zarqon
Well-known member
News Flash! This just in.
1, II, c!
I've begun migrating the old FTF/SS code over to the new Category 1,2,3 (I like 1,II,c) idea. SS/BB is a mess now, with commented code blocks all over the place. Oddly, it still works.
Once this is done, there will be two advevent[int] maps: opts[] and custom[]. The first is the same as before (all possible regular combat options), but the latter contains Category II (must do sometime) actions. Category II actions include:
Most of this was already being done in FTF/SS (except EV punchcards and learning combos), but will soon be made available in a sortable, modular way.
Macros for a Longer Today
I've also begun more of the macrofication process. There are now four versions of macro():
macro(string mac) -- nothing new here; executes the macro supplied.
macro(advevent act) -- wraps the supplied action in whatever automatic responses are relevant (magnetizing gremlins, attacking megalopolis monsters, yellow-raying specified monsters, etc), then executes it once.
macro(advevent act, string rep) -- wraps the supplied action in auto-responses, then executes it contingent upon the repeat conditions specified in rep.
macro(advevent[int] acts) -- converts the supplied series of actions to a macro, wraps each round (except DB combos) in responses, then executes it.
The stasis loop will soon be submitting macros with repeat conditions rather than individual actions. For starters, there will be plenty of exit conditions (basically, the macro will only continue if nothing happened to you), but these will be reduced where possible. And since responses are now part of the macro, I need to improve act() to detect macros and make sure not to respond if the macro already did. Once that's ready, I'll post a new more server-friendly SishS for everyone to check out.
1, II, c!
I've begun migrating the old FTF/SS code over to the new Category 1,2,3 (I like 1,II,c) idea. SS/BB is a mess now, with commented code blocks all over the place. Oddly, it still works.
Once this is done, there will be two advevent[int] maps: opts[] and custom[]. The first is the same as before (all possible regular combat options), but the latter contains Category II (must do sometime) actions. Category II actions include:
- flyering
- insults
- olfaction
- puttying
- El Vibrato punchcards
- pasta guardian summoning
- cocktail napkin vs. clingy pirate
- Grin/Stinkeye vs. specified monsters
- skate decoys for goals
- meat vortices vs. brigands
- !potions
- spheres
- rave combos
Most of this was already being done in FTF/SS (except EV punchcards and learning combos), but will soon be made available in a sortable, modular way.
Macros for a Longer Today
I've also begun more of the macrofication process. There are now four versions of macro():
macro(string mac) -- nothing new here; executes the macro supplied.
macro(advevent act) -- wraps the supplied action in whatever automatic responses are relevant (magnetizing gremlins, attacking megalopolis monsters, yellow-raying specified monsters, etc), then executes it once.
macro(advevent act, string rep) -- wraps the supplied action in auto-responses, then executes it contingent upon the repeat conditions specified in rep.
macro(advevent[int] acts) -- converts the supplied series of actions to a macro, wraps each round (except DB combos) in responses, then executes it.
The stasis loop will soon be submitting macros with repeat conditions rather than individual actions. For starters, there will be plenty of exit conditions (basically, the macro will only continue if nothing happened to you), but these will be reduced where possible. And since responses are now part of the macro, I need to improve act() to detect macros and make sure not to respond if the macro already did. Once that's ready, I'll post a new more server-friendly SishS for everyone to check out.