zarqon
Well-known member
Ver. 1.2.5: Added initial framework for per-step familiars. Users simply specify their chosen familiar for each sidequest at the top of the script, in addition to the "default" familiar. The default familiar will be used on the battlefield and for each unspecified sidequest familiar. As the average user is unlikely to have the default familiars for sidequests, you are encouraged to set these values before running this script.
This is to tide you over until better optimal-familiar-selection logic is developed. My plan is to keep the initial variables but have a default "type" hardcoded for each sidequest. Then, if you don't specify a specific familiar, each sidequest will select the heaviest familiar you have of that type, rather than using the default familiar. I'm taking suggestions for "optimal familiar type" for each sidequest. Here are my initial thoughts:
Orchard: this is easy, fairy-type.
Arena: ? (assuming GMOB strategy, does it matter? maybe volley-type since you won't be taking a lot of hits)
Lighthouse: ? (your heaviest ghuol- or cocoabo-type for healing?)
Junkyard: ? (healing-type or potato-type?)
Nuns: ? (coco-type for +personal meat, or leprechaun-type if you're going for speed) (for example, if she's all alone in her hour of need)
Farm: ? (fairy-type for feathers and tape?)
This needs further discussion before implementation. Your opinions are welcome.
[quote author=Mighty Xerxes link=topic=1395.msg6885#msg6885 date=1201548017]
the script only maximizes buffs for the Sonofa Beach sidequest (+combats in that case). My CLI scripts add the +item buffs and +noncom buffs for the Store and Ducks, though only using the buffs/items likely to be available in hardcore.
[/quote]
@Xerxes: Lots of great ideas. It's time this script started thinking about these details now that the meat of it seems to be working.
Are your CLI scripts portable? If so, or even 50% so, could you send them to me (via message, kmail, this thread, whatever)? Might save me some time. Optimizing the sidequests is in the interest of all players, Wossname and otherwise, and as such is a priority for development of this script.
And what did you mean about "detecting the semirare" for the nuns?
And about flyers: I hacked izchak's junkyard script to get the current stripped-down junkyard function. One of the things I stripped out of his script was support for flyers. You may just want to download that and replace the entire contents of the junkyard_sq() function with a "call junkyard.ash"
@Tom: If you mean that the command should include ".txt" at the end, you should already be specifying the file extension at the top of the script when it asks for the filename of the warplan, i.e. specifying "optimal.txt" rather than "optimal". Plus, the command you posted doesn't look like it will compile...?
This is to tide you over until better optimal-familiar-selection logic is developed. My plan is to keep the initial variables but have a default "type" hardcoded for each sidequest. Then, if you don't specify a specific familiar, each sidequest will select the heaviest familiar you have of that type, rather than using the default familiar. I'm taking suggestions for "optimal familiar type" for each sidequest. Here are my initial thoughts:
Orchard: this is easy, fairy-type.
Arena: ? (assuming GMOB strategy, does it matter? maybe volley-type since you won't be taking a lot of hits)
Lighthouse: ? (your heaviest ghuol- or cocoabo-type for healing?)
Junkyard: ? (healing-type or potato-type?)
Nuns: ? (coco-type for +personal meat, or leprechaun-type if you're going for speed) (for example, if she's all alone in her hour of need)
Farm: ? (fairy-type for feathers and tape?)
This needs further discussion before implementation. Your opinions are welcome.
[quote author=Mighty Xerxes link=topic=1395.msg6885#msg6885 date=1201548017]
the script only maximizes buffs for the Sonofa Beach sidequest (+combats in that case). My CLI scripts add the +item buffs and +noncom buffs for the Store and Ducks, though only using the buffs/items likely to be available in hardcore.
[/quote]
@Xerxes: Lots of great ideas. It's time this script started thinking about these details now that the meat of it seems to be working.
Are your CLI scripts portable? If so, or even 50% so, could you send them to me (via message, kmail, this thread, whatever)? Might save me some time. Optimizing the sidequests is in the interest of all players, Wossname and otherwise, and as such is a priority for development of this script.
And what did you mean about "detecting the semirare" for the nuns?
And about flyers: I hacked izchak's junkyard script to get the current stripped-down junkyard function. One of the things I stripped out of his script was support for flyers. You may just want to download that and replace the entire contents of the junkyard_sq() function with a "call junkyard.ash"
@Tom: If you mean that the command should include ".txt" at the end, you should already be specifying the file extension at the top of the script when it asks for the filename of the warplan, i.e. specifying "optimal.txt" rather than "optimal". Plus, the command you posted doesn't look like it will compile...?