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Baol Infiltration Pet AI

Last post 03-15-2009, 1:47 PM by kurolove. 26 replies.
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  •  10-17-2008, 11:08 AM 1763233 in reply to 1759542

    Re: Baol Infiltration Pet AI

    i tried the AI and now i'm wondering why the pet wouldn't stop countering... and those hellhounds rarely attacks back at you if you don't rush your attacks so i found the countering to be rather useless... now i'm using pet's default collaborate ai where after cornering the hound, pet will strike first and i'll strike the second. if the hound was in defense i would be able to make the hit land on it fast enough to prevent its attack to hit my pet; but sometimes i'm not fast enough and my pets get damaged and that's ok since it's not me who got hit lol.

    Shh. this image is too cute and I can't help but to steal it. Artist: 黒原 様
  •  10-17-2008, 12:29 PM 1763440 in reply to 1763233

    Re: Baol Infiltration Pet AI

    kgptzac:
    i tried the AI and now i'm wondering why the pet wouldn't stop countering... and those hellhounds rarely attacks back at you if you don't rush your attacks so i found the countering to be rather useless... now i'm using pet's default collaborate ai where after cornering the hound, pet will strike first and i'll strike the second. if the hound was in defense i would be able to make the hit land on it fast enough to prevent its attack to hit my pet; but sometimes i'm not fast enough and my pets get damaged and that's ok since it's not me who got hit lol.

    well it helps to read the guidelines before the ai

    it tells you why i put counter there and why it gets stuck at it like all my AIs

     

    not alot of people have a plethora of pets to be suiciding at enemies in infil, for them its great help to have an AI that actually tries to survive rather than zerg it.


    IGN: Aokouu [Mari(Mabi)] Aokouu [Cain(DFO)]

    ChiisaiRamen's Channel: Mabinogi Videos and more
  •  10-17-2008, 1:26 PM 1763572 in reply to 1763440

    Re: Baol Infiltration Pet AI

    yeah i am aware of pet stuck in counter after enemy mob dies but i was more referring to that during the fight with a hound, the hound is just doing its things like just stand, run and pet is stuck in counter, doesn't react >.<  since the in-game ai editor has given me nothing but frustration, i should ask that is it possible to make the pet ai more responsive such that whenever a hellhound hovering in walking the pet immediately charge smash?


    Shh. this image is too cute and I can't help but to steal it. Artist: 黒原 様
  •  10-17-2008, 2:17 PM 1763791 in reply to 1763572

    Re: Baol Infiltration Pet AI

    kgptzac:
    yeah i am aware of pet stuck in counter after enemy mob dies but i was more referring to that during the fight with a hound, the hound is just doing its things like just stand, run and pet is stuck in counter, doesn't react >.<  since the in-game ai editor has given me nothing but frustration, i should ask that is it possible to make the pet ai more responsive such that whenever a hellhound hovering in walking the pet immediately charge smash?

    They didn't put a sharp-mind like rule to pet AIs (else it would be too powerful) so pets cannot tell what the enemy is doing. Pet AIs simply alleviate work on controlling your pet, a good pet user still tells it to do things like which target to attack, to retreat, to cancel, or sometimes down to what skills it uses.

    the only way i can see it working is the following rule (ofc written in an understandable format)

    If pet's enemy stops, prepare smash and attack with melee.

    now the problem here is if the enemy stops pet cannot make sure whether its really block or counter.

    If pet's enemy walks, prepare smash and attack with melee.

    the problem on this one is sometimes the enemy walks even though its not blocking and may interrupt the smash with an attack

    overall any sort of rules like the above are just annoyances in the end, as they will do things that are unsafe and are gambles

     

    that is where hotkeys come in, your 2nd bar should mostly be pet skills because holding shift is not only skill bar switch, it is a also pet attack (shift + click = pet attacks the clicked target). You should also have a hotkey for call! which is used for retreat and telling the pet to stop what it is doing especially countering.

    If you really want it to smash, with hotkeys its very simple to do.

     

     

    as an end note, and this is for everyone.

    remember its a common misconception of people to think AI's are fire and forget (which is why people are so attracted to those "smart" pet AI). Pet AI's are meant to help you not take the job of fighting away from you. Your pet will last longer and help alot more if you arent expecting it to be "smart".

    My pet helped me in baol final even, cutting fighting time in half by taking care of multiaggros and even one giant desert worm no prob.

     

     


    IGN: Aokouu [Mari(Mabi)] Aokouu [Cain(DFO)]

    ChiisaiRamen's Channel: Mabinogi Videos and more
  •  11-09-2008, 2:47 AM 1857197 in reply to 1763791

    Re: Baol Infiltration Pet AI

    ok since people have asked me how i deal with the non hellhound mobs alot I made a new AI

    Actiually it started out because I told them to countermill but I keep hearing that doesnt work even if it did to me, So I made an AI

    so as always guidlines

    • The pet will loop counter; after countering it will counter and so on 
    • To make it stop, as always do call! or come!
    • To start the loop, prepare magnum shot. Once it finishes preparing the pet will use counter. People use magnum shot to pull anyways.
    • DO NOT start the loop by directly telling it to counter. (through hotkey or saying ct!). If you do it this way at around 8 seconds its likely the pet will cancel its windmill and will get you killed. Always start the loop by activating magnum.


    So how do you use this?

    1. Simply pull a gargoyle with magnum. Pet wil start using counter.
    2. Run back and stand very near to your pet. Prepare windmill
    3. If you get hit by the gargoyles magic, reprepare windmill.
    4. The idea here is to keep milling the gargoyle. So engange your windmill when the gargoyle gets close.


    So what is the pet for?

    • Because gargoyles are fast it is there to counter for you when a gargoyle charges in.
    • Gargoyles has splash attack so if it strikes you and your pet is close, the pet's counter will catch it for you
    • Beware of smashes. Smashes has no splash so pet cannot protect you that way


    Anyways I attached this to this thread for now because I dont have a turtorial video for this yet. Anyways here is the AI

    <rules>
        <rule name="Counter when Master Magnum">
            <conditions/>
            <pattern>
                <param_decl/>
                <sequence>
                    <cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
                </sequence>
            </pattern>
            <event name="master_skill_prepare" event_skill="magnum_shot"/>
        </rule>
        <rule name="Counter to Counter">
            <conditions/>
            <pattern>
                <param_decl/>
                <sequence>
                    <cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
                </sequence>
            </pattern>
            <event name="attack" pet_attackable_skill="counter" down="true"/>
        </rule>
        <rule name="Counter if notKD">
            <conditions/>
            <pattern>
                <param_decl/>
                <sequence>
                    <cmd name="prepare_skill" pet_skill="counter" try_cnt="5" timeout="0"/>
                </sequence>
            </pattern>
            <event name="attacked" master_skill="all" down="false"/>
        </rule>
        <rule name="Counter if KD">
            <conditions/>
            <pattern>
                <param_decl/>
                <sequence>
                    <cmd name="prepare_skill" pet_skill="counter" try_cnt="5" timeout="0"/>
                </sequence>
            </pattern>
            <event name="attacked" master_skill="all" down="true"/>
        </rule>
        <rule name="=AI by Aokouu [Mari Ch4]=">
            <conditions/>
            <pattern>
                <param_decl/>
                <sequence/>
            </pattern>
            <event name="now_targeting"/>
        </rule>
    </rules>


    IGN: Aokouu [Mari(Mabi)] Aokouu [Cain(DFO)]

    ChiisaiRamen's Channel: Mabinogi Videos and more
  •  11-09-2008, 3:12 AM 1857228 in reply to 1857197

    Re: Baol Infiltration Pet AI

    ChiisaiRamen:

    ok since people have asked me how i deal with the non hellhound mobs alot I made a new AI

    Actiually it started out because I told them to countermill but I keep hearing that doesnt work even if it did to me, So I made an AI

    so as always guidlines

    • The pet will loop counter; after countering it will counter and so on 
    • To make it stop, as always do call! or come!
    • To start the loop, prepare magnum shot. Once it finishes preparing the pet will use counter. People use magnum shot to pull anyways.
    • DO NOT start the loop by directly telling it to counter. (through hotkey or saying ct!). If you do it this way at around 8 seconds its likely the pet will cancel its windmill and will get you killed. Always start the loop by activating magnum.


    So how do you use this?

    1. Simply pull a gargoyle with magnum. Pet wil start using counter.
    2. Run back and stand very near to your pet. Prepare windmill
    3. If you get hit by the gargoyles magic, reprepare windmill.
    4. The idea here is to keep milling the gargoyle. So engange your windmill when the gargoyle gets close.


    So what is the pet for?

    • Because gargoyles are fast it is there to counter for you when a gargoyle charges in.
    • Gargoyles has splash attack so if it strikes you and your pet is close, the pet's counter will catch it for you
    • Beware of smashes. Smashes has no splash so pet cannot protect you that way


    Anyways I attached this to this thread for now because I dont have a turtorial video for this yet. Anyways here is the AI

    <rules>
        <rule name="Counter when Master Magnum">
            <conditions/>
            <pattern>
                <param_decl/>
                <sequence>
                    <cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
                </sequence>
            </pattern>
            <event name="master_skill_prepare" event_skill="magnum_shot"/>
        </rule>
        <rule name="Counter to Counter">
            <conditions/>
            <pattern>
                <param_decl/>
                <sequence>
                    <cmd name="prepare_skill" pet_skill="counter" try_cnt="0" timeout="0"/>
                </sequence>
            </pattern>
            <event name="attack" pet_attackable_skill="counter" down="true"/>
        </rule>
        <rule name="Counter if notKD">
            <conditions/>
            <pattern>
                <param_decl/>
                <sequence>
                    <cmd name="prepare_skill" pet_skill="counter" try_cnt="5" timeout="0"/>
                </sequence>
            </pattern>
            <event name="attacked" master_skill="all" down="false"/>
        </rule>
        <rule name="Counter if KD">
            <conditions/>
            <pattern>
                <param_decl/>
                <sequence>
                    <cmd name="prepare_skill" pet_skill="counter" try_cnt="5" timeout="0"/>
                </sequence>
            </pattern>
            <event name="attacked" master_skill="all" down="true"/>
        </rule>
        <rule name="=AI by Aokouu [Mari Ch4]=">
            <conditions/>
            <pattern>
                <param_decl/>
                <sequence/>
            </pattern>
            <event name="now_targeting"/>
        </rule>
    </rules>

    Good job, this will help for pesky orb rooms. It might be an okay archer support against splash.
    Once a witch, akways a b_____.

    Nuclear launch detected, they have a jackolantern. This is not a drill. Unless of course, its an ice drill...

    Up in the air alone? Don't worry. Steiner will catch you!
  •  11-09-2008, 4:14 PM 1859309 in reply to 1657332

    Re: Baol Infiltration Pet AI

    i love you
  •  11-09-2008, 4:23 PM 1859341 in reply to 1859309

    Re: Baol Infiltration Pet AI

    Sadly a Raghodessa manage to somehow ohko me while it was in my r5 windmill range T.T
    Kaillera - Tarlach

    http://forum.nexon.net/Mabinogi/forums/thread/1936088.aspx - Disable Nagle
  •  11-09-2008, 4:32 PM 1859381 in reply to 1857197

    Re: Baol Infiltration Pet AI

    *bookmarks*
    Photobucket
  •  12-07-2008, 9:18 AM 1978700 in reply to 1759542

    Re: Baol Infiltration Pet AI

    can we still use this Ai if there are other guards monster along wif the hellhounds? i try to lure but the hell hound would aggro me not my pet so i  always fsail, can u tell me what to do?

  •  12-07-2008, 11:46 AM 1979277 in reply to 1657332

    Re: Baol Infiltration Pet AI

    This AI actually helped :x

    I love you...


    **This user has been suspended for disrupting the forum community.**
  •  03-15-2009, 1:47 PM 2382635 in reply to 1657332

    Re: Baol Infiltration Pet AI

    How do i use this code, can anyone help me?

    IGN: ranger9123
    Server: Mari
    Guild: Bloodmist

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