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Thread: Auto adventure in "Island: Belowdecks" for "1 Talisman o' Namsilat" gives error

  1. #11
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    Ok, I think solution is probably that we also auto-use gaudy keys with autoCraft set.

    Other than that it is change to current process, any reason we don't do this?

  2. #12
    Developer fronobulax's Avatar
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    I'm thinking that the most important behavior is that auto-adventuring stop when the goal is met. If you are not auto-adventuring then the various possibilities can be handled manually. There is precedent for requiring the user to understand the goals they set. KoLmafia does nothing, for example, to prevent a user from setting a goal of an item that will never drop in the specified zone.

    So if the Talisman is the goal and auto-create is allowed then the talisman should be created. If it is the goal and the user has not allowed auto-create then automation won't stop and the user can be "blamed" for operator error.

    If my goal is one, or two snakehead charms then auto-create should use keys if allowed or fail to stop. I can argue that regardless of auto-create KoLmafia should NOT autocreate a Tailsman when two charms are present because if the user had wanted one, that would have been the goal.

    If my goal is gaudy keys then auto-create is irrelevant. The goal was keys and keys will be gotten.

    I think what I am advocating for is that auto-create is NOT invoked for the charms or Tailsman unless one of those items is a goal for automated adventuring.

    I recognize that might be a lot of work, especially in getting all the pieces together to make the decision.

    As an alternative I would accept that

    a) if auto-create is off, KoLmafia does nothing with keys or charms.
    b) if auto-create is on, KoLmafia will make a Tailsman if components are available and one is not already in Inventory. In this case, keys will not be touched except as a transitory step towards making the Tailsman.

    I can accept that a user who sets 2 keys as a goal and has auto-create on might very well not see automation stopped until they have a Tailsman and two keys in inventory.

    As I read all of this I think there is a lot of potential effort being made for a niche case so it makes sense to let the nich user manage the auto-create setting to satisfy their niche.

    This will probably break a couple scripts that have special handling in this area but...

  3. #13

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    All of those ideas about how autoCraft should work seem nice, but the don't match up with the fact that you can currently steal a hemp string in pvp and end up crafting 30 bonerdagon necklaces as a result. I think it's fine to change that behavior in general, but I don't think the talisman should be a special case, outside of making the built-in goal not give an error.

  4. #14
    Developer fronobulax's Avatar
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    All of those ideas about how autoCraft should work seem nice, but the don't match up with the fact that you can currently steal a hemp string in pvp and end up crafting 30 bonerdagon necklaces as a result. I think it's fine to change that behavior in general, but I don't think the talisman should be a special case, outside of making the built-in goal not give an error.
    Originally Posted by lostcalpolydude View Post
    Noted.

    I looked at everything that gets auto created. While I miss a lot of game nuances I cannot think of any reason why more than one of any of the items needs to be auto created. Would changing autoCreate so it only created if there were none of the item in inventory solve the problem you cite and not break anything else?

    AFAIK the Tailsman auto create occurs when a snakehead charm appears and there are two of them. It is not clear to me that a Tailsman would be created if there were already a snakehead charm in inventory and a gaudy key was found and nothing triggered a use of the key. But I could be missing something.
    You just vehemently agreed with me
    Originally Posted by Veracity View Post
    I agree with frono.
    Originally Posted by Veracity View Post

  5. #15
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    Did you look at the code in KoLmafia.java that creates things that are goals? Or just the code in ResultProcessor.java that creates a talisman if you have two charms?

  6. #16
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    Did you look at the code in KoLmafia.java that creates things that are goals? Or just the code in ResultProcessor.java that creates a talisman if you have two charms?
    Originally Posted by Darzil View Post
    Basically a search on the preference autoCraft which made me decide the method autoCreate was the interesting thing so I looked at where it was used and on which items. ItemPool.GAUDY_KEY did not seem to be used anywhere in a context where mafia was explicitly using it (as opposed to an implicit use because it was a parameter) and that pretty much served as the launch pad for jumping to conclusions. I was also getting a sense of deja vu from my previous research into why there was sometimes a second attempt to create a Tailsman that generated an exception log.
    You just vehemently agreed with me
    Originally Posted by Veracity View Post
    I agree with frono.
    Originally Posted by Veracity View Post

  7. #17
    Developer fronobulax's Avatar
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    Just in case this is not the expected behavior (i.e. no recent changes)

    r18897
    autoCraft=true

    No gaudy keys, charms or talisman in inventory.

    Autoadventure Belowdecks with goal of 1 Talisman o' Namsilat

    Let it run. Thought it was taking too long so manually aborted.

    6 gaudy keys in inventory.

    Clearly if did not use the keys when the second one dropped.

  8. #18
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    r18905 - Untested. When autoCraft is true, will automatically use keys to make Talisman.

  9. #19
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    Tested, works now

    Code:
            [1028] Belowdecks
    Encounter: gaudy pirate
    Round 0: taltamir wins     initiative!
    Round 1: taltamir executes a macro!
    Round 1: taltamir     casts MICROMETEORITE!
    Round 2: gaudy pirate drops 16 attack power.
    Round     2: gaudy pirate drops 14 defense.
    Round 2: taltamir casts LUNGING     THRUST-SMACK!
    Round 3: gaudy pirate takes 593 damage.
    Round 3:     taltamir wins the fight!
    You gain 206 Meat
    After Battle: Statchell,     dressed as Prince George, demands that servants bring him some additional     items. (+15% Item Drops)
    After Battle: Statchell does the traditional     "Spooky Scary Skeletons" dance. It's adorable.
    You acquire an     item: gaudy key
    Verifying ingredients for Talisman o' Namsilat (1)...
    Verifying     ingredients for snakehead charrrm (2)...
    Creating snakehead charrrm (1     of 2)...
    You acquire an item: snakehead charrrm
    Successfully created     snakehead charrrm (1)
    You acquire an item: snakehead charrrm
    Successfully     created snakehead charrrm (1)
    Creating snakehead charrrm (2 of 2)...
    Creating     Talisman o' Namsilat (1)...
    You acquire an item: Talisman o' Namsilat
    Successfully     created Talisman o' Namsilat (1)
    After Battle: You gain 28 Strongness
    After     Battle: You gain 16 Wizardliness
    After Battle: You gain 6 Roguishness
    You     acquire an item: Special Seasoning
    
    Conditions satisfied after 2     adventures.

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