent"
Any proper way to actually change it? What I mean is that can I configure it 
while I'm using it or I have to close RO to configure it?
Another thing is that the Ai freezed sometimes without attacking or moving. It 
will stay in that state until I moved my character.

Original issue reported on code.google.com by [email protected] on 8 Jul 2010 at 11:05

Homunculus stopped attacking

What steps will reproduce the problem?
No idea.

What is the expected outcome? What do you see instead?
Attack the orc skeleton. The homunculus stopped attacking even when the orc 
skeleton is attacking it. But it attacked other monster such as zenorc, 
drainliar and steel chonchon.

What revision of the product are you using?
Version.lua 171 2010-06-19

What type of homunculus/mercenary are you using?
Amistr

Please provide any additional information below.
2010³â 7¿ù 9ÀÏ 3½Ã 10ºÐ 22ÃÊ (40h) Clearing history for Actor 
#110016174 [Loc:(64,46), Type:1152, Name:Orc Skeleton] due to timeout.
2010³â 7¿ù 9ÀÏ 3½Ã 10ºÐ 29ÃÊ (40h) Clearing history for Actor 
#110016095 [Loc:(64,46), Type:1111, Name:Drainliar] due to timeout.
2010³â 7¿ù 9ÀÏ 3½Ã 10ºÐ 37ÃÊ ( 3h) Saved state to 
"RAIL_State.2085165.homu.lua"
2010³â 7¿ù 9ÀÏ 3½Ã 10ºÐ 40ÃÊ (50h)  -- RAIL.AI mark (20046ms since 
last; 47ms longest; 2ms avg cycle; 153ms avg between) -- 
2010³â 7¿ù 9ÀÏ 3½Ã 10ºÐ 40ÃÊ (50h)      --> memory usage: 1823kb; gc 
threshold: 3307kb
2010³â 7¿ù 9ÀÏ 3½Ã 10ºÐ 40ÃÊ (40h) Reactivating Actor #110016221 
[Loc:(-1,-1), Type:1177, Name:Zenorc].
2010³â 7¿ù 9ÀÏ 3½Ã 10ºÐ 47ÃÊ (40h) Clearing history for Actor 
#110016057 [Loc:(52,43), Type:1042, Name:Steel Chonchon] due to timeout.
2010³â 7¿ù 9ÀÏ 3½Ã 10ºÐ 49ÃÊ (40h) Reactivating Actor #110016057 
[Loc:(-1,-1), Type:1042, Name:Steel Chonchon].
2010³â 7¿ù 9ÀÏ 3½Ã 10ºÐ 57ÃÊ (40h) Actor class generated for Actor 
#110016165 [Loc:(52,46), Type:1152, Name:Orc Skeleton].
2010³â 7¿ù 9ÀÏ 3½Ã 10ºÐ 58ÃÊ ( 3h) Saved state to 
"RAIL_State.2085165.homu.lua"
2010³â 7¿ù 9ÀÏ 3½Ã 11ºÐ 0ÃÊ (50h)  -- RAIL.AI mark (20015ms since 
last; 62ms longest; 2ms avg cycle; 142ms avg between) -- 
2010³â 7¿ù 9ÀÏ 3½Ã 11ºÐ 0ÃÊ (50h)       --> memory usage: 2775kb; gc 
threshold: 3326kb
2010³â 7¿ù 9ÀÏ 3½Ã 11ºÐ 3ÃÊ (40h) Clearing history for Actor 
#110016078 [Loc:(53,47), Type:1042, Name:Steel Chonchon] due to timeout.
2010³â 7¿ù 9ÀÏ 3½Ã 11ºÐ 3ÃÊ (40h) Clearing history for Actor 
#110016221 [Loc:(54,46), Type:1177, Name:Zenorc] due to timeout.
2010³â 7¿ù 9ÀÏ 3½Ã 11ºÐ 7ÃÊ (40h) Reactivating Actor #110016078 
[Loc:(-1,-1), Type:1042, Name:Steel Chonchon].
2010³â 7¿ù 9ÀÏ 3½Ã 11ºÐ 7ÃÊ (40h) Reactivating Actor #110016227 
[Loc:(-1,-1), Type:1177, Name:Zenorc].
2010³â 7¿ù 9ÀÏ 3½Ã 11ºÐ 8ÃÊ (40h) Reactivating Actor #110016221 
[Loc:(-1,-1), Type:1177, Name:Zenorc].
2010³â 7¿ù 9ÀÏ 3½Ã 11ºÐ 9ÃÊ (40h) Clearing history for Actor 
#110016165 [Loc:(64,46), Type:1152, Name:Orc Skeleton] due to timeout.
2010³â 7¿ù 9ÀÏ 3½Ã 11ºÐ 19ÃÊ ( 3h) Saved state to 
"RAIL_State.2085165.homu.lua"
2010³â 7¿ù 9ÀÏ 3½Ã 11ºÐ 20ÃÊ (50h)  -- RAIL.AI mark (20015ms since 
last; 78ms longest; 3ms avg cycle; 163ms avg between) -- 
2010³â 7¿ù 9ÀÏ 3½Ã 11ºÐ 20ÃÊ (50h)      --> memory usage: 1735kb; gc 
threshold: 3408kb
2010³â 7¿ù 9ÀÏ 3½Ã 11ºÐ 24ÃÊ (40h) Actor class generated for Actor 
#110016117 [Loc:(75,50), Type:1152, Name:Orc Skeleton].
2010³â 7¿ù 9ÀÏ 3½Ã 11ºÐ 26ÃÊ (40h) Actor class generated for Actor 
#110016206 [Loc:(72,49), Type:1177, Name:Zenorc].
2010³â 7¿ù 9ÀÏ 3½Ã 11ºÐ 33ÃÊ (40h) Clearing history for Actor 
#110016066 [Loc:(52,46), Type:1042, Name:Steel Chonchon] due to timeout.
2010³â 7¿ù 9ÀÏ 3½Ã 11ºÐ 35ÃÊ (40h) Clearing history for Actor 
#110016155 [Loc:(66,48), Type:1152, Name:Orc Skeleton] due to timeout.
2010³â 7¿ù 9ÀÏ 3½Ã 11ºÐ 37ÃÊ (40h) Clearing history for Actor 
#110016237 [Loc:(52,44), Type:1177, Name:Zenorc] due to timeout.
2010³â 7¿ù 9ÀÏ 3½Ã 11ºÐ 38ÃÊ (40h) Reactivating Actor #110016237 
[Loc:(-1,-1), Type:1177, Name:Zenorc].
2010³â 7¿ù 9ÀÏ 3½Ã 11ºÐ 40ÃÊ ( 3h) Saved state to 
"RAIL_State.2085165.homu.lua"
2010³â 7¿ù 9ÀÏ 3½Ã 11ºÐ 40ÃÊ (50h)  -- RAIL.AI mark (20077ms since 
last; 63ms longest; 4ms avg cycle; 161ms avg between) -- 
2010³â 7¿ù 9ÀÏ 3½Ã 11ºÐ 40ÃÊ (50h)      --> memory usage: 2440kb; gc 
threshold: 3429kb
2010³â 7¿ù 9ÀÏ 3½Ã 11ºÐ 43ÃÊ (40h) Actor class generated for Actor 
#110016163 [Loc:(60,42), Type:1152, Name:Orc Skeleton].
2010³â 7¿ù 9ÀÏ 3½Ã 11ºÐ 49ÃÊ (40h) Actor class generated for Actor 
#110016213 [Loc:(77,55), Type:1177, Name:Zenorc].
2010³â 7¿ù 9ÀÏ 3½Ã 11ºÐ 51ÃÊ (40h) Clearing history for Actor 
#110016237 [Loc:(53,46), Type:1177, Name:Zenorc] due to timeout.
2010³â 7¿ù 9ÀÏ 3½Ã 11ºÐ 53ÃÊ (40h) Clearing history for Actor 
#110016121 [Loc:(66,48), Type:1152, Name:Orc Skeleton] due to timeout.

While 3 of the orc skeleton attacking my amistr, my amistr suddenly stopped 
attacking. But then when another orc skeleton spawn out, it can attack the 
newly spawned orc skeleton but won't attack the previous orc skeleton.attacking 
it

Original issue reported on code.google.com by [email protected] on 8 Jul 2010 at 7:17

Adding feature to sense the number of monster around

What feature would enhance usability or efficiency?
A counter for the number of monster around.(?)

What steps would demonstrate the improvement granted by the recommended
feature?
1.Monsters within the area of MaxDistance will be calculated
2.Use certain skill if monsters exceed the amount inputted by the user
3.Improvement in efficiency of sp usage. (Not worth it using Blood Lust with 
only one monster around

What is the current behavior in the above situation?
Nothing

What revision of the product are you using?
Version.lua 171 2010-06-19 10:12:41

What type of homunculus/mercenary are you using?
Amistr

Please provide any additional information below.
ince it actually detect all the actor around the user/homunculus, might as well 
make a counter to it and decrease the counter if it dies/ increase the counter 
if monster spawned. (Not sure if this is doable, just a suggestion)

Original issue reported on code.google.com by [email protected] on 9 Jul 2010 at 7:40

Homuculus skills that need to check the owner's HP (Castling & Lif's skills)

What steps would demonstrate the improvement granted by the recommended
feature?
1.Owner's HP drops below certain amount
2.Homunculus use that skill to help out owner

What is the current behavior in the above situation?
Not sure if it's in.

What revision of the product are you using?
Version.lua 171 2010-06-19 10:12:41

What type of homunculus/mercenary are you using?
Amistr

Please provide any additional information below.
Owner is attacked by 5+ mobs while homunculus only by 1-2. The Amistr should be 
able to detect the owner's HP and cast 'Castling' while Lif can heal the owner 
while he's attacking. Again, not sure if it's in though.

Original issue reported on code.google.com by [email protected] on 9 Jul 2010 at 7:49

  • Merged into: #16

Vanilmirth does not always make use of the fact that Caprice is ranged.

What steps will reproduce the problem?
1. Have Vanilmirth acquire a target and go to kill it.
2.
3.

What is the expected outcome? What do you see instead?

I would like for it to use Caprice immediately upon entering range, every time 
(provided it hasn't already used Caprice within the past two seconds, of 
course). INSTEAD, it will often walk all the way to melee range before using 
Caprice.


What revision of the product are you using?

RAIL.Version = "$Rev: 174 $"


What type of homunculus/mercenary are you using?

Vanilmirth


Please provide any additional information below.

can't think of anything else

Original issue reported on code.google.com by [email protected] on 2 Nov 2010 at 1:12

Add option for minimum SP amount for each skill.

What feature would enhance usability or efficiency?
Option which does not allow to use Chaotic Blessing (Vanilmirth) if SP at 
homunculus there is less than set.

What steps would demonstrate the improvement granted by the recommended
feature?
1.Since SP it is restored faster, and at small quantity of monsters on a card 
or rest SP already full, and HP is at very low level (5-30 %).
2.Increases survivability at AfK-lvling.
3.It is possible to leave SP on fight that at a meeting with the strong monster 
to beat its not only physical attack.


What is the current behavior in the above situation?
Now Vanilmirth uses Chaotic Blessing without dependence from quantity SP.

What revision of the product are you using?
"$Id: Version.lua 168 2010-05-12

What type of homunculus/mercenary are you using?
Vanilmirth

Please provide any additional information below.
Excuse for my English. I used the Online-translator Translate.ru

Original issue reported on code.google.com by [email protected] on 8 Jun 2010 at 6:24

"AssistOwner" = True

What steps will reproduce the problem?
1. Enable "AssistOwner"
2. Get attacked/attack something.

What is the expected output? What do you see instead?
Homunculus should target the attacked/ing monster. A WHOPPING ERROR.

What version of the product are you using? On what operating system?
Up-to-date as of Jan 23, 2010. Vista Home Basic 32bit.

Please provide any additional information below.
---------------------------
AI.lua error
---------------------------
./AI/USER_AI/DecisionSupport.lua:188: attempt to index local `owner_target'
(a number value)

Original issue reported on code.google.com by [email protected] on 23 Jan 2010 at 7:37

Added AutoPassiveSP but there is a "lock" problem

What steps will reproduce the problem?
1.Update TargettingSupport.lua with part of my script
2.Set some values to AutoPassiveSP, AutoUnPassiveSP and AutoPassiveSPisPercent
3.Make actor use only skills on an enemy, i didn't set AttackAllowed to false, 
but this particular case happens a lot when using Bow mercs

What is the expected outcome? What do you see instead?
I expect the mercenary to "lock" into target when using skills only, but for 
some reason it enters passive mode when the SP is too low instead of continuing 
with normal attacks.
I don't think this is a fault of the AutoPassiveSP part of the srcipt, because 
i've seen many times that homuns or mercs use a skill on a target and then uses 
a skill on another nearby target, i "think" that the "lock" to target function 
is not being triggered by using a skill on a target.

What revision of the product are you using?
$Id: Version.lua 171 2010-06-19 10:12:41Z faithful613 $

What type of homunculus/mercenary are you using?
Bow Mercenary (however like i said, i've seen part of the problem using a 
Vanilmirth)

Please provide any additional information below.

I updated TargetSupport.lua to support AutoPassiveSP, AutoUnPassiveSP and 
AutoPassiveSPisPercent.

Changed or added lines will be between these comment tags
-- ADDED AUTO PASSIVE SP
Code
Code
Code
-- AUTO PASSIVE SP END

Note for the public: Use this file at your own risk, this is not an official 
release modification and it's not authorized as such, please do not report 
defects with this change.



Original issue reported on code.google.com by [email protected] on 9 Sep 2010 at 12:07

Attachments:

ActorOptions ByID - Not working

What steps will reproduce the problem?
1.Add actor options for a specific monster (in this case Permeter) and set it 
the skills and attack allowed option to false
rail_state["ActorOptions"]["ByID"][1314] = {}
rail_state["ActorOptions"]["ByID"][1314]["SkillsAllowed"] = false
rail_state["ActorOptions"]["ByID"][1314]["AttackAllowed"] = false

2. Set the ActorOptions(Default) skills and attack allowed option to true
rail_state["ActorOptions"]["Default"]["MaxCastsAgainst"] = -1
rail_state["ActorOptions"]["Default"]["FreeForAll"] = false
rail_state["ActorOptions"]["Default"]["TicksBetweenSkills"] = 0
rail_state["ActorOptions"]["Default"]["SkillsAllowed"] = true
rail_state["ActorOptions"]["Default"]["DefendOnly"] = false
rail_state["ActorOptions"]["Default"]["MinSkillLevel"] = 1
rail_state["ActorOptions"]["Default"]["Name"] = "unknown"
rail_state["ActorOptions"]["Default"]["DefaultIgnoreTicks"] = 10000
rail_state["ActorOptions"]["Default"]["AttackAllowed"] = true
rail_state["ActorOptions"]["Default"]["Priority"] = 0
rail_state["ActorOptions"]["Default"]["MaxSkillLevel"] = 5
rail_state["ActorOptions"]["Default"]["IgnoreAfterChaseFail"] = 5000

3.Set aggre mode to true
rail_state["Aggressive"] = true

What is the expected outcome? What do you see instead?
ByID is supposed to override the Default and ByType, in this case, my homun 
(Vanil 99) is not supposed to attack Permeter(1314 ID) because SkillsAllowed 
and AttackAllowed are both false. Yet it still does. 

What revision of the product are you using?
rail_state["Information"]["RAILVersion"] = "$Id: Version.lua 171 2010-06-19 
10:12:41Z faithful613 $"


What type of homunculus/mercenary are you using?
Homun = Vanilmirth
Mercenary = NA

Please provide any additional information below.
I don't know if i missed out something in the RAIL_State.homu.lua. I'll 
attached the RAIL_State.homu.lua. I already removed the 
rail_state["Information"] part. 


Also, i'd like to clarify somethings.
1. I'm not supposed to edit/modify what's in the USER_AI such as actor, 
actoropts etc... (except for the config file).

2. If i'm going to change my homun settings, i only need to modify 
RAIL_State.homu.lua in RO Folder (which i already did /heh). 

And, thanks for this AI! really smooth. 

Original issue reported on code.google.com by [email protected] on 6 Sep 2010 at 2:39

Attachments:

Finish writing skill AIs

Skill-type AIs that have not yet been written include:

Defense (Amistr's Castling)
Recover (Mercenary status-recover skills)
Pushback (Arrow-repel, Skid-trap)
Reveal (Archer Merc's Sight)
MobAttack (Arrow Shower, Bowling Bash, Brandish)
Emergency (Merc's Scapegoat)
PartyBuff (Sacrifice)

Original issue reported on code.google.com by [email protected] on 12 May 2010 at 2:35

pyRAIL GUI

I whipped together a RAIL GUI because the one listed has no download; I'll make 
a windows installer later.

http://code.google.com/p/pyrail/

If you would be so kind, link it from your main page and I'll update my project 
as you update yours.

Original issue reported on code.google.com by [email protected] on 13 Oct 2010 at 10:52

Help request for using stand-alone mercenary

Sorry if this is not the place to do this but i don't see anywhere to ask for 
help.

I understand how the config works when using homunculus and when using 
mercenaries/homunculus as a team, but i don't understand, if i'm using a 
priest, how i can configure a mercenary since they can't see monsters ByType.

Thanks in advance.

Original issue reported on code.google.com by [email protected] on 6 Sep 2010 at 11:54

Impossible Destinations, Error checking for Out of Reach Monsters

What feature would enhance usability or efficiency?
Both.

What steps would demonstrate the improvement granted by the recommended
feature?
1. Go to an area that includes a ledge which creates a mob. There will be no 
available routes less than the maximum distance the homunc can travel from the 
owner, so the homunc idles while other mobs attack it.

What is the current behavior in the above situation?
The homunculus attempts to move to a mob that it cannot reach for reasons of 
terrain. The homunc behavior hangs, waiting to get to its target.

What revision of the product are you using?
Latest

What type of homunculus/mercenary are you using?
Vanil

Please provide any additional information below.

Original issue reported on code.google.com by [email protected] on 29 Sep 2010 at 6:28

RAIL_State.homu.lua reverts to default

What steps will reproduce the problem?
1.Added some monsters to the configuration
2.Vaporize Homunculus
3.Recall Homunculus

What is the expected outcome? What do you see instead?
Expected - My configuration file to have the changes i made to it
Outcome - Everything reverts back to default file

What revision of the product are you using?
171

What type of homunculus/mercenary are you using?
vanilmirth

Please provide any additional information below.
This is the file i modified
RAIL_State.homu - Backup.lua

This is the file i got after Vaporizing/Recalling Homunculus
RAIL_State.homu.lua

If i'm doing something wrong please let me know, thanks in advance

PD: Thanks for your hard work, this AI is simple more than one can expect when 
you know how to use it.

Original issue reported on code.google.com by [email protected] on 3 Sep 2010 at 4:26

Attachments:

Return to owner when idle

What steps will reproduce the problem?
======================================
Not a bug, but a really cool feature.

What is the expected outcome? What do you see instead?
======================================
It would really be cool if the AI (both mercs and homun) return close to 
the owner after they can't "sense" any mobs nearby. 

What revision of the product are you using?
======================================
$Id: Version.lua 139 2010-03-24 14:06:35Z faithful613 $

What type of homunculus/mercenary are you using?
======================================
Bow merc & Vanilmirth

Please provide any additional information below.
======================================
I use both at the same time was to increase the rate of them surviving.
but at certain times, they suddenly get separated. although the range is 
quite small probably 5~7 tiles.. they does not assist each other. 

This feature also increase the owner's survivability rate. specially when 
afk leveling.

Original issue reported on code.google.com by [email protected] on 28 Mar 2010 at 4:47

"Type" value range in State file

What feature would enhance usability or efficiency?
Having the possibility to enter range of values in the State file ; or maybe 
pre-existing families?

What steps would demonstrate the improvement granted by the recommended
feature?
1. It would make the State file way more readable AND more easily 
maintainable/changeable (by not having dozens of copy/paste'd lines of options)
2.
3.

What is the current behavior in the above situation?
Possibly very big number of exactly similar "behaviour description" lines

What revision of the product are you using?
172

What type of homunculus/mercenary are you using?
Vanilmirth

Please provide any additional information below.
So basically no real new functionality, just making use of the State file more 
easy. I actually came upon the idea by wanting my homonculus not to attack 
players, homonculi and mercenaries: I had to have "Type" lines for type 0 to 
25, and then 6001 to 6046 (or something along those lines). Unless I completely 
missed some already existing range functionality (in which case you can nuke 
this request right now), I had to add it one by one, with exactly the same 
settings. And then I thought later that I would rather have the homonculus be 
in DefendOnly mode, with no casting delay (I have some delay in my Default 
case) --> I needed to add/modify lines exactly the same way on EVERY of the ~65 
lines (which I didn't gather the courage to do :D)

You got the idea.

Might be some families instead (e.g. 'Player' = 0 to 25) to keep it simple, as 
I think players, homonculi and mercenaries are the most susceptible to share 
options for their Types, while monsters in general most likely don't get too 
much common options (and do not come in nice Type order).
I just like tidy effortless config files, that's all :P

Original issue reported on code.google.com by [email protected] on 22 Aug 2010 at 7:49

update tag autoflagging to false?

What steps will reproduce the problem?
1. Include rail_state["update"] = true in your state file
2. Call/summon Homunculus or invoke RAIL
3. Check State file, rail_state["update"] now becomes = false

What is the expected outcome? What do you see instead?
I would expect that 'true' remains true, unless I misunderstand the purpose of 
this hidden tag.

What revision of the product are you using?
r194

What type of homunculus/mercenary are you using?
Vanil

Please provide any additional information below.
Just a bit odd; pyRO-RAIL hard codes this value to 'true' every time it outputs 
the value (for now). Whenever the AI is invoked, it toggles to false.

Original issue reported on code.google.com by [email protected] on 9 Dec 2010 at 8:41

AI.lua cannot read or missing.

What steps will reproduce the problem?
1.Switch AI using /hoai
2.Logout-Login to do change.
3.Then crashes.

What is the expected outcome? What do you see instead?
Its supposed to use ro-rail AI's. It crashes my game.

What revision of the product are you using?
Revision 172

What type of homunculus/mercenary are you using?
All crash my game.

Please provide any additional information below.

Original issue reported on code.google.com by [email protected] on 11 Jul 2010 at 4:17

Attachments:

Defense thresholds based on priority totals

What feature would enhance usability or efficiency?

Allow defense prioritization to be based on the total of all attacking 
actors' priorities.

What steps would demonstrate the improvement granted by the recommended
feature?
1. Owner tanks an MVP's mob
2. AI gains MVP's individual aggro
3. AI should continue killing higher priority (MVP) instead of defending 
owner

What is the current behavior in the above situation?

When mobbed, once a target switches to the homu/merc, the AI will continue 
to try and defend the owner.

Original issue reported on code.google.com by [email protected] on 12 May 2010 at 2:45

a KeepDistance option for homunculi/mercenaries with ranged attacks

What feature would enhance usability or efficiency?
since RAIL can attack while moving, i would love to see an option that will 
instruct RAIL to try to maintain a certain distance from the target while 
attacking.  would do wonders for the uber low HP bowman, =)

What steps would demonstrate the improvement granted by the recommended
feature?
with AttackWhileChasing set to true, RAIL engages a target.  as target moves 
towards RAIL, RAIL moves away from the target (while attacking) in order to 
avoid damage. 

What is the current behavior in the above situation?
i don't believe there is any...

What revision of the product are you using?
the most current SVN update

What type of homunculus/mercenary are you using?
bowman

Please provide any additional information below.

Original issue reported on code.google.com by [email protected] on 18 Nov 2010 at 5:46

Support Homunculus S and other new AI types

Rampage AI Lite doesn't currently support AI types other than alchemist-
homunculus, and mercenary system.

When Genetic's Homunculus S is released, Rampage AI Lite is planned to 
support the changes and new AI types.

Original issue reported on code.google.com by [email protected] on 7 Apr 2010 at 9:11

Obstacles/corners cause AI to move outside MaxDistance

What feature would enhance usability or efficiency?
usability

What steps would demonstrate the improvement granted by the recommended
feature?
1. Set a mob on high priority with a kite distance (4 or so) on tank mode.
2. Approach mob and have the homuncuuls run away from the mob.


What is the current behavior in the above situation?
Homunculus will eventually run beyond the max distance as set, usually 
offscreen, where it does not receive commands.

What revision of the product are you using?
v.185

What type of homunculus/mercenary are you using?
Vanil

Please provide any additional information below.
Kiting is working quite well, except when a mob pushes the homunculus out of 
range. Perhaps an improvement would be to have the homunculus to maintain range 
from mob at max range AND within maxdistance range.

Original issue reported on code.google.com by [email protected] on 29 Nov 2010 at 7:47

A way to set to defend only if HP is below a certain %

What is the expected outcome? What do you see instead?
What a certain HP % is reached, the homonc or merc will stop attacking and
restart when HP is above that range.

What revision of the product are you using?


What type of homunculus/mercenary are you using?
Filir/Archer

Please provide any additional information below.

Original issue reported on code.google.com by [email protected] on 23 May 2010 at 7:09

homunculus not attacking players

What steps will reproduce the problem?

homunculus not attacking and using skills on players in pvp & woe


What is the expected outcome? What do you see instead?

homunculus just there doing nothing.

What revision of the product are you using?
171

What type of homunculus/mercenary are you using?
Vanilmirth

Please provide any additional information below.

turned aggressive true and all to default settings, when i go to dungeons and 
other places my vanilmirth is working fine but when in pvp and woe vanilmirth 
does nothing.

Original issue reported on code.google.com by [email protected] on 18 Sep 2010 at 3:53

Delay on Load

What feature would enhance usability or efficiency?
Efficiency

What revision of the product are you using?
Latest.

It would be nice if we could have a Tick option that delays the AI from 
processing on load, specifically because the homunculus gathers Actors and 
starts doing options immediately on load. When MVPing, you teleport around all 
the time. With this AI, you sacrafice (or your homunc) sacrifice those few 
seconds of invulnerability.

Original issue reported on code.google.com by [email protected] on 14 Oct 2010 at 12:47

Moving too close when AttackAllowed is set to false

What steps will reproduce the problem?

1.Set AttackAllowed to false
2.Set SkillsAllowed to true

What is the expected outcome? What do you see instead?

I want my homcu to use skills on the monster but not move right next to it, 
it's ok to move in-range of the skill but instead it uses the skill, moves next 
to the mob, comes back to me(because of my come back configuration i guess) and 
then repeats the process

What revision of the product are you using?
171

What type of homunculus/mercenary are you using?
Vanil

Original issue reported on code.google.com by [email protected] on 6 Sep 2010 at 2:30

Filir's Moonlight skill will not work if flitting is set to true.

What steps will reproduce the problem?
1.Having Moonlight and Flitting active
2.
3.

What is the expected outcome? What do you see instead?
Expected: Using moonlight with flitting active to increase atk.  Instead:
Homunc will only attack normal without skills until Flitting wears off.


What type of homunculus/mercenary are you using?
Filir

Original issue reported on code.google.com by [email protected] on 11 May 2010 at 2:48

AutoShutDown

What feature would enhance usability or efficiency?
AutoShutDown

What steps would demonstrate the improvement granted by the recommended
feature?
1.It is not necessary to worry for attachment if has forgotten about Hom's
2.
3.

What is the current behavior in the above situation?
not implemented yet

What revision of the product are you using?
174

What type of homunculus/mercenary are you using?
Vanilmirth

Please provide any additional information below.

Original issue reported on code.google.com by [email protected] on 22 Nov 2010 at 7:09

Farming Problem

What steps will reproduce the problem?
Empty bottle farming

What is the expected outcome? My humunculu is supposed to help me with farming 
but is no atking the targets

 What do you see instead?
nothing because my humunculus just atk one target and them it stop atking until 
i right click.

What revision of the product are you using?
169

What type of homunculus/mercenary are you using?
Amistr


Please provide any additional information below.

-my humunculus is supposed to atk any nearby target because it is in agro 
mode.but when i am in ant hell for farm some bottle i can do anything because 
as i said before it only atk one target.

Original issue reported on code.google.com by [email protected] on 8 Jun 2010 at 5:55

ActorOptions Sub-table editing

Hi
A Gui to specify monster tactics, nothing fancy just something to write 
the table for the people who have problems reading and writing.

WOULD BE A GREAT ADDITION!

What steps will reproduce the problem?
Well grinding metalingz amongst geographers and not having to res homun is 
my goal.

What is the expected outcome? What do you see instead?
Oh god my head is gonna blow i barely passed this at school...
Ill figure it out eventualy how to edit ActorOptions Sub-table hope ill 
made it before next week.
In original rampage it was so much more digestible...

btw what ive seen so far my filir works great so far with RAIL.FullVersion 
= "$Id: Version.lua 168 2010-05-12 13:29:59Z faithful613 $"

Original issue reported on code.google.com by [email protected] on 4 Jun 2010 at 8:28

  • Merged into: #6

RAIL mercenary unable to auto-use area skills (all?)

What steps will reproduce the problem?
the only instances i've tested so far are arrow shower and brandish spear.  
RAIL does not use both (except when cast manually).

What is the expected outcome? What do you see instead?
i expected RAIL to use these skills much as it uses pierce and double strafe, 
bu it doesn't.

What revision of the product are you using?
the most recent SVN update
Id: Version.lua 174 2010-09-17 21:37:48Z faithful613

What type of homunculus/mercenary are you using?
i've tested it both on the bowman and pikeman mercenary

Please provide any additional information below.
thanks for the great work!

Original issue reported on code.google.com by [email protected] on 18 Nov 2010 at 5:41

  • Merged into: #16

(Request) atk response time suggestion

i wanted to request a script to make my amistr not to wait a lot of time to
start atking most monster, because it seems to have a different response
time for any monster i have tested

Original issue reported on code.google.com by [email protected] on 5 May 2010 at 1:07

Wasting sp on static plant type monster

*What steps will reproduce the problem?*
[*] just standing around any plant type monster made the AI uses skills. 
Plant type monster in this case are the herbs plant and the mushroom plant.

*What is the expected outcome? What do you see instead?*
Should not waste sp and uses skills to hit this type of monster.

*What revision of the product are you using?*
$Id: Version.lua 139 2010-03-24 14:06:35Z faithful613 $

*What type of homunculus/mercenary are you using?*
Bow merc
Vanilmirth

*Please provide any additional information below.*
i am not sure if the vanil are doing caprice on the plant [it was busy with 
other mobs]. But double strafing a plant is very notice-able.
i will do further testing regarding this later.

anyway, good job! :D

Original issue reported on code.google.com by [email protected] on 28 Mar 2010 at 7:53

Dance attack

What steps will reproduce the problem?
1. I want my amistr to dance attack but i see no option
2.
3.

What is the expected outcome? What do you see instead?
dance attack of homunculus/merce

What revision of the product are you using?
166

What type of homunculus/mercenary are you using?
amistr

Please provide any additional information below.
i want my homunculus to dance attack but see no option.

Original issue reported on code.google.com by [email protected] on 12 May 2010 at 10:09

System "Moving" (Behavior, Option)

What feature would enhance usability or efficiency?
To add options:
 + In fight: 
        - Distance until Homunculus begins chasing owner.

 + Not in fight: 
        - Distance until Homunculus begins chasing owner

What steps would demonstrate the improvement granted by the recommended
feature?
1. More flexible and exact adjustment.
2. Homunculus will not stack and lag behind(I hope for it).
3. When Homunculus in fight, will allow to move to the alchemist on the big 
distance (for example to bring still the monster's) while Homunculus will 
continue fight.

What is the current behavior in the above situation?
Homunculus very often stack and lags behind the alchemist, even at rail_state 
["FollowDistance"] = 2

What revision of the product are you using?
"$Id: Version.lua 168 2010-05-12

What type of homunculus/mercenary are you using?
Vanilmirth

Please provide any additional information below.
Excuse for my English. I used the Online-translator Translate.ru

Original issue reported on code.google.com by [email protected] on 8 Jun 2010 at 7:58

Disable kill-steal prevention; and disable chase targeting (aka stand still)

What steps will reproduce the problem?
1.Kill-stealing other homunculus
2.
3.

What is the expected outcome? What do you see instead?
Make my homunculus KS, is it possible?

What revision of the product are you using?
"$Id: Version.lua 160 2010-04-23 15:41:07Z faithful613 $"

What type of homunculus/mercenary are you using?
Vanilmirth

Please provide any additional information below.
Is it possible to make it just stand still and cast bolts?

Original issue reported on code.google.com by [email protected] on 25 Apr 2010 at 5:43

Undocumented Tags

What revision of the product are you using?
v185

Seems we've got some new State file tags with the new version:
rail_state["RunAhead"] = false
rail_state["SkillOptions"]["RampageMode"] = false

rail_state["Information"]["Version"] changed to 
rail_state["Information"]["RAILVersion"]

rail_state["ActorOptions"]["Default"]["KiteDistance"] = -1
rail_state["ActorOptions"]["Default"]["KiteMode"] = "always"

You've been quite busy! Anyway, no big hurry, but it would be awesome if we had 
entries in the Wiki documentation for these ones.

Thanks!

Original issue reported on code.google.com by [email protected] on 24 Nov 2010 at 12:29

Allow homunculus to return to user after killing target.

What feature would enhance usability or efficiency?
Have a function to allow the Homunculus to return to its owner after it kills a 
target

What steps would demonstrate the improvement granted by the recommended
feature?
1. Sometimes my homunculus gets sniped by a monster from off screen ,e.g. Orc 
Archers. Allowing the homunculus to return to the owner will draw the monster 
closer and thus within screen range and allowing the homunculus to fight back.
2. By having the homunculus next to the owner, it takes less time on average to 
reach the next target monster when it spawns. If the homunculus were 14 cells 
above you and a monster spawns 14 cells below you, the homunculus would have to 
travel all the way across the screen. Whereas if the homunculus were to return 
to its owner (when there is not monster), it would have to travel only 
half-screen.

What is the current behavior in the above situation?
Homunculus stays put after killing a monster either it be 4 cells away or 14 
cells away. It does not return to its owner. It will still aquire new targets 
from said spot normally.

What revision of the product are you using?
171 2010-06-19

What type of homunculus/mercenary are you using?
Vanilmirth

Please provide any additional information below.
There should be a function that by enabling it, the homunculus will return 
within range of 'follow distance' or a different 'set distance' entirely.

Original issue reported on code.google.com by [email protected] on 22 Jul 2010 at 4:51

  • Merged into: #4

Seen but no ActorOption Set

What feature would enhance usability or efficiency?
I would like a logging feature added that added the ID of mobs that do not have 
ActorOptions set. The AI would maintain a list (and a file) that contains the 
Monster IDs of those monsters that have no rules specified (specifically, if 
Default actions apply). An option to turn logging on and off would be nice.

What revision of the product are you using?
Latest

What type of homunculus/mercenary are you using?
Vanil

Original issue reported on code.google.com by [email protected] on 6 Oct 2010 at 9:19

Actor Notify

What feature would enhance usability or efficiency?
Usability

What steps would demonstrate the improvement granted by the recommended
feature?
1. Walk or Teleport Around
2. Actor on Notify List appears within GetActors
3. RAIL displays a message indicating that the Actor has been found

What is the current behavior in the above situation?
Nothing-- not implemented

What revision of the product are you using?
r194

What type of homunculus/mercenary are you using?
Vanil

Please provide any additional information below.
I would love it if we had a way to auto notify the player when certain Actors 
came onstage. In particular, I envisioned the state file addition to look like 
this:

rail_state["ActorOptions"]["ByType"][1159]["Notify"] = true

The behavior would illicit a dialogue box of some sort indicating that the mob 
(in this case, Phreeoni) was found on the screen (this is a pretty good 
indicator for me to stop my teleport happy tendencies).

I know that Actors are processed by priority, but typically this option would 
be used for high priority mobs, like MVPs, so it shouldn't be an issue.

I realize that this has the potential for abuse re: PvP cloaked and hidden 
characters, but that isn't why I want it. Any chance something like this can be 
added?

Original issue reported on code.google.com by [email protected] on 9 Dec 2010 at 12:41

Possibility to change "MaxDistance" to values over 14

What feature would enhance usability or efficiency?
Possibility to change "MaxDistance" to values over 14


What steps would demonstrate the improvement granted by the recommended
feature?
On servers with sightlines greater that 16, it should be possible to make the 
Homun walk away farther than 14 tiles.


What is the current behavior in the above situation?
The Maximum the Value "MaxDistance" can be set to is 14.


What revision of the product are you using?
"$Id: Version.lua 171 2010-06-19 10:12:41Z faithful613 $"


What type of homunculus/mercenary are you using?
Lif Homunculus


Please provide any additional information below.

Original issue reported on code.google.com by [email protected] on 27 Jun 2010 at 4:26

Windows 7 issue

What steps will reproduce the problem?
1. Svn checkout
2. Entered http://ro-rail.googlecode.com/svn/trunk/
3. Waiting for dowloads

What is the expected outcome? What do you see instead?
Error message : 
Can't create the folder USER_AI
Acces denied even if I am in administrator mode.

Original issue reported on code.google.com by [email protected] on 19 Sep 2010 at 2:09

Owner-chase leaves mercenaries behind

How it happens?
Just walks around the town with AGI up.

Expected outcome?
It should detects the movement made by the owner. If it exceeds the 
followDistance, it will start moving towards the owner.


Original issue reported on code.google.com by [email protected] on 27 Mar 2010 at 12:44

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