When I say a "profit-driven" approach I am not referring strictly to meat. Profit in this case refers to all possible resources, but to reduce them all to a single number, I chose meat. In a way, that's why currency was invented!
However, the current design for BatMan does not consider stat gain directly. In a way, valueOfAdventure should include stat gain, since one of the primary purposes of spending adventures in-run is stat gain. For the runaway purpose you mentioned to be considered programmatically, BatMan would have to be explicit in its understanding of stat gain.
I've thought about this a lot already -- but it does seem like I will eventually have to add stat gain knowledge to provide for all playstyles. Unfortunately it's very problematic to convert stats to meat, since the importance of stats differs widely from player to player and from level to level, so it will certainly involve at least one script setting.
I'm thinking of a base stat value setting, perhaps defaulting to 3 meat per substat. Your attack stat (weapon-dependent) would be 1.5*base, defense stat would be 1.5*base, and primestat would be 2* base. This means that for muscle classes, muscle stats would be worth 3*base (1.5*2*base), or 4.5*base if they have Hero and a shield equipped. For moxie classes, moxie would be worth 4.5*base, and muscle and myst would both be worth only base. Thus, a single setting can specify stat values, and yet it will be adaptive to class, skills, and equipped weapon in the event that you're running a class against primestat (such as playing a myst class like a moxie class). Only place it would be slightly inaccurate is for myst classes who use mainly skills, since it will overvalue the attack stat for the equipped weapon type. But primestat will still be worth more, so I don't see a problem with this system.
This could be added to monster_value() fairly easily if someone could help me figure out the math for calculating expected substat gains from a given ML, given your primestat and mafia's +stat modifiers. I assume that all in-combat att/def adjustments do not affect stat gain, whereas passive +ML (affecting initial ML) does.
@Bander: I love language. This is why I'm a programmer and why I'm a musician and why I'm an English teacher. It's all actually quite related. I get satisfaction from being able to express something well in a language, whether that language be English, PHP, music, ASH, or Korean. My exposure to programming happened at a fairly young age -- my father (programmer by trade) installed Borland Delphi (1.0!) on our home computer and taught me a few basics to get me started. My degree is in music, however.
Speaking of music, I just saw
Jonsi live last night. AMAZING. It woke me up and punched me in the heart.
@Alhifar: not sure what you mean by "nearly free" MP when using a CoT. I have one but have never used it, since I'm still wending my way through an Oxy loop.