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    Feature In Combat queries

    lol, sorta. But yeah, doing something is better than nothing. It's easier to tweak something that exists versus trying to get it perfect first. I'd just start out fairly simple and low level (which is mostly what has been described here) and once that's in, we can develop more complex and...
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    Feature In Combat queries

    I think more often than not you want the current situation. Now a good suite would include passing in a $monster[] so you can predict a bit. Generally, you'd take the toughest monster in a zone and check against that. If there is a good chance (or any chance depending on your style), you'd...
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    Feature In Combat queries

    Not so much complicated, as requires more functions. expected output would mostly ignore those (and your hit %), since it'd have to assume a normal hit. Total average expected damage per round would be neat, but not sure how great since you'd normally choose your attack style based on your %...
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    Feature In Combat queries

    yeah, both things are fairly well known formulas, just thought they'd be useful as built in functions so we all don't have to do it manually/copy from other sources. Sorta just expanding the sorta hook that the expected_damage(), will_usually_dodge(), will_usually_miss() grouping started.
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    Feature In Combat queries

    noticed we have will_usually_miss() and will_usuall_dodge() but I was thinking it'd be nice to have more info than a bool. Perhaps expanding these to include some that give the rough percents? Currently, since I want to be able to adjust when I attack beyond the 50% mark, I'm doing it...
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    Bricko fights

    Thanks, still discovering all the properties and their functions. That would have been annoying. Using a get_property ahead of the sets lets me swap the things in and out just fine. Not ideal since I'd rather control the fight directly via ash but it does get the job done.
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    Feature - Implemented Days in run

    Currently, we can get the turncount in a run and/or the kol date but it would be handy in some places to know what day of the run you are on. Currently looking at suga/sticker/cone summons, but I'm sure there are a couple other uses. Fairly low priority since: 1) you could check what you have...
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    Bug - Waiting for Info MP Restoration and Equipment Changing (Travoltan Trousers mostly)

    The log seems to indicate that you're right in that you are wrong (though I could be wrong too and the log was slightly out of sync). From what I see from it is that it's swapping before using, but it's already in trouble due to the MP loss from the switch. Regardless, your logic fix is sound...
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    Bricko fights

    Thanks. Sorta what I figured, but always good to ask. I'll test out the turtle today just to double check and update so this is confirmed for future searchers. EDIT: confirmed. use() worked great and using a cli_execute("ccs " + turtle_ccs); beforehand just ensures it does what you want...
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    Bricko fights

    Ok, in scripting out a fairly speed oriented Day 1 HCNP, I decided to throw in grabbing the BRICKO bulwark. Setting up is simple enough, but then I ran into the snag of running the combat. I'm guessing use() is probably what I want but I could see visit_url() as well (since use only brings up...
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    bumcheekcend.ash - A zero setup semi-automated ascension script!

    BCC: Lol, yeah, I meant letting the brackets have their own lines. Compact is nice but for those reading your code, it's a terrible practice. If everything is tabbed properly then it's not too bad, but in real world applications tabbing is the first thing to die once debugging begins. On...
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    bumcheekcend.ash - A zero setup semi-automated ascension script!

    And now I remember why I don't bother posting here... What I was saying is this: Add around line 43: int num_of_insults = 8; then change current line 263 to: while (i <= num_of_insults) { Tada! (this is actually just good coding as hard coded numbers will always bite you in the ass) Also...
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    bumcheekcend.ash - A zero setup semi-automated ascension script!

    I don't really think you understand what I'm saying. I'm saying throw it into a variable at the top so people don't have to dig through your code to change it. It takes like two seconds. Currently it is close to the top one or two pages down, but you have to wade through some code to find it...
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    bumcheekcend.ash - A zero setup semi-automated ascension script!

    It's not zero setup as is (level 12 quest info) so I'd think that'd be sorta of a moot point. :)
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    bumcheekcend.ash - A zero setup semi-automated ascension script!

    Myst is easy as a SA. Once you hit level 7ish and have spells permed properly, it's gains you MP. Otherwise, it's crappy moxie using reagent potions to buff you. As a PM, you just mitigate MP loss with properly tuned spells and the best one to 2 hit kill. Not perfect ascensions, but easily...
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    Bug - Fixed F'c'le Chatterboxing

    For the Chatterboxing non-combat adventure, the second choice is always (lose hp). This is only true if you don't have a valuable trinket (had 3 from shoring this run which is the only reason I noticed it).
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    Bug - Fixed Wumpus Hunter color update and deduction issue

    Running version 14.0 but didn't see a update. If you get a possible Wumpus then go around to the non-wumpus possible, it'll update as safe, but this does not confirm the other as definite. This logic is correct for bats and pits, but is incorrect here as the Wumpus is a unique room. It should...
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