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Showing content with the highest reputation on 08/04/19 in all areas

  1. This seems to be a more appropriate place so continuing here from @autopilot is a server side AI implementation that can control player characters. The primary goal is to replace human players for any reason : perhaps you installed a server on your own computer and have no other players, or your server has too low population or a critical class for the party isn't available. Either way, this allows you to add characters to your party without having a human player available. Note that this isn't a bot : it might get stuck in a corner if left alone with no human to lead the party. Also note this is server side : you have to be the server owner and capable of modifying your source to add it. Obviously an AI isn't a human player, which means better reaction time, and no "I have to go 5 minutes afk sorry" during boss fights but at the price of not being able to judge more advanced situations correctly. Overall I'd say the AI will play better than a typical player but will fail at anything more complex than "use this skill when <condition>". All the current progress is available here : https://github.com/SeravySensei/rathena/commits/Autopilot https://github.com/rathena/rathena/compare/master...SeravySensei:Autopilot.patch https://github.com/rathena/rathena/compare/master...SeravySensei:Autopilot.diff Currently implemented : All 1st classes, 2nd/rebirth classes. Homunculus, 3rd classes. Awaiting implementation : -Rebel -Oboro/Kagerou -Soul Reaper/Star Emperor Many of the 3rd class AI skills are still untested. I plan to test everything after the last few classes are done. How to use : @autopilot Tank enables tanking mode, the AI will try to engage enemies in melee and use melee skills. @autopilot Skill enables the AI to use ranged attacks or ranged skills, in general this is the DPS mode @autopilot Support restricts the AI to using support skills only. @autopilothom with same parameters : same modes for the Homunculus. There are a few other commands for enabling "extras" such as telling the AI to use a song or dance or other special skill or use sp potions. You should see them in the atcommands file(s). It's old but here is a recording that shows the AI in action :
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  2. https://rathena.org/board/topic/118176-afk-mode/
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  3. you can see example script in here npc/re/merchant/enchan_mal.txt
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  4. Hii! Some time ago I finally finished the second version that I had promised of this map in the section of Projects and Concepts in Progress: This is also my second map ever finished x3 The first version was made in September of 2018, but one of these is a slightly revisited version of that older one, and the second one has certain parts of the public area changed :3 Note: I'm using some of the screenies from that post to avoid uploading unnecessarily, since the map looks the same essentially ☆★☆Previews☆★☆ Path to the Gods ver. This is the first version with some fixes. This area looks more "simple" than the second one, as the idea is that this place is "sacred", unlike the second one. Path to Glory ver. This is the second version. This is more like a true colosseum, with banners and even an ornated place from where the royalty or rulers can oversee the battle below. - The areas for the public are walkable, in case someone wants to add NPCs as spectators or wants to use those areas otherwise. - The fighting areas of both versions are almost exactly the same except for one tiny detail, but the difference is mostly aesthetic. - Oh and I really enjoyed working on this map! I took so long to showcase it because I was working on other maps, projects and irl, and I wanted it to be perfect, and because I had said that it was going to have these two versions. - There will definitely be a third version of this map that will vary much, much more from these two (and it will definitely not take one year to appear x.x). I hope you like it!
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  5. Just my guess check line 3302 in msgstringtable.txt
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