Destroy All Monsters

Theraze

Active member
Ah... this is the part I was missing on why it wasn't a good continual choice:
Stuns for one round, first time only.
So it works fine as a single stun, don't pick it as a continual attack though based on hoping for more stunning.
 

Bale

Minion
I was dying too frequently as a Pastamancer. It turns out that Entangling Noodles needed some tweaking. I tweaked it and stopped dying. :D


New Version!
Download 0.3.1.5 beta from the first post.
 

morgad

Member
DaM in the basement?

Starting my annual crimbo basement run, and running autoBasement.ash (which I might have misconfigured)

lvl21 AT, basement level 51
Code:
Name: morgad
Class: Accordion Thief

Lv: 21
HP: 694 / 1,252
MP: 327 / 936

Mus: 978 (226), tnp = 374
Mys: 604 (227), tnp = 340
Mox: 583 (416), tnp = 691

Advs: 21
Meat: 10,723,449
Drunk: 18


 > equipment

Hat: Hodgman's porkpie hat
Weapon: Brimstone Bludgeon
Off-hand: (none)
Shirt: astral shirt
Pants: Greatest American Pants

Acc. 1: fancy black tie
Acc. 2: V for Vivala mask
Acc. 3: navel ring of navel gazing

Pet: Baby Sandworm (16 lbs)
Item: plastic pumpkin bucket

 > skills

Uncategorized
 - CLEESH
 - Liver of Steel
 - Lunch Break
 - Summon Crimbo Candy
 - Transcendent Olfaction
 - Vent Rage Gland

Seal Clubber
 - Claws of the Walrus
 - Double-Fisted Skull Smashing
 - Eye of the Stoat
 - Lunging Thrust-Smack
 - Musk of the Moose
 - Rage of the Reindeer
 - Super-Advanced Meatsmithing
 - Thrust-Smack
 - Tongue of the Walrus

Turtle Tamer
 - Amphibian Sympathy
 - Astral Shell
 - Empathy of the Newt
 - Hero of the Half-Shell
 - Shieldbutt
 - Tao of the Terrapin
 - Wisdom of the Elder Tortoises

Pastamancer
 - Entangling Noodles
 - Leash of Linguini
 - Pastamastery
 - Spirit of Ravioli
 - Spirit of Rigatoni

Sauceror
 - Advanced Saucecrafting
 - Elemental Saucesphere
 - Expert Panhandling
 - Immaculate Seasoning
 - Intrinsic Spiciness
 - Saucegeyser
 - Wave of Sauce

Disco Bandit
 - Advanced Cocktailcrafting
 - Ambidextrous Funkslinging
 - Disco Dance II: Electric Boogaloo
 - Disco Dance of Doom
 - Disco Face Stab
 - Disco Fever
 - Disco Nap
 - Disco Power Nap
 - Kung Fu Hustler
 - Mad Looting Skillz
 - Nimble Fingers
 - Overdeveloped Sense of Self Preservation
 - Smooth Movement
 - Superhuman Cocktailcrafting

Accordion Thief
 - Aloysius' Antiphon of Aptitude
 - Brawnee's Anthem of Absorption
 - Carlweather's Cantata of Confrontation
 - Cletus's Canticle of Celerity
 - Fat Leon's Phat Loot Lyric
 - Inigo's Incantation of Inspiration
 - Jackasses' Symphony of Destruction
 - Moxie of the Mariachi
 - Sing
 - Stevedave's Shanty of Superiority
 - The Magical Mojomuscular Melody
 - The Moxious Madrigal
 - The Ode to Booze
 - The Polka of Plenty
 - The Power Ballad of the Arrowsmith
 - The Psalm of Pointiness
 - The Sonata of Sneakiness
 - Ur-Kel's Aria of Annoyance

Conditional
 - Moxious Maneuver

Mr. Skills
 - Summon Alice's Army Cards
 - Summon BRICKOs
 - Summon Clip Art
 - Summon Love Song
 - Summon Party Favor
 - Summon Stickers
 - Summon Sugar Sheets
 - Summon Tasteful Items
 - The Smile of Mr. A.

Gnome Trainer
 - Gnefarious Pickpocketing
 - Powers of Observatiogn
 - Torso Awaregness


 > effects

0 of 3 AT buffs active.
Slippery Oiliness (5)
Omphaloskepsis (∞)


 > modifiers

ML: +12
Enc: -5.00%
Init: +40.00%

Exp: +3.52
Meat: +42.00%
Item: +45.00%

Code:
[2093] Fernswarthy's Basement (Level 0)
 Test: 0 current, 0 needed
You gain 471 Cheek
You gain a Moxie point!
 > Basement level 51: Monster
custom outfit Damage

familiar Baby Sandworm (16 lbs)
 > Restoring HP! Currently at 340 of 1110 HP, 356 of 525 MP, current meat: 10725069 ... Target HP = 1110.

equip pants Travoltan trousers

buy 1 Medicinal Herb's medicinal herbs for 95 each from Smacketeria
You acquire an item: Medicinal Herb's medicinal herbs
You spent 95 Meat

equip pants Greatest American Pants

use 1 Medicinal Herb's medicinal herbs
You gain 770 hit points

[2094] Fernswarthy's Basement (Level 0)
Encounter: 5-Dimensional Horror
Round 0: morgad wins initiative!
 > Run SmartStasis! (0 profit to stasis with fat stacks of cash -- low)
Round 1: morgad executes a macro!
Round 1: morgad tries to steal an item!
Round 2: Paul rolls the plastic pumpkin bucket at it. It promptly trips over it and falls, taking 15 damage.
Round 2: 5-dimensional horror takes 15 damage.
 > DestroyAllMonsters starts now! (using attack -- killrounds: 1, dierounds: 37000)
Round 2: morgad executes a macro!
Round 2: morgad attacks!
Round 3: morgad attacks!
Round 4: morgad attacks!
Round 5: Paul can't think of a nasty trick to pull, so settles for kicking it square in its most sensitive area -- that's right, its ego -- and does 16 damage.
Round 5: 5-dimensional horror takes 16 damage.
Round 5: morgad attacks!
Round 6: Paul ties its shoelaces together. It trips and takes 9 damage as it lands on its face.
Round 6: 5-dimensional horror takes 9 damage.
Round 6: morgad attacks!
Round 7: morgad attacks!
Round 8: Paul ties its shoelaces together. It trips and takes 16 damage as it lands on its face.
Round 8: 5-dimensional horror takes 16 damage.
You lose 29 hit points
Round 8: morgad attacks!
Round 9: morgad attacks!
Round 10: Paul can't think of a good trick to play on your opponent, and resorts to just hitting it with the plastic bucket.  It's not very imaginative, but it deals 8 damage.
Round 10: 5-dimensional horror takes 8 damage.
Round 10: morgad attacks!
Round 11: Paul ties its shoelaces together. It trips and takes 13 damage as it lands on its face.
Round 11: 5-dimensional horror takes 13 damage.
Round 11: morgad attacks!
Round 12: Paul rolls the plastic pumpkin bucket at it. It gets its foot caught in it and falls over, sustaining 14 damage.
Round 12: 5-dimensional horror takes 14 damage.
Round 12: morgad attacks!
Round 13: morgad attacks!
Round 14: morgad attacks!
Round 15: Paul rolls the plastic pumpkin bucket at it. It gets its foot caught in it and falls over, sustaining 11 damage.
Round 15: 5-dimensional horror takes 11 damage.
Round 15: morgad attacks!
Round 16: morgad attacks!
Round 17: Paul rolls the plastic pumpkin bucket at it. It gets its foot caught in it and falls over, sustaining 9 damage.
Round 17: 5-dimensional horror takes 9 damage.
Round 17: morgad attacks!
Round 18: morgad attacks!
Round 19: morgad attacks!
Round 20: morgad attacks!
Round 21: Paul can't think of a nasty trick to pull, so settles for kicking it square in its most sensitive area -- that's right, its ego -- and does 11 damage.
Round 21: 5-dimensional horror takes 11 damage.
Round 21: morgad attacks!
Round 22: morgad attacks!
Round 23: Paul rolls the plastic pumpkin bucket at it. It promptly trips over it and falls, taking 12 damage.
Round 23: 5-dimensional horror takes 12 damage.
Round 23: morgad attacks!
Round 24: morgad attacks!
Round 25: morgad attacks!
 > DestroyAllMonsters starts now! (using attack -- killrounds: 1, dierounds: 36034)
Round 26: morgad executes a macro!
Round 26: morgad attacks!
Round 27: morgad attacks!
Round 28: morgad attacks!
Round 29: morgad attacks!
Round 30: Paul rolls the plastic pumpkin bucket at it. It promptly trips over it and falls, taking 9 damage.
Round 30: 5-dimensional horror takes 9 damage.
Round 30: morgad attacks!
Round 31: morgad attacks!
Round 32: Paul rolls the plastic pumpkin bucket at it. It promptly trips over it and falls, taking 13 damage.
Round 32: 5-dimensional horror takes 13 damage.
Round 32: morgad attacks!
Round 33: Paul rolls the plastic pumpkin bucket at it. It gets its foot caught in it and falls over, sustaining 14 damage.
Round 33: 5-dimensional horror takes 14 damage.
Round 33: morgad attacks!
Round 34: morgad attacks!
You lose 24 hit points
Round 35: morgad attacks!
Round 36: morgad attacks!
Round 37: morgad attacks!
Round 38: morgad attacks!
Round 39: morgad attacks!
Round 40: Paul can't think of a nasty trick to pull, so settles for kicking it square in its most sensitive area -- that's right, its ego -- and does 11 damage.
Round 40: 5-dimensional horror takes 11 damage.
Round 40: morgad attacks!
Round 41: morgad attacks!
Round 42: Paul rolls the plastic pumpkin bucket at it. It gets its foot caught in it and falls over, sustaining 12 damage.
Round 42: 5-dimensional horror takes 12 damage.
Round 42: morgad attacks!
Round 43: Paul can't think of a good trick to play on your opponent, and resorts to just hitting it with the plastic bucket.  It's not very imaginative, but it deals 15 damage.
Round 43: 5-dimensional horror takes 15 damage.
Round 43: morgad attacks!
Round 44: morgad attacks!
Round 45: morgad attacks!
Round 46: Paul ties its shoelaces together. It trips and takes 9 damage as it lands on its face.
Round 46: 5-dimensional horror takes 9 damage.
Round 46: morgad attacks!
Round 47: morgad attacks!
Round 48: morgad attacks!
Round 49: Paul rolls the plastic pumpkin bucket at it. It gets its foot caught in it and falls over, sustaining 9 damage.
Round 49: 5-dimensional horror takes 9 damage.
 > Run SmartStasis! (0 profit to stasis with spectre scepter -- low)
 > Run SmartStasis! (0 profit to stasis with spectre scepter -- low)

at this point I had a 'click to continue in relay browser' message. When I clicked this I got a corrupted relay browser display (main plane blank) and

Code:
Exception in thread "LocalRelayAgent3" java.lang.NullPointerException
	at net.sourceforge.kolmafia.request.RelayRequest.pseudoResponse(RelayRequest.java:457)
	at net.sourceforge.kolmafia.webui.RelayAgent.readServerResponse(RelayAgent.java:418)
	at net.sourceforge.kolmafia.webui.RelayAgent.performRelay(RelayAgent.java:154)
	at net.sourceforge.kolmafia.webui.RelayAgent.run(RelayAgent.java:131)
Exception in thread "LocalRelayAgent0" java.lang.NullPointerException
	at net.sourceforge.kolmafia.request.RelayRequest.pseudoResponse(RelayRequest.java:457)
	at net.sourceforge.kolmafia.webui.RelayAgent.readServerResponse(RelayAgent.java:418)
	at net.sourceforge.kolmafia.webui.RelayAgent.performRelay(RelayAgent.java:154)
	at net.sourceforge.kolmafia.webui.RelayAgent.run(RelayAgent.java:131)

so I restartd Mafia, changed my equipment and killed the hydra by hand
Code:
use 1 philter of phorce
You acquire an effect: Phorcefullness (duration: 5 Adventures)

equip hat big bad voodoo mask

equip weapon Staff of the Walk-In Freezer

equip off-hand Bag o' Tricks

equip shirt astral shirt

equip pants Greatest American Pants

equip acc1 navel ring of navel gazing

equip acc2 Ankh of Badahnkadh

equip acc3 stainless steel scarf

equip familiar little box of fireworks

[2094] Fernswarthy's Basement (Level 51)
Encounter: 5-Dimensional Horror
Round 0: morgad wins initiative!
Round 1: Paul produces a tubular red firecracker labeled M-24, lights the long fuse, and tosses it behind your opponent.
Adjusted combat item count: lawn dart
Adjusted combat item count: paint bomb
Adjusted combat item count: palm-frond fan (3)
Round 1: morgad casts ENTANGLING NOODLES!
Round 2: morgad casts SAUCEGEYSER!
Round 3: 5-dimensional horror takes 1454 damage.
Round 3: morgad wins the fight!
After Battle: Paul sets off a lovely little cluster rocket, and smiles broadly as it explodes.
After Battle: Paul leans against a cactus, produces a bottle of tequila, and drinks it.  A few minutes later, he belches some murky fluid back into the bottle and hands it to you.
You acquire an item: agua de vida
You gain 32 Strongness
You gain 54 Mysteriousness
You gain 69 Sarcasm

should DaM gave been able to handle this, or did I screw up the autobasement settings?

best regards
Dave
 

Winterbay

Active member
Isn't the n-dimensional horror immune to physical attacks? BatBrain returns 0 for attack on that monster so it's a bit confusing that DaM choose to attack.
 

Bale

Minion
This is a KoLmafia bug. (Lack of feature?) Mafia thought you were fighting a 5-dimensional horror, not an n-dimensional horror.

Despite having stats for basement monsters, mafia does not distinguish them so consult scripts will not work in the basement.
 
Last edited:

zarqon

Well-known member
Yay you finally made your own DAM thread! :)

Your script choosing a yellow ray was not a BatBrain bug. The yellow ray kills monsters dead, and BatBrain accurately delivered that information to your script. Zombo's eye is likely to be preferred as well if it available, with no special handling for its usage limitations. It would not be useful for BatBrain to report other than the actual consequences of an action.

Re: deleveling. There are three reasons to delevel, so you'd probably also need three separate calculations: 1) You want to delevel a monster so it can't hit you, II) you want to delevel it so you can hit it, or c) you want to delevel it a little to reduce the overall cost of the combat if you can't one-shot or stun-kill it. I'd say the first -- also the easiest to implement -- happens more commonly, so even if you just add one out of three you'll be making people happy. I'd suggest making a calculation of the cost of the rounds a given action would take to delevel the monster to a safe point (fairly easy using the delevel parameter of m_dpr). From there all the calculations aren't too hard.

In case it helps, here's a little snippet from my fight.php override, which provides special macrofied links for deleveling skills (a is the advevent being displayed in the table):

PHP:
   res.append("<small><span style='color:gray' font-size:0.8em; font-weight:900>");
   if (a.att != 0) {
      int tillsafe;
      if (monster_stat("att") > my_defstat() - 6) tillsafe = max(1,round((my_defstat() - monster_stat("att") - 6)/a.att));
      if (tillsafe > 0) res.append("<form name=macro"+random(999999)+" style='display: inline' action=fight.php method=post><input type=hidden name=action value='macro'>"+
      "<input type='hidden' name='macrotext' value='"+batround()+"sub main; "+a.id+"; call batround; endsub; call main; repeat !times "+(tillsafe-1)+"'><input type=image src='images/itemimages/nicesword.gif' border=0"+
      " width=16 height=16 title='Delevel until safe: x"+tillsafe+" ("+rnum(m_dpr(a.att,0)-m_dpr(0,0))+" DPR)' onclick='return killforms(this);'></form>"+rnum(a.att)+" ");
       else res.append("<img src='images/itemimages/nicesword.gif' title='"+rnum(m_dpr(a.att,0)-m_dpr(0,0))+" DPR.' border=0 height=16 width=16>"+rnum(a.att)+" ");
   }
   if (a.def != 0) {
      int tillhit;
      if (monster_stat("def") > buffed_hit_stat() - 6) tillhit = max(1,round((buffed_hit_stat() - monster_stat("def") - 6)/a.def));
      if (tillhit > 0) res.append("<form name=macro"+random(999999)+" style='display: inline' action=fight.php method=post><input type=hidden name=action value='macro'>"+
      "<input type='hidden' name='macrotext' value='"+batround()+"sub main; "+a.id+"; call batround; endsub; call main; repeat !times "+(tillhit-1)+"'><input type=image src='images/itemimages/whiteshield.gif' border=0"+
      " width=16 height=16 title='Delevel until you can always hit: x"+tillhit+"' onclick='return killforms(this);'></form>"+rnum(a.def)+" ");
       else res.append("<img src='images/itemimages/whiteshield.gif' title='+DPR goes here.' border=0 height=16 width=16>"+rnum(a.def)+" ");
   }
   res.append("</span></small>");


Also this.
 
Last edited:

Bale

Minion
I'd suggest making a calculation of the cost of the rounds a given action would take to delevel the monster to a safe point (fairly easy using the delevel parameter of m_dpr). From there all the calculations aren't too hard.

Wait, what?! So you suggest testing multiples of the different deleveling skills until m_dpr() is safe? Or is there an easier way that I am completely missing?
 

zarqon

Well-known member
I was thinking you'd make your own function with which to sort opts, which would contain (among other things) something like this:

PHP:
roundsofpain = max(1,round((my_defstat() - monster_stat("att") - 6)/a.att)) - 1;
float accumulatedpain;
for i from 1 to roundsofpain accumulatedpain += m_dpr(a.att*i,0);

When foreaching over the sorted list afterwards, if accumulatedpain > my_stat("hp"), it's not a valid option. Likewise if it's more than the total damage taken from just using your best survivable attack skill.

Perhaps better would be to use enqueue() and to_profit() since those have a lot of stuff built in. Something like:

PHP:
float delevelprof;
while (my_defstat() - monster_stat("att") > 6) {
   delevelprof += to_profit(a);
   enqueue(a);
}
reset_queue();

And that would be your total cost/profit of deleveling the monster until safe using that action, including everything that BB knows about -- fewer calculations needed afterwards that way. You'd need a few more conditions in the while loop but that's a start anyway.
 
Last edited:

Bale

Minion
Could you explain exactly how to_profit() works and what it returns. I don't really understand it. I believe that the concept is to turn an action into a meat value, but what does that mean?
 

zarqon

Well-known member
It returns how profitable a given action is at this point in the combat (keeping in mind that "at this point" is at the end of the queue).

This includes stunning and blocking (25% chance of stunning a monster that normally deals 8 damage is a profit of 2 HP), meat cost, deleveling (the profit is the average HP you save by weakening the monster), mp and hp gain/cost, familiar actions, passive damage effects -- everything. It's along the same lines as what you posted in post #19, but much more thorough.

One caveat: to_profit() assesses the profitability of any action only for the rounds that the action is performed (in the event that you pass it a compound action like a disco combo). It is blind to any effects which outlast performing the action, since it cannot guess how many rounds the combat will last. So a multi-round stunner would not be seen as more profitable than a single-round stunner, likewise the profit of deleveling is simply the reduction in the monster's next attack (not the HP you save for the remainder of the combat). It does consider existing stuns however, so if your previous action was Noodles, a stunning action will not be seen as having any profit from its stun.
 

Donavin69

Member
I keep having the issue of SmartStasis using Lasagna Bandages until I get beaten up, but I'll post over in the SS thread on that.

The current issue I'm having is in the basement, DAM thinks that against a 5th Dimension horror (Physical resist) that attacking with my weapon should be good enough. I typically will use love songs against most of the basement monsters. Is there a way to automate the usage of love songs, or should I keep manually doing it?
 

Winterbay

Active member
I keep having the issue of SmartStasis using Lasagna Bandages until I get beaten up, but I'll post over in the SS thread on that.

The current issue I'm having is in the basement, DAM thinks that against a 5th Dimension horror (Physical resist) that attacking with my weapon should be good enough. I typically will use love songs against most of the basement monsters. Is there a way to automate the usage of love songs, or should I keep manually doing it?

You can do a sepcific entry for the horror (or the entire basement should you be so inclined) in your CCS which says "use love song of ..., love song of ..." (replace ... with whatever love song you want to use).
 

zarqon

Well-known member
It's only consult scripts that don't work with basement monsters. Regular CCSs work fine.

The "beaten up by hobos" issue is probably because BB doesn't know about elemental hobos' special attacks. This line has been in m_event() for quite a while:

PHP:
  // TODO: add elemental hobo special attacks

I suppose I could ask again: does anyone have accurate info on how much damage they do, and how often? I added completely approximated "close enough" numbers for the normal hobos because once I was farming the town square and kept getting beaten up, but I never went in any of the other zones and so I didn't add anything for them.
 

Bale

Minion
zarqon just released new versions of BatMan and SmartStasis. Naturally they completely break this script, but never fear...

New Version!
Download 0.3.2.0 beta from the first post.


  • Updated for compatibility with BatMan 1.12 and SmartStasis 3.8
 

Magus_Prime

Well-known member
With the new versions of Batbrain, SmartStasis, and Destroy All Monsters I had two combats in the Castle where Destroy All Monsters gave up. One combat was a Goth Giant and the other was a Possibility Giant. Here is what happened:

Code:
Encounter: Possibility Giant
Strategy: K:\software\Kol\ccs\default.ccs [default]
Round 0: Arbos wins initiative!
Run SmartStasis! (-64 profit to stasis with Saucy Salve -- low)
DestroyAllMonsters starts now! (0mp option attack -- killrounds: 15, dierounds: 6)
Round 1: Arbos executes a macro!
Round 1: Arbos casts ENTANGLING NOODLES!
Round 2: Arbos casts SAUCESTORM!
Round 3: possibility giant takes 59 damage.
You gain 11 hit points
You gain 3 Mana Points
You acquire an effect: Burning Ears (duration: 1 Adventure)
Round 3: Arbos casts SAUCESTORM!
Round 4: possibility giant takes 63 damage.
You gain 11 hit points
You gain 3 Mana Points
Round 4: Arbos casts STREAM OF SAUCE!
Round 5: possibility giant takes 28 damage.
You gain 3 hit points
You gain 1 Mana Point
You acquire an effect: Burning Hands (duration: 1 Adventure)
DestroyAllMonsters starts now! (0mp option attack -- killrounds: 6, dierounds: 3)
DestroyAllMonsters is unable to figure out a useful combat strategy
Round 5: Arbos executes a macro!
KoLmafia thinks it is round 6 but KoL thinks it is round 5
You're on your own, partner.
Click here to continue in the relay browser.

I had plenty of mana and HP when Destroy All Monsters gave up and once in the relay browser I was able to one-shot the monster.

I tried to continue in the castle with zlib verbosity set to 8 but the problem did not reoccur.

I got it to reoccur in the Haunted Bedroom with zlib verbosity set to 9. Here is what happened:

Code:
[786] Haunted Bedroom
Encounter: One Nightstand
Encounter: animated nightstand
Round 0: Arbos wins initiative!
Running ZLib version: r32 (current)
1 MP costs 5.4054055μ.
1 HP costs 1.8480018μ.
old coin purse (25.0 @ +100.0): 500μ * 50.0% = 250.0
old leather wallet (25.0 @ +100.0): 500μ * 50.0% = 250.0
Value of stat gain: 380.63μ
Running BatBrain version: 1.12 (current)
Profit per round: ActionProfitDamageOtherbase; Pet Cheezling (0μ)0μ--
Running SmartStasis version: 3.8 (current)
Running Destroy All Monsters version: 0.3.2.0 (current)
Parsed round number: 1
Building options...
Options built! (42 actions)
Stasis action chosen: skill 4014
Run SmartStasis! (-75 profit to stasis with Saucy Salve -- low)
old coin purse (25.0 @ +100.0): 500μ * 50.0% = 250.0
old leather wallet (25.0 @ +100.0): 500μ * 50.0% = 250.0
Value of stat gain: 380.63μ
Monster: Animated Nightstand (Mahogany), ATT: 162, DEF: 146, HP: 170, Value: 880.63
You will die in 2 rounds.
Your attack will kill the monster in 17 rounds.
Building custom actions...
Custom actions built! (1 actions)
Stun action chosen: skill 3004
Stun action chosen: skill 3004
Custom action: skill 4014 (stun first with skill 3004)
Stun action chosen: skill 3004
Building options...
Options built! (41 actions)
Building options...
Options built! (41 actions)
Executing macro: scrollwhendone; sub batround; endsub; skill 3004; call batround; skill 4014; call batround; 
Round 1: Arbos executes a macro!
Round 1: Arbos casts ENTANGLING NOODLES!
Round 2: Arbos casts SAUCY SALVE!
You gain 12 hit points
Parsed round number: 2
Building options...
Options built! (41 actions)
Stasis action chosen: skill 4014
Attack action chosen: skill 4005
This monster is not your huckleberry.
Stasis loop complete.
SmartStasis complete.
DestroyAllMonsters starts now! (0mp option attack -- killrounds: 17, dierounds: 3)
Building options...
Options built! (41 actions)
Building options...
Options built! (41 actions)
Building options...
Options built! (41 actions)
Unable to enqueue empty action.
skill 4005; call batround; if hpbelow 46; abort "BatBrain abort: Danger, Will Robinson"; endif;
skill 4005; call batround; if hpbelow 11; abort "BatBrain abort: Danger, Will Robinson"; endif;
skill 4003; call batround; if hpbelow 2; abort "BatBrain abort: Danger, Will Robinson"; endif;
Executing macro: scrollwhendone; sub batround; if haseffect 8 || haseffect 264 || haseffect 282 || haseffect 283 || haseffect 284; abort "BatBrain abort: poisoned"; endif; endsub; skill 4005; call batround; if hpbelow 46; abort "BatBrain abort: Danger, Will Robinson"; endif; skill 4005; call batround; if hpbelow 11; abort "BatBrain abort: Danger, Will Robinson"; endif; skill 4003; call batround; if hpbelow 2; abort "BatBrain abort: Danger, Will Robinson"; endif; 
Round 3: Arbos executes a macro!
Round 3: Arbos casts SAUCESTORM!
KoLmafia thinks it is round 4 but KoL thinks it is round 3
Round 4: animated nightstand (mahogany) takes 64 damage.
You gain 10 hit points
You gain 3 Mana Points
You acquire an effect: Burning Ears (duration: 1 Adventure)
Round 4: Arbos casts SAUCESTORM!
Round 5: animated nightstand (mahogany) takes 62 damage.
You gain 11 hit points
You gain 3 Mana Points
Round 5: animated nightstand (mahogany) takes 2 damage.
Round 5: animated nightstand (mahogany) takes 5 damage.
You lose 40 hit points
Round 5: Arbos casts STREAM OF SAUCE!
Round 6: animated nightstand (mahogany) takes 28 damage.
You gain 3 hit points
You gain 1 Mana Point
You acquire an effect: Burning Hands (duration: 1 Adventure)
Round 6: animated nightstand (mahogany) takes 1 damage.
Round 6: animated nightstand (mahogany) takes 4 damage.
You lose 40 hit points
Parsed round number: 3
Building options...
Options built! (41 actions)
DestroyAllMonsters starts now! (0mp option attack -- killrounds: 3, dierounds: 2)
Unable to enqueue empty action.
Building options...
Options built! (41 actions)
DestroyAllMonsters is unable to figure out a useful combat strategy
abort "Unable to figure out a useful combat strategy"; call batround; if hpbelow 37; abort "BatBrain abort: Danger, Will Robinson"; endif;
Executing macro: scrollwhendone; sub batround; if haseffect 8 || haseffect 264 || haseffect 282 || haseffect 283 || haseffect 284; abort "BatBrain abort: poisoned"; endif; endsub; abort "Unable to figure out a useful combat strategy"; call batround; if hpbelow 37; abort "BatBrain abort: Danger, Will Robinson"; endif; 
Round 6: Arbos executes a macro!
KoLmafia thinks it is round 7 but KoL thinks it is round 5
Parsed round number: 5
Building options...
Options built! (41 actions)
You're on your own, partner.

This is as a level 10 Sauceror with all skills up to level 10 known, all Saucespheres except Scarysauce active, and a pet Cheezling as the familiar.
 
Last edited:

Bale

Minion
Thank you. These points of data make a beautiful line, but I'm not sure what that line points to so please be patient with me.
 

Valliant

Member
Having a small issue with funkslinging...

Code:
DestroyAllMonsters starts now! (0mp option Miniborg Destroy-O-Bot, Miniborg Destroy-O-Bot -- killrounds: 4, dierounds: 30)
Round 4: ililili executes a macro!
Round 4: ililili uses the Miniborg Destroy-O-Bot and uses the Miniborg Destroy-O-Bot!
Round 5: lollipede takes 25 damage.
Round 5: lollipede drops 5 attack power.
Round 5: lollipede drops 4 defense.
Round 5: lollipede takes 25 damage.
Round 5: lollipede drops 3 attack power.
Round 5: lollipede drops 3 defense.
You lose 5 hit points
Round 5: ililili uses the Miniborg Destroy-O-Bot!
Round 6: lollipede takes 26 damage.
Round 6: lollipede drops 5 attack power.
Round 6: lollipede drops 4 defense.
You lose 4 hit points
Round 6: ililili uses the Miniborg Destroy-O-Bot!
Round 7: lollipede takes 23 damage.
Round 7: lollipede drops 3 attack power.
Round 7: lollipede drops 4 defense.
You lose 4 hit points
Round 7: ililili uses the Miniborg Destroy-O-Bot!
Round 8: lollipede takes 21 damage.
Round 8: lollipede drops 3 attack power.
Round 8: lollipede drops 5 defense.
Round 8: ililili wins the fight!

Totally reasonable time to kill the thing, but it doesn't seem reasonable to funksling the once and then single-use for the other rounds given that it was a zero cost action.
 

Bale

Minion
Sigh. Unfortunately BatBrain has a problem with ambidextrous funkslinging. I manually added in the option, but BatBrain has changed. Now it rebuilds the options after each enqueue so my work around got broken. I guess I'll have to fix my workaround until zarqon fixes funkslinging.
 
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