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

  1. #2101
    Senior Member Theraze's Avatar
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    Question. The blazing bat (1210) is onlyhurtby <element> (in this case, onlyhurtby cold) else it takes 2 damage or less. Additionally, it's immune to weapons, both in skills and regular attacks. So how should the batfactors line be set? It doesn't appear that there's currently a good way to mark this, as onlyhurtby works with clubs, pottery, and healing currently.

    When manually throwing some frozen chunks of ice, it fell quickly, pierced to the quick, but it would be nice to not have an unknown quantity of failure happening before I note its lack of automation.

  2. #2102
    Senior Member Crowther's Avatar
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    Question. The blazing bat (1210) is onlyhurtby <element> (in this case, onlyhurtby cold) else it takes 2 damage or less. Additionally, it's immune to weapons, both in skills and regular attacks. So how should the batfactors line be set? It doesn't appear that there's currently a good way to mark this, as onlyhurtby works with clubs, pottery, and healing currently.

    When manually throwing some frozen chunks of ice, it fell quickly, pierced to the quick, but it would be nice to not have an unknown quantity of failure happening before I note its lack of automation.
    Originally Posted by Theraze View Post
    Just mark it as 100% resistant (1) to physical (none) and the other non-cold elements. I believe the rest comes from it being cold aligned which mafia tracks. Cold aligned doubles some of the 1 damage to 2 for the two elements it is weak too.

  3. #2103
    Senior Member Theraze's Avatar
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    Well, I tried this but it didn't appear to be entirely successful.
    Code:
    monster	1210	blazing bat	0	0	res 1.0 none,hot,spooky,sleaze,stench
    > SimpleSmack queueing... (Monster HP: 510, base profit 0)
    > &rarr; Action 1: skill 4023
    > &rarr; Outcome: You win!
    Round 1: Theraze executes a macro!
    Round 1: Theraze casts K?SESOSSESTURM!
    Round 2: blazing bat takes 2 damage.
    Might need something to reload. We'll see if the next character works better, or if we need to say there's more than 100% resistance to get it to ignore the elemental type, but...

  4. #2104
    Senior Member Crowther's Avatar
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    Physical resistance and hot alignment are handled by mafia in monsters.txt:
    Code:
    blazing bat     1210    firebat.gif     Atk: 200 Def: 180 HP: 500 P: beast E: hot Init: 50 Phys: 100
    I'm unsure about handling the rest. Checking more...

    EDIT: I give up. I thought at one point I knew how to do this. Now I can't.
    Last edited by Crowther; 09-08-2017 at 09:48 PM.

  5. #2105
    Senior Member Theraze's Avatar
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    It's shifted several times. It used to all be manual in batfactors, but currently it seems it mostly uses monsters or is static coding for dynamic monsters in BatBrain itself.

    But yeah. Nothing seems to quite work perfectly anymore for this, so... I mainly just sort through the problems as they hit my random fax sessions.

  6. #2106

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    Maybe
    Code:
    monster	1210	blazing bat	3 spooky,sleaze,stench	0
    That seems to be what it uses for similar cases (e.g Servant of Lord Flameface)

    I am guessing it doesn't need none, hot because mafia already knows it is a hot aligned monster with 100% phys res.

  7. #2107
    Senior Member Crowther's Avatar
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    Theraze mentioned spells didn't work, so noskills or spellres flags might be helpful.

  8. #2108
    Senior Member Theraze's Avatar
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    Spells work, it's weapon skills that (according to the wiki) don't work. So no northern explosion, if the wiki doesn't lie.

  9. #2109
    Senior Member zarqon's Avatar
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    I've uploaded this to batfactors:

    Code:
    monster	1210	blazing bat	5 none,hot,spooky,stench,sleaze	autohit, dodge 1.0
    which ought to handle everything but the monster's unique attack damage, which has to be hardcoded in BatBrain. I've added the code and it will be in the next update.

    I hadn't checked mafia's data, but Crowther is quite right, the physical resistance and default monster element stuff is taken from mafia's data, and information specified in batfactors simply overrides existing data. The "none" above could be omitted (in which case the 5 should become a 4).

    EDIT: And r109 adds the blazing bat's attack and makes the "dodge" keyword work for the weapon attacks listed on the Wiki, not just "attack".

    It also adds a patch submitted by someone, somewhere, somewhen (search can't seem to find it) for the short calculator, so that it only works vs. pygmies and delevels the correct amount. You can all un-blacklist your short calculators now.
    Last edited by zarqon; 09-09-2017 at 10:32 AM.
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  10. #2110
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    I was wondering about this "onlyhurtby" keyword (since that's not something I remember from the twitch leaks). I imagine that in-game those three cases are all hardcoded in fight.php.

    Dodge (well, unhittable(x)) has always worked for weapon-based skills.

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