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Custom Monster Detection for Homunculus AIs
Ange Offline
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#1
Custom Monster Detection for Homunculus AIs
HeRO's myriad of custom monsters are often not detected as monsters by homunculus AIs.??This is caused by a bug in Gravity's built in function, IsMonster(id).??Here's a general solution to this that will work for any AI.

First, create a file in your AI called CustomIsMonster.lua and paste the following into it:

Code:
function CustomIsMonster(ID)
    if (IsMonster(ID)==1) then
        return 1
    elseif (CustomMonsters[GetMonsterID(ID)]==true) then
        return 1
    else
        return 0
    end
end

function GetMonsterID(ID)
    return GetV(V_HOMUNTYPE, ID)
end
code tags should let you use indentations to properly display lua, but they don't here.??Yet another thing here that doesn't work.??Anyway, here's it properly formatted: http://pastie.org/8732515

Next, create a file called CustomMonsters.lua and paste the following into it:
Code:
CustomMonsters = {}

CustomMonsters[2590] = true -- Nekoring
CustomMonsters[2502] = true -- Autumn LeafCat

This file is a list of all monsters that are not recognized which you would like the AI to recognize.??Yes, they have to be added manually.??There's a way to get around this, but it makes the homunculus see pets as monsters too, which is no good.

Then, add the following two lines to your AI.lua:
Code:
require "./AI/CustomMonsters.lua"
require "./AI/CustomIsMonster.lua"
Put them with other require statements.??You'll know it when you see it.

Finally, replace every instance of "IsMonster" in the AI with "CustomIsMonster" EXCEPT the one in CustomIsMonster.lua
02-14-2014, 04:09 AM
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The Legendary Joe Offline
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#2
RE: Custom Monster Detection for Homunculus AIs
hmm, I must be doing something wrong... I'm getting a buncha error messages saying stuff is coming up as a Nill value after modding the AI.lua
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05-01-2014, 04:28 PM
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Laenaya Offline
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#3
RE: Custom Monster Detection for Homunculus AIs
You might have replaced "IsMonster2" for "CustomIsMonster2" while replacing "IsMonster" for "CustomIsMonster".

If this isn't the case, you could have placed the newly created files (CustomIsMonster.lua and CustomMonsters.lua) inside "<heRO folder>/AI/USER_AI", but referenced them as if they were one level up:

require "./AI/CustomMonsters.lua"
require "./AI/CustomIsMonster.lua"

If that's the case change them to:

require "./AI/USER_AI/CustomMonsters.lua"
require "./AI/USER_AI/CustomIsMonster.lua"

A last possibility would be that you're editing the lua files in "<heRO folder>/AI/" (official AI), instead of the ones in "<heRO folder>/AI/USER_AI" (custom AI).

If anything, I can test this later and give you a copy of my mirAI with this mode, if you use/want it of course.
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05-02-2014, 02:34 PM
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The Legendary Joe Offline
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#4
RE: Custom Monster Detection for Homunculus AIs
(05-02-2014, 02:34 PM)Laenaya Wrote:
You might have replaced "IsMonster2" for "CustomIsMonster2" while replacing "IsMonster" for "CustomIsMonster".

If this isn't the case, you could have placed the newly created files (CustomIsMonster.lua and CustomMonsters.lua) inside "<heRO folder>/AI/USER_AI", but referenced them as if they were one level up:

require "./AI/CustomMonsters.lua"
require "./AI/CustomIsMonster.lua"

If that's the case change them to:

require "./AI/USER_AI/CustomMonsters.lua"
require "./AI/USER_AI/CustomIsMonster.lua"

A last possibility would be that you're editing the lua files in "<heRO folder>/AI/" (official AI), instead of the ones in "<heRO folder>/AI/USER_AI" (custom AI).

If anything, I can test this later and give you a copy of my mirAI with this mode, if you use/want it of course.
Oh derp, both of those were the cause. thanks for the troubleshoot. Up and running without any noticable problems.
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(This post was last modified: 05-02-2014, 11:06 PM by The Legendary Joe.)
05-02-2014, 11:06 PM
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demishock Offline
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#5
RE: Custom Monster Detection for Homunculus AIs
Thanks so much for this! I don't know how I missed the original thread when it came up, but I'm glad I finally saw it now.

I've compiled a list of all the custom monsters I could think of, for copy/paste-ability, in three formats...

In order by ID number: http://pastie.org/9147690

In order by monster name: http://pastie.org/9147687

In order by map/category: http://pastie.org/9147680
*Neko Island
*True Poring Island
*Muspelheim
*Orcus Dungeon
*Byalan Dungeon
*Magma Dungeon
*Christmas
*Halloween
*Fairy Paradise

ETA: I've added a link to this thread to the Homunculus page on the heRO wiki.
(This post was last modified: 05-07-2014, 12:25 AM by demishock.)
05-07-2014, 12:14 AM
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kysp Offline
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Posts: 47
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Joined: Sep 2012
#6
RE: Custom Monster Detection for Homunculus AIs
(05-07-2014, 12:14 AM)demishock Wrote: ...

In order by map/category: http://pastie.org/9147680
*Neko Island
*True Poring Island
*Muspelheim
*Orcus Dungeon
*Byalan Dungeon
*Magma Dungeon
*Christmas
*Halloween
*Fairy Paradise

ETA: I've added a link to this thread to the Homunculus page on the heRO wiki.

Thanks for the list! No1

(05-02-2014, 02:34 PM)Laenaya Wrote: You might have replaced "IsMonster2" for "CustomIsMonster2" while replacing "IsMonster" for "CustomIsMonster".

I did that too. So turn on "Match whole word only" or something similar in the Search & Replace dialog.
05-22-2014, 07:51 AM
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Blake81 Offline
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Posts: 17
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Joined: Sep 2014
#7
RE: Custom Monster Detection for Homunculus AIs
Could someone please upload their modified lua files here? I've been trying to get this working for the last two hours and I still get the Nil Value error message, and I've done all it says here....
09-25-2014, 03:51 PM
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whitedraw Offline
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#8
RE: Custom Monster Detection for Homunculus AIs
I think this post was once before the SVN updated, I think it might be better for you to check out others AIs that support this new update. Some similar configuration might be required though
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09-25-2014, 09:54 PM
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GM-Garr Offline
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#9
RE: Custom Monster Detection for Homunculus AIs
Actually, homunculus AI is client-side thing, and has nothing to do with SVNs. So this will still work regardless. I haven't tried it much, but I think it works. At least it ignored custom monster I set it to ignore in the configuration.

(Place it inside USER_AI directory, replacing AI.lua. Also, don't forget to use /hoai ingame to switch to custom AI)


Attached Files
.zip   Changed_AI.zip (Size: 66.38 KB / Downloads: 38)
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09-26-2014, 04:56 AM
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