PUP Automaton AI

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Posts: 129
Joined: Wed May 27, 2015 4:23 pm

PUP Automaton AI

Post by bluesolarflare » Thu Sep 24, 2015 4:14 pm

Working on Automaton AI. Based on wiki the auto's have separate casting timers with 1 universal timer to check the other timers. Currently I have WHM auto working 90% (still need to code some more spell logic). All weaponskills work but lack a skillchain element (not sure how to script this specifically).

What doesn't work:

Auto's automatically go into melee range, need to script so that the mage ones stay out of range
WS's don't have Skillchain element - not sure how to script this just yet
Ranged Automaton does not use ranged attack yet

What does work:

WHM Auto
- Casts Cure 1-5 depending on Skill level on master or party members based on pre-defined threshold
a) Still need to find a way to count the amount of Light Maneuvers in order to raise the threshold HP% value
- Casts -na/erase spells on Master
- Casts Pro and Shell when the effect is not on the master
- Casts Haste when using Wind Maneuver
- Casts enfeebles when mob's health is above 75% (Dia > Paralyze > Slow)
a) Need to program logic for enfeebles based on Maneuvers used

BLM Auto
- Casts Highest Elemental Nuke based on targets weakness
a) Need to program logic when a weakness cannot be found
- Need to program Logic for Enfeebles

Posts: 15
Joined: Wed Nov 06, 2013 7:27 am

Re: PUP Automaton AI

Post by Altreer » Fri Sep 25, 2015 9:01 am

Quite an impressive amount of work. I cannot even begin to wrap my mind around how you are getting along. I, along with many others I am sure, are quite excited to see some life coming to PUP since out of all the jobs it seems the most difficult to tackle. Keep up the fantastic work.

Posts: 129
Joined: Wed May 27, 2015 4:23 pm

Re: PUP Automaton AI

Post by bluesolarflare » Mon Nov 09, 2015 10:28 am

Harle, valoredge, and sharpshot are done and running on my server. I have about 30 attachments coded as well and my friend has been testing everything. Found a few bugs which has been fixed but I would say that the ai behavior is very close to retail. Also SE recently gave us all the stat mods for all the automaton weaponskills so I created my own automaton ws calculation script that is checked on weaponskills instead of using the built in mobweaponskill script.

Whm head is done but now I need to finish RDM and blm since they take the longest especially rdm

Posts: 5
Joined: Thu Nov 12, 2015 10:30 am

Re: PUP Automaton AI

Post by tarumancer » Thu Nov 12, 2015 10:53 am

Thanks for working on this and for posting a status update Blue!

Looking forward to seeing/enjoying the fruits of your labor!

Posts: 129
Joined: Wed May 27, 2015 4:23 pm

Re: PUP Automaton AI

Post by bluesolarflare » Fri Dec 18, 2015 4:21 pm

I finally got around to working on the expanding the Nuking portion of the AI. It was a total pain because I had to script routines for various different checks. I currently have Stormwaker head finished.
I had to modify a setting in the core that changed the job of the Automaton based on the head that was equipped and make a change in the magic.lua to account for automaton magic skill so that it wouldn't get resisted all the time. Also, the routine I wrote still needs some tweaks but I have it as follows:

Universal magic casting check every 4 seconds
Enfeebling every 12 seconds
Healing every 15 seconds
Buffs every 12 seconds
Elemental Magic every 18 seconds

The video I created below runs thru the aspects of the AI.


I have a friend that will be testing it later on next week to put the AI through its paces, but I have a feeling I will need to adjust some of the timers because I am finding my auto running out of mp quickly.

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