SmartStasis -- a complex script for a simple CCS

Double-posting, but I think it's worth a new post to say

SmartStasis 3.0 is online.

I cleaned up a few of the partially developed aspects that have been bugging me (for example, I eliminated try_skill(), and now actually stasis for yellow raying monsters specified in ftf_yellow -- default harem girl.)

Have fun, and thanks in advance for not being shy and reporting all issues here.

Goodbye FTF. It's been swell.
 
What did you replace try_skill() with?
I am just trying to update my local copy of casualcombat.ash that I have been using for 2 years. I will just import the function from FTF for now.
I cannot wait until I can get rid of casualcombat.ash for good. Keep up the good work!
 
Short answer: I replaced try_skill() with macro(). Since all combat actions have macro-ready ID's, all of the ASH commands for executing them became unnecessary.
 
Hmm. When I bring in my mini-hipster my combat log gets spammed with
Code:
Expression syntax error for 'modifier_eval()': expected end, found ,
 
Data file error -- fixed. Delete batfactors.txt and when it auto-grabs the new one, all will be well.
 
Depends on how you repeat the search.
If you have it inside a (....)*, you have to eat all characters in between.
If it's just a /.../g, it will find all occurences, no matter what's between the occurences, so "tag ([^,]+)" would be almost OK (you would have to take care so that you look for longest tags first, so that you don't match "space 5" when you have "whitespace 5" in the string.
(note that none of the options presented here yet account for that possibility)

blah "\\btag ([^,\\s]+)"

Using \b (word boundary) in this instance since it's probably better, being 0-length and absolutely must be present. Also, are values considered to be without spaces? If not, it's simple enough to remove.
 
I'm getting something with skill 4014 that keeps throwing Mafia off its round count and dropping the combat to the relay browser.
Here's the important bit:
CATEGORY II: skill 4014 (no stun)
Executing macro: abort match effect*Poisoned || match effect*Toad || match "a massive loogie" || hpbelow 49; scrollwhendone; sub batround; endsub; skill 4014; call batround;
Round 1: edfox executes a macro!
KoLmafia thinks it is round 2 but KoL thinks it is round 1
You're on your own, partner.
Click here to continue in the relay browser.

Bat, Volley, castle, daily dungeon, upper chamber. It all goes the same.

Here's a combat at verbosity 10:
Code:
[1627] The Upper Chamber
Encounter: tomb rat
Strategy: C:\Users\Eszetela\Documents\My Dropbox\KoLmafia\.kolmafia\ccs\Farm.ccs [default]
Round 0: edfox wins initiative!
tomb ratchet (20.0 @ +0.0): 1000.0 meat * 20.0% = 200.0
leathery rat skin (30.0 @ +0.0): 150.0 meat * 30.0% = 45.0
unidentified jerky (12.0 @ +0.0): 90.0 meat * 12.0% = 10.8
Value of stat gain: 425
tomb ratchet (20.0 @ +0.0): 1000.0 meat * 20.0% = 200.0
leathery rat skin (30.0 @ +0.0): 150.0 meat * 30.0% = 45.0
unidentified jerky (12.0 @ +0.0): 90.0 meat * 12.0% = 10.8
Value of stat gain: 425
Monster value: 755.8
Profit per round: ActionProfitDamageOtherbase; Blood-Faced Volleyball (0μ)-327.97μ--
Evaluating '-0.40909094'...
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1 MP costs 8.0 meat.
Evaluating 'min(1.0+3,10)+floor(sqrt(max(1.0-7,0)))'...
Evaluating '-0'...
Evaluating '13'...
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CATEGORY II: skill 4014 (no stun)
Executing macro: abort match effect*Poisoned || match effect*Toad || match "a massive loogie" || hpbelow 49; scrollwhendone; sub batround; endsub; skill 4014; call batround; 
Round 1: edfox executes a macro!
KoLmafia thinks it is round 2 but KoL thinks it is round 1
Evaluating '-0.40909094'...
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1 MP costs 8.0 meat.
Evaluating 'min(1.0+3,10)+floor(sqrt(max(1.0-7,0)))'...
Evaluating '-0'...
This monster is not your huckleberry.
You're on your own, partner.
Click here to continue in the relay browser.

Round 2: edfox attacks!
KoLmafia thinks it is round 3 but KoL thinks it is round 2
Round 3: edfox wins the fight!
You gain 69 Meat
You gain 23 Muscleboundness
You gain 9 Enchantedness
You gain 13 Cheek
 
I just fixed that about 10 minutes ago -- misplaced parenthese. It's in the first post.

Yup, it's fixed. Now if only I had checked my work email and dealt with that BEFORE playing KoL, I would have been busy for an hour and never found it... :)
 
I'm getting something with skill 4014 that keeps throwing Mafia off its round count and dropping the combat to the relay browser.
I just wanted to add that when Mafia aborts the combat for some reason without explaining why (it has nothing to do with the round count), you can open the relay browser to see what error message KoL gave.
 
Very exciting. I look forward to trying it out. I guess I'll have to simplify my CCS a lot.

I even get to throw out my little pilfer macro which would try to pickpocket a second time if the first failed and then Rave Steal only if both pickpockets failed. :)
 
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I am amused. I am posting because I was amused and not because this is anything that needs to be dealt with in code. I installed SmartStasis on all of my characters, including my level 69, never ascended Pastamancer. With buffs and effects I had about 4K HP and a maximum of about 8K. I had my UR settings set to not try and heal until I was at about 25% HP. Character has Cocoon so there really is no reason to worry about HP. SmartStasis decides I need to heal and casts 28 rounds of Lasagna Bandages before one hitting the monster. And it would have continued until it restored 4K HP except I did want to use the MP for something else and so stopped.

There may be an opportunity for SmartStasis and UR to play even more nicely together. I set UR to heal at what I consider a safe threshold. I don't want to enter combat unless I am healed to or above that threshold. I don't expect combat (starting at the threshold) to get me Beaten Up but I will accept that outcome if I have set the threshold too low. With that mind set, my knee jerk suggestion would be to suggest SS not use in combat healing unless UR managed healing would have been triggered outside of combat. I can see some problems with that and some play styles. The ideal solution, which may be closer to feasibility, would be two healing thresholds, one for before combat and one for in combat. Since we know where we are about to adventure and some general data about the probably monsters, we ought to be able to figure out the expected damage we would take before killing the monster. So the out of combat threshold would be that number modified (multiplied?) by a user tweak. 1.0 for the brave, 2.0 for the paranoid and so on. In combat we have some idea how much damage the next hit is likely to inflict on both sides and the restore threshold kicks in if the next hit is likely to do more damage than the current HP and my next hit is unlikely to finish off the monster. User tweaks apply, too.

I think of this in terms of Expected Value but I won't inflict Statistics 101 on anyone.

Not a serious suggestion at this point, just to be clear. As I said, I was amused.
 
In your case, was your currently equipped familiar one where stasis provides a positive result? Especially, one that can return mana? If so, SS may have calculated that LB was a net-positive result...
 
Wow. Running 3.0 I noticed that SS appeared to be having trouble detecting available stasis methods (I noted a message about Category II: item 825. A dictionary was avaliable, but not utilised.) before swapping out my BBB and then… well…

Code:
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1 MP costs 17.0 meat.
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ballroom blintz (15.0 @ +150.0): 43.0 meat * 37.5% = 16.125
ballroom blintz (18.0 @ +150.0): 43.0 meat * 45.0% = 19.35
dance card (15.0 @ +150.0): 1650.0 meat * 37.5% = 618.75
dance card (18.0 @ +150.0): 1650.0 meat * 45.0% = 742.5
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This monster is not your huckleberry.
Round 3: Chugsworth casts SUCKERPUNCH!
KoLmafia thinks it is round 4 but KoL thinks it is round 3
Round 4: zombie waltzers takes 1 damage.
Round 4: zombie waltzers drops 1 attack power.
Round 4: zombie waltzers drops 1 defense.
You gain 14 Mojo Points
Round 4: Chugsworth casts SUCKERPUNCH!
KoLmafia thinks it is round 5 but KoL thinks it is round 4
Round 5: zombie waltzers takes 1 damage.
Round 5: zombie waltzers drops 1 attack power.
Round 5: zombie waltzers drops 1 defense.
You gain 14 Mojo Points
Round 5: Chugsworth attacks!
KoLmafia thinks it is round 6 but KoL thinks it is round 5
Round 6: zombie waltzers takes 113 damage.
Round 6: Chugsworth attacks!
KoLmafia thinks it is round 7 but KoL thinks it is round 6
Round 7: zombie waltzers takes 108 damage.
Round 7: Chugsworth wins the fight!
You gain 146 Meat
You acquire an item: dance card
You acquire an item: seal-clubbing club
You gain 18 Fortitude
You gain 15 Magicalness
You gain 28 Cheek

That's from verbosity 10. I realise that most of it is useless, and that the opening part is missing, but by the time I saw the meltdown, combat was already over and the CLI had cropped it out.
 
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Sombrero. No Crown. I don't know of any benefit received by stasis in this case although there is a lot I don't know. If there is equipment that has stasis benefit then there might have been another reason to stasis by healing but again, I don't recall.
 
Vampire cape will drain health on critical hits... but healing isn't a hit, so that shouldn't stasis. But it's still relevant in that non-familiars can cause bonuses during combat.

If you really didn't have anything that should have made you stasis, but it happened anyways, that would be a bug. If something was making it decide that it was worthwhile, then...
 
I apologize for the delay Theraze. I have been rather busy as of late. If you want, you can message me on Lilinmall, and we can try to track down why it isn't using spooky putty anymore.
 
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