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Thread: BatBrain -- a central nervous system for consult scripts

  1. #2171
    Senior Member zarqon's Avatar
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    @Magus: Thanks for the heads up. BatBrain was unaware of this because Zarqon either never knew it or completely forgot about it (the two are indistinguishable, as it happens). When the Zeppelin rolled out, I think most people still did the pirates, so it wasn't a priority. SS r42 adds some code for throwing glark cables at appropriate Zeppelin monsters, along with a few other small fixes and changes, such as prefacing all print statements generated by SS with "SS: ".
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  2. #2172
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    Normally I fight the shadow. in the tower, manually. Today I decided to let Simplesmack do it...

    Code:
    Encounter: Shadow Cannelloni Conjurer
    Round 0: Arbos wins initiative!
    SimpleSmack queueing... (Monster HP: 395, base profit 5)
    SimpleSmack failed to kill the monster (395 HP remaining). Macro-ing with: attack;repeat
    Countdown: 3 seconds...
    Countdown: 2 seconds...
    Countdown: 1 second...
    Waiting completed.
    Round 1: Arbos executes a macro!
    Round 1: Arbos attacks!
    Round 2: You lose 177 hit points
    Round 2: Arbos attacks!
    Round 3: You lose 180 hit points
    Round 3: Arbos attacks!
    Round 4: You lose 180 hit points
    I had plenty of gauze garters in inventory.
    Last edited by Magus_Prime; 07-04-2019 at 10:14 AM.

  3. #2173
    Developer fronobulax's Avatar
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    This could be BatBrain, Smart Stasis or WHAM.

    The KoE invader bullet monster is not known. What happens for me is I consistently lose if I just let WHAM handle things.

    Since you only get two rounds to kill it before you lose I'm not sure whether updating BatBrain is sufficient to resolve the issue.

    Tangentially - would it be a reasonable FR to have WHAM and/or SmartStasis abort if a monster is found that is unknown to BatBrain? This would have to be opt in but most of the time I would rather abort than get beaten up.

  4. #2174
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    The invader boss is another new monster for the path. The approach suggested in the wiki worked for me: reduce my base HP, boost elemental resists, funk-sling high damage combat items. In my case it was two gas cans.

  5. #2175
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    For some reason SimpleSmack, via Batbrain, is choosing to cast expensive, 120 MP, Hobopolis spells like "Raise Backup Dancer" against monsters that it can easily kill with the equipped weapon. This is in HC Kingdom of Exploathing runs as, so far: Seal Clubber, Turtle Tamer, and Pastamancer.
    Last edited by Magus_Prime; 08-26-2019 at 07:57 PM.

  6. #2176
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    Hey Zarqon, I feel like I am doing something wrong when it comes to initializing batbrain. When trying to figure out the damage of smacks as a Seal clubber, it gives me crazy low damages. Example:
    EoD Thinks: Lunge Smack will do 2679. BatBrain Thinks: Lunge Smack will do 160.
    EoD Thinks: Thrust-Smack will do 2752. BatBrain Thinks: Thrust-Smack will do 160.
    EoD Thinks: Lunging Thrust-Smack will do 3661. BatBrain Thinks: Lunging Thrust-Smack will do 160.
    EoD Thinks: none will do 2670. BatBrain Thinks: none will do 160.
    EoD Thinks: Northern Explosion will do 3808. BatBrain Thinks: Northern Explosion will do 160.
    After attacking, I get.
    Round 1: Ro casts LUNGING THRUST-SMACK!
    Round 2: Alphabet Giant takes 3812 damage.
    For initialization, I have

    Code:
    record SkillList {
    	int dmg;
    	float heal;
    	float stun;
    	int mp;
    };
    SkillList[skill] test;
    void main( int rn, monster m, string pg) {
    act(pg);
    foreach it, adv in opts {
    	if (contains_text(adv.id, "skill")) {
    		temp = replace_string(adv.id, "skill ", "");
    		current = to_skill(to_int(temp));
    		EoD_AddSkill(current);
    		test[current] = new SkillList (round(dmg_dealt(adv.dmg)), -dmg_dealt(adv.pdmg), adv.stun, mp_cost(current));
    	}
    }
    I am assuming I am calling the wrong adv.dmg or dmg_dealt function? But reading through everything, I've yet to come across what my mistake is.

  7. #2177
    Senior Member zarqon's Avatar
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    Normally I fight the shadow. in the tower, manually. Today I decided to let Simplesmack do it...
    Originally Posted by Magus_Prime View Post
    Haha, you are braver than I. Perhaps I'll take a look at that next go-round and see what's amiss.

    @frono and @Magus: I've just added the Invader and his bullets to batfactors so that ought to help, though as with the Shadow I'm not sure SimpleSmack would find an appropriate strategy. Had to add a "daycount" fvar to BatBrain.

    @Magus: Not sure what's up with preferring the 120MP skills? Perhaps fire up a combat in BatMan RE and check out the hitchance and predicted damage for your attack action, as well as your meatperhp and meatpermp values.

    EDIT: Found something. I'm also in a very slow Exploathing run at the moment trying to fix all the broken things as I go in about an hour a day. I just saw a Hobopolis skill at the top of the table, so I looked further and saw that my meatpermp value is 0. That would do it. Something about the way BatBrain or UR calculates meatpermp is evidently broken in Exploathing.

    @Elite: That looks correct. dmg_dealt() takes a damage spread and applies it to a given monster (including capping it at the monster's HP). There's an optional parameter for the HP cap though, so try using dmg_dealt(adv.dmg, false) to see BatBrain's uncapped damage predictions.
    Last edited by zarqon; 10-01-2019 at 12:58 PM.
    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!

  8. #2178
    Senior Member Crowther's Avatar
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    I looked further and saw that my meatpermp value is 0. That would do it. Something about the way BatBrain or UR calculates meatpermp is evidently broken in Exploathing.
    Originally Posted by zarqon View Post
    This is very interesting. Since there often is no way to use meat to restore MP in Exploathing, that value is technically undefined. I think using a large number would work.

  9. #2179
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    The following just appeared when using Simplesmack:

    Code:
    [4388] The Tunnel of L.O.V.E.
    Encounter: L.O.V. Engine Room
    Submitting option 1 for choice 1225
    Encounter: LOV Engineer
    Round 0: Arbos wins initiative!
    Round 1: Arbos executes a macro!
    Round 1: Arbos casts CURSE OF WEAKSAUCE!
    Round 2: LOV Engineer drops 7 attack power.
    Round 2: LOV Engineer drops 8 defense.
    Round 2: Arbos casts SAUCEGEYSER!
    Round 3: LOV Engineer takes 35 damage.
    Round 3: LOV Engineer drops 7 attack power.
    Round 3: LOV Engineer drops 9 defense.
    Round 3: You lose 46 hit points
    Changing "Invader" to "the invader" would get rid of this message. (BatBrain.ash, line 1093)
    Note the last line.
    Last edited by Magus_Prime; 10-03-2019 at 07:14 PM.

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