View Full Version : Bigshot: The New Optimus Prime
Alorn15
06-07-2010, 10:31 PM
valadarrow - the stancing out of order probably wasn't your imagination, it was probably bigshot, and not Spell.cast. It should be fixed now though.
Inspire
06-07-2010, 10:35 PM
Would it be possible to add a creature stance logic?
For instance, start off an attack using 410, 110, 708, 505, 909, 409, 415, 110, insert knockdown ability, then use another attack to finish it off.
Also, say there is creature A and creature B. If you 410 creature A, and kill it, it doesn't always need to 410 creature B, before it kills it, but it does it anyway, technically wasting mana.
SanGreal
06-07-2010, 10:36 PM
I was just wondering if we could have the option to cast the bolt spells at something other than offensive, like advancing or whatever. I'lll look into the spell-list.xml.txt and see what I can do.
valdarrow.
oh, tillmen, the paypal address you list in your sig, that is current and correct? I've been trying to track you down in game or via that e-mail to ask. Was gona send you a donation! :)
for this you would have to either edit Lich.rbw or use another script to redefine Spell.cast
Neither would be especially difficult
Would it be possible to add a creature stance logic?
For instance, start off an attack using 410, 110, 708, 505, 909, 409, 415, 110, insert knockdown ability, then use another attack to finish it off.
Also, say there is creature A and creature B. If you 410 creature A, and kill it, it doesn't always need to 410 creature B, before it kills it, but it does it anyway, technically wasting mana.
you can put stance lines in your attack command by-creature. I think you can do "stance off and kill target" for example. You can also run scripts in your attack line. So you could write a script that ewaves if there is more than one creature not-prone in the room and then call it with "script ewave" or whatever
Alorn15
06-07-2010, 10:43 PM
Thanks Sangrael.
Tillmen
06-07-2010, 11:07 PM
oh, tillmen, the paypal address you list in your sig, that is current and correct? I've been trying to track you down in game or via that e-mail to ask. Was gona send you a donation! :)
Yes, tillmen@lichproject.org is my current paypal address. And I still like money!
noyouramonkey
06-08-2010, 01:26 AM
What is Alorn15's paypal?
Alorn15
06-08-2010, 10:49 AM
my paypal is tillmen@lichproject.org
Fizzleworth
06-09-2010, 02:29 AM
I heard there was an faq for bigshot, but I haven't found it... is there a link somewhere?
I'm wondering what the syntax is for the wounded_eval (e.g. I want it to run away if my health is less than 50%)
Thanks a million.
Gilralyn
06-09-2010, 09:21 AM
Alorn,
Thanks for fixing the stance changes so that you prepare your spells before switching to offensive stance. It's probably saved me from a couple of deaths already!
Cheers,
Gil.
Boreus
06-09-2010, 09:42 AM
I don't know about a faq but here is the lone Alorn posted awhile back as the way it was setup before you could adjust your wounds
bleeding? || percenthealth <= 50 || ([Wounds.head, Scars.head].max >= 2) || ([Wounds.nsys, Scars.nsys].max >= 2) || ([Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand, Scars.rightArm, Scars.rightHand].max >= 3) || ( ([Wounds.leftArm, Wounds.leftHand, Scars.leftArm, Scars.leftHand].max >= 2) or ([Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand].max >= 2) )
Boreus
06-09-2010, 09:51 AM
Strange I just went and tried switching back my fried hunting comand on my tail character, it used to work. But now I'm clear as a bell, full mana but instead of using the hunt command 903 target it's using the fried command of kill target.
Boreus
06-09-2010, 09:58 AM
Hrm Also I still have that echo infront of my tails wound comands and it no longer doing the [Bigshot]>false or the [Unknown Script]>False and I just got a bleeder and didn't go heal
Alorn15
06-09-2010, 10:47 AM
Boreus - I'll look into it as soon as I get time.
Incidentally here's the wound eval I now use, which ignores scars and rests at 80% health:
bleeding? || percenthealth <= 80 || (Wounds.head >= 2) || (Wounds.nsys >= 2) || ([Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand].max >= 3) || ( ([Wounds.leftArm, Wounds.leftHand].max >= 2) or ([Wounds.rightArm, Wounds.rightHand].max >= 2) )
Valdarrow
06-10-2010, 01:59 AM
1. There may be a reason it's set to do this, but could we think about having Bigshot prep an attack spell THEN stance to the attack stance and cast? Currently it stances then preps then casts.
2. In a two group caster only MA, if one of the party kills the creature, the second one's going to almost always cast a spell into the dead creature, it's more certain to happen for the head than the tail, but I waste a significant amount of mana on each hunt casting at dead creatures. Sometimes if the tail kills it and the timing's right, the head will search it, but does prep a spell then releases it.
3. No matter what stance is put into the Attacking Tab under Attack Stance, for casting it always puts in offensive stance at right before preping the spell. Would really be nice to be able to control that attack stance for casting.
4. There's quite a bit of releasing of spells, when a creature runs, rather than hold the spell and start moving it releases right away, I'm not exactly sure how it could be made better because releasing is definitely safer for people that might want other non-attack spells to be cast, but for my uses I'd be fine to see it hold
5. Setting the experience to rest/mana to rest during a hunt is very finicky. I've done the calculations of what should be a minimum mana or experience to stop at, but at times Bigshot just keeps on hunting till one or both in the group have no mana and both are well above the requirements of when to rest. Eventually I can by trial and error make minor adjustments to the settings and get it to work.
6. Same goes for when to hunt. The percentages for state of mind and when to hunt don't seem mirror actual mind state. I might have a value for both parties in a group set to <50% yet it just sits till both are fresh and clear.
7. Wands don't work for me, for some reason when out of mana it recognizes the need to pull the wand, pulls it, then says it can't find the item requested. Sometimes it'll go ahead and start waving the wand, other times it sets the conditions to rest and goes back to rest. Also on wands, some wands, like twisted or bloodwood can be waved in guarded stance.
valdarrow
1. This is definately fixed, awesome!
2. The tail will still cast into dead mobs, but the head stops its cast and invokes sloot as it should, overall much improved!!
3. I'm still looking at the best way to change the stance to something other than offensive for bolt spells. Editing the spells-list.xml.txt file may work, but if I decide I want offensive (which is fine when I'm monitoring the computer), I have to edit the file each time. No way to have that attack stance field be the final determinant of stance prior to casting a bolt?
4. Sokay, for now I'm casting low level spells so releasing it's the same as having it leave, it'll be better when I'm casting higher level spells, so okay as is.
5. This seems a bit better too, it works great if I'm casting 1 mana offensive spells (like 1101 or 901), it only gets a bit wonky if I move up to 1106 or 906. I have to leave a bigger buffer to ensure the casting stops early enough, but it's doing much better.
6. This also seems improved. It's stopping the hunt predicably on state of mind or mana (with exeptions noted in 5).
7. Not had a chance to test, been selling them all!
Thanks again for working on this it's really awesome to watch.
valdarrow
SanGreal
06-10-2010, 02:03 AM
3. I'm still looking at the best way to change the stance to something other than offensive for bolt spells. Editing the spells-list.xml.txt file may work, but if I decide I want offensive (which is fine when I'm monitoring the computer), I have to edit the file each time. No way to have that attack stance field be the final determinant of stance prior to casting a bolt?
The stance field is just true/false for go offensive or don't go offensive. I don't really understand why you would not want to be in offensive for bolting though? You immediately drop back down to guarded since there is no hard RT...
Anyways, just edit line 3616 and 3617 of lich.rbw from offensive to whatever stance you want. (Unless Alorn decides to redo this part of bigshot to not use the built-in cast function of Lich)
edit: I just started using wands today, and it seems to be working great. Did get smacked a few times though after waving a dead wand (since its stuck in offensive until it times out and decides its dead), but no big deal.
Valdarrow
06-10-2010, 02:04 AM
Thought I'd show an example of how the tail casts at dead creatures. Honestly I'm not sure how you'd stop it unless you're actually doing a check right before the cast, below you can see he mage's spell being prepared, then stance to offensive right before the empath cast the killing blow:
[bigshot]>prepare 901
Heals appears to be focusing his thoughts while chanting softly...
J>
Your hands glow with power as you invoke the phrase for Minor Shock...
Your spell is ready.
J>
[bigshot]>stance offensive
Heals gestures at a large ogre.
CS: +105 - TD: +45 + CvA: +10 + d100: +69 == +139
Warding failed!
A brief tremor ripples across the ogre's skin, leaving a faint beading of scarlet in its wake.
... 23 points of damage!
The large ogre falls to the ground and dies.
J>
You are now in an offensive stance.
J>
[bigshot]>cast #186398
You gesture at a large ogre.
A small surge of electricity arcs out towards the corpse of a large ogre!
The body twitches slightly in response.
Cast Roundtime 3 Seconds.
J>
Valdarrow
06-10-2010, 02:16 AM
The stance field is just true/false for go offensive or don't go offensive. I don't really understand why you would not want to be in offensive for bolting though? You immediately drop back down to guarded since there is no hard RT...
Anyways, just edit line 3616 and 3617 of lich.rbw from offensive to whatever stance you want. (Unless Alorn decides to redo this part of bigshot to not use the built-in cast function of Lich)
edit: I just started using wands today, and it seems to be working great. Did get smacked a few times though after waving a dead wand (since its stuck in offensive until it times out and decides its dead), but no big deal.
My AS as a caster is pretty decent (for this level), if I want to ensure that all I do is deal enough damage to the mob to get exp, advancing works great and means coming in later and he'll be alive. As it is, fully spelled up and with empath spells (only another 20 to ds), he dies regularly. I've set up some safegards by having the empath heal him when he's hurt, but still he dies. Solo hunting might not work so well with advancing because he'd have trouble killing the mob, but in a pair it's fine (I've tested it out manually).
valdarrow
Valdarrow
06-10-2010, 04:52 AM
Anyways, just edit line 3616 and 3617 of lich.rbw from offensive to whatever stance you want. (Unless Alorn decides to redo this part of bigshot to not use the built-in cast function of Lich)
Quick question, would this affect both of my characters and force them into an advance stance when they cast? That'd be a problem for my empath, he needs to stay in guarded at this point if it does.
Here's an example of how the wizard can get hit, just takes some bad luck..., of course the stupid mob rolls a 100, but he can get him even on lower rolls and a head shot usually means a stun followed by death:
You are now in an offensive stance.
J>
[bigshot]>cast #253360
You gesture at a large ogre.
You hurl a small surge of electricity at a large ogre!
AS: +177 vs DS: +47 with AvD: +33 + d100 roll: +63 = +226
... and hit for 17 points of damage!
Light shock to right hand. Fingers tingle.
Cast Roundtime 3 Seconds.
J>
[bigshot]>stance guarded
A large ogre swings a pitted steel greatsword at you!
AS: +145 vs DS: +148 with AvD: +44 + d100 roll: +100 = +141
... and hits for 31 points of damage!
Blow to your back cracks several vertebrae.
J>
You are now in a guarded stance.
This is low down on my wish list really though, things overall run pretty smoothly now. I don't mind the occasional death and I think as they gain levels this will be even less of a problem. Right now they're mana bound so have to plink away at the mobs, soon they can start unloading more powerful spells on the mobs and take them out faster.
valdarrow
Boreus
06-10-2010, 10:31 AM
OK first off Bigshot is running pretty damn well just a few tweaks I'd like to see most of which you know and said you were going to look into this weekend when you get time. but I thought since the games down I'd reitereate and try to get everything all in one spot for you.
1. The fried command not sure why it's going to that first right now, but what I really would like is to be able to put group hunt command as 903 target, then if I"m out of mana but not fried, use wands, this is what it does right now, however I'd like to be able to then have fried command kill target and if my mind is fried OR if I'm out of wands and out of mana have it use this command. And then if my mind comes done to numb or I get mana back switch back to normal hunting. Also maybe set it up so that if you leave the fried command blank that character will just switch to defensive and walk around until his mind goes back to numb or the other characters fry and rest is activated.
2. Wound Eval, I'd really really like to have this work for the tail. But as long as you said your looking into it I have a bit of a different idea. Could you set up a couple other boxes under wound eval, the first would be a check box that says Check to use the closest empath, then if this is checked and any of the party hits their wound eval to true bigshot would run to the nearest Town center ie go2 town and the wounded character would say Healing please?, then wait configurable amount of time and if no one heals them they move to option 2 which would be the second new box set up like the loot box to say Enter your healing script of choice here. This way non empaths can set up to try getting healed then use herbheal or whatever, while empaths would be able to not check the use empath box and have bigshot run their favorite sef heal script.
3.Just a thought on the Hunt mode rest mode thing, kinda to go along with number two and with your talk earlier about a different way to set it up. How about having 4 different possible states instead of 2 so instead of rest or hunt you have hunt, normal rest, rest now and heal. Hunt would obviously stay the same, normal rest would consist of when your mind or your mana are at your set point, in normal rest mode you would first go to fried hunting command and then when all members of the party hit this mode at the same time you go rest, however if while your waiting for the other members your percentmind goes down or your percentmana goes up you should revert back to hunt mode. rest now would be for encumberance, and maybe some other things I thought of earlier but can't remember at the moment, oh and I'd love to see here a command something like ;bigshot rest that would start rest mode manually. Ten heal mode would basically do what I put above. Now right now the head seems to have no problem polling his own state the problem is polling the tail right? Could we not just have the tail poll himself the same as the head does and then when the head polls himself he asks the tail for his state as well and then for the wound eval just have the tail able to send an alert to the head that sets off the heal mode? I don't know I'm not much good at coding.
Yeah ok babbling now I'll shut up
Whimsi
06-10-2010, 04:28 PM
I'm sorry if this has been asked and answered previously (if it has been covered already, a link to the post would be awesome) but can someone tell me why Bigshot won't stop casting 302 at a target after the target is dead? I have it set to "302 target(xx)" with ;sloot setup. It will kill and loot the first target but after that it will kill a target and just keep casting 302 at the dead mob until I am out of mana. This is the first time I've tried to set Bigshot up for a caster (it always worked great on my melee character). Any suggestions?
Smythe
06-10-2010, 04:32 PM
Jes' put
302 target
an' try it.
- Smythe
Whimsi
06-10-2010, 04:41 PM
Jes' put
302 target
an' try it.
- Smythe
I tried that and I wish that was it but it still happens:
[bigshot]>channel #317817
You channel at a lesser mummy.
A scintillating, blue-white aura encompasses a lesser mummy.
CS: +64 - TD: +18 + CvA: +25 + d100: +96 == +167
Warding failed!
An explosion of blue-white energy near a lesser mummy consumes the surrounding area with a blinding light.
The lesser mummy is hit for 45 points of damage!
You hear a sound like a weeping child as a white glow separates itself from the lesser mummy's body as it rises, disappearing into the heavens.
The lesser mummy falls to the ground motionless.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
R>
[bigshot]>prepare 302
You chant a reverent litany, clasping your hands while focusing upon the Smite spell...
Your spell is ready.
>
[bigshot]>channel #317817
You channel at a lesser mummy.
But it is dead!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
R>
[bigshot]>prepare 302
You chant a reverent litany, clasping your hands while focusing upon the Smite spell...
Your spell is ready.
>
[bigshot]>channel #317817
You channel at a lesser mummy.
But it is dead!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
R>
Smythe
06-10-2010, 05:06 PM
K, checkin'. Looks like some variable scope isn' where it needs to be. Playin' wit' it for a bit, will let ya know.
- Smythe
Whimsi
06-10-2010, 05:25 PM
Thank you very much.
Alorn15
06-10-2010, 07:00 PM
Whimsi - That's a known lich bug with certain creatures, but it's been addressed by Tillmen in a recent version of infomon. It should be fixed by updating and restarting infomon, but perhaps mummies haven't been added to the known bugged list?
Whimsi
06-10-2010, 07:56 PM
Whimsi - That's a known lich bug with certain creatures, but it's been addressed by Tillmen in a recent version of infomon. It should be fixed by updating and restarting infomon, but perhaps mummies haven't been added to the known bugged list?
I updated Infomon recently so maybe mummies did get skipped or missed somehow? I'll try again. I'm very relieved to know it's not just me though. Thanks much.
Bhaalizmo
06-11-2010, 08:59 AM
I have a bigshot request, or maybe this feature is already there and I just didn't notice it. I think it would be very handy to be able to save several different bigshot "profiles" for use in different hunting areas, so you could quicky change settings for one hunting area to another. Just a thought. I do this now by saving all the room #s, creature names etc in a doc and just copying and pasting them into the appropriate fields, but a slick little drop down menu or something would be the shit.
Fatsix
06-11-2010, 09:12 AM
I think bigshot isnt recognizing this death string and wont fire sloot. I keeps just prepping and releasing.. Heres a cut. How do i fix this?
[bigshot]>channel target
You channel at a werebear.
CS: +83 - TD: +30 + CvA: +25 + d100: +31 == +109
Warding failed!
A very painful blow.
A werebear growls one last time, and crumples to the ground in a heap.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
Cast at what?
>
[bigshot]>release
You feel the magic of your spell rush away from you.
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
Cast at what?
>
[bigshot]>release
You feel the magic of your spell rush away from you.
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
Cast at what?
>
[bigshot]>release
You feel the magic of your spell rush away from you.
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
Cast at what?
>
[bigshot]>release
You feel the magic of your spell rush away from you.
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
Cast at what?
>
[bigshot]>release
You feel the magic of your spell rush away from you.
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
Cast at what?
>
[bigshot]>release
You feel the magic of your spell rush away from you.
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
Cast at what?
>
[bigshot]>release
You feel the magic of your spell rush away from you.
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
Cast at what?
>
[bigshot]>release
You feel the magic of your spell rush away from you.
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
Cast at what?
>
[bigshot]>release
You feel the magic of your spell rush away from you.
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
Cast at what?
>
[bigshot]>release
You feel the magic of your spell rush away from you.
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
Cast at what?
>
[bigshot]>release
You feel the magic of your spell rush away from you.
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
Cast at what?
>
[bigshot]>release
You feel the magic of your spell rush away from you.
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
Cast at what?
>
[bigshot]>release
You feel the magic of your spell rush away from you.
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
Cast at what?
>
[bigshot]>release
You feel the magic of your spell rush away from you.
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
Cast at what?
>
[bigshot]>release
You feel the magic of your spell rush away from you.
>;stop
[bigshot]>stance defensive
You are now in a defensive stance.
>
--- Lich: bigshot has exited.
;stop
--- Lich: no scripts to kill
Khariz
06-11-2010, 09:22 AM
Edit: Never mind, missed your point.
Alorn15
06-11-2010, 09:57 AM
Boreus -
Thanks for the suggestions. Unfortunately I'll be out of town this weekend, so won't be able to get to the MA code. =/ Hopefully next weekend.
Fatsix
06-11-2010, 11:06 AM
updating infomon fixed the werebears... thanks
Boreus
06-11-2010, 11:09 AM
No worries or hurries man just glad you do what you do. Enjoy your weekend ;)
Nostradamus
06-11-2010, 05:29 PM
Ok,
Maybe one of you can help. Seems everything works great when monitoring. I believe everything is setup fine but Bigshot always seems to log off. Usually a scripting error will come up.
Not sure others have had this problem. Ive been tweaking it for quite sometime. I am not sure of the exact error.Usually it is when go2 is bringing me back from a hunt and it stalls. Say at the gate in icemule. Is there any suggestions to keep it logged on the longest.
Thanks
Nostra
Boreus
06-11-2010, 08:59 PM
Sorry I haven't made it much more then 2-3 hours when I walk away, always come back dead or diconnected for various reasons. Never happens when I'm here though *shrug*
Anyway Just wanted to let you know Alorn whatever you did it's back to using the fried command correctly. I now cast when I have mana, grab a wand when I'm out and use my runestaff when I hit rest condition, as in fried or out of mana and wands. Problem is when I hit the fried hunting command from being out of mana and wands it stays there even after I get mana back. I'd really rather start hunting again when I have the mana.
Also still not going to heal my tails and the echo command is still not showing the bigshot false unknown script false anymore
Fatsix
06-12-2010, 10:10 AM
I'm still experiencing issues with werebears. I think it might be sloot thats causing the issue. Sometimes when i manually hunt and use ;sloot to skin and loot it doesnt do anything.
>northwest
[Lower Caves]
The distant sound of rushing water reminds you of the stream that probably cut these caves with its erosive flow. It is impossible to tell from which direction the sound comes, but the air is warm and humid. You also see a werebear.
Obvious exits: southeast, up
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
You channel at a werebear.
CS: +89 - TD: +30 + CvA: +25 + d100: +4 == +88
Warded off!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
(Forcing stance down to guarded)
>
[bigshot]>prepare 702
...wait 1 seconds.
>
[bigshot]>prepare 702
A werebear charges at you!
AS: +140 vs DS: +129 with AvD: +32 + d100 roll: +95 = +138
... and hits for 10 points of damage!
Strike to back throws you off balance momentarily.
>
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
You channel at a werebear.
CS: +89 - TD: +30 + CvA: +25 + d100: +15 == +99
Warded off!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
You channel at a werebear.
CS: +89 - TD: +30 + CvA: +25 + d100: +3 == +87
Warded off!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
You channel at a werebear.
CS: +89 - TD: +30 + CvA: +25 + d100: +90 == +174
Warding failed!
A devastating hit.
... 15 points of damage!
Large lesions sprout on the werebear's weapon arm.
The werebear is stunned!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
You channel at a werebear.
CS: +89 - TD: +30 + CvA: +25 + d100: +26 == +110
Warding failed!
A strong strike.
... 10 points of damage!
Blood boils in the werebear's chest.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
You channel at a werebear.
CS: +89 - TD: +30 + CvA: +25 + d100: +35 == +119
Warding failed!
A powerful hit.
... 10 points of damage!
Tendons in the werebear's weapon arm snap.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
[B]You channel at a werebear.
CS: +89 - TD: +30 + CvA: +25 + d100: +90 == +174
Warding failed!
A masterful strike.
A werebear growls one last time, and crumples to the ground in a heap.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
Cast at what?
>
[bigshot]>release
You feel the magic of your spell rush away from you.
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
Cast at what?
>
[bigshot]>release
You feel the magic of your spell rush away from you.
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
Cast at what?
>
[bigshot]>release
You feel the magic of your spell rush away from you.
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
Cast at what?
>
[bigshot]>release
You feel the magic of your spell rush away from you.
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
Cast at what?
>
[bigshot]>release
You feel the magic of your spell rush away from you.
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
Cast at what?
>
[bigshot]>release
;stop
>stance defensive
You feel the magic of your spell rush away from you.
>--- Lich: bigshot has exited.
You are now in a defensive stance.
>;bigshot solo
--- Lich: bigshot active.
| Bigshot hunting
[bigshot]>open pack
What were you referring to?
>
[bigshot]>get my rune staff
Get what?
--- Lich: go2 active.
[go2: ETA: 0:00:01 (5 rooms to move through)]
[go2]>up
[go2]>northwest
[Caves]
Eerie sounds echo from further into the cave, punctuated by the incessant dripping of water. The air is damp and growing cooler with each step into the cave. You also see a werebear.
Obvious exits: southwest, northwest, down
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
You channel at a werebear.
CS: +89 - TD: +30 + CvA: +25 + d100: +38 == +122
Warding failed!
A very painful blow.
... 15 points of damage!
Minor muscle tearing on the werebear's left leg.
The werebear is stunned!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
(Forcing stance down to guarded)
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
You channel at a werebear.
CS: +89 - TD: +30 + CvA: +25 + d100: +72 == +156
Warding failed!
A devastating hit.
... 20 points of damage!
The werebear's stomach muscles ripped apart violently.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[B]d.[bigshot]>channel target
You channel at a werebear.
CS: +89 - TD: +30 + CvA: +25 + d100: +77 == +161
Warding failed!
Massive internal disruption.
A werebear growls one last time, and crumples to the ground in a heap.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
Cast at what?
>
[bigshot]>release
>
You feel the magic of your spell rush away from you.
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
Cast at what?
>
[bigshot]>release
You feel the magic of your spell rush away from you.
>
[bigshot]>prepare 702
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>
[bigshot]>channel target
Cast at what?
>
[bigshot]>release
You feel the magic of your spell rush away from you.
>
[bigshot]>prepare 702
;stop
[bigshot]>stance defensive
You trace an intricate sign that contorts in the air while forcefully invoking Mana Disruption...
Your spell is ready.
>--- Lich: bigshot has exite
You are now in a defensive stance.
>;stop
--- Lich: no scripts to kill
;stop
--- Lich: no scripts to kill
;bigshot solo
--- Lich: bigshot active.
| Bigshot hunting
[bigshot]>open pack
What were you referring to?
>[bigshot]>get my rune staff
Get what?
>
--- Lich: go2 active.
[go2: ETA: 0:00:00 (4 rooms to move through)]
[go2]>northwest
[go2]>southwest
Bhaalizmo
06-12-2010, 04:12 PM
I've had improved results on this latest version. Thanx!
Bigshot: Total Time Running: 1305 min. 0.00 secs.
Boreus
06-12-2010, 10:10 PM
New idea/request right now the rubberband thing works great 99% of the time, the problem comes when the tail is stunned frozen by a critter your just running past, like the wraiths that have been wandering into the Dark orc area. Anyway to let the head realize he just lost the tail and go back to drag him out and wait for stun/spell to wear off?
daeler33
06-13-2010, 01:01 AM
so I tried running bigshot and I can't get it to run at all, I filled out the solo information for hunting like I did for starscream. Do I have to fill out the group info?
Khariz
06-13-2010, 01:01 AM
so I tried running bigshot and I can't get it to run at all, I filled out the solo information for hunting like I did for starscream. Do I have to fill out the group info?
type ;bigshot solo
daeler33
06-13-2010, 01:08 AM
thanks got it
daeler33
06-13-2010, 01:24 AM
now it just starts resting once it hits the hunting area eventho my mind is empty. and I have it set to hunt when less than 60 and rest at 100
daeler33
06-13-2010, 01:29 AM
ok so I guess I did something dumb with wound eval I set it at 20 but once I blanked it out bigshot is running. I am confused as to what to put in there.
Khariz
06-13-2010, 01:36 AM
ok so I guess I did something dumb with wound eval I set it at 20 but once I blanked it out bigshot is running. I am confused as to what to put in there.
its basically how many wounds you can get before you need to rest. If you don't want wounds taking into account, put 100. 20 should have been fine though, that's odd.
Boreus
06-13-2010, 08:25 AM
This is the latest that Alorn has in wound eval, it ignores scars and rests if your at 80% health but you can tweak the numbers
bleeding? || percenthealth <= 80 || (Wounds.head >= 2) || (Wounds.nsys >= 2) || ([Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand].max >= 3) || ( ([Wounds.leftArm, Wounds.leftHand].max >= 2) or ([Wounds.rightArm, Wounds.rightHand].max >= 2) )
Tilnam
06-13-2010, 09:13 AM
In pre-hunting commands, is there a way to make commands wait for soft rt? I have 2 tries of casting my sonic lance in case one fails due to 3% hindrance (guess im really fucked if the second fails), and many times the second one won't finish because it gets stuck in the soft rt and only tries 2 times before giving up.
Boreus
06-13-2010, 09:28 AM
Might be better off just making a script that starts your sonics the put it in hunt scripts and it will run as soon as you arrive at the hunting ground
Alorn15
06-13-2010, 10:59 AM
Yes, that's what I do. That way I also have something monitoring the sonic is still in my hand, though I'm honestly not sure what would cause me to lose it anyway... Itchy curse? As far as the wound evaluate thing goes... It's ruby code. 20 always evaluates to true. So you're always wounded.
Khariz
06-13-2010, 01:02 PM
This is the latest that Alorn has in wound eval, it ignores scars and rests if your at 80% health but you can tweak the numbers
bleeding? || percenthealth <= 80 || (Wounds.head >= 2) || (Wounds.nsys >= 2) || ([Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand].max >= 3) || ( ([Wounds.leftArm, Wounds.leftHand].max >= 2) or ([Wounds.rightArm, Wounds.rightHand].max >= 2) )
Wow, THANKS! This code is just what I needed. I hunt flawlessly now.
I've been trying to just favor hunt, so I keep myself in the field 24/7 with no focus on exp absorbtion, but the problem was getting myself to go back to town and useherbs at an appropriate wound level (not too soon or too late). This is just about right.
I love it!
subzero
06-13-2010, 11:27 PM
For people dealing with the casting at dead critters issue, I made a simple little script to run while hunting to work around it a bit. You're still going to lose a little mana, but after one cast at a dead/gone mob it will loot it so hunting can continue with minimal loss. It doesn't pick up anything, obviously, but here it is if anyone is interested:
Loop:
match "Loot", "But it is dead"
match "Loot", "is already dead"
match "Loot", "cast at what"
matchwait
Loot:
fput "loot"
goto "Loop"
Copy that into whatever.lic and have it run in the hunting scripts field.
Now, on to an MA issue I've noticed recently. When the wound eval takes place and the head character decides to make the run back to town, it is not checking all members of the party for RT and leaving them behind. This immediately sets the tailing character(s) who are in RT into the rest phase, thus storing weapons and chilling in hunting areas. Not a great thing :)
Alorn15
06-13-2010, 11:53 PM
I was out of town over the weekend. Came back to this:
| Bigshot: Total Time Running: 3373 min. 48.00 secs.
=D
subzero
06-14-2010, 12:15 AM
Nice. Longest I've had it go so far has been around 28-30 hours, but most of the hangups have been from townsmith until recently where I moved to critters closer to level.
Methais
06-14-2010, 12:21 AM
Is there a Bigshot for noobs guide posted anywhere? Someone mentioned that I'd have to download some other things too like SLoot and some other stuff in addition to Bigshot, and then do all kinds of crazy configuring and stuff.
subzero
06-14-2010, 01:00 AM
Closest thing to a guide I've found is what is in this thread. Other scripts that are pretty handy (unless you want to simply forgo all loot...) are townsmith (gets your boxes picked at the town locksmith) and sloot. You may also want some form of healing script, such as herbheal, to make sure you don't bite the dust when resting if the vultures don't pick you clean.
It took me a little while to get comfortable with it, but I've been MAing fairly successfully the last couple weeks.
Some syntax that required a little digging in regard to attack commands that really help:
"spell# target(m#)" - This will cast your spell if you have at least however much mana you specify next to the "m". (ex: 702 target(m10) )
"spell# target(x#)" - This will cast the spell a number of times equal to what you put after the x. I've noticed that this can cause some issues at times where you get spammed about not having enough mana to cast. Fix that by using the mana variable...
"spell# target(m#)(x#)" - "702 target(m6)(x3)" would then cast 702 at your target three times if you have 6 mana.
Also, "stance offensive and attack target" is pretty straightforward... stance and swing. You can use (xx) to utilize an attack until the target is dead.
SanGreal
06-14-2010, 01:05 AM
Nice. Longest I've had it go so far has been around 28-30 hours, but most of the hangups have been from townsmith
Do tell...
Khariz
06-14-2010, 01:05 AM
I've got a question. Why when you get so hurt that you get a decepticon alert, or whatever it's called in Bigshot, does the script just shut down and make you stand there instead of logging you out.
The logout switch works right in starscream, how I can fix it for bigshot?
subzero
06-14-2010, 01:15 AM
The townsmith lockups seem to be caused by looting crap like cookies, cupcakes, and table legs, Sangreal. Seems like it just doesn't know what to do with them, but I can't say for certain right now as my logs have not been done from the head character lately. I'm fairly certain I've also seen other junk cause it as well, like doorknobs and rusty bracelets.
One other issue I've noticed is a full bag. For the most part, this isn't an issue because I'm selling most stuff or will be able to check my bags myself now and again to empty them of things I don't auto-sell. Where this is a problem for me is herbs. Townsmith pulls all herbs from the boxes and packs up my herb bag. If that fills up and it tries to put more in, the script stops.
SanGreal
06-14-2010, 01:37 AM
The townsmith lockups seem to be caused by looting crap like cookies, cupcakes, and table legs, Sangreal. Seems like it just doesn't know what to do with them, but I can't say for certain right now as my logs have not been done from the head character lately. I'm fairly certain I've also seen other junk cause it as well, like doorknobs and rusty bracelets.
Hm, I fixed an issue causing this in some towns the other day. Might want to grab the latest version and let me know if this still happens.
One other issue I've noticed is a full bag. For the most part, this isn't an issue because I'm selling most stuff or will be able to check my bags myself now and again to empty them of things I don't auto-sell. Where this is a problem for me is herbs. Townsmith pulls all herbs from the boxes and packs up my herb bag. If that fills up and it tries to put more in, the script stops.
Not sure what to do about that. I guess I could throw things in your stow container if it doesn't fit elsewhere, but you'd still have a problem if that container fills up. You can change what containers it uses rather easily too.
subzero
06-14-2010, 01:51 AM
I'm using the one you put up on the 11th. I'm fairly certain that I had issues over the last day or two with it in regard to some of the junk and food items.
The full bag issue I understand can't be entirely solved in all circumstances, but stowing or setting up some kind of overflow bag should minimize it I would think.
edit: Alright, I just looked through some logs from the last few days and I guess I was wrong. It does look to be working fine now with those items. I think after a couple hangups from that I looked in the repo and downloaded the newest version and I never really got the timeline of the hangups/new script in mah head. I'll let ya know if I see something cause some more trouble.
SanGreal
06-14-2010, 02:00 AM
I'm using the one you put up on the 11th. I'm fairly certain that I had issues over the last day or two with it in regard to some of the junk and food items.
Alright, I'll check that out. Any kind of log you (or anyone else) can provide the next time it happens would be nice.
daeler33
06-14-2010, 09:25 AM
This is the latest that Alorn has in wound eval, it ignores scars and rests if your at 80% health but you can tweak the numbers
bleeding? || percenthealth <= 80 || (Wounds.head >= 2) || (Wounds.nsys >= 2) || ([Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand].max >= 3) || ( ([Wounds.leftArm, Wounds.leftHand].max >= 2) or ([Wounds.rightArm, Wounds.rightHand].max >= 2) )
sorry I am no scripter so not sure I understand, but does this mean with the field blank I should rest at 80 percent helth or lower? because it doesn't do that I have bled to death a couple times with the field blank. I tried putting a 20 in the field and it just would rest all the time. with a 50 it would go out then come back, rinse and repeat.
Bhaalizmo
06-14-2010, 10:14 AM
put all that code gibberish above into the field instead of leaving it blank
Alorn15
06-14-2010, 02:23 PM
khariz: ill look into this. it's probably broken.
Fortybox
06-14-2010, 02:39 PM
How do I get bigshot to watch my mana when using sigils? I put in 9715(m25) under the sigils field but it is ignoring this. Am I doing it wrong?
Thanks!
Alorn15
06-14-2010, 03:20 PM
Fortybox: it should just do the right thing. If it doesn't, please post which sigil does not.
I'm surprised the (m25) part doesnt break it.
Fortybox
06-14-2010, 03:39 PM
My problem is in renewal of my songs. For example, if I have 17 mana left and I sigil of major bane, then I have 7 mana left. If my songs renew during that time I go into shock.
Is there a way to make it so that I only use sigils above a certain threshold to prevent me draining my mana upon song renewal?
BigWorm
06-14-2010, 03:45 PM
For people dealing with the casting at dead critters issue, I made a simple little script to run while hunting to work around it a bit. You're still going to lose a little mana, but after one cast at a dead/gone mob it will loot it so hunting can continue with minimal loss. It doesn't pick up anything, obviously, but here it is if anyone is interested:
Loop:
match "Loot", "But it is dead"
match "Loot", "is already dead"
match "Loot", "cast at what"
matchwait
Loot:
fput "loot"
goto "Loop"
Copy that into whatever.lic and have it run in the hunting scripts field.
Now, on to an MA issue I've noticed recently. When the wound eval takes place and the head character decides to make the run back to town, it is not checking all members of the party for RT and leaving them behind. This immediately sets the tailing character(s) who are in RT into the rest phase, thus storing weapons and chilling in hunting areas. Not a great thing :)
Matchwaits and gotos in lich code give me the sad face, but I do appreciate your sharing code.
If I was to rewrite that, I would probably do it like this:
loop
{
waitfor "But it is dead", "is already dead", "cast at what"
fput "loot"
pause 1
}
That is totally untested, but if his code worked, this should too.
subzero
06-14-2010, 04:08 PM
Yeah, I wrote that before I started looking into lich scripts much. Wanted to make sure I could get my guys out hunting without too much trouble before getting into that. I held off on posting it because I soon realized it could be done easier the way you did it. Things started working fine for me, so I've stopped using it. Figured I'd toss it out there when people were still posting here with the issue.
Alorn15
06-14-2010, 06:57 PM
Fortybox -
Ah, I understand. The best solution to your problem is to remove songs from signs to recast, and write a script to manage signs above a certain amount of mana. Then put that script in active hunting scripts.
JustDan
06-14-2010, 11:20 PM
Per request, and apologies for the spam...
[bigshot]>stance defensive
...wait 6 seconds.
An annoying jackass's face contorts as he unleashes a gutteral, deep-throated growl at you!
You are overcome with an irrational and terrible rage!
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
An annoying jackass swings a jeddart-axe at you!
AS: +185 vs DS: +189 with AvD: +29 + d100 roll: +39 = +64
A clean miss.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
[bigshot]>stance defensive
You are unable to change your stance.
The irrational rage you succumbed to vanishes like a dream.
[bigshot]>stance defensive
You are now in a defensive stance.
Alorn15
06-15-2010, 01:18 AM
I didn't get a chance to spend much time with it, Dan, but that may be fixed now.
Fatsix
06-15-2010, 07:45 AM
Do you run the main with bigshot solo and the tail with bigshot group? i got two swingers that are the same train and i wanna put them together to uphunt a bit.
Boreus
06-15-2010, 08:09 AM
Group first the the follower does ;bigshot tails and after he's running the leader does ;bigshot head
Fatsix
06-15-2010, 08:37 AM
thank you. I'll try it out when i get home from work.
Fortybox
06-15-2010, 03:31 PM
So during my epic battle with a cyclops I managed to whack off both of its arms. It then started stomping at me with its feet. Bigshot didn't seem to recognize it:
[bigshot]>stance defensive
You thrust with a vultite lance at a cyclops!
The cyclops skillfully dodges the attack!
Roundtime: 6 sec.
R>
...wait 6 seconds.
R>
[bigshot]>stance defensive
...wait 6 seconds.
R>
[bigshot]>stance defensive
...wait 5 seconds.
R>
[bigshot]>stance defensive
...wait 5 seconds.
R>
[bigshot]>stance defensive
...wait 4 seconds.
R>
[bigshot]>stance defensive
...wait 4 seconds.
R>
[bigshot]>stance defensive
...wait 3 seconds.
R>
[bigshot]>stance defensive
...wait 3 seconds.
R>
[bigshot]>stance defensive
...wait 2 seconds.
R>
[bigshot]>stance defensive
...wait 2 seconds.
R>
[bigshot]>stance defensive
...wait 1 seconds.
R>
[bigshot]>stance defensive
...wait 1 seconds.
R>
[bigshot]>stance defensive
You are now in a defensive stance.
>
A cyclops stomps at you with its foot!
By amazing chance, you evade the attack!
>
A cyclops stomps at you with its foot!
AS: +190 vs DS: +270 with AvD: +42 + d100 roll: +63 = +25
A clean miss.
>
Your heightened awareness of your foes fades away.
>
A cyclops stomps at you with its foot!
You evade the attack by inches!
It should have swung after it attacked. It works fine normally but didnt seem to recognize it stomping at me.
Methais
06-15-2010, 03:40 PM
http://www.civicvideo.com.au/images/top10/2007/10/10_StompTheYard.jpg
pabstblueribbon
06-15-2010, 05:57 PM
I haven't opened townsmith yet, but if it shares any code with npcpick, there is a junk items array.
sellies
06-15-2010, 07:28 PM
Has anyone figured out a way to do this without pausing(to wait for an attack) between commands?
I've been using miniscripts, but the disadvantage is that they don't do things like check to see if a troll chieftain has run in to join his hill troll friend...
hide
(I don't want to wait for an attack here, but I DO want to flee if something else runs in)
aim left leg
(I don't want to pause here)
ambush
(I do want to wait for an attack here)
hide
(I don't want to wait for an attack here, but I DO want to flee if something else runs in)
aim head
(I don't want to pause here)
ambush
kill target(xx)
Fatsix
06-15-2010, 07:37 PM
Whats the Fried command box for under groups? I'm having trouble with my tail not stowing and getting out his weapon before the hunt.
SanGreal
06-15-2010, 07:43 PM
Has anyone figured out a way to do this without pausing(to wait for an attack) between commands?
I've been using miniscripts, but the disadvantage is that they don't do things like check to see if a troll chieftain has run in to join his hill troll friend...
hide
(I don't want to wait for an attack here, but I DO want to flee if something else runs in)
aim left leg
(I don't want to pause here)
ambush
(I do want to wait for an attack here)
hide
(I don't want to wait for an attack here, but I DO want to flee if something else runs in)
aim head
(I don't want to pause here)
ambush
kill target(xx)
separate the commands you want grouped with the word 'and' instead of a comma. ie: aim head and ambush
I haven't opened townsmith yet, but if it shares any code with npcpick, there is a junk items array.
It does and there is
Alorn15
06-15-2010, 07:56 PM
You may also need to explicitly declare where you want to stance offensive, or it may do a lot of unnecessary stance dancing.
Bhaalizmo
06-15-2010, 07:57 PM
Whats the Fried command box for under groups? I'm having trouble with my tail not stowing and getting out his weapon before the hunt.
I had the same issue, so I created scripts for the tail to stow and retrieve weapon / shield. It works. He doesn't grab his gear till we're already in the field, so it's not optimal but it works.
Fatsix
06-15-2010, 07:59 PM
If it would just run prehunt and post rest commands that would be great. Because it runs the rest scripts.
Some Rogue
06-15-2010, 08:07 PM
I'm having a problem with not going to rest when I should when MA'ing. If my head only has one spell for his attack, it won't go rest; it will just spam me with the not enough mana message. I figured this was the problem because I switched my heads/tails around and the former tail had two attacks and it worked fine with him as head. So then I switched back to the original head/tail position that was giving me problems and added a second attack to the head and it started working.
Bhaalizmo
06-15-2010, 08:11 PM
So I've been using bigshot in a warcamp this afternoon. Works pretty good for my Cleric / Wizard combo. Not sure how to make it not worry about resting though, I tried blanking out the field for should rest when percent mind >= but that didn't do the trick. Is there a way to make it not care about resting?
Boreus
06-15-2010, 08:45 PM
Set percent mind to 101 and percent mana to -1
Bhaalizmo
06-15-2010, 08:58 PM
Set percent mind to 101 and percent mana to -1
Hey thanx, that did the trick! Scripting a warcamp ftw.
It's funny, my cleric has the higher DS than my wizard but it's always the wizard those damn grimswarm take out.
JohnDoe
06-15-2010, 09:23 PM
So I've been using bigshot in a warcamp this afternoon. Works pretty good for my Cleric / Wizard combo. Not sure how to make it not worry about resting though, I tried blanking out the field for should rest when percent mind >= but that didn't do the trick. Is there a way to make it not care about resting?
Out of curiosity, are you stance dancing at all when in a big camp? Killing one at a time (flee setting)? Just getting into GoS and never done a warcamp.
Bhaalizmo
06-15-2010, 09:30 PM
Out of curiosity, are you stance dancing at all when in a big camp? Killing one at a time (flee setting)? Just getting into GoS and never done a warcamp.
Bigshot stance dances alot. Even though my cleric is swinging at 1 sec per swing with the wizard there to re-haste him, bigshot will switch from defensive to offensive between about half the swings. I have it set to flee if there's more than 8 grims in the room, which is a light grim swarm. It runs to the next room and keeps on swingin, unless there's 8 or more there.
Caiylania
06-15-2010, 10:26 PM
is there a better way to keep my weapon blessed than running this as a hunting script?
loop {
waitfor checkright + " returns to normal"
pause_script bigshot
fput "sym holi my " + checkright
unpause_script bigshot
}
Was this addressed? I have no idea how to add blessing into big shot.
Fatsix
06-15-2010, 11:40 PM
what are you guys setting for rest on the trail guy? so many times does my head guy fry first and the trail guy is numbed. SO they stand there until the head goes to numbed, then they swing.
sellies
06-16-2010, 12:06 AM
separate the commands you want grouped with the word 'and' instead of a comma. ie: aim head and ambush
It does and there is
Thanks Sangreal.
Okay, one final thing.
Is there a way to get it to not wait for swings for certain creatures?
ie: casters, I want to ambush head immediately and not wait for them to cast something at me.
SanGreal
06-16-2010, 01:38 AM
Thanks Sangreal.
Okay, one final thing.
Is there a way to get it to not wait for swings for certain creatures?
ie: casters, I want to ambush head immediately and not wait for them to cast something at me.
Yeah, Alorn put this in a few version ago:
1) Wait for swing can now be called in the attack routine, which means you can use it only on certain creatures, or only at certain parts of the routine. This would wait once, then just keep attacking:
wait 20, kill target(x20)
radamanthys
06-16-2010, 09:35 AM
Killed my script (and me) last night, and a couple times previous. I use solo.
--- Exception: undefined local variable or method `followers_fried' for #<Bigshot:0xe0ca220>
bigshot:910:in `should_rest?
Alorn15
06-16-2010, 04:31 PM
rad: what version do you have?
;bigshot display
JohnDoe
06-16-2010, 07:21 PM
Using Bigshot off and on and tried it against war trolls when trying to get some GoS recognition pts. I have the wait for swing timeout set high so that it'll wait for the troll to swing before I swing. When the troll swings a weapon against me, it reacts accordingly. When it pounds it fist at me, Bigshot sometimes doesn't recognize it as a swing/attack and continues to sit idle. I think the attack you see from me is due to the swing timeout being reached, not because it's responding to the troll pounding it's fist at me. :
A war troll's flesh wounds regenerate some.
A war troll's chest regenerates and looks much better.
A war troll pounds at you with its fist!
You barely manage to fend off the attack with your claidhmore!
>
A war troll's flesh wounds regenerate some.
A war troll's chest regenerates and looks fully healed.
A war troll pounds at you with its fist!
You gracefully avoid the attack!
>
A war troll's flesh wounds regenerate some.
A war troll pounds at you with its fist!
You barely manage to fend off the attack with your claidhmore!
>
[bigshot]>stance forward
You are now in a forward stance.
>
[bigshot]>kill #4491555
You swing a sleek steel claidhmore at a war troll!
By amazing chance, the war troll evades the attack!
Roundtime: 5 sec.
Gnomad
06-16-2010, 07:42 PM
Set percent mind to 101 and percent mana to -1My 5MP warrior fights creatures that steal mana; I had to set it to -1000 to stay out there.
Was this addressed? I have no idea how to add blessing into big shot.Make a script with that (but with "bigshot", not bigshot, I typoed when i wrote it up here), trust it, set it as a hunting script. Replace the holiness call with 304 if you're a cleric.
Caiylania
06-16-2010, 08:49 PM
Is there a way to get bigshot to recognize when blessed weapons run dry and redo sym of holiness?
sellies
06-16-2010, 10:37 PM
check out keepbless on the repo. Edit it and change sym bless to sym holi :)
Caiylania
06-16-2010, 10:44 PM
Thank you much!
Caiylania
06-16-2010, 11:19 PM
Ok, when my health gets low instead of heading back bigshot exits. ???
Alorn15
06-16-2010, 11:25 PM
Need more information. Post a log and your settings. ';bigshot display' to get your settings
Gnomad
06-16-2010, 11:41 PM
Bigshot refuses to use voln symbols when i'm out of mana.
[go2: travel time: 0:00:04]
--- Lich: go2 has exited.
[bigshot: cast: not enough mana]
[bigshot: cast: not enough mana]
[bigshot: cast: not enough mana]
[bigshot]>cman surge
You focus deep within yourself, searching for untapped sources of strength.
You feel significantly stronger.
>power
Mana Points: 6 Remaining: -8
;force bigshot display
--- Lich: bigshot active.
[bigshot: Version: 1.013]
[bigshot: hunting_stance: offensive]
[bigshot: flee_count: 2]
[bigshot: ammo_hide: false]
[bigshot: hunting_scripts: keepbless]
[bigshot: loot_script: sloot]
[bigshot: oom: -100000]
[bigshot: resting_room_id: 10394]
[bigshot: hunting_room_id: 10126]
[bigshot: signs: 9805, 9806, 9605]
[bigshot: hunting_commands_b: wtrick feint(s7), ambush target, mstrike target, kick target (x3)]
[bigshot: use_wracking: false]
[bigshot: hunting_boundaries: 10123, 10156]
[bigshot: targets: shade(c)]
[bigshot: hunting_commands: wtrick feint target(s7), attack target]
[bigshot: hunting_commands_c: berserk]
[bigshot: rest_till_mana: -100000]
[bigshot: monitor_interaction: false]
[bigshot: rest_till_exp: 80]
[bigshot: dead_man_switch: false]
[bigshot: depart_switch: false]
[bigshot: spam: true]
[bigshot: encumbered: 20]
[bigshot: wand_if_oom: false]
Alorn15
06-16-2010, 11:54 PM
Gnomad:
Looks like a lich bug, where it does a checkmana(0), and since you have less than 0, it returns false for affordable.
Alorn15
06-16-2010, 11:58 PM
I updated some stuff tonight...
- Wait for swing should now recognize pound
- Wait for swing should now recognize attacks against party members
- Dead man switch should work again
- Depart/rerun should work again (remember this and dead man switch DO NOT WORK TOGETHER)
- Some commands (like sleep) were triggering a switch to hunting stance but shouldn't have been.
- Changing stance to defensive shouldnt get stuck in a loop anymore if you cannot change stance due to a status effect.
EDIT: Oh, and wounded eval was being checked to rest, but not to hunt again. So you'd rest for your wounds, but then go back out again without checking to see if they were gone. Should be fixed now.
Bhaalizmo
06-17-2010, 11:41 AM
Thanx for the updates Alorn. I know this script wasn't intended for warcamping, but I've been using bigshot MA this way. I don't know if I'm the only one crazy enough to try this or not, but there are a couple of settings changes that would be handy for warcamping. Perhaps a warcamp tab in bigshot?
1) When moving thru rooms with lots of grimswarm, the leader has 1 less RT than the followers. This causes the leader to leave the followers behind often when running bigshot.
2) Bigshot is great at standing up the character when ewaved or knocked down for any other reason, but it doesn't bother picking up the followers. This would be handy. I know it could be done via another script, but if it's a simple matter to incorporate into Bigshot that would be preferable to me.
3) My Bigshot tail is running the ;haste script from the repo. Unfortunately bigshot and ;haste step all over each other, often times preventing haste from being cast / renewed due to bigshot attack routines. Is there a better way to do this?
4) Resting. I've been setting percent mind to 101 and percent mana to -5 which seems to prevent resting for mana / mind reasons. However, it'll still try to rest for injury / health reasons. The best rest location I've come up with is the warcamp entry room, but that's still IN the warcamp. I'm not sure if there's a simple way to solve this or not, but it would be handy to be able to exit the warcamp and run to a node. ;go2 can't find a path to any room #s outside the camp while inside.
Thanks for all your work on this script. It really is an amazing piece of work.
radamanthys
06-17-2010, 12:00 PM
Can I throw a bit of advice out there? If you don't have any FE scripts as part of your afk hunting routine, add this one and keep it running:
start:
waitfor bigshot has exited.
put ;bigshot solo
goto start
It won't reconnect you if you d/c, but it's helped me a couple times.
daeler33
06-17-2010, 12:18 PM
I was wondering if I am hunting in a area with 3 different types of critters and I have a specific one I would rather attack first how can I set that up in bigshot? can I just use the first line and say "kill orc" instead of target and have the second two lines kill target? or would that make the program hang?
Bhaalizmo
06-17-2010, 12:21 PM
I was wondering if I am hunting in a area with 3 different types of critters and I have a specific one I would rather attack first how can I set that up in bigshot? can I just use the first line and say "kill orc" instead of target and have the second two lines kill target? or would that make the program hang?
The order you list the targets in is also the order of priority. Troll, orc, ogre will always go for Trolls first even if they enter the room while you're going after an orc. It might take an extra swing before it changes targets, but it does this fairly reliably for me.
Alorn15
06-17-2010, 12:35 PM
Bhaliizmo -
1/2) I can look into these.
3) Maybe have haste.lic pause and unpause bigshot at the appropriate times?
4) If you leave wound eval empty, it shouldn't rest for injury/health reasons. If it does, that's a bug. As far as going to a node, you could have the leader's pre-rest commands move you to a mapped room, and then the leader's active resting scripts use a script that moved you to a node.
Incidentally, I think you're very ambitious for using this in a warcamp.
Also, I've sortof started rewriting the MA code to not suck. Sortof. Well I've been thinking about it.
daeler33
06-17-2010, 12:42 PM
The order you list the targets in is also the order of priority. Troll, orc, ogre will always go for Trolls first even if they enter the room while you're going after an orc. It might take an extra swing before it changes targets, but it does this fairly reliably for me.
thanks, I will switch my targets around tonight see how that works.
Bhaalizmo
06-17-2010, 12:55 PM
Maybe have haste.lic pause and unpause bigshot at the appropriate times?
I'm no script writer or coder, I'm just bitin your flava. Could you give an example of the code required to accomplish this? (Or even better, update haste.lic with the code)
As far as going to a node, you could have the leader's pre-rest commands move you to a mapped room, and then the leader's active resting scripts use a script that moved you to a node.
I'll try that on the next camp, Thanks. I'll likely ditch my follower as they'll have 1 second more RT than me when exiting grimswarmed rooms, but I can handle that. It's not like I'm trying to afk script warcamps. (yet)
Incidentally, I think you're very ambitious for using this in a warcamp
Thank you, but you may have misunderstood my motivation. I'm just lazy. :)
Stanley Burrell
06-17-2010, 02:06 PM
How do I make it (e.g.) that if I'm ;bigshot solo'ing, say, spectres, that if a spider crawls into the room, I can slice it and dice it, but if a troll walks in, I retreat? I want to work with flee if monstercount > 2, but yeah, what about the running from a specific critter? I have an issue where I can target spectres and spiders, but if there's just one in the room and a troll, which will likely fuck me up walks in, it doesn't flee because the monstercount is still 2.
There any workarounds? Thanks.
Alorn15
06-17-2010, 03:10 PM
Stanley -
That's what the "but don't count these" setting is for. It's underneath the flee count setting. Just put spider in there. Yeah, I think that's right. I think you use nouns. I should write this stuff down.
Bhaalizmo
06-17-2010, 03:33 PM
I think he's looking for an "always flee from _______" option, which would indeed be handy. I might use it on Roa'ters so I could hunt Rotting Corpses, or in his case use it on Trolls so he can hunt spiders and spectres.
Edit: Oh and btw I've noticed that If I'm in a room hunting and have just killed a critter when another one runs in and exceeds my "run if monstercount > #" setting, I'll run without looting the deader. Not sure if this is intentional or not.
Stanley Burrell
06-17-2010, 03:51 PM
I think he's looking for an "always flee from _______" option, which would indeed be handy.
^ :)
Alorn15
06-17-2010, 04:07 PM
Ahhh, yeah, I see. Yeah I can add that.
I want to hunt rotting corpses... I feel like ro'aters would still kill me though. Is there at least 5 seconds between when they enter the room and can burrow? I guess you could also have a hunting script to watch for the burrow and force rest.
EDIT: I wonder if you could set your flee count to 0 and move all valid targets to the 'don't count these' setting. So valid targets would be empty. That might work.
Tordane
06-17-2010, 04:10 PM
Ahhh, yeah, I see. Yeah I can add that.
I want to hunt rotting corpses... I feel like ro'aters would still kill me though. Is there at least 5 seconds between when they enter the room and can burrow? I guess you could also have a hunting script to watch for the burrow and force rest.
They "can" pop out of a burrow for room entry, although rare.
Bhaalizmo
06-17-2010, 04:10 PM
Edit: Orly, I didn't know that. I thought they could only do the burrow thing on their initiative, which is usually spaced 3-5 seconds apart. Someone else may know more about this, but basically most critters can't walk into a room and attack/burrow/fart/whatever for another 3-5 seconds.
Stanley Burrell
06-17-2010, 04:37 PM
I want to hunt rotting corpses... I feel like ro'aters would still kill me though. Is there at least 5 seconds between when they enter the room and can burrow? I guess you could also have a hunting script to watch for the burrow and force rest.
One of the problems is that (some) spawning critters will activate a hostile mechanic on a PC faster than their base moving/attacking/prepping and/or gen'ing with an auto-prepped spell/idle scripts/etc. Edit: That is complete crap to me. Critters that take 9 seconds to do something should wait nine frickin' seconds before doing something after they spawn. Bah.
SanGreal
06-17-2010, 04:42 PM
Apologies if this has been addressed, but I just tried out the use wracking option and it doesn't seem to work with use wands. If I don't have enough mana to cast or enough spirit to wrack again it just stands there until my mana regens
I'm working around it for now by using a script that wracks as my first hunting command. Actually I guess I prefer this anyway, since I only want to wrack when I have 10 spirit or it kills my AS
Fortybox
06-17-2010, 05:07 PM
Hey, just noticed an issue with disks.
Bigshot is noticing disks usually but it is failing to check for disks upon initial entry into the hunting area. I noticed that when my guy entered the hunting area and there was a critter and a hiding rogue with a disk, my guy still attacked.
Methais
06-17-2010, 05:31 PM
A few questions:
Trying to set up bigshot to hunt manticores and thraks for now.
Under the ATTACKING tab I have it set to "FLEE IF ENEMY COUNT > 0" and "BUT don't count these: manticore, thrak"
Reason for that is pumas roam the area too and can kill me pretty easily. Problem is it not only doesn't leave the room when a puma shows up or is already there, but it starts attacking it too if the ATTACK verb happens to target it first. Then I die. Same result with FLEE if enemy count > 1 if that makes any difference.
I have manticore and thrak set as valid targets.
Also with my cleric, he hunts with 302. When I run out of mana I get massively spammed with some [not enough mana] message or something along those lines, I forgot as it locked me up and had to shut down GS via task manager. I'm guessing it'd do this for my wizard too if he wasn't swinging a weapon, as I'm about to spec back to casting.
Also, what would I put in the WOUNDED EVAL box if I want to leave when I'm bleeding, and what percent encumbrance does your RT start being affected? 50?
SanGreal
06-18-2010, 01:50 AM
Nevermind, my fault. Thanks Alorn.
subzero
06-18-2010, 02:43 AM
Also with my cleric, he hunts with 302. When I run out of mana I get massively spammed with some [not enough mana] message or something along those lines, I forgot as it locked me up and had to shut down GS via task manager. I'm guessing it'd do this for my wizard too if he wasn't swinging a weapon, as I'm about to spec back to casting.
302 target(m2) will prevent the 'not enough mana' spam since it won't try to cast if you don't have the required 2 mana.
Alorn15
06-18-2010, 10:32 AM
Methais - The intention is that the person will either set their 'to_rest' mana at the point where they can't cast anymore, or set up wracking. So really, that message should never be encountered.
There may be some bugs in wracking though. It's all divergent pathy.
As far as the flee if enemy count > 0 thing goes, I'm not too surprised that doesn't work. None of those settings were made to be thrown together to create a 'always flee from' setting. The best solution I have is to move to another hunting ground, or set flee count to 1 and valid targets to manticore, thrak. That will result in behavior the same behavior, but you won't stay in a room with multiple thraks/manticores. I'll add that other setting when I get a chance.
Bhaalizmo
06-18-2010, 10:37 AM
Don't forget about that "always flee from ____" option that would be a kickass addition.
Thanx
Cyprion
06-18-2010, 10:55 AM
Don't forget about that "always flee from ____" option that would be a kickass addition.
Thanx
Yes, roaters don't like me. haha
Alorn15
06-18-2010, 12:40 PM
er... yeah, that's what I meant. edited.
Bhaalizmo
06-18-2010, 01:22 PM
Do you mean to say that you added the "always flee from _____" option? Re-downloaded, don't see it.
Alorn15
06-18-2010, 01:35 PM
Not added yet no.
Fatsix
06-18-2010, 02:31 PM
I'm still getting this error when i have wracking checked and my rest to 5% mana. It doesnt wrack, should i be leaving the %mana to rest blank?
--- Exception: undefined local variable or method `followers_fried' for #<Bigshot:0x525d1e0>
bigshot:914:in `should_rest?'
Alorn15
06-18-2010, 03:09 PM
When's the last time you updated? Did I already ask you that and ignore your answer? Does it work if you don't have wracking checked? What about if your rest is at 6% mana? Why am I asking so many questions?
Fatsix
06-18-2010, 03:17 PM
it goes and rests at 5% mana when i dont have the box checked. I left the rest mana % blank and the box checked, but i havent needed to wrack yet... i updated yesterday
Fatsix
06-18-2010, 05:31 PM
if i leave the restmana% empty it will wrack
Alorn15
06-18-2010, 09:17 PM
Should be fixed. Please let me know if not, or other problems with wracking.
Fatsix
06-19-2010, 12:08 AM
| Bigshot: Last Hunt: 2 min. 56.00 secs.
| Bigshot: Average Hunt: 2 min. 56.00 secs.
| Bigshot: Total Time Running: 5 min. 9.00 secs.
| Bigshot last rested because: out of mana.
| Bigshot isn't hunting because: mind still above threshold.
It doesnt give me the error with wracking clicked and restmana%4 . Now it just rests without wracking...
BriarFox
06-19-2010, 06:36 PM
Tillmen, could you add thunder trolls ("The thunder troll crumples to the ground motionless.") and wind witches ("The wind witch howls in agony one last time and dies.") to the death messages?
Cheers.
Tillmen
06-19-2010, 06:38 PM
Tillmen, could you add thunder trolls ("The thunder troll crumples to the ground motionless.") and wind witches ("The wind witch howls in agony one last time and dies.") to the death messages?
Done.
BriarFox
06-19-2010, 06:39 PM
Done.
Thanks, man.
Heller
06-19-2010, 07:44 PM
I looked and maybe I missed it...but when attempting to to get the group bigshot setup I am getting the following error when I run ;bigshot head on the leader:
#<Errno::ETIMEDOUT: A connection attempt failed because the connected party did not properly respond after a period of time, or established connection failed because connected host has failed to respond. - connect(2)>
Alorn15
06-19-2010, 09:40 PM
Heller - I'm not quite sure about that, it looks like maybe your firewall is messing with things?
In other news, I'm almost done with the MA code. The good news is that it's gone really well, tails should now be able to do everything that heads can, including resting/hunting scripts and displaying info about resting/hunting reasons. Emergency resting for wounds should be fixed as well. The bad news is that it required a lot of code to be rewritten and refactored. I'll do my best to test it, but I fully expect things to break (in solo mode as well), at least during the first few uploads.
Heller
06-19-2010, 10:07 PM
Yeah...I was thinking that...but I'm not sure what ports I should be looking at...any of you other folks know?
Alorn15
06-19-2010, 10:11 PM
Another MA thing...
Tails are now a lot smarter, so they need to know a lot more, settings-wise. For example, they now decide for themselves whether to flee (e.g. stop attacking), so valid targets, flee count, etc. should all be identical to the leaders.
Methais
06-19-2010, 10:14 PM
Hey Tillmen, can you change ;GO2 so that it doesn't put your gear away before swimming to Temple Nelemar? Having your hands free to start the swim isn't required anymore.
Liagala
06-19-2010, 11:23 PM
>;k bigshot
[bigshot]>stance defensive
You are now in a defensive stance.
>
--- Lich: bigshot has exited.
--- Lich: exec1 has exited.
What's exec1, why is it tied to bigshot, and why is it not in my scripts folder?
Alorn15
06-19-2010, 11:32 PM
Exec<#>'s are created by start_exec_script. Basically it's an anonymous script.
That's probably dead man's switch, or monitor interaction, or depart/rerun.
Liagala
06-19-2010, 11:39 PM
Exec<#>'s are created by start_exec_script. Basically it's an anonymous script.
That's probably dead man's switch, or monitor interaction, or depart/rerun.
I did have depart/rerun checked. Thanks for the quick reply. It made me a little nervous.
Alorn15
06-20-2010, 12:07 AM
bs.lic is on the repository for testing. It contains the completely reworked MA code. As far as I could tell it didn't break anything in solo mode, but please test and prove me wrong.
As far as the MA stuff goes, I assume there are lots of bugs, as I didn't get to test this tonight. Please tell me what they are. Remember that tails now need most of the config that heads have - basically everything but the room id stuff. For stuff like flee count, valid targets, etc. - anything that determines when to attack and when to flee - info should be identical on head and tail. In other words, the onus is now on tails to decide when to stop attacking, so it better make the same decision as head.
Thanks.
subzero
06-20-2010, 01:30 AM
bs.lic is on the repository for testing. It contains the completely reworked MA code. As far as I could tell it didn't break anything in solo mode, but please test and prove me wrong.
As far as the MA stuff goes, I assume there are lots of bugs, as I didn't get to test this tonight. Please tell me what they are. Remember that tails now need most of the config that heads have - basically everything but the room id stuff. For stuff like flee count, valid targets, etc. - anything that determines when to attack and when to flee - info should be identical on head and tail. In other words, the onus is now on tails to decide when to stop attacking, so it better make the same decision as head.
Thanks.
Was gonna have this run while I went out, but it never got going once in the hunting area:
>
[go2]>go cave
[Smokey Cave, Cavern]
This small cave is dimly lit by the light shining in from the opening at the east end. There is a gritty layer of some strange black dirt underfoot that leaves black smudges on anything it touches. The walls and ceiling of the cave are also covered in the same black grit. You also see a fire rat and a fire cat.
Obvious exits: southwest, west, northwest
Dumdum and Mudmud followed.
>
[go2: travel time: 0:00:07]
--- Lich: go2 has exited.
--- Exception: can't convert String into Array
(druby://main:4186) bs:95:in `+'
[bs]>stance defensive
You are now in a defensive stance.
>
--- Lich: bs has exited.
Head character:
[bs: Version: 2.000]
[bs: hunting_stance: defen]
[bs: flee_count: 2]
[bs: resting_scripts: townsmith, sloot sell, go2 waynode, heal dumdum, heal mudmud, healself, herbheal, go2 waynode, waggle, waggle mudmud, waggle dumdum]
[bs: g_disable_commands: 1101 target(m1)(x1), wait 3, 1106 target(m25), wait 3, 1101 target(m1)]
[bs: ammo_hide: false]
[bs: wounded_eval: bleeding? || percenthealth <= 60 || (Wounds.head >= 2) || (Wounds.nsys >= 2) || ([Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand].max >= 3) || ( ([Wounds.leftArm, Wounds.leftHand].max >= 2) or ([Wounds.rightArm, Wounds.rightHand].max >= 2) )]
[bs: loot_script: sloot]
[bs: oom: -1]
[bs: resting_room_id: 227]
[bs: resting_commands: sheath]
[bs: hunting_room_id: 6385]
[bs: hunting_commands_b: 1106 target(m20), 1106 target(m18)(x1), 1101 target(m1)(xx)]
[bs: use_wracking: false]
[bs: hunting_boundaries: 6384, 6405]
[bs: targets: warcat, cat, rat]
[bs: hunting_commands: 1106 target(m20), 1106 target(m18)(x1), 1101 target(m1)(xx)]
[bs: hunting_commands_c: 1106 target(m20), 1106 target(m18)(x1), 1101 target(m1)(xx)]
[bs: rest_till_mana: 90]
[bs: monitor_interaction: false]
[bs: rest_till_exp: 50]
[bs: wait_for_swing: 3]
[bs: g_hunting_commands: 1106 target(m26)(x1), 1101 target(m2)(x2), 1106 target(m20)(x1)]
[bs: dead_man_switch: false]
[bs: depart_switch: false]
[bs: spam: true]
[bs: hunting_prep_commands: gird, whisper group weapons]
[bs: fried: 99]
[bs: encumbered: 99]
[bs: wand_if_oom: false]
Tail 1:
--- Lich: bs active.
[bs: Version: 2.000]
[bs: hunting_stance: defensive]
[bs: flee_count: 2]
[bs: resting_scripts: storeall, waggle, waggle dumdum, waggle mudmud]
[bs: g_hunting_commands_b: 711 target(m11)(x1), 702 target(m8)(x4), stance offensive and attack target(xx)]
[bs: g_disable_commands: 702 target(m20), 702 target(m10)(x1), 701 target(m2)(x2), stance offensive and attack target(xx)]
[bs: ammo_hide: false]
[bs: loot_script: sloot]
[bs: g_hunting_commands_c: 702 target(m8)(x4), stance offensive and attack target(xx)]
[bs: oom: -1]
[bs: wounded_eval: bleeding? || percenthealth <= 60 || (Wounds.head >= 2) || (Wounds.nsys >= 2) || ([Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand].max >= 3) || ( ([Wounds.leftArm, Wounds.leftHand].max >= 2) or ([Wounds.rightArm, Wounds.rightHand].max >= 2) )]
[bs: resting_room_id: 227]
[bs: resting_commands: store all]
[bs: hunting_room_id: 6385]
[bs: hunting_commands_b: 702 target(m8)(x4), stance offensive and attack target(xx)]
[bs: use_wracking: false]
[bs: hunting_boundaries: 6384, 6405]
[bs: targets: warcat, cat, rat]
[bs: hunting_commands: 702 target(m8)(x4), stance offensive and attack target(xx)]
[bs: hunting_commands_c: 702 target(m8)(x4), stance offensive and attack target(xx)]
[bs: rest_till_mana: 90]
[bs: monitor_interaction: false]
[bs: rest_till_exp: 50]
[bs: wait_for_swing: 3]
[bs: g_hunting_commands: 702 target(m2)(xx), 701 target(m1)(x1), stance offensive and attack target(xx)]
[bs: dead_man_switch: false]
[bs: depart_switch: false]
[bs: spam: true]
[bs: hunting_prep_commands: gird]
[bs: fried: 99]
[bs: encumbered: 99]
[bs: wand_if_oom: false]
Tail 2:
[bs: Version: 2.000]
[bs: flee_count: 2]
[bs: hunting_stance: defensive]
[bs: ammo_hide: false]
[bs: g_disable_commands: 1101 target(m1)(x3), 1106 target(m20)(x1), stance offensive and attack target(xx)]
[bs: resting_scripts: storeall, waggle, waggle dumdum]
[bs: wounded_eval: bleeding? || percenthealth <= 60 || (Wounds.head >= 2) || (Wounds.nsys >= 2) || ([Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand].max >= 3) || ( ([Wounds.leftArm, Wounds.leftHand].max >= 2) or ([Wounds.rightArm, Wounds.rightHand].max >= 2) )]
[bs: oom: -1]
[bs: loot_script: sloot]
[bs: resting_commands: store all]
[bs: resting_room_id: 227]
[bs: hunting_room_id: 6385]
[bs: use_wracking: false]
[bs: monitor_interaction: false]
[bs: rest_till_mana: 90]
[bs: hunting_commands: 1101 target(m4)(x4), stance offensive and attack target(xx)]
[bs: targets: warcat, cat, rat]
[bs: hunting_boundaries: 6384, 6405]
[bs: rest_till_exp: 50]
[bs: wait_for_swing: 3]
[bs: spam: true]
[bs: depart_switch: false]
[bs: dead_man_switch: false]
[bs: g_hunting_commands: 1106 target(m20), 1101 target(m1)(xx), stance offensive and attack target(xx)]
[bs: wand_if_oom: false]
[bs: encumbered: 99]
[bs: fried: 99]
[bs: hunting_prep_commands: gird]
Alorn15
06-20-2010, 11:16 AM
Yeah, I kindof figured. I just got ahold of a couple accounts, so I'll iron stuff out and upload soon.
Alorn15
06-20-2010, 12:18 PM
Alright, bs.lic re-uploaded.
I'm not gonna lie, it's pretty sweet. I'm sure there's still some bugs in it, but I consider it to be a huge design improvement. MA just works better.
Having said that... I really want to get rid of the group tab, and move fried hunting commands to another tab. It seems unnecessary to have hunting commands in two places, and the code gets a little ugly.
Also I'd like to get rid of the wait for swing setting, and have it be called exclusively as a hunting command. I know that'll end up looking a little weird on some setups, but it's really stupid having a divergent path here.
Stanley Burrell
06-20-2010, 12:27 PM
Yo:
Did you happen to cue in an always avoid Critter X, Y, Z prerogative? I haven't caught a glimpse of it yet, or we not get signal.
?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?! ?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?!?! ?!?!?!?!?!?!?!?!?!?!
Alorn15
06-20-2010, 12:37 PM
Naw brother man I ain't done them shits yet, but ima make an urgent skull-note 'bout it.
Alorn15
06-20-2010, 02:08 PM
Alright...
- Some bugs fixed
- Wait for swing setting is out. Use it as a command instead. e.g. wait 30 and kill target(xx)
- Group tab is out. Tails will just use settings from the attack tab, same as head
- Setup has been rearranged to be more intuitive
- ALWAYS FLEE FROM SETTING IS IN!!!!!!!!111oneelevenoneon
This is now on bigshot.lic in the repository. Backup your old script before downloading, imo.
I hope it doesn't suck.
Khariz
06-20-2010, 02:15 PM
Its broken for me now:
>;big solo
--- Lich: bigshot active.
--- Exception: comparison of Fixnum with nil failed
bigshot:1005:in `<='
[bigshot]>stance defensive
You are now in a defensive stance.
>
--- Lich: bigshot has exited.
Never mind. Whatever you did it made it so it now requires values in mana fields that it didn't before. I put zeros in them and it works.
Alorn15
06-20-2010, 02:20 PM
Mana/mind values are now required in should_rest and should_hunt. As are at least one set of hunting commands.
There was a bug in how this was handled. It should now error immediately instead of during the hunt.
radamanthys
06-20-2010, 02:24 PM
Alright...
- Some bugs fixed
- Wait for swing setting is out. Use it as a command instead. e.g. wait 30 and kill target(xx)
- Group tab is out. Tails will just use settings from the attack tab, same as head
- Setup has been rearranged to be more intuitive
- ALWAYS FLEE FROM SETTING IS IN!!!!!!!!111oneelevenoneon
This is now on bigshot.lic in the repository. Backup your old script before downloading, imo.
I hope it doesn't suck.
Say I piss someone off. Can I put their name into "always flee from"?
Alorn15
06-20-2010, 02:39 PM
You can now.
radamanthys
06-20-2010, 02:44 PM
You can now.
Wicked.
Netam
06-20-2010, 02:56 PM
As requested. One of my tails just goes Rambo in my test. Others wait 30 seconds and swing instead of attacking after they swing. This is in steel golems. Also it looks like sometimes I'll overrun the golems and never stop, something that didn't happen with the last version. My guys minds were close to bell.
Seeing this: | event: ATTACK
instead of actual attack sometimes.
Another:
| Error adding event to members stack. Removing!
--- Lich: bigshot active.
[bigshot: Version: 2.000]
[bigshot: hunting_stance: offensive]
[bigshot: ammo_hide: false]
[bigshot: g_disable_commands: kill target]
[bigshot: resting_scripts: townsmith, sloot sell, go2node, healall, spellupall]
[bigshot: oom: -10]
[bigshot: loot_script: sloot]
[bigshot: resting_commands: stow my maul]
[bigshot: resting_room_id: 8671]
[bigshot: signs: 9903, 9904, 9907, 9908, 9913, 9912]
[bigshot: hunting_room_id: 7824]
[bigshot: use_wracking: false]
[bigshot: monitor_interaction: true]
[bigshot: rest_till_mana: 100]
[bigshot: hunting_commands: wait 30 and kill target]
[bigshot: targets: golem, troll, ogre]
[bigshot: hunting_boundaries: 7823]
[bigshot: rest_till_exp: 62]
[bigshot: disable_commands: kill target]
[bigshot: spam: false]
[bigshot: depart_switch: false]
[bigshot: dead_man_switch: false]
[bigshot: g_hunting_commands: kill target]
[bigshot: wand_if_oom: false]
[bigshot: fried: 100]
[bigshot: hunting_prep_commands: get my maul, prep 1109, cast]
[bigshot]>stance defensive
You are now in a defensive stance.
--- Lich: bigshot active.
[bigshot: Version: 2.000]
[bigshot: hunting_stance: off]
[bigshot: ammo_hide: false]
[bigshot: g_disable_commands: kill target]
[bigshot: resting_scripts: spellupall]
[bigshot: oom: -10]
[bigshot: loot_script: sloot]
[bigshot: hunting_scripts: haste2]
[bigshot: resting_room_id: 9400]
[bigshot: signs: 9903,9904,9906,9907,9913, 9912]
[bigshot: hunting_room_id: 7824]
[bigshot: use_wracking: false]
[bigshot: monitor_interaction: false]
[bigshot: rest_till_mana: 60]
[bigshot: hunting_commands: wait 30 and kill target]
[bigshot: targets: golem, troll, ogre]
[bigshot: hunting_boundaries: 7823]
[bigshot: rest_till_exp: 0]
[bigshot: disable_commands: kill target]
[bigshot: spam: true]
[bigshot: depart_switch: false]
[bigshot: dead_man_switch: false]
[bigshot: g_hunting_commands: kill target]
[bigshot: wand_if_oom: false]
[bigshot: fried: 0]
[bigshot: hunting_prep_commands: prep 507, cast, prep 425, cast]
[bigshot]>stance defensive
>;big display
--- Lich: bigshot active.
[bigshot: Version: 2.000]
[bigshot: hunting_stance: off]
[bigshot: ammo_hide: false]
[bigshot: g_disable_commands: kill target]
[bigshot: oom: 20]
[bigshot: resting_room_id: 9400]
[bigshot: signs: 9903, 9904, 9907, 9908, 9913, 9912]
[bigshot: hunting_room_id: 7824]
[bigshot: use_wracking: false]
[bigshot: monitor_interaction: false]
[bigshot: rest_till_mana: 100]
[bigshot: hunting_commands: wait 30 and kill target]
[bigshot: targets: golem, troll, ogre]
[bigshot: hunting_boundaries: 7823]
[bigshot: rest_till_exp: 62]
[bigshot: disable_commands: kill target]
[bigshot: spam: true]
[bigshot: depart_switch: false]
[bigshot: dead_man_switch: false]
[bigshot: g_hunting_commands: kill target]
[bigshot: wand_if_oom: false]
[bigshot: fried: 100]
Smythe
06-20-2010, 04:03 PM
Great improvement! Two asks an' a bug fer ya.
1) Can ya put this in fer the ranged logic? Works better.
replace lines:
waitrt? until checkrt == 0
put 'ready ammo'
wit':
#waitrt? until checkrt == 0
until (checkright =~ /arrow/i)
fput 'ready ammo'
sleep 0.10
end
Might be wort' a bit o' trouble ta use a variable.
2) Can ya add to yer NPC protections? Replace line:
return false if target.noun.downcase == 'child'
wit'
return false if target.noun.downcase == 'traveller|scribe|merchant|dignitary|official|magi strate|child'
An' I noticed while runnin'
Obvious exits: out
>
[go2: travel time: 0:00:08]
--- Lich: go2 has exited.
| Error adding event to members stack. Removing!
--- Lich: shat-rester active.
--- Lich: bigshot paused.
An' from da tail:
>
| event: ATTACK
| skipping attack because it's stale
| event: ATTACK
| skipping attack because it's stale
| event: ATTACK
| skipping attack because it's stale
| event: ATTACK
| skipping attack because it's stale
| event: ATTACK
| skipping attack because it's stale
| event: ATTACK
| skipping attack because it's stale
| event: ATTACK
| skipping attack because it's stale
| event: ATTACK
| skipping attack because it's stale
| event: HUNTING_SCRIPTS_STOP
| event: RESTING_PREP_COMMANDS
Now, I don' mind da extra output. But it fails next hunt 'cause it removed da tail. Twice in a row.
Mebbe checkin' stack status an' clearin' before decidin' ta axe tail membership?
- Smythe
Did I tell ya dis is great stuff?!
Alorn15
06-20-2010, 05:57 PM
Ranged stuff should be a bit better... probably could still use some work though.
I'm not sure why it's failing to add events, but at least now it won't remove the member if it does. There may be an invalid event being created... in that case we'll see the real error now, which will be helpful.
As for the wait for swing stuff... Netam can you IM me so we can debug it? alexx1523
Bhaalizmo
06-20-2010, 06:03 PM
I had one successful MA hunt with the new version, but after it rested it took me back out and wouldn't swing at anything. Just ran around the huntin spot till I killed it, and restarted it. Same thing, no swinging. It's weird that the first hunt worked though.
Edit: Went back to town and restarted it from there with no settings changes. Hunting fine now. We'll see how it goes.
Alorn15
06-20-2010, 06:08 PM
Bhaalizmo: Feel free to IM me to talk directly. alexx1523
Alorn15
06-20-2010, 06:16 PM
I see the issue. New upload.
Bhaalizmo
06-20-2010, 06:30 PM
I see the issue. New upload.
Thank you sir. I'll be testing this in a new hunting spot in about 5 minutes, including the "always flee from" field.
Edit: So far so good. No problems. Muchos gracias.
Bhaalizmo
06-20-2010, 07:45 PM
I've never really tried to get the wands part working, but I'm trying now in my new hunting spot. I got this message.
--- Exception: undefined method `messsage' for #<Bigshot:0x4864df0>
bigshot:396:in `cmd_wand'
[bigshot]>stance defensive
You are now in a defensive stance.
I don't have an empty wands container set, I'd like to simply drop them. Is that an option, or do I need to set a container?
radamanthys
06-20-2010, 07:54 PM
I've never really tried to get the wands part working, but I'm trying now in my new hunting spot. I got this message.
--- Exception: undefined method `messsage' for #<Bigshot:0x4864df0>
bigshot:396:in `cmd_wand'
[bigshot]>stance defensive
You are now in a defensive stance.
I don't have an empty wands container set, I'd like to simply drop them. Is that an option, or do I need to set a container?
Wands doesn't really work too well for me, either. I'm sure it won't be much better in conflict with wracking, as well.
Alorn15
06-20-2010, 08:05 PM
Fixed 'messsage' and made it so that itll drop the wand if you don't specify a dead wand container.
Wands are something that I hope someone who actually uses them and can code will eventually tell me how the routine needs to be changed. This is because I don't myself use wands. Same with ranged.
Wracking is the same too, but it's a stretch to ask someone to rewrite that convoluted crap.
Bhaalizmo
06-20-2010, 08:14 PM
Fixed 'messsage' and made it so that itll drop the wand if you don't specify a dead wand container.
Thanks!
Wands are something that I hope someone who actually uses them and can code will eventually tell me how the routine needs to be changed. This is because I don't myself use wands. Same with ranged.
I'm willing to be that person (minus the whole can code part.) I'm testing it extensively right now.
Issues I'm facing.
1) what to put in the use this wand type field. Iron wand works. Iron, silver, gold doesn't. Nor does iron|silver|gold.
2) In my opinion it needs to be able to stow left (or right I suppose, although I don't know if people use wands right-handed) before attempting to grab a wand.
3) It needs to be able to open the default wand container before attempting to grab the wand.
Thanks for all your hard work!
Alorn15
06-20-2010, 08:26 PM
1. The way it works now is that you can specify a particular type of wand, or leave it blank and itll grab any wand from that container.
2. Hmm, the only thing about this is that stow/regrab will be executed every wave. Which is kindof lame...
3. This is a good point. Do you also want to close the container everytime though?
Smythe
06-20-2010, 08:30 PM
I'll look over ranged an' wands. Here's dat bug
J>
| event: DISPLAY_WATCH
--- Exception: undefined method `message' for main:Object
bigshot:1464:in `start_script'
[bigshot]>stance defensive
You are now in a defensive stance.
J>
--- Lich: bigshot has exited.
- Smythe
Bhaalizmo
06-20-2010, 08:43 PM
The way it works now is that you can specify a particular type of wand, or leave it blank and itll grab any wand from that container.
Some wands work better on certain targets than others. It would be handy if you could list the wands desired to be used in order of preference much like the critters to be attacked.
Hmm, the only thing about this is that stow/regrab will be executed every wave. Which is kindof lame...
This is a good point. Do you also want to close the container everytime though?
I don't mind about a stow/regrab everytime, unless it messes up the script or something. Yes, I would prefer that the containers be closed after every wand grab.
Alorn15
06-20-2010, 08:58 PM
Thanks Smythe. Try now.
Smythe
06-20-2010, 11:06 PM
Lookin' good, Alorn15! I'll let it run awhile an' see what happens. Found dis interestin' though.
Bigshot: Last Hunt: 10 min. 8.00 secs.
| Bigshot: Average Hunt: 10 min. 8.00 secs.
| Bigshot: Total Time Running: 13 min. 36.00 secs.
| Bigshot last rested because: encumbered.
| Bigshot isn't hunting because: followers still need rest.
>;p big
--- Lich: bigshot paused.
| Bigshot: Last Hunt: 10 min. 8.00 secs.
| Bigshot: Average Hunt: 10 min. 8.00 secs.
| Bigshot: Total Time Running: 14 min. 36.00 secs.
| Bigshot last rested because: encumbered.
| Bigshot isn't hunting because: followers still need rest.
Alorn15
06-21-2010, 12:01 AM
Huh.... so you pause it, but it just keeps running?
Added a FAQ. Let me know if there are other FAQ's that should added.
Bhaalizmo
06-21-2010, 12:15 AM
Something is still wonky in there. Hunt 1 went as planned, rest period over, it took me back out for hunt 2 and just ran around the place not swingin. I killed the script and restarted it, and it worked. I'll see how she goes.
Edit: oh wait, I think I might have caused it. Although it didn't previously break the head / tail link in bigshot to manually ;kill waggle or something, I think it does now. I killed waggle on the tail and got the error below. Bigshot failed on the tail, and therefore the head runs around not hunting. ;) I'll stop doing that.
J>;k waggle
--- Lich: waggle has exited.
[bigshot]>stance defensive
You are now in a defensive stance.
J>
| event: DISPLAY_WATCH
--- Exception: undefined method `message' for #<Object:0x684f9e4>
bigshot:1468:in `start_script'
[bigshot]>stance defensive
You are now in a defensive stance.
J>
Edit: I was wrong. It's not killing waggle that messed it up. I let it run for the first hunt fine, didn't touch anything and on the second trip out it just started running around without attacking. Restoring previous version of bigshot for tonite's scripting.
Boreus
06-21-2010, 08:34 AM
On the pause thing It's always done that and I prefer you don't change it, Bigshot is actually paused and when you get to the part where you are ready to hunt it will come up and say HUNT without going out. The when your ready you can just unpause and it heads out but with the messaging still running I know if I"m going to run out as soon as I unpause or not
Had another issue last night, got myself killed and I had the depart/rerun box checked but disconnected for Idle instead of restarting. Not sure if I'd had keepalive up if it would have worked or not.
DEAD>
The world before you dissolves into a grainy montage of color...
You find yourself wandering amidst endless streaming light and vast nothingness. This place feels torn between two powers, polar opposites vying for your loyalty. You are surrounded by the spirits of those who could not choose. The only way out seems to be through light or darkness.
Time has no meaning as you wander aimlessly amidst the uncomfortable tugging for your attention. Hopelessness washes over dreams you once held like the creeping tide of doom.
After what could be moments, or perhaps an eternity, the goddess Lorminstra finds you wandering in the endless space and speaks soothingly to you. She gently reassembles the pieces of your tattered soul and then, taking you by the hand, the goddess leads you back to mortality...
You feel drained!
[Temple, Altar]
The altar is plain, and bears only onyx bowls of smouldering incense and smoking paraffin. Draped behind it is a cloth banner, appliqued with an ancient mystical pattern. A legend is embroidered along the bottom. On the far side of the room at the end of an aisle, you see two pillars.
Obvious exits: out
P>
You feel less drained.
P>
You feel fully energetic again.
P>
You feel less drained.
P>
You feel less drained.
P>
You feel fully energetic again.
P>
You feel less drained.
P>
You feel fully energetic again.
P>
You feel fully energetic again.
P>
Bocha just arrived.
P>
Bocha just went out.
P>
You feel less drained.
You feel fully energetic again.
P>
You feel fully energetic again.
P>
YOU HAVE BEEN IDLE TOO LONG. PLEASE RESPOND.
Smythe
06-21-2010, 09:06 AM
Couple things. Love da script, appreciate da challenges of da stack management. Got a minor point, I hope.
First, though, agree wit' Boreus about da behavior. Always has done dat. I'd still suggest change, or mebbe FAQ entry. Biggest challenge it creates is da whiplash effect of catchin' up after bein' paused. Run all over creation!
Now, da stack. I suspect da stack gets stuffed quick, an' not managed beyond da 'stale' message'. Here's an output - right after finished restin' and headin' out ta hunt. From da tail, an' keep in mind da tail's already been drug out ta da hunt zone. 'Bout 10 seconds has passed.
J>
| event: HUNTING_PREP_COMMANDS
[bigshot]>remove my bow
You aren't wearing that.
J>
[bigshot]>get my bow
You already have that.
J>
| event: CAST_SIGNS
| event: HUNTING_SCRIPTS_START
| event: ATTACK
| skipping attack because it's stale
| event: ATTACK
| skipping attack because it's stale
| event: ATTACK
[bigshot]>stance offensive
You are now in an offensive stance.
- Smythe
Did I mention yet dat I *LOVE* dis friggin' script? Great design, good performance (moves suffer yet, but hey ...) Top notch!
Cyprion
06-21-2010, 09:53 AM
This is probably a stupid question, but for the resting script box, can you put multiple scripts in there or only 1? For example townsmith, sloot sell, go2 town. Or would I need to create a basic script to run them back to back and just put that 1 script in the box in bigshot?
Boreus
06-21-2010, 10:03 AM
You can put as many as you want
Alorn15
06-21-2010, 10:06 AM
Bhaalizmo - That last error should be fixed in the version I uploaded last night.
Boreus
06-21-2010, 10:15 AM
Hey Alorn now that your starting to feel your getting somewhere I have a NEW request to keep you up at night ;)
Actually don't think it will be that hard to add but it's the one thing I still miss from Starscream. Could you add an attack routine for multible critters? The way he did it in starscream was to have two extra boxes in the attack routines, one was something like Use multi-critter attack routine if critter count higher >= ? and then another attack routine box caled multi critter attack So I could have my attack be 903 target and then in the multi critter have 518(m18), 903 target
Smythe
06-21-2010, 10:20 AM
A bit more on da stack issue:
[bigshot]>look
[Upper Trollfang, Sentoph]
You notice a wooden arrow, a wooden arrow, a wooden arrow, a wooden arrow, a grey orc, a wooden arrow, a wooden arrow, a wooden arrow, a wooden arrow, a wooden arrow, a wooden arrow, a wooden arrow, a wooden arrow, a wooden arrow, a wooden arrow and a wooden arrow.
Also here: Huntsman1
Obvious paths: east, northwest
J>
A grey orc finishes the phrase and thrusts a scabby claw towards you!
A grey orc hurls a stream of fire at you!
By amazing chance, you evade the bolt!
J>
| event: DISPLAY_WATCH
| Bigshot last rested because: fried.
| Bigshot isn't hunting because: mana still below threshold.
A grey orc swings a short sword at you!
You evade the attack by inches!
J>
Huntsman1 removes a single wooden arrow from a bundle of wooden arrows.
J>
Huntsman1 nocks a wooden arrow in his ruic long bow.
Huntsman1 fires a wooden arrow at a grey orc!
AS: +140 vs DS: +74 with AvD: +33 + d100 roll: +8 = +107
... and hits for 2 points of damage!
Thrust glances off the grey orc's knee.
Glancing shot. The wooden arrow flips over, landing behind a grey orc.
J>
Huntsman1 removes a single wooden arrow from a bundle of wooden arrows.
J>
Huntsman1 nocks a wooden arrow in his ruic long bow.
Huntsman1 fires a wooden arrow at a grey orc!
AS: +140 vs DS: +74 with AvD: +33 + d100 roll: +6 = +105
... and hits for 2 points of damage!
Strikes a fingernail.
Bet he'll lose it now.
Glancing shot. The wooden arrow flips over, landing behind a grey orc.
J>
A grey orc utters a harsh phrase of magic.
J>
Huntsman1 removes a single wooden arrow from a bundle of wooden arrows.
J>
Huntsman1 nocks a wooden arrow in his ruic long bow.
Huntsman1 fires a wooden arrow at a grey orc!
AS: +140 vs DS: +79 with AvD: +33 + d100 roll: +52 = +146
... and hits for 24 points of damage!
Strike pierces thigh!
The grey orc is knocked to the ground!
Glancing shot. The wooden arrow flips over, landing behind a grey orc.
J>
A grey orc finishes the phrase and thrusts a scabby claw towards you!
A grey orc hurls a stream of fire at you!
AS: +60 vs DS: +219 with AvD: +37 + d100 roll: +4 = -118
A clean miss.
J>
Huntsman1 removes a single wooden arrow from a bundle of wooden arrows.
J>
Huntsman1 nocks a wooden arrow in his ruic long bow.
Huntsman1 fires a wooden arrow at a grey orc!
AS: +140 vs DS: +18 with AvD: +33 + d100 roll: +58 = +213
... and hits for 67 points of damage!
Strong strike, punctures lung!
A grey orc gazes upward one last time and dies.
The wooden arrow sticks in a grey orc's chest!
J>
Huntsman1 searches a grey orc.
A grey orc's body glows momentarily and then disappears.
J>
Huntsman1 picks up a golden topaz.
J>
Huntsman1 put a golden topaz in his forest green backpack.
J>
Huntsman1's group just went northwest.
[Upper Trollfang, Sentoph]
You notice a wooden arrow, a wooden arrow, a wooden arrow, a wooden arrow, a wooden arrow, a wooden arrow, a wooden arrow, a wooden arrow, a wooden arrow, a wooden arrow, a wooden arrow and a wooden arrow.
Also here: Huntsman1
Obvious paths: north, southeast
J>
Huntsman1's group just went north.
[Upper Trollfang, Sentoph]
You notice a grey orc, a wooden arrow, a wooden arrow, a wooden arrow, a wooden arrow, a wooden arrow, a wooden arrow and a wooden arrow.
Also here: Huntsman1
Obvious paths: northeast, south
J>
Huntsman1 removes a single wooden arrow from a bundle of wooden arrows.
J>
Huntsman1 nocks a wooden arrow in his ruic long bow.
Huntsman1 fires a wooden arrow at a grey orc!
AS: +140 vs DS: +84 with AvD: +33 + d100 roll: +40 = +129
... and hits for 17 points of damage!
Nice shot to the head gouges the grey orc's cheek!
The grey orc is stunned!
Bad angle. The wooden arrow fails to stick in a grey orc.
J>
Huntsman1 removes a single wooden arrow from a bundle of wooden arrows.
J>
Huntsman1 nocks a wooden arrow in his ruic long bow.
Huntsman1 fires a wooden arrow at a grey orc!
AS: +140 vs DS: +54 with AvD: +33 + d100 roll: +100 = +219
... and hits for 59 points of damage!
Strike to abdomen punctures stomach!
The wooden arrow sticks in a grey orc's abdomen!
J>
Huntsman1 removes a single wooden arrow from a bundle of wooden arrows.
J>
Huntsman1 nocks a wooden arrow in his ruic long bow.
Huntsman1 fires a wooden arrow at a grey orc!
AS: +140 vs DS: +70 with AvD: +33 + d100 roll: +72 = +175
... and hits for 39 points of damage!
Strike connects with shoulder blade!
The grey orc is stunned!
The wooden arrow sticks in a grey orc's back!
J>
Huntsman1 removes a single wooden arrow from a bundle of wooden arrows.
J>
Huntsman1 nocks a wooden arrow in his ruic long bow.
Huntsman1 fires a wooden arrow at a grey orc!
AS: +140 vs DS: +49 with AvD: +33 + d100 roll: +99 = +223
... and hits for 65 points of damage!
Strike to left arm shatters elbow and severs forearm!
The orc screams and grasps at his mangled left arm as his wooden shield falls to the ground.
A grey orc gazes upward one last time and dies.
The wooden arrow sticks in a grey orc's left arm!
J>
Huntsman1 searches a grey orc.
A grey orc's body glows momentarily and then disappears.
J>
Huntsman1 picks up an aquamarine gem.
J>
Huntsman1 put an aquamarine gem in his forest green backpack.
J>
Huntsman1's group just went northeast.
[Upper Trollfang, Sentoph]
You notice a wooden arrow, a wooden arrow, a wooden arrow, a wooden arrow, a wooden arrow, a wooden arrow and a wooden arrow.
Also here: Huntsman1
Obvious paths: southeast, southwest
J>
Huntsman1's group just went southeast.
[Upper Trollfang, Sentoph]
You notice a grey orc, a wooden arrow, a wooden arrow and a wooden arrow.
Also here: Huntsman1
Obvious paths: south, northwest
J>
Huntsman1 removes a single wooden arrow from a bundle of wooden arrows.
J>
Huntsman1 nocks a wooden arrow in his ruic long bow.
Huntsman1 fires a wooden arrow at a grey orc!
AS: +140 vs DS: +83 with AvD: +33 + d100 roll: +19 = +109
... and hits for 3 points of damage!
Tap to the arm pricks some interest but not much else.
The wooden arrow is deflected to one side, sailing to the ground.
J>
A grey orc utters a harsh phrase of magic.
J>
Huntsman1 removes a single wooden arrow from a bundle of wooden arrows.
J>
Huntsman1 nocks a wooden arrow in his ruic long bow.
Huntsman1 fires a wooden arrow at a grey orc!
AS: +140 vs DS: +71 with AvD: +33 + d100 roll: +37 = +139
... and hits for 18 points of damage!
Minor puncture to the abdomen.
Glancing shot. The wooden arrow flips over, landing behind a grey orc.
J>
A grey orc finishes the phrase and thrusts a scabby claw towards you!
A grey orc hurls a stream of fire at you!
You barely dodge the bolt!
J>
Huntsman1 removes a single wooden arrow from a bundle of wooden arrows.
J>
Huntsman1 nocks a wooden arrow in his ruic long bow.
Huntsman1 fires a wooden arrow at a grey orc!
AS: +140 vs DS: +65 with AvD: +33 + d100 roll: +48 = +156
... and hits for 27 points of damage!
Strike pierces thigh!
The grey orc is knocked to the ground!
Glancing shot. The wooden arrow flips over, landing behind a grey orc.
J>l
[Upper Trollfang, Sentoph]
You notice a wooden arrow, a wooden arrow, a wooden arrow, a grey orc (prone), a wooden arrow, a wooden arrow and a wooden arrow.
Also here: Huntsman1
Obvious paths: south, northwest
J>
A grey orc stands up with a grunt.
J>
| event: HUNTING_PREP_COMMANDS
[bigshot]>remove my bow
You aren't wearing that.
J>
[bigshot]>get my bow
You already have that.
J>
| event: CAST_SIGNS
| event: HUNTING_SCRIPTS_START
| event: ATTACK
| skipping attack because it's stale
| event: ATTACK
| skipping attack because it's stale
Huntsman1 removes a single wooden arrow from a bundle of wooden arrows.
J>
| event: ATTACK
| skipping attack because it's stale
Huntsman1 nocks a wooden arrow in his ruic long bow.
Huntsman1 fires a wooden arrow at a grey orc!
AS: +140 vs DS: +64 with AvD: +33 + d100 roll: +23 = +132
... and hits for 15 points of damage!
Minor puncture to the left leg.
Lacking the force and angle to lodge in a grey orc, the wooden arrow simply falls.
J>
| event: ATTACK
| skipping attack because it's stale
| event: ATTACK
| skipping attack because it's stale
| event: ATTACK
| skipping attack because it's stale
| event: ATTACK
| skipping attack because it's stale
| event: ATTACK
| skipping attack because it's stale
| event: ATTACK
| skipping attack because it's stale
| event: ATTACK
| skipping attack because it's stale
| event: ATTACK
| skipping attack because it's stale
| event: ATTACK
| skipping attack because it's stale
| event: ATTACK
| skipping attack because it's stale
| event: ATTACK
| skipping attack because it's stale
| event: ATTACK
At dis point, catches up and attacks per norm.
- Smythe
Liagala
06-21-2010, 10:35 AM
Is there a spirit/stamina version of the (m#) stuff people can use for spells? I know if I want to cast 902, I can put 902(m2) to check for mana. If I want to use Sign of Swords, can I put 9912(s8) or something?
pabstblueribbon
06-21-2010, 10:39 AM
You could just use keepsigns.lic
Though if you're low level is hard to keep swords and shields up all the time I guess.
Alorn15
06-21-2010, 10:46 AM
1. Depart/rerun should now keep itself alive.
2. Smythe - Fixed something. May fix your issue. I think it will.
3. Liagala - Not at the moment. That will stamina check. If you include the sign ID's in keep these signs/etc. active it will do so and not spirit death you, but it won't keep you above the threshold of stat loss. I think you want an external script.
4. Boreus - Ya, I can do that at some point.
Also, if you're a bard that has successfully scripted 1030 mid-game, please PM me. I think I need to add more commands to bigshot to do it.
Liagala
06-21-2010, 10:48 AM
You could just use keepsigns.lic
Though if you're low level is hard to keep swords and shields up all the time I guess.
Yeah. This one is pretty low level, and has low spirit. I could pick up a couple more ranks of Harness for striking/smiting if I needed to, but any more than 1 point of spirit loss starts dropping my AS.
Smythe
06-21-2010, 10:57 AM
Have ya tried it? Da routine seems ta check ta be sure der's mana fer da cast.
def cast_signs()
@SIGNS.each do |i|
i = i.to_i
next if i == 9918
sign = Spell[i]
if( !sign.active? && sign.affordable? )
if( [9601,9602,9603,9605].include?(i) )
next if eval(sign.staminaCost) >= checkstamina # redundant
fput "cman cmove" if i == 9601
fput "cman focus" if i == 9602
fput "cman smastery" if i == 9603 && !Spell[9604].active?
fput "cman surge" if i == 9605 && !Spell[9606].active?
elsif( i == 9805 )
2.times { sign.cast }
else
while(1)
result = sign.cast
break if result !~ /Spell Hindrance/ || !sign.affordable?
end
end
end
end
end
- Smythe
Some Rogue
06-21-2010, 11:10 AM
Arrrrr, ye be walkin the plank matey.
That's about all I got out of that.
Tillmen
06-21-2010, 12:27 PM
Wands are something that I hope someone who actually uses them and can code will eventually tell me how the routine needs to be changed. This is because I don't myself use wands. Same with ranged.
I had to add using wands to my script yesterday to be able to get fried, but I'm not sure what you need. Here's the code that fits into my script. I'm quite sure it won't copy and paste into bigshot, but maybe it'll help.
use_wand = proc { |target|
if GameObj.right_hand.noun == 'wand'
fput 'stance offensive'
result = dothistimeout "wave ##{GameObj.right_hand.id} at ##{target.id}", 3, /You wave your|^You do not see that here\.$/
put 'stance guarded'
unless (get =~ /^\s+1d100\: \-?[0-9]+ \+ Modifiers\: \-?[0-9]+ == \-?[0-9]+$/) or (result == 'You do not see that here.')
fput 'drop my wand'
end
else
fput 'stow right'
end
}
And the bit for getting a wand out and putting it away when I get mana again:
waitcastrt?
if spell.affordable?
fput 'stow right' if checkright
spell.cast(target)
elsif (percentmind < 100) and npc_info[target.name][:wands].any? { |w| "#{w} wand" =~ /#{GameObj.right_hand.name}$/ }
use_wand.call(target)
elsif (percentmind < 100) and (wand = lootsack.contents.find { |w| npc_info[target.name][:wands].any? { |o| w.name == "#{o} wand" } })
fput 'stow right' if checkright
dothistimeout "get ##{wand.id}", 3, /^You remove/
use_wand.call(target)
else
...
A couple problems I see with using this code.. It drops the wands instead of putting them in container, which isn't a problem for me because my loot script won't pick them up. Also, I hunt with an empty right hand, so it's a good idea for me to stow anything, wand or weapon or random loot, when I have mana.
cizzymac
06-21-2010, 12:33 PM
Using v2.0 now. Any specific reason as to why the swing timeout function was removed for stance dancing? Or is it hidden somewhere I cannot see in the GUI?
ThatDamnTep
06-21-2010, 12:57 PM
Using v2.0 now. Any specific reason as to why the swing timeout function was removed for stance dancing? Or is it hidden somewhere I cannot see in the GUI?
It's integrated in with the attack routine now. So if you wanted to be super paranoid on a wait for swing you would do "wait 30 and kill target". If you wanted to be less paranoid you'd pick some option less than 30.
Tep
cizzymac
06-21-2010, 01:24 PM
It's integrated in with the attack routine now. So if you wanted to be super paranoid on a wait for swing you would do "wait 30 and kill target". If you wanted to be less paranoid you'd pick some option less than 30.
Tep
Groovy. I will be paranoid then, since when I ran it after updating it immediately stanced and swung. Thanks for the tip.
Bhaalizmo
06-21-2010, 02:16 PM
Working good today after the latest update. Several hunts into it.
Alorn15
06-21-2010, 03:09 PM
Here's what was happening:
The tails errored out because message() wasn't being called properly. Unfortunately, when a tail errors out it disappears off Bigshot's radar, but doesn't actually leave the group. So they get dragged around the hunting ground, and the leader never attacks because he thinks he's poaching. Cause there's some dude there.
So the bug is that tails don't leave group and run to town upon a fatal error.
Bhaalizmo
06-21-2010, 03:37 PM
Maybe you could include a setting in the bigshot gui where you specify the name(s) of the group members? I dunno, just theorizing a way to prevent it from thinking it's poaching from someone.
I've noticed when the tail gets broken I can't just rejoin the head and start up the tail again. I have to kill the head and restart tail, then head. Being able to re-add the tail on the fly would be handy and might help with this issue described above.
Alorn15
06-21-2010, 03:45 PM
The problem is the tail needs the uri address that is displayed when you first start the head (Bigshot rallying at blahblah). Obviously the head can't just continually display that... but maybe a few times a hunt or something?
Bhaalizmo
06-21-2010, 03:53 PM
Maybe anytime you start bigshot tail it could poll the group leader for that info?
Alorn15
06-21-2010, 04:31 PM
What about...
When you start the head it works exactly the same as it does now. E.g. spams the address 5 times.
But it also starts a Watchfor, and if anyone joins your group then it'll display the address again? I'm wondering if Watchfor's will still activate if the parent script is paused. Because you probably want to pause bigshot on the head so he'll stop moving around.
Bhaalizmo
06-21-2010, 04:33 PM
That would be the bomb, and you sir would rock even more than you already do.
Smythe
06-21-2010, 04:52 PM
Put watchfor inta yer message stack. We know dat doesn't pause.
- Smythe
JohnDoe
06-21-2010, 05:13 PM
Testing out the new bigshot.lic. When I use the new wait method "wait 30 and kill target", it seems to be jumping the gun quite often and swinging as soon as I walk in the room. Is that the right syntax? Once I swing and the creature I'm hunting swings, if I don't stun the creature (make it prone), then the wait time kicks in as it should.
One additional comment - I'm using surge in the CMANs in the hunting tab. Was using it with the old bigshot.lic, but in this version, I'm constantly *POP*ing muscles. Any ideas?
And one more comment - in the previous version of bigshot.lic, I was having a hard time designating the creatures I did want to attack. For instance, if I was hunting cave trolls and they were in an area that also had war trolls and I don't want to swing at the war trolls. I tried using "cave troll" as a valid target, but that caused bigshot to just pass them by when walking the hunting area.
Alorn15
06-21-2010, 06:53 PM
JohnDoe: Are you hunting a creature that sometimes leaves the room immediately after it swings? I'm looking at a bug right now where bigshot will find another creature, then attack immediately when this happens. Your routine looks fine.
As far as the surge goes... that's odd. I don't think anything has changed there. Is this in MA mode? Paste your settings please.
Unfortunately there's no way to distinguish between cave troll and hill troll at the moment. I think starscream does, however.
Boreus
06-21-2010, 06:55 PM
And if you look into doing that and your going to be looking into the nouns for attack could you look into this too? Way back when Bigshot was Optimus, Megatron and Starscream if I was hunting grimswarm I could just put Orc troll giant and it would go after all the different types of grimswarm. Since it became bigshot yo have to put wizard, warrior, ranger, hunter etc. It's quite a long list. Only good thing is that you can put them in order and have it go after casters first. So I don't kknow maybe have it able to recognize both and if I want to just kill them all or if I want to specify which come first I can. But I know it does the same thing to people who hunt like Shaelfe and gnolls now
Smythe
06-21-2010, 06:56 PM
Minor suggestion: clear da event stack when ya go to HUNTING status? Whatever's on da stack at that point is stale. But it is takin' time ta clear.
>> Prolly wouldn' hurt ta do it when a target expires, too.
- Smythe
JohnDoe
06-21-2010, 07:40 PM
JohnDoe: Are you hunting a creature that sometimes leaves the room immediately after it swings? I'm looking at a bug right now where bigshot will find another creature, then attack immediately when this happens. Your routine looks fine.
As far as the surge goes... that's odd. I don't think anything has changed there. Is this in MA mode? Paste your settings please.
Unfortunately there's no way to distinguish between cave troll and hill troll at the moment. I think starscream does, however.
I was hunting cyclops (VERY slow) when bigshot wasn't waiting. Only 1 in the room, attacked upon entry - this can be bad (obviously) if you're in offensive. Not in MA mode, solo hunting. Settings below
bigshot: Version: 2.000]
[bigshot: flee_count: 1]
[bigshot: hunting_stance: offensive]
[bigshot: ammo_hide: false]
[bigshot: resting_scripts: pauserest]
[bigshot: always_flee_from: giant, titan, crone]
[bigshot: wounded_eval: bleeding? || percenthealth <= 70]
[bigshot: oom: 1]
[bigshot: loot_script: sloot]
[bigshot: resting_commands: set description on]
[bigshot: resting_room_id: 228]
[bigshot: signs: 9605, 9705]
[bigshot: invalid_targets: kobold, goblin]
[bigshot: hunting_room_id: 2569]
[bigshot: use_wracking: false]
[bigshot: monitor_interaction: false]
[bigshot: rest_till_mana: 1]
[bigshot: hunting_commands: wait 30 and kill target]
[bigshot: targets: zombie, warrior, golem, warcat, orc, shambler, reiver, chieftain, troll, cyclops]
[bigshot: hunting_boundaries: 2570, 2558, 5363, 12569, 2008, 2007, 2009, 2010, 12570, 1997, 2011, 2022, 8071, 1213, 6418, 6416, 6784, 7823, 7905, 8093, 4116, 473, 7774, 1208, 3562, 4121, 7905, 8440, 8461, 8450, 4337, 4304, 8180, 6888, 520, 501, 481, 7601, 7603, 7694, 7703, 7706, 14969, 4216, 4252, 4202, 4278, 7964, 7966, 6263, 6108, 433, 6691, 4302, 4339, 4301, 4268, 8187, 7996, 3608, 7993, 6763, 6780]
[bigshot: rest_till_exp: 89]
[bigshot: wait_for_swing: 30]
[bigshot: spam: true]
[bigshot: depart_switch: false]
[bigshot: dead_man_switch: true]
[bigshot: wand_if_oom: false]
[bigshot: encumbered: 20]
[bigshot: fried: 100]
[bigshot: hunting_prep_commands: disband, group close, set description off, stow all, ready weapon]
JohnDoe
06-21-2010, 08:31 PM
Think I figured out the pattern - it waits like it should until...my disk arrives. As soon as my disk enters the room bigshot moves my character into attack stance and attacks.
Alorn15
06-21-2010, 09:06 PM
JohnDoe -
Can you run the following script and copy/paste the message for your disk arriving, and the cyclops swinging?
;e status_tags; loop { echo get }
It's gonna get REALLY spammy. To kill it type ;kill all
JohnDoe
06-21-2010, 09:11 PM
JohnDoe -
Can you run the following script and copy/paste the message for your disk arriving, and the cyclops swinging?
;e status_tags; loop { echo get }
It's gonna get REALLY spammy. To kill it type ;kill all
Here's a clip of me and a mountain troll. You'll see that I swing as soon as the disk arrives. Not near cyclops anymore. And unfortunately, this troll didn't get a chance to swing.
ou notice a mountain troll, some brigandine armor and a southwest passage.
Obvious exits: none
>;e status_tags; loop { echo get }
--- Lich: exec1 active.
Your disk arrives, following you dutifully.
>
[exec1: <component id='room objs'>You notice the <a exist="8159055" noun="disk">Father disk</a>,<b> <pushBold/>a <a exist="8189656" noun="troll">mountain troll</a><popBold/></b>, <a exist="8134934" noun="armor">some brigandine armor</a> and a <a exist="-1581" noun="passage">southwest passage</a>.</component>]
[exec1: Your <a exist="8159055" noun="disk">disk</a> arrives, following you dutifully.]
[exec1: <prompt time="1277168942">></prompt>]
[exec1: <stream id="thoughts">[LNet]-Morphion: "Cuz that stuff is rich"</stream>]
[bigshot]>stance offensive
You are now in an offensive stance.
>
[exec1: <dialogData id='combat'><dropDownBox id='dDBStance' value="offensive" cmd='_stance %dDBStance%' content_text='offensive,advance,forward,neutral,gu arded,defensive' content_value='offensive,advance,forward,neutral,g uarded,defensive' align='n' top='70' left='0' anchor_left='cmdDefStance' anchor_right='cmdOffStance' height='20' width='80' tooltip='Stance Selection'/></dialogData>]
[exec1: <dialogData id='combat'><progressBar id='pbarStance' value='0' text='offensive (0%)' top='51' width='130' height='16' left='0' align='n' tooltip='Percent of stance contributing to defense'/></dialogData>]
[exec1: <dialogData id='stance'><progressBar id='pbarStance' value='0' text='offensive (0%)' top='5' left='-5' height='16' width='160' align='n' tooltip='Percent of stance contributing to defense'/></dialogData>You are now in an offensive stance.]
[exec1: <prompt time="1277168942">></prompt>]
[bigshot]>kill #8189656
You swing a sleek steel claidhmore at a mountain troll!
AS: +256 vs DS: +73 with AvD: +28 + d100 roll: +63 = +274
... and hit for 165 points of damage!
Incredible smash to what used to be a stomach!
[You have earned 10 recognition points.]
The mountain troll falls to the ground and dies.
The deep blue glow leaves a mountain troll.
Roundtime: 5 sec.
R>
[exec1: <dialogData id='encum'><progressBar id='encumlevel' value='0' text='None' top='5' left='-5' align='n' width='160' height='15'/><label id='encumblurb' value='You are not encumbered enough to notice.' top='10' left='0' align='n' width='160' height='50' justify='0' anchor_top='encumlevel'/></dialogData><roundTime value='1277168947'/><component id='room objs'>You notice the <a exist="8159055" noun="disk">Father disk</a>,<b> <pushBold/>a <a exist="8189656" noun="troll">mountain troll</a><popBold/></b> (dead), <a exist="8134934" noun="armor">some brigandine armor</a> and a <a exist="-1581" noun="passage">southwest passage</a>.</component>]
[bigshot]>stance defensive
[exec1: <component id='room players'></component>]
[exec1: <dialogData id='combat'><cmdButton id='cmdTarget' value='target' cmd='target random' tooltip='Select a Random Target' height='20' width='55' top='93' left='0' align='nw'/><cmdButton id='cmdAttack' value='attack' cmd='attack' height='20' width='50' left='0' top='93' tooltip='Attack Current Target' align='ne'/></dialogData>]
[exec1: <dialogData id='combat'><dropDownBox id='dDBTarget' value="mountain troll" cmd="target %dDBTarget%" tooltip='Select Target' content_text="mountain troll" content_value="#8189656" anchor_left='cmdTarget' anchor_right='cmdAttack' height='20' width='80' top='93' left='0' align='n'/></dialogData>]
[exec1: You swing a sleek steel claidhmore at <pushBold/>a <a exist="8189656" noun="troll">mountain troll</a><popBold/>!]
[exec1: AS: +256 vs DS: +73 with AvD: +28 + d100 roll: +63 = +274]
[exec1: ... and hit for 165 points of damage!]
[exec1: Incredible smash to what used to be a stomach!]
[exec1: [You have earned 10 recognition points.]]
[exec1: <streamWindow id='society' title='Society Tasks' scroll='manual' resident='true' ifClosed='' location='right'/>]
[exec1: <clearStream id='society'/><pushStream id='society'/>]
[exec1: You currently have 6985 out of 10000 recognition points needed to reach your next rank.]
[exec1: ]
[exec1: It is your duty to oppose the Grimswarm and their allies at every opportunity.]
[exec1: <popStream id='society'/>]
[exec1: The <pushBold/><a exist="8189656" noun="troll">mountain troll</a><popBold/> falls to the ground and dies.]
[exec1: The deep blue glow leaves <pushBold/>a <a exist="8189656" noun="troll">mountain troll</a><popBold/>.]
[exec1: Roundtime: 5 sec.]
[exec1: <prompt time="1277168942">R></prompt>]
...wait 5 seconds.
R>
[exec1: ...wait 5 seconds.]
[exec1: <prompt time="1277168942">R></prompt>]
[bigshot]>stance defensive
...wait 1 seconds.
R>
[bigshot]>stance defensive
[exec1: ...wait 1 seconds.]
[exec1: <prompt time="1277168946">R></prompt>]
...wait 1 seconds.
R>
[bigshot]>stance defensive
[exec1: ...wait 1 seconds.]
[exec1: <prompt time="1277168946">R></prompt>]
You are now in a defensive stance.
>
[exec1: <dialogData id='combat'><dropDownBox id='dDBStance' value="defensive" cmd='_stance %dDBStance%' content_text='offensive,advance,forward,neutral,gu arded,defensive' content_value='offensive,advance,forward,neutral,g uarded,defensive' align='n' top='70' left='0' anchor_left='cmdDefStance' anchor_right='cmdOffStance' height='20' width='80' tooltip='Stance Selection'/></dialogData>]
[exec1: <dialogData id='combat'><progressBar id='pbarStance' value='100' text='defensive (100%)' top='51' width='130' height='16' left='0' align='n' tooltip='Percent of stance contributing to defense'/></dialogData>]
[exec1: <dialogData id='stance'><progressBar id='pbarStance' value='100' text='defensive (100%)' top='5' left='-5' height='16' width='160' align='n' tooltip='Percent of stance contributing to defense'/></dialogData>You are now in a defensive stance.]
[exec1: <prompt time="1277168947">></prompt>]
[sloot]>loot #8189656
You search the mountain troll.
He had some brigandine armor, a leather helm, a flail.
He had 76 silvers on him.
You gather the remaining 76 coins.
He had nothing else of value.
A mountain troll decays into compost.
Alorn15
06-21-2010, 09:29 PM
Got it. Thanks. Will upload later.
EDIT: Uploaded. Smythe, your issue should be fixed too. I hope. JohnDoe - Still having the issue with cman surge?
JohnDoe
06-21-2010, 10:01 PM
Awesome, thanks Alorn.
Don't think it's a CMAN SURGE issue - like you said, it hasn't changed and I had been using it previously. The difference now is I'm also using SIGIL OF MINOR BANE. Sometimes this ends up using up too much stamina and I *POP*. Are the GoS sigils monitoring the amt of stamina before casting?
Alorn15
06-21-2010, 10:10 PM
They should be, unless something has broken in lich....
Basically Bigshot is just doing Spell[9705].cast if Spell[9705].affordable?
Spells-list.xml.txt looks correct to me. 3 mana 3 stamina for sigil of minor bane.
Also, just uploaded a new version with the ranged routine rewritten, courtesy of SpiffyJr.
JohnDoe
06-21-2010, 10:33 PM
Maybe my spells-list was out of date or something, hrm, I'll watch it closely.
Using the new version - disk doesn't seem to be triggering an attack. Thanks a bunch Alorn.
JohnDoe
06-21-2010, 11:39 PM
I posted a few days ago about trolls "pounding" their fist at me. Seems like that was fixed. Now a cyclops is pounding his foot at me and bigshot doesn't seem to recognize that as an attach.
One other observation, bigshot doesn't seem to register an attack from a target (when you're doing a "wait" for them to swing first) if that attack is on someone else. Have had a few people walk through my room, the target swings at them, and I don't go into attack mode.
A cyclops stomps at you with its foot!
You evade the attack by inches!
>
A cyclops stomps at you with its foot!
AS: +194 vs DS: +277 with AvD: +42 + d100 roll: +47 = +6
A clean miss.
>
Your heightened awareness of your foes fades away.
>
[bigshot]>sigil of minor bane
As you concentrate on your sigil, you become slightly more aware of your foes and the weakest spots in their defenses.
>
[ Sigil of Minor Bane: +0:01:00, 0:01:00 remaining. ]
Matt just arrived.
>
Matt just went east.
>
A cyclops stomps at you with its foot!
AS: +194 vs DS: +277 with AvD: +42 + d100 roll: +57 = +16
A clean miss.
SpiffyJr
06-21-2010, 11:54 PM
Also, just uploaded a new version with the ranged routine rewritten, courtesy of SpiffyJr.
You give me more credit than is due. I merely tweaked a few things.
Smythe
06-22-2010, 12:25 AM
haven' tried Spiffy's yet. I'm a havin' too much fun wit' yer latest, Alorn15.
Lookin' good so far! Le's see if it makes it thru da night.
FYI -- anyone runnin' inta problems, one o' da first questions ta ask is: are ya using Stormfront? Runnin' head on SF an' tail on Wiz ain' too bad. Runnin' both on Wiz screams. Too fast, sometimes. Runnin' bot' on SF, tho ... too much XML processin' goin' on; ain' even worth AR's spit. Didn' jump out until I started lookin' over tags an' watchin' da spam. Ick.
Will check in tomorrow, but good so far! Donations still ta Tilly?
- Smythe
Alorn15
06-22-2010, 12:36 AM
Donations still ta Tilly?
Yup.
subzero
06-22-2010, 01:56 AM
Was running 2.0 last night. Seems to be working pretty well with the exception of two things. The first has been mentioned already; tail characters being taken out into the hunting area properly, but the tail sometimes still says it's below mana/mind thresholds. Sometimes it fires up before the character is killed, sometimes not :) The other one is that the head character still doesn't wait for all the group members when it decides to rest. I think slowing down the "time to run to town and rest" process might help a bit. Seems to occur between the time it takes the head to decide to rest and another critter entering the room, causing the tail characters to attack. If they're in RT they get left behind.
Just started up 2.002 before heading here, so we'll see how it goes.
Boreus
06-22-2010, 08:10 AM
OK got Disconnected last night for this on one character, no idea what this is
| Bigshot hunting
[bigshot]>gird
You remove a vultite longsword from in your leather sheath.
You sling a vultite greatshield off from over your shoulder.
>
[bigshot]>sigil of minor bane
As you concentrate on your sigil, you become slightly more aware of your foes and the weakest spots in their defenses.
>
[ Sigil of Minor Bane: +0:01:00, 0:01:00 remaining. ]
[bigshot]>sigil of defense
A shimmering aura surrounds you.
>
[ Sigil of Defense: +0:05:00, 0:05:00 remaining. ]
[bigshot]>sigil of offense
A faint blue glow surrounds your hands, subtly guiding your movements.
>
[ Sigil of Offense: +0:05:00, 0:05:00 remaining. ]
[bigshot]>sigil of minor protection
As you concentrate on your sigil, you become slightly more aware of weak spots in your defenses.
>
[ Sigil of Minor Protection: +0:01:00, 0:01:00 remaining. ]
[bigshot]>stance defensive
Erasmus just arrived.
>
[bigshot]>stance defensive
[bigshot]>stance defensive
>
Erasmus gestures while calling upon the lesser spirits for aid...
>
[bigshot]>stance defensive
Erasmus gestures.
A deep blue glow surrounds Erasmus.
>
Erasmus gestures while calling upon the lesser spirits for aid...
>
Erasmus gestures.
Erasmus suddenly looks more powerful.
>
[bigshot]>stance defensive
--- error: server_thread: Invalid argument
--- Lich: trollhear has exited.
--- Lich: sorter has exited.
[bigshot]>stance defensive
--- Lich: disable_sf_inv_box has exited.
--- Lich: uberbar has exited.
--- Lich: sigils has exited.
--- Lich: Settings: cannot identify calling script
--- Lich: crosscharcom has exited.
--- Lich: uberspells has exited.
[bigshot: --- error in dying code block: An existing connection was forcibly closed by the remote host.]
--- Lich: lnet has exited.
--- Lich: bigshot has exited.
--- Lich: infomon has exited.
--- Lich: narost has exited.
And then got disconnected from my other character when he died for being Idle again, only this time it said I was idle before I even departed and I'd been active right up to the moment I got Critted. This one seems like a Simu problem I'm fairly sure I have the advanced seetings set to wait as long as possible before idle and not to disconnect when dead I'll double check when I log back in.
Alorn15
06-22-2010, 10:33 AM
Subzero - Please let me know if that works better for you.
Boreus - Tillmen can explain this problem better than I can. I'll ask him to look at this thread.
JohnDoe
06-22-2010, 03:20 PM
Unfortunately there's no way to distinguish between cave troll and hill troll at the moment. I think starscream does, however.
Curious if this is a difficult change? I checked out the bigshot code (targets hash) and it seems like it might be a minor modification to that section of the script. Still not 100% when it comes to Ruby, so going to take some more research on my part to confirm that.
Alorn15
06-22-2010, 03:53 PM
It looks like a decent chunk of work, unfortunately.
Boreus
06-22-2010, 06:49 PM
OK Was running Bigshot MA and it was working fine went out for a minute and came back and it was running past everything. I didn't get an error on either Head or tail just stopped stopping for critters. Hers the logs from both from the last one it killed to the first one it skipped
You search the mountain ogre.
It had a cudgel, some full leather.
It didn't carry any silver.
It had nothing of interest.
A mountain ogre decays into compost.
>
[sloot]>get #8914288
You pick up an ogre nose.
>
[sloot]>put #8914288 in #8570414
You put an ogre nose in your black leather pack.
>
[sloot]>get #8570474
You remove a vultite longsword from in your black leather pack.
>
[bigshot]>north
[Upper Trollfang]
The trail narrows here and the branches of the trees meet over your head, casting deep shadows all around. You brush against a pine tree and pick up a smear of gluey black sap down your arm. The sharp scent of the resin bites your nose and throat, and your attempts to clean the goop off only spreads it around.
Obvious paths: north, south
Zavan followed.
>
[bigshot]>north
[Upper Trollfang]
The trail winds through the trees, lights and shadows dancing between the branches. To the north, your path is blocked by the trunk of a huge fallen modwir. Wicked looking black brambles climb over the trunk and wind through the branches, except for a patch right above the trail. The exposed surface of the bark has been worn smooth.
Obvious paths: south
Zavan followed.
>
[bigshot]>go trunk
[Upper Trollfang]
An ancient modwir pine came crashing down across the trail here long ago, at least a century past if the size of the trees grown up around it are any indication. A clump of wicked looking black brambles has grown up across the fallen trunk, covering it completely except for a narrow patch directly above the trail. The rough bark of the tree has been worn smooth where it's not covered with thorns.
Obvious paths: northwest
Zavan followed.
>
[bigshot]>northwest
[Upper Trollfang]
Gaps in the trees allow the prevailing winds to blow briskly through this area, carrying with them a sound that can best be described as a frenzied drumbeat. If it is indeed the sound of a drum, the player is obviously agitated. You also see a forest troll, a great brown bear, a grey orc, a great brown bear, a forest troll, a large ogre, a mace and a gap in the trees.
Obvious paths: northeast, southeast, northwest
Zavan followed.
>
[bigshot]>northwest
[Upper Trollfang]
A wide variety of hardy bushes and shrubs grows with surprising abundance on the steep hillsides of this region. Equally surprising is the large number of very long, and very sharp, thorns that protect each bush and successfully discourage any thought of venturing off of the path. In the distance, a deep gorge opens from the steep mountains to the northeast. A waterfall tumbles violently out of the gorge, splashing to form a river that widens and slows as it flows over more even ground. You also see a large ogre, a large ogre, a great brown bear, a mace, a large ogre and a large ogre.
Obvious paths: southeast, west
Zavan followed.
>
[bigshot]>west
[Upper Trollfang]
A steep path twists up the slope of the hill to the north and disappears as it plunges through a thick patch of berry bushes. Clinging to the intimidating thorns of these bushes are a few strips of shiny metal and some decaying bits of now unrecognizable flesh. You also see a large ogre.
Obvious paths: east, southwest, west
Zavan followed.
ou gesture at a mountain ogre.
You hurl a small surge of electricity at a mountain ogre!
AS: +145 vs DS: +70 with AvD: +24 + d100 roll: +44 = +143
... and hit for 9 points of damage!
Light shock to right arm. That stings!
[You have earned 50 recognition points.]
The mountain ogre falls to the ground and dies.
Cast Roundtime 3 Seconds.
J>
[bigshot]>stance guarded
You are now in a guarded stance.
J>
| event: ATTACK
| event: ATTACK
[bigshot]>stance defensive
Cast Round Time in effect: Setting stance to guarded.
J>
[bigshot]>stance defensive
You are now in a defensive stance.
J>
Lasek put a vultite longsword in his black leather pack.
J>
Lasek removes a bone-handled knife from in his wrist sheath.
J>
Lasek kneels down.
J>
Lasek skinned a mountain ogre, yielding an ogre nose.
J>
Lasek put a bone-handled knife in his wrist sheath.
J>
Lasek stands up.
J>
Lasek searches a mountain ogre.
A mountain ogre decays into compost.
J>
Lasek picks up an ogre nose.
J>
Lasek put an ogre nose in his black leather pack.
J>
Lasek removes a vultite longsword from in his black leather pack.
J>
Lord Lasek's group just went north.
[Upper Trollfang]
The trail narrows here and the branches of the trees meet over your head, casting deep shadows all around. You brush against a pine tree and pick up a smear of gluey black sap down your arm. The sharp scent of the resin bites your nose and throat, and your attempts to clean the goop off only spreads it around.
Also here: Lord Lasek
Obvious paths: north, south
J>
Lord Lasek's group just went north.
[Upper Trollfang]
The trail winds through the trees, lights and shadows dancing between the branches. To the north, your path is blocked by the trunk of a huge fallen modwir. Wicked looking black brambles climb over the trunk and wind through the branches, except for a patch right above the trail. The exposed surface of the bark has been worn smooth.
Also here: Lord Lasek
Obvious paths: south
J>
Lord Lasek's group just went across a fallen trunk.
[Upper Trollfang]
An ancient modwir pine came crashing down across the trail here long ago, at least a century past if the size of the trees grown up around it are any indication. A clump of wicked looking black brambles has grown up across the fallen trunk, covering it completely except for a narrow patch directly above the trail. The rough bark of the tree has been worn smooth where it's not covered with thorns.
Also here: Lord Lasek
Obvious paths: northwest
J>
Lord Lasek's group just went northwest.
[Upper Trollfang]
Gaps in the trees allow the prevailing winds to blow briskly through this area, carrying with them a sound that can best be described as a frenzied drumbeat. If it is indeed the sound of a drum, the player is obviously agitated. You also see a forest troll, a great brown bear, a grey orc, a great brown bear, a forest troll, a large ogre, a mace and a gap in the trees.
Also here: Lord Lasek
Obvious paths: northeast, southeast, northwest
J>
Lord Lasek's group just went northwest.
[Upper Trollfang]
A wide variety of hardy bushes and shrubs grows with surprising abundance on the steep hillsides of this region. Equally surprising is the large number of very long, and very sharp, thorns that protect each bush and successfully discourage any thought of venturing off of the path. In the distance, a deep gorge opens from the steep mountains to the northeast. A waterfall tumbles violently out of the gorge, splashing to form a river that widens and slows as it flows over more even ground. You also see a large ogre, a large ogre, a great brown bear, a mace, a large ogre and a large ogre.
Also here: Lord Lasek
Obvious paths: southeast, west
J>
Lord Lasek's group just went west.
[Upper Trollfang]
A steep path twists up the slope of the hill to the north and disappears as it plunges through a thick patch of berry bushes. Clinging to the intimidating thorns of these bushes are a few strips of shiny metal and some decaying bits of now unrecognizable flesh. You also see a large ogre.
Also here: Lord Lasek
Obvious paths: east, southwest, west
subzero
06-22-2010, 09:07 PM
2.002 has gone well. Haven't seen a character getting stuck in the rest phase while the head takes everyone out hunting so far. I am still seeing that a tail occasionally gets left behind (I suppose I might be able to fix that by setting it to rest at 0 mana), but I'm not sure that was gonna be fixed in the last update anyhow.
| Bigshot: Last Hunt: 8 min. 57.00 secs.
| Bigshot: Average Hunt: 5 min. 57.00 secs.
| Bigshot: Total Time Running: 1157 min. 19.00 secs.
| Bigshot last rested because: fried.
| Bigshot isn't hunting because: followers still need rest.
Thanks again for all the work you're putting into this thing.
Alorn15
06-22-2010, 09:42 PM
What do you mean by left behind?
JohnDoe
06-22-2010, 09:59 PM
I downloaded new bigshot since I posted this, but don't think it addressed the cyclops stomping. Any idea if this is specific to cyclops or is it to all foot stompers :)
I posted a few days ago about trolls "pounding" their fist at me. Seems like that was fixed. Now a cyclops is pounding his foot at me and bigshot doesn't seem to recognize that as an attach.
One other observation, bigshot doesn't seem to register an attack from a target (when you're doing a "wait" for them to swing first) if that attack is on someone else. Have had a few people walk through my room, the target swings at them, and I don't go into attack mode.
A cyclops stomps at you with its foot!
You evade the attack by inches!
>
A cyclops stomps at you with its foot!
AS: +194 vs DS: +277 with AvD: +42 + d100 roll: +47 = +6
A clean miss.
>
Your heightened awareness of your foes fades away.
>
[bigshot]>sigil of minor bane
As you concentrate on your sigil, you become slightly more aware of your foes and the weakest spots in their defenses.
>
[ Sigil of Minor Bane: +0:01:00, 0:01:00 remaining. ]
Matt just arrived.
>
Matt just went east.
>
A cyclops stomps at you with its foot!
AS: +194 vs DS: +277 with AvD: +42 + d100 roll: +57 = +16
A clean miss.
Bhaalizmo
06-22-2010, 10:29 PM
Something is still wonky in there. Hunt 1 went as planned, rest period over, it took me back out for hunt 2 and just ran around the place not swingin.
This problem still exists in version 2.2. Just witnessed it. :(
subzero
06-22-2010, 11:18 PM
What do you mean by left behind?
I was just checking in on things before I went to leave and it happened as I was sitting here, so I've got a copy of what happened fairly easily. I'll clean it up a bit and post it later when I get back, but it's something along these lines:
Some characters are ready to rest, so the group is just waiting on the one or two that have yet to hit the mind threshold. The group kills a mob, threshold is met (rest phase is not yet in place, but all conditions are met). At this point, another critter enters the room and triggers the attack phase (even on the head character at times). Somewhere between a couple of attacks, the rest phase decides to kick in which leaves any character in RT right where they stand (You are unable to follow XXXX).
So long as the critter gets killed (different issues can cause problems with this; one being my own laziness at making a script to keep 411 on my weapon), the lost character will then rejoin the group without issue. Previously this just made the character enter the rest phase right there in the hunting area, so it has gotten better, but if bigshot could check to make sure no one is in RT before it flips into run-to-town mode, that would be awesome.
Alorn15
06-22-2010, 11:21 PM
Added a couple safeguards to the event stack. Also made it so that tails will run home if they fatally error out, vs. getting dragged around to trigger the poaching check. I feel like there's still a bug with overrunning, based on the above log, but I'm not quite sure what it is yet. More logs/info plz.
Also the wait for swing bug with flighty opponents should be fixed. And cyclops stomping.
EDIT: Sub-Zero: That already happens. The attack routine will now return on a tail if there are no pc's in the room, though, so that should help in the situation you describe.
Alorn15
06-23-2010, 01:03 AM
Lich now has wracking code, and Bigshot has been updated to use that. Additionally some bugs with deciding when to wrack were worked out.
Just remember to set your config to rest at a mana percentage which is greater than the cost of whatever spell it is you're trying to cast. Otherwise you may end up in a bad loop where:
1) You're not fried. Don't rest.
2) You're not out of mana. Don't rest.
3) You try and cast, but spell isn't affordable.
4) You try and wrack, but wracking isn't affordable.
5) Go back to 1.
PS - You'll have to update lich and spell-list.xml.txt before this'll work.
Boreus
06-23-2010, 08:43 AM
BIgshot seems not to be noticing if my Tail is bleeding again, was just reading the boards and I glanced over to find my tail with 11 HP left two bleeders and he and the head where still walking around and killing stuff. I have the ;whole bleeding|wonds lines that you last posted on both characters and it works perfect when either is hunting solo
edit This wound thingy bleeding? || percenthealth <= 50 || ([Wounds.head, Scars.head].max >= 2) || ([Wounds.nsys, Scars.nsys].max >= 2) || ([Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand, Scars.rightArm, Scars.rightHand].max >= 3) || ( ([Wounds.leftArm, Wounds.leftHand, Scars.leftArm, Scars.leftHand].max >= 2) or ([Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand].max >= 2) )
Edit Having just died again, this one unavoidable since an Ice Troll wandered were it shouldn't have been and stunned me as soon as we entered the room, I have another request while your fixing the heal tails thing or looking into it. How about if either player is stunned, prone etc and their wound eval goes off the other player would drag them out of the room?
Bhaalizmo
06-23-2010, 09:29 AM
So far so good on the new version this morning. 3 hunts in w/ no problems.
Dead man's switch is supposed to log me out if I'm bleeding out or about to die right? Failed to do so last night when poisoned, but that was on v.2.2.
New question. Useherbs doesn't care about poison, neither does herbheal that I can see. Any chance you could include a disease / poison check in Bigshot, and cast 113 or 114 if the character is able and/or if it's needed? Of course this would be even better if the head could cast 113 / 114 at the tail when needed or vice versa.
Edit: Another new idea. Bigshot having a checkbox for "use sigil of escape in an emergency" would be sweet.
Edit: And another thing. If sign of wracking is in there, sigil of power should be too. :)
AMUSED1
06-23-2010, 09:58 AM
Is it even possible to use it for group hunting when only one character, the lead character, in the group is using it and the others are just using SF scripts?
Valdarrow
06-23-2010, 12:07 PM
I was just checking in on things before I went to leave and it happened as I was sitting here, so I've got a copy of what happened fairly easily. I'll clean it up a bit and post it later when I get back, but it's something along these lines:
Some characters are ready to rest, so the group is just waiting on the one or two that have yet to hit the mind threshold. The group kills a mob, threshold is met (rest phase is not yet in place, but all conditions are met). At this point, another critter enters the room and triggers the attack phase (even on the head character at times). Somewhere between a couple of attacks, the rest phase decides to kick in which leaves any character in RT right where they stand (You are unable to follow XXXX).
So long as the critter gets killed (different issues can cause problems with this; one being my own laziness at making a script to keep 411 on my weapon), the lost character will then rejoin the group without issue. Previously this just made the character enter the rest phase right there in the hunting area, so it has gotten better, but if bigshot could check to make sure no one is in RT before it flips into run-to-town mode, that would be awesome.
I had something similar happen last night, right as I sat down at the computer. A creature knocked down the follower, then the leader hit the out of mana criteria so immediately ran back to town leaving the follower still in hard RT. I waited to watch what would happen, but the follower was kicked into rest mode activities (spell ups, etc), all the while standing in the hunting area. Now I think obviously this happens infrequently, but it's worth reporting.
Valdarrow
Alorn15
06-23-2010, 04:11 PM
Yeah that's no good.
Bhaalizmo
06-23-2010, 06:30 PM
The error below happens when I run outta mana now.
You channel at a Grutik savage.
A scintillating, blue-white aura encompasses a Grutik savage.
CS: +120 - TD: +93 + CvA: +20 + d100: +41 == +88
Warded off!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
R>
| Error adding ATTACK event to members stack.
| Error adding ATTACK event to members stack.
| Error adding ATTACK event to members stack.
| Error adding ATTACK event to members stack.
| Error adding ATTACK event to members stack.
| Error adding ATTACK event to members stack.
| Error adding ATTACK event to members stack.
| Error adding ATTACK event to members stack.
| Error adding ATTACK event to members stack.
| Error adding ATTACK event to members stack.
| Error adding ATTACK event to members stack.
| Error adding ATTACK event to members stack.
| Error adding ATTACK event to members stack.
| Error adding ATTACK event to members stack.
Fatsix
06-23-2010, 06:36 PM
i get that error when my head fries before my tail, they just stand there and it spams that attack error, then when the heads mind goes down it swings, then the tail will swing, then it starts all over again because the head fries.
Bhaalizmo
06-23-2010, 06:46 PM
Yeh it's getting REALLY spammy now. The bigshot head got all this in between two 3 second casts from the tail.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
| Error adding ATTACK event to members stack.
[bigshot: cast: not enough mana]
Alorn15
06-23-2010, 07:24 PM
Hmmm. I'm not sure what error is causing that. I just uploaded a new version that will display the error, so I have a better idea of what's wrong. Please try that and let me know what it says.
Bhaalizmo
06-23-2010, 08:03 PM
I keep getting this well before I run outta mana or need to rest on this new version.
--- Exception: can't convert Array into String
(druby://computername:4905) bigshot:491:in `+'
[bigshot]>stance defensive
--- Lich: bigshot has exited.
Still testing...
Ok yeah, after more testing that's the same error I get when I run outta mana.
Alorn15
06-23-2010, 09:08 PM
Try now.
Bhaalizmo
06-23-2010, 09:10 PM
Testing, will provide results asap.
As usual, thank you for all of your work on this script man. I appreciate it.
It didn't quit this time, but threw up some verbose errors. Completed the hunt, and went back to rest just fine.
[bigshot]>channel #9786319
You channel at a Grutik savage.
A scintillating, blue-white aura encompasses a Grutik savage.
CS: +120 - TD: +87 + CvA: +25 + d100: +10 == +68
Warded off!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
R>
| (druby://computername:1216) bigshot:185:in `add_event'
bigshot:108:in `add_event'
bigshot:106:in `each_pair'
bigshot:106:in `add_event'
C:/Program Files/Ruby-1.8.6/lib/ruby/1.8/drb/drb.rb:1555:in `__send__'
C:/Program Files/Ruby-1.8.6/lib/ruby/1.8/drb/drb.rb:1555:in `perform_without_block'
C:/Program Files/Ruby-1.8.6/lib/ruby/1.8/drb/drb.rb:1515:in `perform'
C:/Program Files/Ruby-1.8.6/lib/ruby/1.8/drb/drb.rb:1589:in `main_loop'
C:/Program Files/Ruby-1.8.6/lib/ruby/1.8/drb/drb.rb:1585:in `loop'
C:/Program Files/Ruby-1.8.6/lib/ruby/1.8/drb/drb.rb:1585:in `main_loop'
C:/Program Files/Ruby-1.8.6/lib/ruby/1.8/drb/drb.rb:1581:in `start'
C:/Program Files/Ruby-1.8.6/lib/ruby/1.8/drb/drb.rb:1581:in `main_loop'
C:/Program Files/Ruby-1.8.6/lib/ruby/1.8/drb/drb.rb:1430:in `run'
C:/Program Files/Ruby-1.8.6/lib/ruby/1.8/drb/drb.rb:1427:in `start'
C:/Program Files/Ruby-1.8.6/lib/ruby/1.8/drb/drb.rb:1427:in `run'
C:/Program Files/Ruby-1.8.6/lib/ruby/1.8/drb/drb.rb:1347:in `initialize'
C:/Program Files/Ruby-1.8.6/lib/ruby/1.8/drb/drb.rb:1627:in `new'
C:/Program Files/Ruby-1.8.6/lib/ruby/1.8/drb/drb.rb:1627:in `start_service'
bigshot:1391:in `start_script'
C:/Documents and Settings/Username/My Documents/lich/lich.rbw:4601:in `eval'
C:/Documents and Settings/Username/My Documents/lich/lich.rbw:4613:in `start_script'
C:/Documents and Settings/Username/My Documents/lich/lich.rbw:4601:in `initialize'
C:/Documents and Settings/Username/My Documents/lich/lich.rbw:4601:in `new'
C:/Documents and Settings/Username/My Documents/lich/lich.rbw:4601:in `start_script'
C:/Documents and Settings/Username/My Documents/lich/lich.rbw:7395:in `do_client'
C:/Documents and Settings/Username/My Documents/lich/lich.rbw:1101
C:/Documents and Settings/Username/My Documents/lich/lich.rbw:997:in `initialize'
C:/Documents and Settings/Username/My Documents/lich/lich.rbw:997:in `new'
C:/Documents and Settings/Username/My Documents/lich/lich.rbw:997
C:/Documents and Settings/Username/My Documents/lich/lich.rbw:7744:in `initialize'
C:/Documents and Settings/Username/My Documents/lich/lich.rbw:7744:in `new'
C:/Documents and Settings/Username/My Documents/lich/lich.rbw:7744
A Grutik savage tries to shake off the stun.
Edit: This entire error seems to repeat after nearly every cast, whether successful or not.
Alorn15
06-23-2010, 10:07 PM
I think that what's happening is that the head is spamming the tails with attack commands and overloading the DRb service. This would happen if an attack routine on head executes too quickly - you don't have anything in fried hunting commands on any character, of if the only thing in a hunting routine is a cast that you don't have mana for.
I'll look into a fix... but in the meantime you can confirm/deny my theory by adding deliberately extending the length of your hunting commands - probably by adding sleep statements - to see if that helps.
So you could do your normal routine, but add a sleep 5 to the end. Fried commands too.
Bhaalizmo
06-23-2010, 10:09 PM
ok so like kill target, sleep 5?
Testing that as soon as I get mana.
Edit: I think you're on to something. I put , sleep 5 after all the attack commands on both the head & tail. I only saw the error twice this hunt, as opposed to 50 or so last hunt.
[bigshot]>channel #9826301
You channel at a Grutik savage.
A scintillating, blue-white aura encompasses a Grutik savage.
CS: +120 - TD: +87 + CvA: +20 + d100: +39 == +92
Warded off!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
(Forcing stance down to guarded)
R>
[bigshot]>stance defensive
...wait 1 seconds.
R>
[bigshot]>stance defensive
...wait 1 seconds.
R>
[bigshot]>stance defensive
...wait 1 seconds.
R>
[bigshot]>stance defensive
You are now in a defensive stance.
>
BigshotTail's hands glow with power as he summons elemental energy to his command...
>
BigshotTail gestures at a Grutik savage.
BigshotTail hurls a hissing stream of acid at a Grutik savage!
AS: +209 vs DS: +169 with AvD: +38 + d100 roll: +40 = +118
... and hits for 25 points of damage!
Acid reaches the chest causing a nasty rash!
>
A Grutik savage swings a crude wooden club at BigshotTail!
AS: +199 vs DS: +262 with AvD: +19 + d100 roll: +1 = -43
A clean miss.
>
| (druby://computername:1254) bigshot:185:in `add_event'
bigshot:108:in `add_event'
bigshot:106:in `each_pair'
bigshot:106:in `add_event'
C:/Program Files/Ruby-1.8.6/lib/ruby/1.8/drb/drb.rb:1555:in `__send__'
C:/Program Files/Ruby-1.8.6/lib/ruby/1.8/drb/drb.rb:1555:in `perform_without_block'
C:/Program Files/Ruby-1.8.6/lib/ruby/1.8/drb/drb.rb:1515:in `perform'
C:/Program Files/Ruby-1.8.6/lib/ruby/1.8/drb/drb.rb:1589:in `main_loop'
C:/Program Files/Ruby-1.8.6/lib/ruby/1.8/drb/drb.rb:1585:in `loop'
C:/Program Files/Ruby-1.8.6/lib/ruby/1.8/drb/drb.rb:1585:in `main_loop'
C:/Program Files/Ruby-1.8.6/lib/ruby/1.8/drb/drb.rb:1581:in `start'
C:/Program Files/Ruby-1.8.6/lib/ruby/1.8/drb/drb.rb:1581:in `main_loop'
C:/Program Files/Ruby-1.8.6/lib/ruby/1.8/drb/drb.rb:1430:in `run'
C:/Program Files/Ruby-1.8.6/lib/ruby/1.8/drb/drb.rb:1427:in `start'
C:/Program Files/Ruby-1.8.6/lib/ruby/1.8/drb/drb.rb:1427:in `run'
C:/Program Files/Ruby-1.8.6/lib/ruby/1.8/drb/drb.rb:1347:in `initialize'
C:/Program Files/Ruby-1.8.6/lib/ruby/1.8/drb/drb.rb:1627:in `new'
C:/Program Files/Ruby-1.8.6/lib/ruby/1.8/drb/drb.rb:1627:in `start_service'
bigshot:1391:in `start_script'
C:/Documents and Settings/Username/My Documents/lich/lich.rbw:4601:in `eval'
C:/Documents and Settings/Username/My Documents/lich/lich.rbw:4613:in `start_script'
C:/Documents and Settings/Username/My Documents/lich/lich.rbw:4601:in `initialize'
C:/Documents and Settings/Username/My Documents/lich/lich.rbw:4601:in `new'
C:/Documents and Settings/Username/My Documents/lich/lich.rbw:4601:in `start_script'
C:/Documents and Settings/Username/My Documents/lich/lich.rbw:7395:in `do_client'
C:/Documents and Settings/Username/My Documents/lich/lich.rbw:1101
C:/Documents and Settings/Username/My Documents/lich/lich.rbw:997:in `initialize'
C:/Documents and Settings/Username/My Documents/lich/lich.rbw:997:in `new'
C:/Documents and Settings/Username/My Documents/lich/lich.rbw:997
C:/Documents and Settings/Username/My Documents/lich/lich.rbw:7744:in `initialize'
C:/Documents and Settings/Username/My Documents/lich/lich.rbw:7744:in `new'
C:/Documents and Settings/Username/My Documents/lich/lich.rbw:7744
[bigshot]>prepare 302
You chant a reverent litany, clasping your hands while focusing upon the Smite spell...
Your spell is ready.
>
[bigshot]>channel #9826301
You channel at a Grutik savage.
A scintillating, blue-white aura encompasses a Grutik savage.
CS: +120 - TD: +87 + CvA: +20 + d100: +16 == +69
Warded off!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
(Forcing stance down to guarded)
Bhaalizmo
06-23-2010, 10:24 PM
Oh and it threw the error up twice when it hit my resting spot, before launching into resting scripts.
Edit: Didn't see the error till the tail ran outta mana on test run 3 with this version.
No errors at all on test run 4. Hrmmm...
Test run 5, got the error 3 or 4 times. Once after looting, head & tail both had mana. Once when swung at, both had mana. Once when casting at a target, tail had run out of mana. Adding the sleep commands have definitely decreased the frequency of this error by 90% but it's still popping up. Doesn't seem to stop bigshot from running though, so that's good.
Alorn15
06-23-2010, 11:40 PM
I just put up something that should improve the event stack situation, as well as the rubber-band situation. Please test the rubber band effect by intentionally moving a tail away from the head.
There's still something about the event stack I really don't like that will cause the above problems, but I haven't figured out the best way to fix it yet.
Bhaalizmo
06-24-2010, 12:06 AM
Something appears to have gone wrong with this version. It did not stop for 9 out of 10 of the critters it had previously stopped for. It also slowed Stormfront down to the point where it is almost locked up, and I have a clean robust PC and just rebooted like 20 minutes ago. I haven't been able to test the rubber band effect yet, it took me almost 5 minutes to kill bigshot. PC performance returned to normal as soon as I got the script killed. I checked my process and performance... everything was fine. Started bigshot tail & head back up, PC returned to near death crawl as I watched my chars run out into the hunting area ever so slowly where one of them took a couple of boils to the face before I get stormfront to respond long enough to kill bigshot.
Edit: Ran and performed great solo for the Cleric for several rounds. About to test out tail / head again.
Edit: Yeah as soon as it starts up in MA mode it's like the lag hits so thick you can't even see a blinking cursor. Lost the wizard again. It takes minutes to respond to a typed command, and by then you're dead.
subzero
06-24-2010, 12:19 AM
EDIT: Sub-Zero: That already happens. The attack routine will now return on a tail if there are no pc's in the room, though, so that should help in the situation you describe.
I figured you'd have had to have it check somewhere, but the number of times the issue cropped up started to make me wonder. Looking back at some logs, it seems like it happens right after a swing, so I'm guessing it's some split-second timing issues between the check and attack spamming. The PC check should help that. I'd possibly know more about how that worked out if it weren't for another issue that brings yet another idea.
It looks like things hung up again shortly after I left today. What happened this time was one of the tails ended up being left behind, but returned to the group later via the rubber-band deal. All would be well, except that the character returned injured. Had a big 1/per bleeder and failed to bleed out, which kept the whole group from hunting due to wound eval :(
This isn't anything I'd expect really, but figured it would be worth tossing out to see if anyone else might think it would be useful. I don't typically set my group to rest in a big public place like TSC, so characters returning to me may not always end up getting healed. For the most part, this is on me and could possibly be solved by changing resting areas. It did leave me wondering, though, if there were other people that might get some use out of having a place to set up a "heal" room where the group could be taken if the wound eval returns true on a character. This would make sure that a character that comes back to the group via rubber-band (and possibly post-heal scripts, rooms, etc) with injuries would be taken to an area hopefully watched over by some kind little heal-bots.
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