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Lucera2 Autobots Extension — M84

Persistent AI-controlled players for Lucera2 Interlude



Overview
The Autobots Extension adds persistent and configurable AI-controlled players to Lucera2. The built is on top of Lucera’s existing Phantom infrastructure.
Autobots are created and managed through an in-game admin panel and can be permanently saved in the database as an option.
Once the bot/bots are saved, they can automatically respawn after a server restart while preserving their configured:
  • Class and level
  • Equipment
  • Combat behavior
  • PvP mode
  • Farming location
  • Party Logic
  • Clan Logic
  • Olympiad behavior
  • Recovery settings
The extension is designed to work through Lucera-native systems wherever possible.
It does not modify or replace:
server.jar
scripts.jar



Main Features
Autobots can be configured from low level 1 up to level 80 third-class characters.
Available configuration includes:
  • Name
  • Level
  • Class
  • Sex
  • Title
  • Recommendations
  • Clan - The clan can be added as clanID through lucera_autobots DB table, the clan has to be owned by a real player.
  • Farming radius
  • Respawn delay
  • Weapon enchant
  • Armor enchant
  • Jewelry enchant
  • Custom equipment
  • Hero status
  • Visual weapon augmentation
  • Buff profile
  • PvP mode
  • Party permission
  • Olympiad mode
  • Auto-spawn
  • AI enable / disable
Saved Autobots keep their configuration after server restart.



PvP Modes
Each bot can use one of the available PvP modes:
  • Idle
  • Attack Flagged
  • Attack Everyone
These modes are also respected by the existing combat and Party Logic where applicable.



Party Logic
Each Autobot can individually control whether Party Logic is available.
Creation option:
Allow Party: No / Yes

Default:
If enabled, the bot can accept party invitations from real players and use the Party Logic system.
Party Logic includes:
  • Following the real player party leader
  • Randomized 70–100 range positioning
  • Assisting the appropriate damage dealer
  • Dedicated support/healer behavior
  • Temporary main assister selection if the leader dies
  • Temporary assister selection when the real leader is a support class
  • Existing PvP mode integration
  • Idle farming near the leader
  • Resurrection waiting
  • Party cleanup
  • Return-to-farm handling
If:
Allow Party = No
the bot refuses party invitations from real players.
Olympiad Autobots are always party-disabled.


Olympiad Autobots
The extension includes a dedicated Olympiad subsystem.
Currently supported Olympiad classes:
  • Sagittarius
  • Moonlight Sentinel
  • Ghost Sentinel
  • Adventurer
  • Wind Rider
  • Ghost Hunter
  • Archmage
  • Soultaker
  • Mystic Muse
  • Storm Screamer
Olympiad Autobots use Lucera's native Olympiad system.
They do not replace or bypass the native competition lifecycle.
Registration uses:
Code:
CompetitionType.CLASS_FREE
and respects native Olympiad handling such as:
  • Registration
  • Competition state
  • Stadium teleport
  • Match start
  • Match end
  • Native scoring
  • Match limits
  • Olympiad points
  • Equipment restrictions
  • Skill restrictions
Olympiad combat reuses the existing global Autobots combat engine rather than maintaining a separate combat implementation.



Equipment System
Equipment overrides are stored separately from the main saved-Autobot table.
Supported equipment slots include:
  • Weapon
  • Shield
  • Helmet
  • Chest
  • Legs
  • Gloves
  • Boots
  • Necklace
  • Left / Right Earrings
  • Left / Right Rings
Equipment entries are linked using the saved bot database ID, rather than duplicated character names.
This prevents equipment configuration from becoming inconsistent if a bot's name changes.



External Buff Profiles
Buff packages are stored externally in:
gameserver/config/autobots_buff_profiles.xml
This allows server administrators and developers to modify buff packages without recompiling the extension.
Available profile categories include:
  • Fighter
  • Warrior
  • Tank
  • Archer
  • Dagger
  • Mage
  • Support
The XML file remains the authority for the configured buff packages.



Custom Death-Return Paths
Saved Autobots can optionally use manually configured routes when returning to their farming location after death.
Configuration file:
gameserver/config/autobots_path.xml
Each saved bot automatically receives an XML entry containing:
  • Database ID
  • Name
  • Class
  • Level
  • Custom route starting position
  • Ordered waypoint path
Example:
XML:
<bot classId="94" id="91" level="76" name="BotName">

  <start x="123456" y="-12345" z="-1234"/>  <!-- Set where the bot teleports after TOWN_IDLE state here. -->

  <path>
    <!-- Add ordered waypoint coordinates here. Maximum: 256 waypoints. -->
    <point x="123456" y="-12345" z="-1234"/>
  </path>
</bot>
The <start> coordinates define where the bot will be teleported after finishing its configured town-idle recovery period.
The <path> section contains the ordered coordinates that the bot should follow for reaching it's initial configured farming location.
Maximum supported route size:
256 waypoints per bot
If <path> contains no valid waypoints, the custom route remains disabled and the bot uses the normal recovery system.
When a custom path is configured, the recovery flow becomes:
Death → Village → Town Idle → Teleport to custom <start> → Follow configured waypoints → Reach farming area → Return to normal farming state
The custom starting point does not replace the bot's permanent saved farming location.
It is used only as the starting point of the custom recovery route.

Bad Route Protection
Custom paths include a fail-safe system.
If a bot cannot make meaningful progress toward its current waypoint for approximately:
5 seconds
the route is considered invalid or unreachable.
The gameserver console prints a warning similar to:
WARN [AutobotsPath] WARNING: Bad XML route for bot "Bot_Name" at waypoint "X". Falling back to normal recovery lifecycle.
The bot then performs:
Scroll of Escape → Town → Town Idle → Ignore custom route for this recovery cycle → Normal direct return
This prevents incorrectly configured XML coordinates from permanently trapping an Autobot.
The custom path is skipped only for that recovery cycle.
After a future death, the bot is allowed to try its configured custom route again.



Party Death Recovery
Party Logic includes its own death-recovery handling.
If a bot that is inside a party dies:
Death → Wait up to 60 seconds for resurrection
If the bot is resurrected, it resumes Party Logic normally.
If no resurrection occurs:
Village → Leave party → Town Idle → Custom return path, if configured → Otherwise normal direct return
Party Logic bots therefore also support:
autobots_path.xml



Automatic Database Setup
The extension automatically creates and maintains its required database structure when it loads.
Normally, no manual SQL installation is required.

Main table:
lucera_autobots
This table stores the saved configuration for each Autobot.
When newer Autobots builds introduce additional database fields, the extension can automatically add missing columns to an existing installation.
This allows older Autobots databases to migrate to newer builds without requiring the administrator to manually modify the table structure.

Equipment Table
The extension automatically creates:
lucera_autobots_items
This table stores equipment overrides for saved Autobots.
The table uses:
bot_id
as its primary identifier and links directly to:
lucera_autobots.id
with database foreign-key protection.
Deleting a saved Autobot also removes its associated equipment row automatically.
Equipment Database View
For easier database inspection, the extension also creates:
lucera_autobots_items_view
The view combines information such as:
bot_id
bot_name

equipment columns
This makes it easier for administrators to identify which equipment configuration belongs to each saved Autobot.
If the SQL view cannot be created for any reason, the actual Autobots equipment system continues to function normally.

Important notes:
buff_mode:
0 = Full Buff
1 = Clan Hall Buffs
2 = No Buffs

pvp_mode:
0 = Idle
1 = Attack Flagged
2 = Attack Everyone



Compiling for Another Lucera Revision
The compiled extension should not simply be copied blindly between different Lucera revisions.
The correct approach is to compile the source against the target revision's current dependencies, including:
server.jar
scripts.jar
jts_bots.ext.jar
and any other Lucera libraries/extensions required by that revision.
If your Lucera revision differs from the one this build was compiled against, for example in:
  • Method names
  • Method signatures
  • Class locations
  • Visibility
  • Internal APIs
  • Phantom APIs / lifecycle
  • Olympiad internals[
The affected Autobots integration points must be adapted before recompiling.
A successful compilation against a different revision than mine does not always guarantee full runtime compatibility, so the extension should also be tested after recompiling, especially:
  • Bot spawning
  • Movement / combat
  • Party Logic
  • Recovery logic
  • Equipment
  • Olympiad



Latest Version — M84



The extension is designed to remain isolated from Lucera core files and to use Lucera-native server systems wherever possible.

On in-game, use //autobots command and create bots normally through the panel's options.

NOTE: The bots will not attack a gm character.

The extension has only been tested locally and it currently is an on-going development project. It is NOT recommended to be loaded in a live server yet and needs more testing.


Screenshot_1.webpScreenshot_1.webpScreenshot_3.webpScreenshot_4.webp
 

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молодцы, прям душа радуется сколько потенциала в профанах открыли способности ИИ ))))
 

Clan formation - the bots currently have no party logic but they behave friendly to a clan member resulting in assisting and healing (needs a lot of improvement)
 

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 so its NOT intended to be used in a live server and needs 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 first and second occupation classes functionality (most of them are functional) and then dive into the starting levels which will be easier so i might come up with an update later on. All bots currently have a fixed exp bar % on 50% so starting levels 1-3 are looking weird while farming because they are leveling up and instantly deleveling on every monster. All their consumable items will replenish when they are out of potions for example.

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. 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.
View attachment 9115

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, walk like a real player to gatekeeper and travel back to the farming location on foot and avoid any obstacles and town layout so at this state the bots are doing this: on death > go to village > stay idle for 30 seconds (time delay can be configured) > directly teleport back to death location.

On in-game, use //autobots command and create bots normally through the options. NOTE: The bots will not attack a gm character.
Отличная работа ,вы будете дальше улучшать?
 
Отличная работа ,вы будете дальше улучшать?
да, я буду продолжать улучшаться, но только тогда, когда у меня будет время заказать сборки для AI :p

Extension has been updated to m25.
- overlord/dominator now casts honor of pa'agrio for restoring it's own and clan members cp while in pvp combat
- overlord/dominator now while in combat pvp, it casts curses like seal of suspension etc. if the attacker is in range of those aoe skills.
- bishop/cardinal now has priorities in healing
- added various combat movement changes on offensive and healer classes
 
Успехов вам
да, я буду продолжать улучшаться, но только тогда, когда у меня будет время заказать сборки для AI :p

Расширение обновлено до m25.
- Владыка/Доминатор теперь использует заклинание «Честь Па'агрио» для восстановления собственных очков CP и очков CP членов клана во время PvP-боя.
- В PvP-боях «Владыка/Доминатор» теперь накладывает проклятия, такие как «Печать приостановления» и т. д., если атакующий находится в зоне действия этих АОЕ-навыков.
- У епископа/кардинала теперь приоритеты в исцелении.
- Внесены различные изменения в боевую мобильность для атакующих и лечебных классовус
да, я буду продолжать улучшаться, но только тогда, когда у меня будет время заказать сборки для AI:p

Расширение обновлено до m25.
- Владыка/Доминатор теперь использует заклинание «Честь Па'агрио» для восстановления собственных очков CP и очков CP членов клана во время PvP-боя.
- В PvP-боях «Владыка/Доминатор» теперь накладывает проклятия, такие как «Печать приостановления» и т. д., если атакующий находится в зоне действия этих АОЕ-навыков.
- У епископа/кардинала теперь приоритеты в исцелении.
- Внесены различные изменения в боевую мобильность для атакующих и лечебных классов.
Вспехов вам , жду обновлений
 
Update m27:

Stability-only changes:
- Cleans PhantomFactory's synthetic clan UnitMember from the live SubUnit when a bot is despawned/deleted. Uses in-memory removal only
- Guards delayed auto-spawn against script reload/shutdown generations.
- Uses ConcurrentHashMap for the controller blacklist modified by combat callbacks and controller ticks.
- Replaces global all-NPC/all-player acquisition scans with region-local scans. Neighbouring-region scans cover the full valid area.
- Phantom position anchors are now maintained
- Added hard protection at the actual blocked-path event
- Stop PvP attack-intention spam
 
Хорошая попытка)
Для начала утечки памяти доработать в потом уже дальше ..
 

CHANGELOGS:
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.
 
  • Update_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.
 
Last edited:
First stability test is succesfully completed on M43 - 100 active bots (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

Screenshot_5.webp


Logfile is attached below.
 

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Last edited:
First stability test is succesfully completed on M43 - 100 active bots (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

View attachment 9155


Logfile is attached below.
Без тестов на лайф проекте с живыми игроками этот пост к сожалению не имеет веса.
Тоже самое, что запустить дефолдный ботов из сборки 1000+ на локалке и сказать, серв не нагружается )
Из разряда у меня пинг на локалке 0
Но в любом сл чан молодец работа проделана не маленькая
 
Without live testing on a project with real players, this post, unfortunately, has no weight.
It's the same as running the default bots from build 1000+ on a local network and saying the server isn't loading.
My ping on the local network is 0.
But in any case, well done, a lot of work has been done.

Thanks for the feedback mister. I try :)
 
Last 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
Screenshot_1.webp
  • 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
Screenshot_2.webp
  • Added editable equipment slots in columns:
    • Weapon
    • Shield
    • Helmet
    • Chest
    • Legs
    • Gloves
    • Boots
    • Necklace
    • Left/Right Earrings
    • Left/Right Rings
    • 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.
 
Last 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.
    • 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.
    • 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:

View attachment 9158
  • 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:

View attachment 9159
  • Added editable equipment slots in columns:
    • Weapon
    • Shield
    • Helmet
    • Chest
    • Legs
    • Gloves
    • Boots
    • Necklace
    • Left/Right Earrings
    • Left/Right Rings
    • 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:

  • Then open:

  • 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.
Зачем вообще городить работу с базой данных ?
Почему просто мап/ хеш не использовать ?
Зачем городить столько лишнего кода и миллиард обращений к базе данных ?
 
Зачем вообще городить работу с базой данных ?
Почему просто мап/ хеш не использовать ?
Зачем городить столько лишнего кода и миллиард обращений к базе данных ?

That was my first attempt, now the DB is only for persistence - runtime combat/state is kept in memory. Saved bot data has to survive gameserver restarts, so a hashmap alone cannot replace the DB. The intended design is DB > load once > keep/use in memory, then write back only when persistent state changes. If the extension were querying mysql continuously during AI ticks, that would be unnecessary. The database is for storing the bot permanently and only used again when something persistent changes. The live AI should work from ram
 


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.
Added 2 new support classes:
  • Elven Elder / Eva's Saint
  • Shillien Elder / Shillien Saint
    • Party Logic now dispatches healer profiles to their actual class-specific support behavior instead of routing every healer through Cardinal behavior.
    • The same class-specific support dispatcher is used outside Party Logic.
    • Global support-class rule: EE/ES, SE/SS, Bishop/Cardinal do not use offensive attacks/skills against PvE monsters.
    • Offensive Trance/Mana Burn behavior remains available only against PvP player targets.
    • Existing healing, Recharge, Resurrection, following, idle farming and PvP modes remain unchanged.
 
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