r3 Goodies
I found myself getting bothered by the attack menu's sword icon during my latest DB run -- I wasn't hacking, I was plinking! So now we use a crossbow icon for your attack menu when your attack stat is moxie. Silly, I know. We could use the actual image for whatever weapon you have equipped, but I opted not to on the grounds that it would become confusing.
As promised, a cleaner display for funkslinging actions.
I also found that the stun menu was showing up quite frequently, recommending a Silent skill. Since I don't have Noodles permed, perhaps this is a bit of a niche case. I was allowing the stun menu to display for single-round stuns only if the action also dealt damage because hey, free damage. However, the MP cost was not free and it hindered my blasting through combats with a single key. So now the stun menu will ony display for single-round stunners if the action is itself profitable.
My next project is adding runaway information to BatBrain. I found myself wanting to run away from quite a few combats in BIG!, mostly because as a plinker fighting over my level, deleveling the monster enough to win was fairly expensive considering I don't need the stats. However, clicking over to the KoL tab to select Run Away quickly became ponderous, so I've started to brainstorm how to incorporate runaways. I'm thinking a "runaway X" keyword in batfactors, where X represents the chance of the runaway being free. We'd have to have special code to handle free runaways from things with shared counters or variable chances, but it's quite doable. All of these actions would also be "custom" so they would not be used in regular combat unless the script explicitly decided to run away and chose action after appropriately sorting opts. Hopefully I can get this functionality added while people are still interested in BIG! runs.
@Winterbay: Unfortunately I have no idea what's going on there. I've never used a master override and don't really even know how they work. However, I do know that fight.ash has a lot of code at top level and wasn't written with being imported in mind. I've just now made fight.ash importable (i.e. wrapped up most of the top level stuff in functions and called it from main), so maybe that will fix your issue. r4