I am going to remove all of the existing ones - and the CLI commands and the ASH functions - since none are of the slightest use currently. This thread is to discuss what we could (eventually) replace them with. Here are my thoughts:
First off, the old scripts would go look at the tower in order to figure out how much you've done. We can still do that - much more accurately. As I mentioned in the Naughty Sorceress Quests thread, there are 11 steps, and you can detect exactly which step you are at by looking at the tower and seeing which of 11 places are clickable. We can avoid the server hit if we have a Quest setting which accurately tracks those locations - especially if it can be set correctly from the Quest Log - but, at worst, we can figure it out with one server hit to look at the tower.
Determining where you are within a step may require another server hit, if our internal settings are not up-to-date.
1) The Contest Booth.
This is not an adventuring location. One reasonable way to handle it would be this:
If we have not already figured out (via our telescope or a previous visit) what the contests are, visit the booth and let our (forthcoming) automatic contest recognition figure it out.
Step 1) Register for all contests that we have not previously registered for:
maximize initiative
register for Fastest Adventurer contest
maximize (stat)
register for (stat) Adventurer contest
maximize (element) damage + (element) spell damage
register for (element) Adventurer contest
Step 2) Normal adventuring in the three crowds until they are done
Step 3) Visit the contest booth again and claim your prize.
I propose that Steps 1 and 3 be a "Contest Booth" script; #2 can be normal auto-adventuring.
2) The Closing Ceremony
Simple: set the 3 choices to their single option (which are the defaults, but make it so regardless) and visit the place and automatically do the choices. I propose this is the "Closing Ceremony" script.
3) The Hedge Maze
Four choices for a built-in script:
- 4 turns, 0 monsters, 0 nugglets = the 3 Elemental tests.
- 7 turns, gopher + duck, 4 nugglets
- 7 turns, chihuahua herd + kiwi, 4 nugglets
- 9 turns, 8 nugglets
The first one should maximize for generic elemental resistance - or the specific elements, if you know what they are, either via telescope or via having failed one of them. Fail if it cannot achieve level 7 (?) - or, perhaps, less, if it knows you are starting in a later room.
4) The Tower Door
It could look to see which locks are there, if we don't trust our setting. (I.e., to allow for users who do some things out of our sight.)
Then, "acquire" all the missing keys (and fail if you can't), and simply use each key in turn and activate the doorknob. The KoLHS universal key remains an unknown.
And that's it. Everything else is an Adventuring location with known monsters.
So, 4 scripts:
Contest Booth - maximize for and enter all contests or, once crods are defeated, collect reward
Closing Ceremony - set 3 choices and go there
Hedge Maze - 4 built-in paths. Want something else? Set your own choice adventures and adventure once in the Hedge Maze after buffing up as desired.
Tower Door - open all locks and open the door
Setting choice adventures and submitting URLs is not hard. Using quest status to determine what is valid and what remains to be done, and calling the maximizer appropriately are much trickier.
Thoughts?
First off, the old scripts would go look at the tower in order to figure out how much you've done. We can still do that - much more accurately. As I mentioned in the Naughty Sorceress Quests thread, there are 11 steps, and you can detect exactly which step you are at by looking at the tower and seeing which of 11 places are clickable. We can avoid the server hit if we have a Quest setting which accurately tracks those locations - especially if it can be set correctly from the Quest Log - but, at worst, we can figure it out with one server hit to look at the tower.
Determining where you are within a step may require another server hit, if our internal settings are not up-to-date.
1) The Contest Booth.
This is not an adventuring location. One reasonable way to handle it would be this:
If we have not already figured out (via our telescope or a previous visit) what the contests are, visit the booth and let our (forthcoming) automatic contest recognition figure it out.
Step 1) Register for all contests that we have not previously registered for:
maximize initiative
register for Fastest Adventurer contest
maximize (stat)
register for (stat) Adventurer contest
maximize (element) damage + (element) spell damage
register for (element) Adventurer contest
Step 2) Normal adventuring in the three crowds until they are done
Step 3) Visit the contest booth again and claim your prize.
I propose that Steps 1 and 3 be a "Contest Booth" script; #2 can be normal auto-adventuring.
2) The Closing Ceremony
Simple: set the 3 choices to their single option (which are the defaults, but make it so regardless) and visit the place and automatically do the choices. I propose this is the "Closing Ceremony" script.
3) The Hedge Maze
Four choices for a built-in script:
- 4 turns, 0 monsters, 0 nugglets = the 3 Elemental tests.
- 7 turns, gopher + duck, 4 nugglets
- 7 turns, chihuahua herd + kiwi, 4 nugglets
- 9 turns, 8 nugglets
The first one should maximize for generic elemental resistance - or the specific elements, if you know what they are, either via telescope or via having failed one of them. Fail if it cannot achieve level 7 (?) - or, perhaps, less, if it knows you are starting in a later room.
4) The Tower Door
It could look to see which locks are there, if we don't trust our setting. (I.e., to allow for users who do some things out of our sight.)
Then, "acquire" all the missing keys (and fail if you can't), and simply use each key in turn and activate the doorknob. The KoLHS universal key remains an unknown.
And that's it. Everything else is an Adventuring location with known monsters.
So, 4 scripts:
Contest Booth - maximize for and enter all contests or, once crods are defeated, collect reward
Closing Ceremony - set 3 choices and go there
Hedge Maze - 4 built-in paths. Want something else? Set your own choice adventures and adventure once in the Hedge Maze after buffing up as desired.
Tower Door - open all locks and open the door
Setting choice adventures and submitting URLs is not hard. Using quest status to determine what is valid and what remains to be done, and calling the maximizer appropriately are much trickier.
Thoughts?