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Thread: SmartStasis -- a complex script for a simple CCS

  1. #1841

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    Further testing, using 17496: on a character without pocket crumbs (not wearing Pantsgiving), using the CSS I posted above, a combat looks like this:
    [1187171] Gingerbread Sewers
    Encounter: gingerbread rat
    Round 0: Parco Molo wins initiative!
    Round 1: Parco Molo casts POCKET CRUMBS!
    KoLmafia thinks it is round 2 but KoL thinks it is round 1
    Round 1: Parco Molo casts SUMMON LOVE MOSQUITO!
    Round 2: gingerbread rat takes 75 damage.
    Round 2: You gain 75 hit points
    Round 2: Blopblip shakes loose a considerable quantity of spice. You conjure up a canister and collect it.
    You acquire an item: spices
    Round 2: Parco Molo casts EXTRACT!
    You acquire an item: Source essence (2)
    Round 3: Parco Molo executes a macro!
    Round 3: Parco Molo casts FIRE ORANGE BOTTLE-ROCKET!
    Round 4: Dog pelts it with a snowball. Where it came from, we're not sure, but it takes 22 damage.
    Round 4: gingerbread rat takes 22 damage.
    Round 4: Parco Molo attacks!
    Round 5: gingerbread rat takes 9669 damage.
    Round 5: Parco Molo wins the fight!
    I removed "consult SmartStasis.ash" from the default CSS, then combat looked like this:
    [1187173] Gingerbread Sewers
    Encounter: gingerbread alligator
    Round 0: Parco Molo wins initiative!
    Round 1: Parco Molo executes a macro!
    Round 1: Parco Molo casts SUMMON LOVE MOSQUITO!
    Round 2: gingerbread alligator takes 38 damage.
    Round 2: You gain 38 hit points
    Round 2: Blopblip shakes loose a considerable quantity of spice. You conjure up a canister and collect it.
    You acquire an item: spices
    Round 2: Dog drops a bunch of ice cubes down your opponent's shirt, dealing 14 damage.
    Round 2: gingerbread alligator takes 14 damage.
    Round 2: Parco Molo casts EXTRACT!
    You acquire an item: Source essence
    Round 3: You lose 139 hit points
    Round 3: Parco Molo attacks!
    Round 4: gingerbread alligator takes 4837 damage.
    Round 4: Parco Molo wins the fight!
    The same things happened if I removed the "if hasskill/endif" around "skill pocket crumbs": with consult SmartStasis.ash KoLmafia tries to use the skill, without that line it doesn't. I don't know if the fault here is with SmartStasis or with KoLmafia itself, as I can't understand how a command later in the CSS would affect how an earlier one is treated.

  2. #1842
    Developer Veracity's Avatar
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    That sounds like this bug report which says that if you have a combat macros preceding a consult script, it screws up the combat macro.

    That happens to be next on my list of bugs to look at.
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  3. #1843

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    That's definitely the same behavior I've seen. Tried 17504 and no problems, so 17500 seems to have fixed it for me.

  4. #1844
    Senior Member zarqon's Avatar
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    Tardigrade, a simple fix for you in the meantime -- and one which would reduce the server hits in some of your combats -- would be to add lines to SS to perform those skills.

    Change this bit at the bottom:

    Code:
      // stasis loop
       stasis();
    to this:

    Code:
       enqueue($skill[pocket crumbs]);
       enqueue($skill[summon love mosquito]);
       enqueue($skill[extract]);
      // stasis loop
       stasis();
    This will simply fail to cast the skills if you lack them. Plus, they will will be added to whatever custom actions SS performs and submitted in a single macro (reducing server hits).

    I must admit to some confusion as to why you're explicitly specifying Extract. Is SS's handling of Extract not casting it for you?
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  5. #1845
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    How would one go about modifying this to make it Extract Jelly with a space jellyfish?

  6. #1846
    Senior Member zarqon's Avatar
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    I've added some code to make SS always try to Extract Jelly if you're fighting an elementally-attuned non-boss. Anyone have any insights to add before I commit this? It seems there's presently no way of SS knowing your odds of getting jelly from casting it, so we're left casting the skill even at the end of the day when you may have used up all your possible jelly drops.
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  7. #1847
    Developer Veracity's Avatar
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    There does not appear to be a limit to jelly drops, so you cannot "use them up".
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  8. #1848
    Senior Member zarqon's Avatar
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    Well that works just fine, then. I inferred from other KoL mechanics that the drop rate was likely to approach 0. Added in r33.
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  9. #1849
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    I've added some code to make SS always try to Extract Jelly if you're fighting an elementally-attuned non-boss. Anyone have any insights to add before I commit this? It seems there's presently no way of SS knowing your odds of getting jelly from casting it, so we're left casting the skill even at the end of the day when you may have used up all your possible jelly drops.
    Originally Posted by zarqon View Post
    There are some valuable insights for me to add. Sorry I was a number of hours late to notice this thread.

    The chance for success on your first absorption is always 100%. The next several jellies have a decreasing chance of success. This means that you want to target your initial elemental jellies to the ones you actually need like hot, spooky and stench while avoiding cold and sleaze which are pretty worthless during a run.

    Starting with Jelly number 4 or 5, the chance of success levels off at 5%. Spading is still a bit unclear on which extraction is the last one to be above 5% because the chance of extraction 4 is pretty low.

    This means that after jelly 4, you should definitely try to extract any elemental monster. The first three or four jelly extractions are more valuable and shouldn't be used without thought or else you'll load up on useless cold jellies and fail to get the jelly which you definitely need. (Though I could see reason to assume the player would always want it if it is one of the three valuable elements.)
    Last edited by Bale; 02-16-2017 at 10:55 PM.
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  10. #1850
    Senior Member zarqon's Avatar
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    Does mafia track daily jelly drops? It couldn't be tracked in $familiar[space jellyfish].drops_today because there would need to be five separate counters. The inability to predict drop likelihood (and indeed, as you now posit, the opportunity cost of choosing an undesirable element) was why I was hesitant to commit this. But if there are no complaints, I guess that means it's perfect! ...?

    However, I was under the impression from the Wiki that each element was somewhat independent as far as drop chance goes, which would reduce or eliminate that opportunity cost. Has that assertion been found to be inaccurate?
    Sig by JakAtk
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    For script authors: ASH Wiki | ZLib | BatBrain | CLI Links | CanAdv | Script Registry | Map Manager | About Bats
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