Why a bot does nothing in a fight, passes its turns, plays a profile you didn't pick, keeps refusing actions or ignores your clicks on a relayed session, and what to do about each.
When the fight module doesn't play the way you expect, two places tell you why. The bot's Console tab says when a fight starts, whether the module plays it, and every action it sends. The Turn log on the Fight tab keeps every decision of the last 10 fights, with what each one counted (The fight module).
The bot does nothing in a fight
Check, in order:
- The module is off. The console says
A fight started: the fight module is off and sends nothing. Switch on Play this bot's fights on the bot's Fight tab. A switch made during a fight takes effect at the next turn. - The bot doesn't play this kind of fight. The console says
The bot doesn't play this kind of fight: the fight module leaves it to the game client or a script. By default the module plays fights against monsters alone: check the fight's kind under Fights it plays on the bot's Fight tab if you want it played (The fights it plays). - The profile switches its parts off. Idle places nothing and passes every turn. Check Parts in the profile's Play section.
- The character is dead. A dead character has nothing left to decide: the module keeps answering the game until the fight ends.
The bot passes every turn after a few seconds
It plays Idle, or a profile with a rule that ends the turn. Idle passes every turn after 5 seconds. Pick another profile on the Fight tab, or leave Profile empty for the default profile. In your own profile, look for Pass every turn after (seconds) in Play, and for End the turn rules.
The bot plays the default profile instead of mine
The console says The fight profile can't be played: the default profile plays, with the reason. The profile was deleted, it has an error, or its package was removed. Open Fight Profiles: a profile marked Can't be played shows the reason when you hover over it, and the editor shows it above the form. Fix it and save, or pick another profile. The profile is read again at the next fight.
The console says The fight profile extends a missing profile: it plays its own fields over the default profile when the profile it extends is gone. Set Extends to an existing profile, or to None.
The bot never says it's ready
It waits for its group: Wait for allies in the profile's Play section asks for more characters on its team than have joined. The placement countdown still starts the fight when it runs out. Lower the number, or check that the other bots really join the same fight.
With the Ready part off, the module doesn't say it's ready at all: the countdown starts the fight.
Not answered keeps coming back
Not answered in the turn log means the server didn't take an action within 3 seconds. The module drops that spell, or walking from that cell, for the rest of the turn, and decides again without it, so a fight never gets stuck on it. The console says The server didn't answer the fight module's action: it decides again without it, or The server refused the fight module's action: it decides again without it when the game said no.
The module works out what's possible the way the game does, so a refusal means it misjudged something, most often the AP and MP an enemy takes when the character walks away from it. When the same action is refused again and again, note the fight in the turn log and tell the Asterobot team (Getting help).
My clicks do nothing during a fight
On a relayed session, while the module plays a fight, the clicks you make for what its profile decides are held back, and your game client shows "Asterobot's fight module is playing this fight, so the game doesn't take what you do here. Turn the module off to play from the next turn." Switch the module off on the Fight tab to play yourself from the next turn, or switch off the parts you want to keep in the profile, such as Placement.
A summon's turn runs out
A summon you control, such as an Eniripsa's fairy, has 15 seconds to play. The module plays its turns as soon as the server says the character controls it, which it does when the summon arrives. Its turn runs out when nobody plays it:
- The module is off. On a relayed session, play the summon yourself in the game client. On a Full socket bot, nothing plays it.
- The character is dead. The module decides nothing more, for the character or its summons.
- The profile passes its turns. Rules apply in the summon's turns too: Idle, or Pass every turn after (seconds), passes them after their delay.
The module plays badly
- No game data. The console says
The fight module couldn't read the game data: it plays on without it. Extract the bot's game version. - A setting works against the character. A melee range on a ranged class, a low risk on a tank: the turn log shows what each decision counted. Compare with How the module decides, and change one setting at a time.
- A spell of the profile does nothing. The fight in the turn log lists, at its top, the profile's spells the character can't cast there: another class's, or a variant it didn't pick. Remove them, or pick the variant in the game.
- Turbo. It decides the same things as the other speeds, but answers faster than any real game client: see Speed.
Names or icons are missing in the profile editor
The editor reads names and icons from the game data. Without an extracted game version, spells, monsters and states show as their ids. Icons appear once the game data has been extracted by an Asterobot that extracts them: after updating Asterobot, extract the game version again on Game Manager (Extract game data).