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Posted (edited)

 

Hello,
I'm completely sharing my first attempt of functional PvE & PvP level/gear based independed phantoms. This source is completely made by AI so no hard critisism please. The extension is in a very early stage and it's not tested properly so its NOT supposed to be used in a live server yet because it still needs stability/optimization improvements.

 

The architecture is already done, third class behaviors are looking good (but still needs adjustments mostly for melee classes). I am currently dealing with second occupation classes functionality (most of them are functional).

 

The extension will automatically create the lucera_autobots table on starting the gameserver and then you will be able to populate the table with many rows of bots manually or save them to DB through the ingame bot's panel, you can also create temporary bots by not hitting the "Save Bot" button. The clan can be added to the bots as clanID through lucera_autobots DB table, the clan has to be owned by a real player with or without alliance, the bot will be spawned with the clan or clan+ally crest.

 

 

Request for advices and ideas:
At the moment i haven't figured out an easy way (other than building a full navigation system of the world) to make the bot understand the geodata, avoid all the city obstacles and walk to gatekeeper, then travel back to the farming location on foot and avoid any obstacles and town layout so at this current state the bots are doing this: on death > go to village > stay idle for 30 seconds (time delay can be configured from the bot's management panel or through the DB table) > directly teleport back to death location.

 

On in-game, use //autobots command and create bots normally through the panel's options. NOTE: The bots will not attack a gm character.

 

 

 

 

 

Quote

 

 

LATEST CHANGELOGS SINCE BUILD M28:

M29:
Improved the mechanics and behavior for all the second and third classes.
Added/adjusted PvP skills and self-buffs for many classes.
Improved Tyrant/Grand Khavatari combat and force-charge behavior.
Added tank skill/auto-attack rotations.
Added Bladedancer dances/debuff behavior.
Added mage skills such as Silence, Curse Fear, Aura Flash, Ice Dagger and Frost Bolt with usage limits.
Increased dagger Switch usage to 25%.
Added obstacle escape movement when bots get stuck while RETURNING to their farm area.
M30:
Reduced the pause after tank and archer sidestep movements so they re-engage faster.
Improved Titan/Destroyer combat recovery and added Braveheart condition.
Started fixing Gladiator/Duelist charge/combat behavior.
Verified all classes can use Idle, AttackFlagged, and AttackEveryone.
Reinforced the rule that skills are used only when actually learned by the bot.
M31:
Fixed offensive mage combat-entry logic for AttackEveryone.
Prevented hostile mage debuffs from being used as the initial action against peaceful players.
M32:
Added a farming-area watchdog so bots outside their configured farm range return instead of remaining stuck in FARMING.
Fixed automatic teleport recovery so it cannot silently replace the bot's configured farm origin.
M33:
Removed the newer broken Gladiator/Duelist charge state-machine and restored more of the older M27-style combat logic.
M34:
Completely rewrote Gladiator/Duelist combat behavior
Gladiator/Duelist now use the same core combat system in PvE and PvP.
All skills remain level/learned-skill dependent.
M43:
Fixed a visual “jump/teleport” issue during PvP.
Removed the extra manual position correction that was interfering with Lucera’s normal movement updates.
Kept the old movement safety protections that prevent real long-distance rollback bugs.
Added Vicious Stance toggle always ON for fighter classes when learned.
Added Arcane Power toggle always ON for offensive mages level 78+ when learned.
Improved potion usage so bots follow Lucera’s normal item cooldown behavior.
Changed Warsmith weapons/shields for several level ranges.
Added None as a buff package (the bot will spawn without buffs).
Removed Greater CP Potions from level 1–39 bots.
Reworked starter fighter equipment for levels 1–10 and 11–19.
Corrected several starter class names in the autobots UI panel.
Improved the Autobots panel layout.
Improved spacing and descriptions on the Create Bot page.
Added basic pagination to the autobots UI panel.
Changed buttons toward Lucera’s native button style.
Improved spacing around the bot list and search area.
Added a search layout.
Reworked the main page, Create Bot page, class selection and manage pages.
No AI, combat, movement, inventory, or DB behavior was changed.

 

Next update milestone: Ensuring stability and optimization changes.

 

Screenshot_1.png

Screenshot_2.png

Screenshot_3.png

Edited by itzikos
Posted (edited)

First stability test is succesfully completed on M43 - 100 active bots ~2hours (default settings - no clan - light PvP - PvE farming mostly):

 

No observable memory leak
No thread leak
No CPU bottleneck
JVM garbage collection is recovering memory correctly
Default Java process RAM is stable
100 continuously farming bots are looking stable

 

gameserver logs below:

https://anotepad.com/notes/p6qi9g2p

 

Screenshot_5.png

Edited by itzikos
Posted (edited)

Update M54:

  • Global HP/MP/CP consumable handling expanded beyond combat-only usage.
  • Offensive mage idle recovery with learned skill Battle Heal.
  • Spellhowler/Storm Screamer prioritizes Hurricane, using Vampiric Claw mostly below 90% HP.
  • Major structural refactor initialized:
    • Added category/class organization such as Archer, Dagger, Tank, Mage, Healer, Support and Specialized class files.
    • Further structural cleanup.
    • Extracted combat memory/state and more class-policy logic from the main controller.
  • Added global stuck/inactivity watchdog for bots blocked by terrain/geodata.
  • Added unreachable dropped ground-item timeout/temporary blacklist.
  • Reworked Necromancer/Soultaker PvP:
  • Dominator level 78+ maintains learned Arcane Power toggle on.
  • Overlord/Dominator level 44+ maintains learned Soul Guard toggle automatically.
  • Stability/scalability update:
    • Bot controller ticks staggered instead of all starting in the same phase:
      • Same 350 ms update rate retained
      • Reduces simultaneous AI workload bursts.
  • Removed the old manual aggressive-monster EVT_AGGRESSION bridge.
  • Phantoms now use native Lucera setActive() behavior so monsters aggro them naturally.
  • Reduced unnecessary NPC scans and native AI event pressure.
  • Added saved-bot equipment overrides using a separate database table:

        lucera_autobots_items

  • Existing lucera_autobots remains the main saved-bot identity/state table.
  • Equipment rows are linked to saved bots through bot_id.
  • Added optional convenience view to show bot name together with equipment overrides:

        lucera_autobots_items_view

  • Added editable equipment slots in columns:
    • Weapon
    • Shield
    • Helmet
    • Chest
    • Legs
    • Gloves
    • Boots
    • Necklace
    • Left/Right Earrings
    • Left/Right Rings
  • Equipment override values:
    • 0 = use normal class/level profile item
    • -1 = force slot empty
    • >0 = equip that Item ID
  • Custom equipment works only for saved database bots.
  • Default class/level equipment profiles remain unchanged.
  • Supports custom equipment from No Grade to S Grade, regardless of the bot's current level.
  • Added validation for invalid item IDs and incompatible equipment slots.
  • Added handling for:
    • Two-handed weapons vs shields
    • Full-body armor vs separate leggings
  • Added all-grade Soulshots and Spiritshots to bot inventory/replenishment so custom lower-grade weapons still use the correct shots.
  • Mage profiles that already use Blessed Spiritshots keep that behavior with all relevant grades available.
  • First save the bot normally so it exists in table:

        lucera_autobots

  • Then open:

        lucera_autobots_items

  • Find the row with the same bot_id and edit only the equipment slots you want.
  • Example:
    • weapon_id = 6608
    • shield_id = -1
    • helmet_id = 0
    • chest_id = 0
    • legs_id = 0
    • gloves_id = 0
    • boots_id = 0
  • This means:
    • weapon_id 6608 → custom weapon
    • shield_id -1 → no shield
    • all 0 values → keep normal default profile equipment
  • After editing the DB, despawn and respawn the saved bot so M54 reloads its equipment overrides.
  • Do not edit bot_id. Use it only to identify which saved bot the equipment row belongs to.

 

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Edited by itzikos
Posted

UPDATE M63

Introduced the first major Party Logic system:


Bots can join and operate under a real-player party leader.
Party members:
follow the real player,
assist the leader in combat,
coordinate around the party leader,
support party combat instead of behaving purely as independent farmers.
Added initial party formation/follow behavior.
Added party-aware PvP assisting.

 


Expanded Party Support / Party Combat behavior:


Improved party coordination across different bot classes.
Added broader healer/support participation.
Expanded combat equipment/ammunition support, including all six arrow grades.
Party members became more coordinated in PvP and group combat.
Added improved bot reaction to resurrection situations.
Added compatible resurrection-answer handling.
Refined party formation behavior.
Party combat became more persistent when members were attacked.
Party members maintain combat participation more reliably instead of immediately dropping engagement.

 

 

Major Party Logic expansion:

 

Changed party travel formation
Added temporary main assister leadership:
if the real-player leader dies, a random living damage dealer becomes combat leader,
other bots assist that damage dealer,
if the assister dies, another DD can take over.
Added special Bishop/Cardinal real-player leader logic:
bots continue following the real player,
a damage-dealer bot becomes the party’s combat assister.
Added 5-second idle Party Logic:
if the real-player leader stops moving/actively controlling combat for 5 seconds,
bots can resume autonomous farming around the leader.
Temporary main assisters use the bot’s already configured PvP mode instead of a separate Party Logic PvP system.
Existing modes remain authoritative:
Idle
AttackFlagged
AttackEveryone
Temporary main assister can independently acquire PvP targets according to its configured mode.
Other party bots assist that selected combat leader.
Made Party Logic target acquisition party-location aware.
While operating in a party, autonomous PvE/PvP searches can be centered around the real player’s current location rather than only the bot’s original farming position.
Existing bot farmRadius remains the effective acquisition radius.
This allows parties to travel away from their original farming areas while continuing to operate dynamically.

 

 

Expanded Bishop/Cardinal Party Logic behavior:

 

Bishop/Cardinal parties now use the same 5-second activity/idle model as normal real-player-led parties.
While the Bishop/Cardinal leader is moving or active:
bots prioritize staying with the real player,
maintain the ~70–100 unit random formation.
After the Bishop/Cardinal remains idle for 5 seconds:
party bots may return to autonomous farming around the leader.
When the Bishop/Cardinal starts moving again:
party members transition back to following the leader.
PvP remains independent of the PvE idle condition:
valid PvP targets can still trigger combat according to each bot’s configured PvP mode.

 

 

Optional Hero System:


Added a new hero_enabled option for Autobots.
Bot creation gained Hero appearance: No / Yes.
Existing bots default to hero_enabled = 0.
Bots with hero_enabled = 1 spawn with native Lucera Hero status/aura/appearance through Player.setHero(true).
Hero weapons configured through the existing Autobots item system can be equipped normally.
This is intentionally visual/status Hero only:
no Hero skill injection,
no automatic native Hero skills,
no changes to combat AI or targeting.
Hero state can also be changed directly in the database and takes effect after respawning the bot.

 

 

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  • Posts

    • UPDATE M63 Introduced the first major Party Logic system: Bots can join and operate under a real-player party leader. Party members: follow the real player, assist the leader in combat, coordinate around the party leader, support party combat instead of behaving purely as independent farmers. Added initial party formation/follow behavior. Added party-aware PvP assisting.   Expanded Party Support / Party Combat behavior: Improved party coordination across different bot classes. Added broader healer/support participation. Expanded combat equipment/ammunition support, including all six arrow grades. Party members became more coordinated in PvP and group combat. Added improved bot reaction to resurrection situations. Added compatible resurrection-answer handling. Refined party formation behavior. Party combat became more persistent when members were attacked. Party members maintain combat participation more reliably instead of immediately dropping engagement.     Major Party Logic expansion:   Changed party travel formation Added temporary main assister leadership: if the real-player leader dies, a random living damage dealer becomes combat leader, other bots assist that damage dealer, if the assister dies, another DD can take over. Added special Bishop/Cardinal real-player leader logic: bots continue following the real player, a damage-dealer bot becomes the party’s combat assister. Added 5-second idle Party Logic: if the real-player leader stops moving/actively controlling combat for 5 seconds, bots can resume autonomous farming around the leader. Temporary main assisters use the bot’s already configured PvP mode instead of a separate Party Logic PvP system. Existing modes remain authoritative: Idle AttackFlagged AttackEveryone Temporary main assister can independently acquire PvP targets according to its configured mode. Other party bots assist that selected combat leader. Made Party Logic target acquisition party-location aware. While operating in a party, autonomous PvE/PvP searches can be centered around the real player’s current location rather than only the bot’s original farming position. Existing bot farmRadius remains the effective acquisition radius. This allows parties to travel away from their original farming areas while continuing to operate dynamically.     Expanded Bishop/Cardinal Party Logic behavior:   Bishop/Cardinal parties now use the same 5-second activity/idle model as normal real-player-led parties. While the Bishop/Cardinal leader is moving or active: bots prioritize staying with the real player, maintain the ~70–100 unit random formation. After the Bishop/Cardinal remains idle for 5 seconds: party bots may return to autonomous farming around the leader. When the Bishop/Cardinal starts moving again: party members transition back to following the leader. PvP remains independent of the PvE idle condition: valid PvP targets can still trigger combat according to each bot’s configured PvP mode.     Optional Hero System: Added a new hero_enabled option for Autobots. Bot creation gained Hero appearance: No / Yes. Existing bots default to hero_enabled = 0. Bots with hero_enabled = 1 spawn with native Lucera Hero status/aura/appearance through Player.setHero(true). Hero weapons configured through the existing Autobots item system can be equipped normally. This is intentionally visual/status Hero only: no Hero skill injection, no automatic native Hero skills, no changes to combat AI or targeting. Hero state can also be changed directly in the database and takes effect after respawning the bot.     DOWNLOAD
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