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Thread: Mercenary Mood -- choiceadv adjustment as you go, modifier maintenance, etc.

  1. #21
    Senior Member zarqon's Avatar
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    I'm continuing to use Mercenary Mood and I find myself wishing that it were a bit more aggressive in handling ML.
    Originally Posted by Magus_Prime View Post
    MM is sensitive to your threshold setting (a setting that's been around since AutoMCD, this script's grandfather), so if you want to run more +ML you can just increase your threshold. If you just want to run as much +ML as you can, zlib threshold = 1000 ought to cause MM to run much higher +ML. Low-skill characters can really run into problems running high ML so this is the desired behavior, I think.

    Not sure what happened to you in Oil Peak. The +ML goal there is explicitly 100.

    Also the Spirit of ... stuff is calculated based on the monsters in the zone, but the Spirit skills may also be being cast as part of MM's general buff maintenance since it's trying to operate generically, without a bunch of hardcoded names. So for now I've deliberately excluded the Spirit of... skills from generic consideration. And regardless, MM does need to use Peppermint when you're hunting for bridge materials, so I've also hardcoded some names there which ought to solve that. r19.
    Sig by JakAtk
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  2. #22
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    Thank you for the information on ML. Your changes to "Spirit of..." worked as expected when I went built a bridge today.

  3. #23
    Developer fronobulax's Avatar
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    While adventuring in the Billiards room, to play pool and get the key, in a TCRS run, MM will use hand chalk even when it gives an effect that does not effect the pool skill :-)

  4. #24
    Senior Member zarqon's Avatar
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    I haven't ventured into TCRS yet. Does $effect[chalky hand].default update accordingly in TCRS? Or would there be an easier way to figure out which item, if any, gives the desired effect?
    Sig by JakAtk
    My scripts: Prefref Plus | Skillref Plus | One-Click Wossna | Om*****st (??) | Psychose-a-Matic | RandBot
    Combat suite: Best Between Battle | Mercenary Mood | SmartStasis | BatMan | BatMan RE
    For script authors: ASH Wiki | ZLib | BatBrain | CLI Links | Drag-n-Drop Inventories | CanAdv | Script Registry | Map Manager
    If you appreciate my work, help me become BAT KING OF THE WORLD! Thanks to all donators!

  5. #25
    Developer fronobulax's Avatar
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    I haven't ventured into TCRS yet. Does $effect[chalky hand].default update accordingly in TCRS? Or would there be an easier way to figure out which item, if any, gives the desired effect?
    Originally Posted by zarqon View Post
    > ashq print( $effect[chalky hand].default )

    use 1 Flaskfull of Hollow
    which seems to be correct for a TCRS Possum Clubber.
    Well, thank you.
    Originally Posted by Veracity View Post

  6. #26
    Senior Member zarqon's Avatar
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    MM handles a few more effects that need to be untied from hard-coded items (I think): Musky when clearing protesters and Stone-Faced for the Hidden Temple.

    So I've just added some item/skill-agnostic code locally for acquiring an effect to MM which ought to be relatively future-proof; or at least TCRS-proof. It sorts the options available in $effect[].all by cost and performs the cheapest one that's under 10,000μ. I'll make sure it works (couldn't test it today) and then upload the change for my TCRS-playing friends.
    Sig by JakAtk
    My scripts: Prefref Plus | Skillref Plus | One-Click Wossna | Om*****st (??) | Psychose-a-Matic | RandBot
    Combat suite: Best Between Battle | Mercenary Mood | SmartStasis | BatMan | BatMan RE
    For script authors: ASH Wiki | ZLib | BatBrain | CLI Links | Drag-n-Drop Inventories | CanAdv | Script Registry | Map Manager
    If you appreciate my work, help me become BAT KING OF THE WORLD! Thanks to all donators!

  7. #27
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    I've noticed the MM is, inappropriately, increasing ML in some circumstances. Here's one:

    Character is already level 13, flyer use is complete, and while fighting Ed the ML was increased to +74 ML

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