lostcalpolydude said:
I guess that's a decent summary for 5 years of labor. Good thing I don't take offense easily, because a certain type of person might find your wording both patronizing and upsetting.
To be fair, its handiness is reduced in aftercore, where speed is more important than information since you can kill most things easily; but in-run, when every HP/MP/meat matters and you're fighting above your level, it's exceptionally helpful. I've also come to find the links, shortcuts, and information in the Adventure Again box ridiculously worthwhile, particularly when goals are set (you can mouseover the monster images to see which monster has how much of your goals). It's also designed to significantly reduce mouse movements, since a) you need to scroll less, and 2) well-chosen actions may consistently be performed from the same screen location (or keyboard region). All told, it saves me quite a bit of time each run. Obviously your mileage varies.
The latest BatBrain has another small speed optimization, so perhaps if you check it out again after updating, you'll find it worth just a tiny bit more consideration (in-run at least).
are the yellow-beams actually being delayed?
Evidently not. Are you "in the clear"? As I mentioned before, if you're in possible danger, the script will continue to yellow ray as soon as possible, without waiting for custom actions. Fixing this was a bit tricky, because the first time
act() is called, the custom actions have not yet been built, so it's impossible to check there for custom actions existing on round 1. Yet we don't want to always skip YRing on round 1, because the monster may kill you before the eye turns yellow again.
But we can do better than just check
intheclear(). So what I've just done is move yellow ray handling to
enqueue(), which allows us to insert YRing as a response in the event that your custom actions (built by this point) are empty. I'm also not checking
intheclear() anymore, but rather
die_rounds(), since your ability to kill the monster is irrelevant when you'll be yellow raying. If the monster can kill you within 3 rounds, YRing will take priority over custom actions, otherwise it will wait until custom actions are empty. Hopefully this gives you results you like.
@Fluxxx: Glad we worked it out. Also glad it wasn't my error, hehe.
@Darzil: I'm not quite clear what you're reporting. Are you saying that BatBrain believes your Thrust-Smack damage to be 265 when in reality it's only doing 116? Are you unarmed? At present it appears the only difference between unarmed vs. armed damage calculations is a +10 for Master of the Surprising Fist. That seems suspicious. Also, the Wiki claims that TS and LTS require a melee weapon equipped, which confuses me further about your report.
@Winterbay: Thanks. Let's go ahead and change batfactors to 500; I've added a check in
build_items() for BRICKO monsters which raises it to OVER 9000 in that case. Also, keep me posted about items which can't be funkslung, if such there be.
Version 1.37 adds the above mentioned changes and one other: rather than foreaching all skills listed in batfactors, run a matcher on the skills dropdown. No one will ever have all the skills in the game, since quite a lot of them come from gear and you can't equip hundreds of items, so starting from a whitelist rather than filtering by blacklist seems the way to go. This also fixes a BatMan RE issue for IE users, where skills would not be detected correctly.