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  1. H

    FightOptimizer.ash

    Fair enough. At least the one direction works. :-)
  2. H

    FightOptimizer.ash

    It looks like there's some stuff happening in ASH - a few new types for string manipulation and regex handling. I don't know if replace_string was intentionally dropped or if it will be coming back ... until we hear for sure, here's an equivalent function that you can paste into the...
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    FightOptimizer.ash

    That could also have something to do with it ... brand-new items can be difficult because sometimes either KoLmafia doesn't know their power, or it doesn't know that it's a ranged weapon, or something similar like that. That usually gets resolved in a couple of days if you're running from SVN...
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    FightOptimizer.ash

    Short answer: you can fix this by modifying the monster_hit_percentage routine and commenting out the "return 1.0;" line so that it actually does the full computation. Long answer: Right now FO doesn't assume that you're ever safe from attack ... it assumes the monster will hit you every round...
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    FightOptimizer.ash

    Yup, verified that it works with the files in the scripts folder again. Thanks! I've just posted FO 1.0.8, which fixes a major bug: I mixed up a ==/!= when I added the antidote code, so it was never updating the strategy during the fight. That's fixed now. Also, something I hadn't noticed up...
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    FightOptimizer.ash

    I've posted FightOptimizer 1.0.7. Changes: Outfits! Yes, it now takes into account outfit effects. I hadn't really bothered with this before because most players hardly ever went adventuring in a full outfit ... but with NS13 you have to spend a lot of time as a War Hippy and/or Frat Warrior...
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    FightOptimizer.ash

    Just noticed that myself and fixed it. There were a couple of situations (empty lists, etc) where the script would do a loop like "for i from 1 upto 0". ASH used to not execute the loop at all, now it throws an exception. No big deal, just had to add an extra if statement to get it back to the...
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    FightOptimizer.ash

    Glad to see someone taking a closer look. :) That's pretty close. It has a couple of special initial actions (steal, Entangling Noodles) which it treats as special, so it really kind of checks 1+3 actions deep. Just like a KoLmafia custom combat script, the simulator (and, later, the strategy...
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    FightOptimizer.ash

    To ignore any skill, including passive skills, look for the "skill_simulate" and "skill_ignore" maps and add the skill to the ignore map. (Simulating skills is obviously not very useful in-game, but I use it occasionally during testing.) Something like this: skill_ignore[LTS] = true; To remove...
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    FightOptimizer.ash

    Forgot about that one. (ba-dum-bum) No, seriously. :-) It actually does check for some sometimes-skill-blockers like Cunctatitis and the Bonerdagon. Temporary Amnesia is a bit stronger, though. You're right -- it definitely shouldn't try to use any skills when under that effect. I'll fix it in...
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    FightOptimizer.ash

    Yeah, please do tweak the formulas to fit the results that you're getting and make it work for you -- like I said, everything has changed. It's also entirely possible that the cap adjusts according to your level or myst, and maybe even with your current class. I've mostly been testing with a...
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    FightOptimizer.ash

    I've just updated the script (still in the first post of this thread) with support for the NS13 changes. A couple of things to say: * NS13 changed more than anybody expected, so ALL THE FORMULAS IN THE SCRIPT ARE PROBABLY WRONG NOW. ;D Even so, I've added at least early support for spell damage...
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    FightOptimizer.ash

    Yeah, it doesn't. That would be a nice thing to add ... I kind of punted on it for the first version since it's just as easy to leave defaultAutoAttack off. I'm glad you found the debug features of some help! It's funny -- I actually just rewrote the damage parser to be a lot more robust while...
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    FightOptimizer.ash

    A daily build hasn't been posted yet ... for now you have to build from SVN. Once a daily past 3925 has been posted the script will work with it.
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    FightOptimizer.ash

    Yeah, she's kind of a special case, isn't she? ;D Scripting the NS fight is an interesting challenge. I might give it a shot eventually -- with certain equipment/skillsets she's not that hard, but solving it in the general case if you just go in poorly prepared is kind of a tough problem. But of...
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    FightOptimizer.ash

    As mentioned in the above message, it was filed on June 9th as kolmafia-Bugs-1734144 when monster_base_hp() etc disappeared from rev 3883. It got moved from Bugs to Feature Requests as kolmafia-Feature Requests-1734144. Soon afterward, some functions similar (but different) from the original...
  17. H

    FightOptimizer.ash

    Oh, shoot ... heh, this was a bug in KoLmafia that I filed a couple days ago but isn't yet fixed. I fixed it in my local KoLmafia sources and then forgot about it. FightOptimizer uses KoLmafia's monster_hp() and related functions. These were recently removed and re-added in a different form...
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    FightOptimizer.ash

    Update - FightOptimizer 1.0.8 with preliminary support for NS13 changes has been posted. See below for details. [hr] Here's something I've been working on for a little while now. FightOptimizer.ash is a KoLmafia battle consult script which tries to beat whatever monster you're fighting with the...
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    holatuwol begins scripting

    Nope, but I'll do that.
  20. H

    holatuwol begins scripting

    Okay. Sorry, I guess I didn't make it clear enough that there were indeed ASH difficulties that need to be worked around to create such a script. I could list the things that ASH makes difficult if you like, so that you don't have to find them the hard way. Monsters that scale to the player's...
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