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Thread: Grey Goo

  1. #11
    Senior Member Crowther's Avatar
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    Having been through this once, successfully collecting all the factoids, I think I'm done with this path,
    Originally Posted by Veracity View Post
    Lucky you. I had to do a second round, because I only got two prism factoids the first time. I spent most of that ascension meat farming.

  2. #12

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    I was playing 0 turns most days anyway before the path came out. Now I am playing 0 turns and picking up karma while doing so.

    I thought I could use mod() in monsters.txt to support the monster stats, copying that code from ModifierExpression to MonsterExpression, but it doesn't work and I don't know why. I don't think I'll look at it any more, unless someone posts a patch, but who knows.

  3. #13
    Senior Member ckb's Avatar
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    It would be nice to track how many turns (or combats?) have been spent in each zone. An int _goo property for each location would be ideal. Something like this:

    Code:
    Property	Location
    _gooFunHouse	The Goo-Choked Fun House
    _gooKnob	The Goo-Covered Knob
    _gooBatHole	The Goo-Spewing Bat Hole
    _gooBeanstalk	The Goo-Bedecked Beanstalk
    _gooPalindome	The Goo-Shrouded Palindome
    _gooGarves	The Goo-Girded Garves
    _gooTowerRuins	The Goo-Splattered Tower Ruins
    _gooPrism	A Prism of Goo

  4. #14

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    Is there a case where someone cares about spending all 11 turns in areas, and isn't doing it consistently every day? I would expect turns_spent tracking to be sufficient for people seriously collecting goo. Though I suppose adding those settings wouldn't be difficult either.

  5. #15
    Senior Member ckb's Avatar
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    Is there a case where someone cares about spending all 11 turns in areas, and isn't doing it consistently every day? I would expect turns_spent tracking to be sufficient for people seriously collecting goo. Though I suppose adding those settings wouldn't be difficult either.
    Originally Posted by lostcalpolydude View Post
    I did not think of that... Maybe I can just use .turns_spent vs. (11*my_daycount()). That works for me.

  6. #16
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    Mafia does not recognize the location [A Prism of Goo]

    on the map it shows up as [A Prism of Goo]

    when going there it shows up as
    [37] Visiting a Prism of Goo
    contrast it to bat hole which shows up as
    [34] The Goo-Spewing Bat Hole

    I tried accessing it via various names and none of them work.
    Code:
    > ash print($location[Visiting a Prism of Goo]);
    
    Bad     location value: "Visiting a Prism of Goo" ()
    Returned:     void
    
    > ash print($location[a Prism of Goo]);
    
    Bad     location value: "a Prism of Goo" ()
    Returned: void
    
    > ash print($location[Prism of Goo]);
    
    Bad     location value: "Prism of Goo" ()
    Returned: void
    so currently greygoo script cannot try to do anything about a prism of goo due to the location issue


    Is there a case where someone cares about spending all 11 turns in areas, and isn't doing it consistently every day? I would expect turns_spent tracking to be sufficient for people seriously collecting goo. Though I suppose adding those settings wouldn't be difficult either.
    Originally Posted by lostcalpolydude View Post
    Are you suggesting that instead of tracking how many were fought per zone we should track whether the zone is complete?
    I am fine with either way of tracking, but some tracking would be nice for the purpose of automation
    ttpack = a collection of scripts by taltamir

  7. #17

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    Are you suggesting that instead of tracking how many were fought per zone we should track whether the zone is complete?
    Originally Posted by taltamir View Post
    Check out
    Code:
    ash $location[The Goo-Bedecked Beanstalk].turns_spent
    This tracking already exists, no effort needed, just due to it being a location. If someone cares about getting all the goo, then that number should be 11, 22, or 33 (depending on day) when things are done.

    This tracking could be ineffective if someone doesn't spend all their turns one day. But I don't know why someone would want to automate any goo farming if they aren't trying to get maximum goo, so I don't really have any interest in adding extra support for that type of automation.

  8. #18
    Senior Member zarqon's Avatar
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    I don't know why someone would want to automate any goo farming if they aren't trying to get maximum goo
    Originally Posted by lostcalpolydude View Post
    Factoids. Goo monster-fighting script testing. Unable to complete zones before rollover. Outside of automation: a script that notifies users (regardless of playstyle) of available turns left in any of the goo zones. I agree the case for more specific tracking isn't a strong one, but there are multiple cases where someone may find it useful.
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  9. #19
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    Check out
    Code:
    ash $location[The Goo-Bedecked Beanstalk].turns_spent
    This tracking already exists, no effort needed, just due to it being a location. If someone cares about getting all the goo, then that number should be 11, 22, or 33 (depending on day) when things are done.

    This tracking could be ineffective if someone doesn't spend all their turns one day. But I don't know why someone would want to automate any goo farming if they aren't trying to get maximum goo, so I don't really have any interest in adding extra support for that type of automation.
    Originally Posted by lostcalpolydude View Post
    The main answer to the why is because I can. I also am hoping that it turns out to actually do something, like determine effects of your ring based on how many units of goo you destroyed with that account. KoL is well known for its easter eggs and things that do nothing eventually turning out to do something... but it is also well known for such things turning out to really do nothing in the end.

    The zone forbids wandering monsters, and instant kills still get counted as a turn spent even if no turn was spent. So that means it is a reliable method of tracking on day 1.

    But the value becomes unreliable on day2 and day 3. My script tries to grab all the goo monsters it can, but running out of adv is a problem. especially on day 1. which could result in a value lower than 11 on day 1 and thus making day2 and 3 tracking no possible via this method.

    I currently compensate via an internal tracking system. Specifically I am using
    Code:
        boolean advResult = false;
        
        switch(get_property("_greygoo_zonesFinished").to_int())
        {
        case 0:
            //fight 11 scaling monsters in [The Goo-Coated Knob].
            //scaling: 3 * (Sleaze Resistance) * (1 + (Food drop% / 100))
            addToMaximize("30 sleaze res,10 food drop");
            
            advResult = greygooAdv($location[The Goo-Coated Knob]);
            if(get_property("lastEncounter") == "Goo-Gone")
            {
                set_property("_greygoo_zonesFinished", "2");
            }
            break;
        case 1:
            //fight 11 scaling monsters in [The Goo-Spewing Bat Hole].
            //scaling: 4 * (Stench Resistance) * (1 + (-Combat Chance%) / 100)
            addToMaximize("40 stench res");
            providePlusNonCombat(30);
            
            advResult = greygooAdv($location[The Goo-Spewing Bat Hole]);
            if(get_property("lastEncounter") == "The Hole Is No Longer a Hole")
            {
                set_property("_greygoo_zonesFinished", "3");
            }
            break;
        case 2:
            //fight 11 scaling monsters in [The Goo-Girded Garves].
            //scaling: 4 * (Spooky Resistance) * (1 + (+Combat Chance%) / 100)
            addToMaximize("40 spooky res");
            providePlusCombat(30);
            
            advResult = greygooAdv($location[The Goo-Girded Garves]);
            if(get_property("lastEncounter") == "Un-Unquiet")
            {
                set_property("_greygoo_zonesFinished", "4");
            }
            break;
        case 3:
            //fight 11 scaling monsters in [The Goo-Shrouded Palindome].
            //scaling: Monster Level
            addToMaximize("10 ml");
            
            advResult = greygooAdv($location[The Goo-Shrouded Palindome]);
            if(get_property("lastEncounter") == "No More Goo, Geromon")
            {
                set_property("_greygoo_zonesFinished", "5");
            }
            break;
        case 4:
            //fight 11 scaling monsters in [The Goo-Splattered Tower Ruins].
            //scaling: sqrt(Maximum MP)
            addToMaximize("10 mp");
            
            advResult = greygooAdv($location[The Goo-Splattered Tower Ruins]);
            if(get_property("lastEncounter") == "Doubly Abandoned")
            {
                set_property("_greygoo_zonesFinished", "6");
            }
            break;
        case 5:
            //fight 11 scaling monsters in [The Goo-Choked Fun House].
            //scaling: sqrt(Maximum HP)
            addToMaximize("10 hp");
            
            advResult = greygooAdv($location[The Goo-Choked Fun House]);
            if(get_property("lastEncounter") == "No More Fun")
            {
                set_property("_greygoo_zonesFinished", "7");
            }
            break;
        case 6:
            //fight 11 scaling monsters in [The Goo-Bedecked Beanstalk].
            //scaling: Combat Initiative / 3
            provideInitiative(200,true);
            
            advResult = greygooAdv($location[The Goo-Bedecked Beanstalk]);
            if(get_property("lastEncounter") == "You Don't Find Jack")
            {
                set_property("_greygoo_zonesFinished", "1");
            }
            break;
        case 7:
            //fight 1 scaling monsters in [Prism of Goo].
            //scaling: Prismatic Damage
            addToMaximize("10 prismatic dmg");
            
            //advResult = greygooAdv($location[Prism of Goo]);
            set_property("_greygoo_zonesFinished", "8");
            abort("Please manually fight A Prism of Goo and then run me again");
            break;
        case 8:
            //fight scaling monsters in [The Goo Fields].
            //scaling: enemies defeated here
            
            advResult = greygooAdv($location[The Goo Fields]);
            break;
        }
        
        return advResult;
    =====
    Factoids. Goo monster-fighting script testing. Unable to complete zones before rollover. Outside of automation: a script that notifies users (regardless of playstyle) of available turns left in any of the goo zones. I agree the case for more specific tracking isn't a strong one, but there are multiple cases where someone may find it useful.
    Originally Posted by zarqon View Post
    Yes, factoids are particularly popular and require individual tracking for each zone starting from day 2 of the run to prevent your script entering an infinite loop.

    something like
    Code:
     advResult = greygooAdv($location[The Goo-Bedecked Beanstalk]);
            if(get_property("lastEncounter") == "You Don't Find Jack")
            {
                set_property("_greygoo_BeanstalkFinished", true);
            }
    Last edited by taltamir; 09-05-2020 at 04:47 AM.
    ttpack = a collection of scripts by taltamir

  10. #20

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    Is there a case where someone cares about spending all 11 turns in areas, and isn't doing it consistently every day? I would expect turns_spent tracking to be sufficient for people seriously collecting goo. Though I suppose adding those settings wouldn't be difficult either.
    Originally Posted by lostcalpolydude View Post
    A lot of buffs are only 10 turns instead of 11, it would probably be pretty minor but given how peoples' runs can swing wildly based on crazy horse / mutant glob / etc, there are some tiny edge cases where it may be justified.
    idk if that's worth enough to justify putting it in, though, but I also would've benefited from knowing fights remaining per zone for factoids.

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