Page 212 of 212 FirstFirst ... 112 162 202 210 211 212
Results 2,111 to 2,112 of 2112

Thread: BatBrain -- a central nervous system for consult scripts

  1. #2111
    Senior Member zarqon's Avatar
    Join Date
    Nov 2007
    Location
    Seoul, Korea
    Posts
    3,490

    Default

    Yes, "onlyhurtby" wasn't in the Twitch leak but I consolidated some special cases there, and made a framework for possible similar mechanics that may arise later. It presently supports all weapon types (i.e. "club", "knife", "accordion") as well as "pottery" and "healing".

    Until r109, there was no code anywhere in BatBrain for making the "dodge" keyword apply to weapon-based skills. If your hitchances were being calculated correctly, it must have been through magic! I'll take it.
    Sig by JakAtk
    My scripts: Prefref Plus | One-Click Wossname | Om******t (??) | Psychose-a-Matic | RandBot
    Combat suite: Best Between Battle | Mer********d (?!) | SmartStasis | BatMan | BatMan RE
    For script authors: ASH Wiki | ZLib | BatBrain | CLI Links | CanAdv | Script Registry | Map Manager | About Bats
    If you appreciate my work, help me become BAT KING OF THE WORLD! Thanks to all donators!

  2. #2112
    Senior Member zarqon's Avatar
    Join Date
    Nov 2007
    Location
    Seoul, Korea
    Posts
    3,490

    Default

    OMGZ0r it's update 11!1!11!!! Er, r111.

    This update focuses on Batfellow. While I still wouldn't attempt to automate Batfellow at present, anyone playing as Batfellow using Batman RE will have accurate information at hand now (i.e. mousing over the monster's attack will tell you how much damage the monster will deal to you). The damage of punches and kicks is now set correctly.* We've added all the monster attacks, correctly reduced by your appropriate Bat-stat (such as Bat-Bulletproofing for ranged weapons, Bat-Stench Resistance for stench attacks, and so forth). We also account for the weapon being wielded by mooks and criminals. It seems that my feature request was pretty niche and unlikely to ever be on anyone's radar, so although I would still appreciate the attack_element field being set for those monsters, the rest has been handled in-script.

    Also, now that mafia tracks your Bag o' Tricks usage, we have removed BatBrain's now-redundant code for tracking that.

    Cool Enhancement to SimpleSmack

    For anyone using SimpleSmack -- the sample consult script in the first post that I've included as an example of how to code consult scripts using BatBrain, which is also the consult script I use for everything -- I've uploaded an update. It adds an example custom sort called decimate_action(), which will find your best attack option that almost kills the monster. I've also added code to use this action versus slimes in the Convention Hall, followed by the G?-gone, so it should be possible to automate the slimes now no matter which skills you have available without changing your CCS.

    Enjoy, everyone!

    * While the multiplier and modifier are accounted for correctly, the damage for punches and kicks is increased by the amount of times you've used the opposite skill, rather than the amount of times you've switched between them. In practice, however, this leads to BatBrain preferring alternation, which means the incorrectness won't show up unless you manually punch twice in a row, for example, after which BatBrain would incorrectly think your punch still deals 5 (or 10) and your kick now deals 7 (or 14).
    Sig by JakAtk
    My scripts: Prefref Plus | One-Click Wossname | Om******t (??) | Psychose-a-Matic | RandBot
    Combat suite: Best Between Battle | Mer********d (?!) | SmartStasis | BatMan | BatMan RE
    For script authors: ASH Wiki | ZLib | BatBrain | CLI Links | CanAdv | Script Registry | Map Manager | About Bats
    If you appreciate my work, help me become BAT KING OF THE WORLD! Thanks to all donators!

Similar Threads

  1. Feature - Implemented random_attributes not being passed to consult scripts
    By DoctorRotelle in forum Bug Reports
    Replies: 7
    Last Post: 05-25-2015, 05:38 AM
  2. Replies: 25
    Last Post: 04-05-2015, 08:20 PM
  3. Feature - Implemented Duplicate scripts cause "not found" error for consult scripts
    By nightslide in forum Bug Reports
    Replies: 6
    Last Post: 06-10-2013, 08:07 PM
  4. Multiple consult scripts?
    By fxer in forum Scripting Discussion
    Replies: 2
    Last Post: 03-04-2013, 08:43 PM
  5. Passing variables to consult scripts from the ccs
    By Captain Kirk in forum Custom Combat Settings
    Replies: 0
    Last Post: 08-17-2008, 06:53 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •