View Full Version : Bigshot: The New Optimus Prime
Alorn15
10-20-2010, 10:48 AM
Can people please post present issues with bigshot?
I'm going to go in and do an overhaul sooner or later, and I'm having a difficult time sorting out what's been addressed and what hasn't.
subzero
10-20-2010, 07:08 PM
Mana checks don't seem to work properly. It's been a while since I've cared much about it since mana isn't a big issue where I'm hunting now, but I seem to recall it working at times and at others not. I'll have to look a little closer when I finish GoS rank 15 and get back to hunting. I dunno if it gets messed up somehow after it hits the threshold (say I have it set to only use 111 if I'm over 60 mana. Sometimes I'll see that it obeys the mana check and others it uses 111 till I'm tapped out) or what. Some other things to note just in case are that I run in MA mode and the last critters I recall looking at this with I was also using tags to set up different routines for the different critters in the area.
Another thing that would be nice to see addressed is that when the head character dies, the tail character just sits in the hunting area. Sometimes it'll run the rest routine, but it doesn't actually run back to town. That wouldn't be a problem on the head character because it's set to take him to various places after a hunt and then finally back to the rest spot, but the tail just sits there until he eventually is killed when spells wear off.
Jace Solo
10-20-2010, 07:19 PM
I also had a ton of issues with bigshot using Sigil of Power right before going out on a hunt or upon reaching the hunting grounds after casting 1618 and 1605...so it'd gimp my stamina on the way out.
It also didn't seem to care if it *POP*ped the muscles at any given time through sigil of power or feint.
doughal
10-21-2010, 10:28 AM
Spirit check please. And thank you for the work on bigshot.
Alorn15
10-23-2010, 06:22 PM
I'll look into this stuff.
Doughal - Spirit checks can be worked into the wound eval easily enough that I'm not interested in adding them to should_rest?, and they are already in should_hunt?
I also added another setting - approach lone targets only - on the attack tab. Many times I want to approach only single targets, but not flee if a second target walks in. In other words, I want my flee count to be 1 when I first enter the room, and then revert back to whatever it is normally for subsequent checks throughout the fight.
So if you want the behavior mentioned above, set flee_count to 2 and 'approach lone targets only' to true.
EDIT: Just noticed a bug. Will address later. EDIT2: Should be fixed now.
Kramble
10-25-2010, 11:05 AM
I'm having a consistent issue with my bigshot tail not starting up the hunting routine again for the next hunt. Bigshot head does sammu until bigshot kicks in automatically. The head then hunts fine, however the tail just follows around doing nothing. Any help would be greatly appreciated.
PoBoy
10-29-2010, 07:30 PM
Had a problem somewhat like this. I had the resting script 'keepalive' listed in bigshot. Once I removed it, bigshot ran fine.
Alorn15
10-29-2010, 08:29 PM
Yeah, going to need to see some settings to be of more help on that, Kramble.
;bigshot settings
I have a problem with bigshot skinning before the critter is dead, then getting up and leaving rather than start killing it again.
Alorn15
10-31-2010, 12:34 AM
It sounds like status isn't showing up correctly. When you run into this, can you immediately do the following?
;kill all
;e GameObj.npcs.each { |npc| echo "#{npc.name}: #{npc.status}" }
look
And post the results?
Boar
[bigshot]>channel target
You channel at a massive black boar.
You concentrate intently on a massive black boar, and a pulse of pearlescent energy ripples toward him!
CS: +294 - TD: +223 + CvA: +25 + d100: +55 == +151
Warding failed!
The black boar shudders with sporadic convulsions as pearlescent ripples envelop his body.
The black boar is smashed for 50 points of damage!
... 25 points of damage!
Strike glances off the chest.
... 15 points of damage!
Blow grazes left leg.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
R>
--- Lich: sloot active.
[sloot]>get my knife from #123748709
You remove a golvern hilted skinning knife from in your white silk cloak.
>
[sloot]>sigil of resolve
You experience a momentary flash of insight on how to best overcome nature's obstacles.
>
[sloot]>kneel
[ Sigil of Resolve: +0:01:30, 0:01:30 remaining. ]
You kneel down.
K>
[sloot]>skin #124029175 left
You might want to wait until after it is dead.
K>
You mentally attempt to locate your implanted essence within the black boar...
CS: +294 - TD: +217 + CvA: +25 + d100: +12 == +114
Warding failed!
You maintain a weak connection with the black boar, restricting his self-directing organs from working freely.
...and cause 23 points of damage!
K>;kill all
--- Lich: sloot has exited.
--- Lich: bigshot has exited.
A massive black boar charges at you with its tusk!
AS: +317 vs DS: +308 with AvD: +40 + d100 roll: +71 = +120
... and hits for 10 points of damage!
Jarring blow to your back.
K>;e GameObj.npcs.each { |npc| echo "#{npc.name}: #{npc.status}" }
--- Lich: exec1 active.
[exec1: massive black boar: ]
--- Lich: exec1 has exited.
[bigshot]>channel target
You channel at a massive black boar.
You concentrate intently on a massive black boar, and a pulse of pearlescent energy ripples toward him!
CS: +294 - TD: +220 + CvA: +25 + d100: +55 == +154
Warding failed!
The black boar shudders with sporadic convulsions as pearlescent ripples envelop his body.
The black boar is smashed for 50 points of damage!
... 25 points of damage!
Blow grazes left leg.
... 25 points of damage!
Blow connects with abdomen.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
R>
--- Lich: sloot active.
[sloot]>get my knife from #123748709
You remove a golvern hilted skinning knife from in your white silk cloak.
>
[sloot]>kneel
You kneel down.
K>
[sloot]>skin #124077111 left
You might want to wait until after it is dead.
K>;kill all
--- Lich: sloot has exited.
>;e GameObj.npcs.each { |npc| echo "#{npc.name}: #{npc.status}" }
--- Lich: bigshot has exited.
--- Lich: exec1 active.
[exec1: massive black boar: lying down]
--- Lich: exec1 has exited.
OGRE
[bigshot]>channel target
You channel at a black forest ogre.
You concentrate intently on a black forest ogre, and a pulse of pearlescent energy ripples toward her!
CS: +294 - TD: +219 + CvA: +8 + d100: +65 == +148
Warding failed!
The black forest ogre shudders with sporadic convulsions as pearlescent ripples envelop her body.
The black forest ogre is smashed for 50 points of damage!
... 25 points of damage!
Strong blow to back!
... 15 points of damage!
Nice blow to abdomen!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
R>
--- Lich: sloot active.
[sloot]>stance defensive
...wait 1 seconds.
R>
[sloot]>stance defensive
...wait 1 seconds.
R>
[sloot]>stance defensive
You are now in a defensive stance.
>
[sloot]>loot #124078561
Geez! It's still alive! Not a good time for that.
>
A black forest viper slithers in.
>;kill all
--- Lich: sloot has exited.
>;e GameObj.npcs.each { |npc| echo "#{npc.name}: #{npc.status}" }
--- Lich: bigshot has exited.
>look
--- Lich: exec1 active.
[exec1: black forest viper: ]
[exec1: black forest ogre: stunned]
--- Lich: exec1 has exited.
Viper
[bigshot]>channel target
You channel at a black forest viper.
You concentrate intently on a black forest viper, and a pulse of pearlescent energy ripples toward it!
CS: +294 - TD: +220 + CvA: +25 + d100: +62 == +161
Warding failed!
The black forest viper shudders with sporadic convulsions as pearlescent ripples envelop its body.
The black forest viper is smashed for 50 points of damage!
... 30 points of damage!
The black forest viper is stunned!
... 20 points of damage!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
R>
--- Lich: sloot active.
[sloot]>get my knife from #123748709
You remove a golvern hilted skinning knife from in your white silk cloak.
>
[sloot]>kneel
You kneel down.
K>;kill all
--- Lich: sloot has exited.
--- Lich: bigshot has exited.
>;e GameObj.npcs.each { |npc| echo "#{npc.name}: #{npc.status}" }
You mentally attempt to locate your implanted essence within the black forest viper...
CS: +294 - TD: +210 + CvA: +25 + d100: +44 == +153
Warding failed!
You maintain a nearly perfect connection with the black forest viper, blocking all sensory impulses to self-sustaining functions!
...and cause 45 points of damage!
K>
--- Lich: exec1 active.
[exec1: black forest viper: stunned]
--- Lich: exec1 has exited.
[bigshot]>channel target
You channel at a black forest viper.
You concentrate intently on a black forest viper, and a pulse of pearlescent energy ripples toward it!
CS: +294 - TD: +220 + CvA: +25 + d100: +81 == +180
Warding failed!
The black forest viper shudders with sporadic convulsions as pearlescent ripples envelop its body.
The black forest viper is crushed for 50 points of damage!
... 50 points of damage!
Massive blow to back separates vertebrae!
The black forest viper is stunned!
... 20 points of damage!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
R>
You mentally attempt to locate your implanted essence within the black boar...
The distance between you and the black boar inhibits your ability to locate your implanted essence within them.
CS: +294 - TD: +226 + CvA: +25 + d100: +84 == +177
Warding failed!
You maintain a nearly perfect connection with the black boar, blocking all sensory impulses to self-sustaining functions!
...and cause 52 points of damage!
R>
A black forest viper writhes and coils frantically!
R>
--- Lich: sloot active.
[sloot]>get my knife from #123748709
You remove a golvern hilted skinning knife from in your white silk cloak.
>
[sloot]>kneel
You kneel down.
K>
[sloot]>skin #124143037 left
>;kill all
--- Lich: bigshot has exited.
You might want to wait until after it is dead.
K>
--- Lich: sloot has exited.
>;e GameObj.npcs.each { |npc| echo "#{npc.name}: #{npc.status}" }
--- Lich: exec1 active.
[exec1: black forest viper: stunned]
--- Lich: exec1 has exited.
If you need more let me know.
Nostradamus
10-31-2010, 02:41 PM
was hunting OTF and loot script (I tried several different) was being triggered before critter actually died them run away. Need a log i can go back and get. Worked fine in other areas was specifically happening mainly to beings and taints.
Alorn15
10-31-2010, 04:27 PM
That's pretty bizarre Eeky. Can you tell me what version you have? It should say in ;bigshot settings
What I'm looking at in the code is that loot() is called after each attack routine, and the loot() function looks like this:
dead_npcs = GameObj.npcs.find_all { |npc| npc.status == 'dead' }
dead_npcs.each { # calls sloot or whatever }
I don't see how it would get to sloot if there aren't any dead npcs... So I want to verify that you're on the same version I'm looking at.
Alorn15
10-31-2010, 05:20 PM
Those having sigil of power issues, can I see your settings? And sigil of power always costs 50 stamina, yea?
That's pretty bizarre Eeky. Can you tell me what version you have? It should say in ;bigshot settings
What I'm looking at in the code is that loot() is called after each attack routine, and the loot() function looks like this:
dead_npcs = GameObj.npcs.find_all { |npc| npc.status == 'dead' }
dead_npcs.each { # calls sloot or whatever }
I don't see how it would get to sloot if there aren't any dead npcs... So I want to verify that you're on the same version I'm looking at.
Bigshot v2.09052010
jarin321
11-06-2010, 11:07 PM
I just setup Lich today for the first time and I have to say I am loving this script. Thank you!
I've got just about everything figured out but at the moment I have my rest location at the landing's well. It feels strange to be just standing at the well. Is there any way to have bigshot rest at a table? I tried using narost and uberbarwiz to get room id's for a table but I can't seem to find them. I figure even if I get a room id for a table it would try to go to that specific one rather then any available table. I will probably have to write a script for this but I haven't even looked at Ruby before and I was wondering if there were any premade scripts out there? The other thing I was wondering is if I were to rest at the park, are there any scripts that detect people casting guards/blurs and joins their party? Any other suggestions for rest locations would be appreciated.
Thank you.
Alorn15
11-06-2010, 11:10 PM
My understanding is that some tables are mapped, but that doesn't help you if someone is at them.
What I used to do is put 'out, out' in my pre-hunt commands, and 'go table' in my pre-rest commands. Can't remember if my resting scripts moved around though, that may have to be accounted for as well.
jarin321
11-07-2010, 12:35 AM
Thank you for the suggestion, that really helped. With a little work I got it working.
In case anyone else wants to do this. The sloot sell script does move around so going to the table first would cause an issue. The script would try to go back to the same table and if someone took the table while I was selling I would be trying to go to an occupied table. So I made a gotable.lic script that simply does,
fput "go table"
Then I put it after my sloot sell script and set my rest room to outside the Frith's tables, 1262. So bigshot takes me back to the room outside the tables, runs sloot sell, and then runs gotable which goes to an empty table. Then I put an out command in front of my pre-hunt commands. The only issue I ran into is that bigshot does a mapped room check at the start before running the pre-hunt commands. Which means I can't start bigshot from an unmapped table.
--- Lich: bigshot active.
| Settings loaded
| Requires a mapped room.
--- Lich: bigshot has exited.
However if I start bigshot outside the table it never checks again and runs without issue.
Thanks again!
euginer
11-07-2010, 02:56 AM
| ERROR: Missing required setting: hunting_commands
| (fried? is percenthealth and oom is percentmana)
I dont think I am THAt dumb, but I cant figure this out.
wade30
11-07-2010, 05:04 PM
I'm no programmer and have been playing with this script which is great, but i'm trying to figure out how to cast a spell until i get a certain text response then attack, in the attack tab, and i can't figure it out. I'm a cleric trying to figure out how to cast 301 until i get the ceases all movement, then i want to attack until the target breaks free. Any help or can someone point me in the right direction? Thanks.
Alorn15
11-07-2010, 05:31 PM
Euginer: You haven't filled out the commands in the Attack tab.
wade30: There isn't support for this currently. I wanted to add it, but currently the wait until clause only accepts an integer for an argument. E.g. 301 target until 101. If that doesn't work, then your best bet is to write a script for your attack routine and then have your hunting commands call it. Like this:
script my_attack_routine
That would call my_attack_routine.lic
Darcthundar
11-08-2010, 05:49 AM
Is there a tutorial/synopsis that can assist me with setting up bigshot? Like what commands can be used in what boxes?
Thanks
Alorn15
11-08-2010, 09:58 AM
The first post in this thread is the only tutorial, as far as I know.
wade30
11-08-2010, 11:50 AM
Thanks for the info, i'll try to figure out how to write a hunting script.
jarin321
11-09-2010, 01:53 AM
I am running into some problems trying to get casting to work. Was wondering if you could make any suggestions. My characters are 7 now and I am trying to cast some and swing some. I tried setting up the hunting command to be,
302 target(m8), kill target
Bigshot will continue to cast 302 in addition to swinging even if I have less then 8 mana until I am at 0 mana which triggers the rest. Do I have the syntax wrong?
I have my should rest percentmana set to be <= 0. Personally I would like the ability to turn off the rest percentmana. At this stage if I run out of mana I would like them to still swing. I tried -1 but it didn't work. Any suggestions?
Thanks.
jarin321
11-10-2010, 11:39 PM
Got a little side tracked fletching for levels but I think I found the problem I was running into. I had the formatting correct but there is a bug in the script.
# check mana/stamina
if( command =~ /(.*)\(([s|m])(\d+)\)$/ )
if( $2 == 's' )
return if !checkstamina($3.to_i)
elsif( $3 == 'm' )
return if !checkmana($3.to_i)
end
command = $1
end
$2 should be s or m depending on if it's stamina or mana. So I believe it should be elsif( $2 == 'm' ). I changed it from 3 to 2 and it's working great now.
Vanatar
11-17-2010, 01:45 AM
I have a couple of suggestions...
1. Add an option to remain in hiding while moving inside your hunting boundaries.
2. Modify the wait_for_swing() routine to wait for critter search messages as well at critter attack messages.
Anyway, just some thoughts.
--Vanatar
euginer
11-18-2010, 05:20 AM
I posted earlier about getting this message:
| ERROR: Missing required setting: hunting_commands
| (fried? is percenthealth and oom is percentmana)
but I have filled in all required fields as indicated in this thread. I have tried just filling in the bare minimum just to see if it works- no luck.
I think the problem lies elsewhere- when i run setup, I am not able to close it. It just stays open and I'm not sure if the settings are saving. However, when I click the close box, it displays:
Exception: string not matched
bigshot:1570:in `[]='
bigshot exited
in the game window, yet the window graphic remains and the setup program is listed as still running under windows task manager.
Any ideas?
P.s. under the attack command box, is 901 target(xx) the proper usage or is it 901 giant rat(xx)?
euginer
11-18-2010, 05:23 AM
I posted earlier about getting this message:
| ERROR: Missing required setting: hunting_commands
| (fried? is percenthealth and oom is percentmana)
but I have filled in all required fields as indicated in this thread. I have tried just filling in the bare minimum just to see if it works- no luck.
I think the problem lies elsewhere- when i run setup, I am not able to close it. It just stays open and I'm not sure if the settings are saving. However, when I click the close box, it displays:
Exception: string not matched
bigshot:1570:in `[]='
bigshot exited
in the game window, yet the window graphic remains and the setup program is listed as still running under windows task manager.
Any ideas?
P.s. under the attack command box, is 901 target(xx) the proper usage or is it 901 giant rat(xx)?
Bhaalizmo
11-18-2010, 01:07 PM
Try deleting the script. Re-download it. Re-trust it. Re-configure it. How bout now?
Alorn15
11-18-2010, 06:59 PM
901 target(xx) is correct.
I fixed the $3 issue, thanks for the heads up.
Vanatar, good ideas, if you want to write a patch go for it :)
jarin321
11-23-2010, 08:27 PM
I got my rogues up high enough that I have them hiding while hunting now. I ran into some issues while having both rogues hide to fire. So I am working on a patch as Alorn suggested.
Attached is a copy of bigshot.lic with what I have so far. I added a stay hidden while hunting checkbox to the attacking tab. I have it working for solo use and I am currently working on getting it to work with MA. For solo use it will hide before attacking and before moving rooms while hunting. It will then sneak from room to room while wandering. The sneak works on most rooms but some rooms are passed as procs and I haven't been able to figure out a way to edit the content of a proc before it’s run. Usually procs are only used for rooms which have an odd way (puzzle) to get out of them. Some normal rooms I found like those in town square of the landing use procs. After running the proc to move rooms it will hide again and continue sneaking. Also you can't sneak somewhere you have to climb. So you will come out of hiding, climb, and the hide again. I have only tested this myself on my rogues running solo. So please give it a shot and let me know if you run into any problems. Would be helpful to have some non-hiding characters try it out as well to make sure I didn’t screw anything up when stay hidden is turned off. I tested it but being level 15 limits the areas I can test in.
For the MA side I am currently looking at rewriting kertwang.. I have to ask if that the sound of the rubber-band breaking? What I am thinking is if stay hidden is not turned on and the follower gets separated they catch up to the leader and join the leader as the script currently has them do. If the follower has stay hidden turned on and the leader is not hiding then they stalk the leader instead of joining. If the leader is also hiding then do nothing as you cannot stalk or join a hidden character. Just I am trying to figure out how to tell if the leader is hiding. I am looking at how lnet passes spell and stat information to see if I can do something with that. If not I might have to use more simple solution of a leader is hiding also checkbox that you have to manually select. I will post an updated script when I have something working.
There are some other changes I would like to see. In my personal copy of Bigshot I changed the OOM check to be < instead of <=. With <= I tried putting -1 in for the percent mana on the rest tab but it still rests at 0 mana. Which I ran into problems with on my rogues since their signs can take them to 0 mana. I really don't want my rogues to rest when they are out of mana. So by changing it to < instead of <= I can set percent mana to be 0 and my rogues will not rest when OOM. For a caster you would then simply have to set it to 1 instead of 0 if you wanted to rest when absolutely empty. Would anyone be opposed to this change?
Vanatar
11-23-2010, 11:57 PM
I got my rogues up high enough that I have them hiding while hunting now. I ran into some issues while having both rogues hide to fire. So I am working on a patch as Alorn suggested.
Attached is a copy of bigshot.lic with what I have so far. I added a stay hidden while hunting checkbox to the attacking tab. I have it working for solo use and I am currently working on getting it to work with MA. For solo use it will hide before attacking and before moving rooms while hunting. It will then sneak from room to room while wandering. The sneak works on most rooms but some rooms are passed as procs and I haven't been able to figure out a way to edit the content of a proc before it’s run. Usually procs are only used for rooms which have an odd way (puzzle) to get out of them. Some normal rooms I found like those in town square of the landing use procs. After running the proc to move rooms it will hide again and continue sneaking. Also you can't sneak somewhere you have to climb. So you will come out of hiding, climb, and the hide again. I have only tested this myself on my rogues running solo. So please give it a shot and let me know if you run into any problems. Would be helpful to have some non-hiding characters try it out as well to make sure I didn’t screw anything up when stay hidden is turned off. I tested it but being level 15 limits the areas I can test in.
For the MA side I am currently looking at rewriting kertwang.. I have to ask if that the sound of the rubber-band breaking? What I am thinking is if stay hidden is not turned on and the follower gets separated they catch up to the leader and join the leader as the script currently has them do. If the follower has stay hidden turned on and the leader is not hiding then they stalk the leader instead of joining. If the leader is also hiding then do nothing as you cannot stalk or join a hidden character. Just I am trying to figure out how to tell if the leader is hiding. I am looking at how lnet passes spell and stat information to see if I can do something with that. If not I might have to use more simple solution of a leader is hiding also checkbox that you have to manually select. I will post an updated script when I have something working.
There are some other changes I would like to see. In my personal copy of Bigshot I changed the OOM check to be < instead of <=. With <= I tried putting -1 in for the percent mana on the rest tab but it still rests at 0 mana. Which I ran into problems with on my rogues since their signs can take them to 0 mana. I really don't want my rogues to rest when they are out of mana. So by changing it to < instead of <= I can set percent mana to be 0 and my rogues will not rest when OOM. For a caster you would then simply have to set it to 1 instead of 0 if you wanted to rest when absolutely empty. Would anyone be opposed to this change?
Awesome. Thanks for posting this. I incorporated some of the hiding changes you made to bigshot with the version I was working on and sent it on to Alorn. Hoopefully we'll see the fruits of our labor soon :)
--Vanatar
Carl Spackler
12-04-2010, 03:48 PM
had this today - triggering sloot2 before it's dead
[bigshot]>cast target
You gesture at a dreadnought raptor.
You hurl a roaring ball of fire at a dreadnought raptor!
AS: +254 vs DS: +188 with AvD: +57 + d100 roll: +4 = +127
... and hit for 12 points of damage!
Minor burns to left arm. That hurts a bit.
The roaring ball of fire strikes a dreadnought raptor, blossoming into a much larger sphere of flame upon impact.
... 15 points of damage!
Minor burns to right arm. That hurts a bit.
Cast Roundtime 3 Seconds.
>
[bigshot]>stance guarded
You are now in a guarded stance.
>
[bigshot]>prepare 1106
Wait 1 sec.
>
[bigshot]>prepare 1106
You focus your thoughts while chanting the mystical phrase for Bone Shatter...
Your spell is ready.
>
[bigshot]>channel target
You channel at a dreadnought raptor.
You concentrate intently on a dreadnought raptor, and a pulse of pearlescent energy ripples toward it!
CS: +227 - TD: +153 + CvA: +25 + d100: +84 == +183
Warding failed!
The dreadnought raptor shudders with sporadic convulsions as pearlescent ripples envelop its body.
The dreadnought raptor is crushed for 50 points of damage!
... 25 points of damage!
Nice blow to back!
... 25 points of damage!
Nice blow to left leg!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
R>
--- Lich: sloot2 active.
[sloot2]>search #2414756
...wait 1 seconds.
R>
[sloot2]>search #2414756
...wait 1 seconds.
R>
[sloot2]>search #2414756
Geez! It's still alive! Not a good time for that.
>;kill all
--- Lich: sloot2 has exited.
--- Lich: bigshot has exited.
--- Lich: keepalive has exited.
>;e GameObj.npcs.each { |npc| echo "#{npc.name}: #{npc.status}" }
--- Lich: exec1 active.
[exec1: dreadnought raptor: dead]
--- Lich: exec1 has exited.
>l
[Gyldemar Green, Forest]
Covering the top of this knoll is a large meadow. Butterfly-weed, creeping phlox, asters and little bluestem blanket the area in color. Butterflies and bees flit from flower to flower. You also see a dreadnought raptor that appears stunned.
Obvious paths: north, south, west
>
deadly
12-05-2010, 10:51 PM
when i run bigshot i have my rogue run to the table to rest up and get spelled up by my wizard however autobot alert goes NUTS i let it run for an hr and had a TON of autobot alert popups each time my char went to the table
[exec1: AUTOBOT ALERT: ****** waves to you, inviting you to join him.] is there away to ignore just this line so it does not alert autobot to spam me with windows just because my alt invited him to the table.
i tried to use the ignore feature in the highlight feature of stormfront but the damm windows keep poping up and cluttering my screen.
if someone can tell me how to get rid of the line that causes the popup or can put in a line of code so that specific chat does not trigger the autobot popup.
thanks for any help that i can get on this
>;bigshot display
--- Lich: bigshot active.
[bigshot: Version: 2.09052010]
[bigshot: hunting_stance: advance]
[bigshot: flee_clouds: true]
[bigshot: resting_scripts: npcpick, sloot2 sell, go2 XXX]
[bigshot: 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) )]
[bigshot: oom: 0]
[bigshot: loot_script: sloot2]
[bigshot: lone_targets_only: false]
[bigshot: resting_commands: sheath]
[bigshot: resting_room_id: xxxxooxox]
[bigshot: hunting_room_id: xxxxxx]
[bigshot: stay_hidden: false]
[bigshot: hide_for_ammo: false]
[bigshot: use_wracking: false]
[bigshot: rest_till_spirit: 3]
[bigshot: monitor_interaction: true]
[bigshot: rest_till_mana: 0]
[bigshot: hunting_commands: attack]
[bigshot: targets: xxxxxx, xxxxxxx]
[bigshot: hunting_boundaries: xxx]
[bigshot: rest_till_exp: 65]
[bigshot: spam: true]
[bigshot: depart_switch: true]
[bigshot: dead_man_switch: true]
[bigshot: wand_if_oom: false]
[bigshot: fried: 100]
[bigshot: hunting_prep_commands: gird]
--- Lich: bigshot has exited.
Tillmen
12-05-2010, 11:33 PM
The dreadnought raptor shudders with sporadic convulsions as pearlescent ripples envelop its body.
This message was in infomon as part of the workaround for Simu not updating the XML after something dieing. I removed it and updated infomon. It's possible that the problem this was supposed to fix will come back though. If scripts start thinking the raptor is alive when it's really dead, let me know what the real death message is.
deadly
12-06-2010, 03:18 AM
is there a script or a way to add box hoarding to this script? by either putting the boxes into the locker or by dropping them off at another players table? in shattered i want to be able to hoard a bunch of boxes at my table and then use my rogue to pick them after i do a few runs. I would appreciate an option to put all the boxes in a locker or drop them off at a table while resting.
thanks for all your help.
Carl Spackler
12-06-2010, 10:52 AM
is there a script or a way to add box hoarding to this script? by either putting the boxes into the locker or by dropping them off at another players table? in shattered i want to be able to hoard a bunch of boxes at my table and then use my rogue to pick them after i do a few runs. I would appreciate an option to put all the boxes in a locker or drop them off at a table while resting.
thanks for all your help.
I don't know enough about scripting, but I think the easiest way to do it would be to write one that would empty your boxes at a table and run it in your resting scripts before you run your selling script.
Lysani
12-07-2010, 10:43 AM
lockerbox.lic just change the go2 to whatever room your locker is in.
NoOnesShowMonkey
12-17-2010, 11:54 AM
Updated my Lich / Bigshot guide (http://forum.gsplayers.com/showthread.php?t=57651) to include a full section on Bigshot.
You Bigshot bigshots should take a look at it and send me some PMs with stuff that YOU do that is awesome that I don't have on there. Got some cool active hunting / resting scripts? What about a sexy wound evaluation? etc.
Thanks.
I'm getting this at the end of a hunt using sbounty and bigshot. Everything up until today worked fine. I did update bigshot before the problem started.
[go2: travel time: 0:00:04]
[sbounty: killing bigshot]
--- Lich: go2 has exited.
--- Lich: 'bigshot' has been stopped by sbounty.
[bigshot]>gather arrow
You may only gather an item that is on the ground or in your hands.
!>
[bigshot]>get arrows
!>
You remove a bundle of arrows from in your pale white quiver.
!>
You feel less drained.
!>
[bigshot]>stow #34919364
You put a bundle of arrows in your black stalking cloak.
!>
[bigshot]>gather arrow
You may only gather an item that is on the ground or in your hands.
!>
[bigshot]>get arrows
You remove a bundle of arrows from in your black stalking cloak.
!>
Your SIGN OF SWORDS is no longer effective.
You feel drained!
!>
[bigshot]>stow #34919364
You put a bundle of arrows in your black stalking cloak.
!>
[bigshot]>gather arrow
You may only gather an item that is on the ground or in your hands.
!>
[bigshot]>get arrows
You remove a bundle of arrows from in your black stalking cloak.
!>
Your SIGN OF DEFENDING is no longer effective.
!>
[bigshot]>stow #34919364
You put a bundle of arrows in your black stalking cloak.
!>
[bigshot]>gather arrow
You may only gather an item that is on the ground or in your hands.
!>
[bigshot]>get arrows
You remove a bundle of arrows from in your black stalking cloak.
!>
[bigshot]>stow #34919364
You put a bundle of arrows in your black stalking cloak.
!>
[bigshot]>gather arrow
You may only gather an item that is on the ground or in your hands.
!>
[bigshot]>get arrows
You remove a bundle of arrows from in your black stalking cloak.
!>
[bigshot]>stow #34919364
You put a bundle of arrows in your black stalking cloak.
!>
[bigshot]>gather arrow
You may only gather an item that is on the ground or in your hands.
!>
[bigshot]>get arrows
You remove a bundle of arrows from in your black stalking cloak.
!>;k bigshot
--- Lich: bigshot has exited. I killed it here
[sbounty: running resting routine]
[sbounty]>wear bow
You sling a glossy red composite bow over your shoulder.
Also when I run bigshot setup it starts doing it's arrow thing again.
Spooky
12-22-2010, 07:41 PM
Vanathar, do you remember the command to have azbounty use sigil of power once? (not 3 times in a row?) I reodwnloaded and forgot the fix...
Thanks!
Vanatar
12-22-2010, 11:44 PM
Vanathar, do you remember the command to have azbounty use sigil of power once? (not 3 times in a row?) I reodwnloaded and forgot the fix...
Thanks!
Sure do... (copy and paste!)
The default behavior of the wrack() routine is to use sigil of power as many times as your stamina allows.
Change Line 714 ( or thereabouts) from this:
( checkstamina / 50 ).times { Spell[9718].cast }
to this:
Spell[9718].cast if you want a single cast
Or any number of variations you can think of, really.
--Vanatar
audioserf
12-23-2010, 08:10 AM
Yesterday I updated Bigshot to the most recent version for some dumb reason, and now Bigshot won't wrack anymore. I didn't change any settings. It's still set to Use Sign of Wracking, with spirit >=6. Any ideas?
Overlordz
12-27-2010, 05:53 PM
I noticed sometimes my tail will keep tagging along with the head, but when it comes time to attack, he never does.
Turns out if $bigshot_should_rest gets set to true on a tail, it's never set back to nil.
My fix was to set $bigshot_should_rest = nil where the tail receives the pre-rest commands event.
Overlordz
12-29-2010, 06:30 PM
Not sure if anyone gives a shit about these but I'll keep posting.
I've been hunting with different spells based on what critter I'm attacking. Sometimes bigshot gets stuck in a nasty loop of "You already have a spell readied! You must RELEASE it if you wish to prepare another!".
Well, I just added a check to cmd_spell right before casting happens. Seems to work.
if (checkprep != "None" && checkprep != Spell[id].name)
fput "release"
end
I'm running into a problem using wands with bigshot.
With crystalline wands, it works fine.
With any sort of rod, it managed to get the rod, but the wave part don't work. I wave at a wand I have.
With golden wands, it manages to pick up the wand from my backpack, but don't notice if I got it or if I already had one in my hand. It tries again, and eventually times out without using the wand.
Norminstarr
01-21-2011, 03:21 AM
I'm using Lich on my Mac with avalon, if that matters. I can't get the society abilities to work, I have the codes in, separated by commas. When I look at the lich settings I even see the codes there, but no refresh, no start, nothing. Any suggestions?
Buckwheet
02-12-2011, 01:10 PM
Having problems with it not clearing the target correctly?
Anyone happen to have a fix?
[Old Ta'Faendryl, West]
The road runs from east to west, coming to an end at a wide area of land that opens to the east. Thick blades of grass, bristling at the tips with clinging seed heads, poke through the web of cracks and crevices that splinter the path. You also see an Ithzir adept.
Obvious paths: east, west
>
Your disk arrives, following you dutifully.
>
[bigshot]>prepare 1030
You change your tune slightly, adding the element for Song of Sonic Disruption to your song...
Your spellsong is ready.
>
[bigshot]>cast target
You weave another verse into your harmony, directing the sound of your voice at an Ithzir adept.
Just as you begin your melody, the Ithzir adept shimmers and fades away, leaving you singing at nothingness!
Sing Roundtime 3 Seconds.
(Forcing stance down to guarded)
[bigshot]>southeast
[Old Ta'Faendryl, West Market]
A recessed alcove built into a jog in the city walls shelters a bush that is covered with what appears to be an equal abundance of small, cup-shaped red blossoms and vicious looking thorns. The bush clings limpet-like to the wall, its prickly defenses amply sufficient protection against would be intruders to its private space. You also see an Ithzir adept.
Obvious paths: southeast, northwest
>
[bigshot]>prepare 1030
An Ithzir adept closes her eyes while incanting an alien phrase.
>
You change your tune slightly, adding the element for Song of Sonic Disruption to your song...
Your spellsong is ready.
>
[bigshot]>cast target
What were you referring to?
>
Your disk arrives, following you dutifully.
>
[LNet]-GSIV:Grutek: "gambling and god both use the number 7 7 7"
[bigshot]>cast target
What were you referring to?
>
An Ithzir adept thrusts both palms toward you!
An Ithzir adept hurls a roaring ball of fire at you!
AS: +389 vs DS: +680 with AvD: +37 + d100 roll: +91 = -163
A clean miss.
>
An Ithzir adept fades into view!
An Ithzir adept thrusts both palms toward you!
CS: +402 - TD: +439 + CvA: -8 + d100: +100 - -5 == +60
Warded off!
>
An Ithzir adept closes her eyes while incanting an alien phrase.
>
[bigshot]>stance defensive
You are now in a defensive stance.
>
[bigshot]>northwest
[Old Ta'Faendryl, West]
The ground here is uneven, liberally littered with stones and blocks that have fallen from the surrounding building walls. Flaked off bits and pieces of granite have been ground into the dirt by the long term pressure of passing hooves, feet and paws. You also see an Ithzir janissary, a twisted crystal-tipped staff, a polished steel shield and a spiral-hafted handaxe.
Obvious paths: northeast, southeast, west
>
[bigshot]>cast target
What were you referring to?
>
Your disk arrives, following you dutifully.
>
[bigshot]>cast target
What were you referring to?
>
An Ithzir janissary swings a spiral-hafted handaxe at you!
In the nick of time, you interpose your tower shield between yourself and the attack!
>target
Usage: TARGET {player|creature}
TARGET RANDOM
TARGET CLEAR
You are currently targeting an Ithzir adept.
Alorn15
02-13-2011, 05:07 PM
Buckwheet, what are your settings?
Unrelated:
I just updated bigshot with some 1.9.x fixes - there are probably still issues with code paths I'm not hitting on my chars though. Also implemented the suggestions Overlordz made. Still plan on getting to hiding while hunting eventually but very busy.
horibu
02-13-2011, 05:50 PM
I'm having an issue of bigshot attacking on the first initial room it hits. When bigshot starts up it uses go2 to get to the room set in starting room ID. Well.. once it reaches there it just starts attacking if a mob is in the room even if another live player is there. After that initial room it seems like the player detection code works. I've modified my scripts to start in a safe room that mobs don't usually spawn in to avoid this issue. But was hoping someone could figure out why and fix it. Thanks.
Buckwheet
02-13-2011, 08:58 PM
Buckwheet, what are your settings?
Unrelated:
I just updated bigshot with some 1.9.x fixes - there are probably still issues with code paths I'm not hitting on my chars though. Also implemented the suggestions Overlordz made. Still plan on getting to hiding while hunting eventually but very busy.
[bigshot: Version: 2.09052010]
[bigshot: hunting_stance: defensive]
[bigshot: flee_count: 1]
[bigshot: resting_scripts: sloot2 sell, waggle, herbheal, go2 rooftop]
[bigshot: flee_clouds: true]
[bigshot: ammo_hide: false]
[bigshot: loot_script: sloot2]
[bigshot: oom: 25]
[bigshot: 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) )]
[bigshot: primary: true]
[bigshot: herb: false]
[bigshot: bounty_critter_only: true]
[bigshot: lone_targets_only: false]
[bigshot: resting_room_id: 13362]
[bigshot: resting_commands: stop 1009]
[bigshot: hunting_room_id: 11821]
[bigshot: hide_for_ammo: false]
[bigshot: use_wracking: true]
[bigshot: hunting_boundaries: 11813, 11905, 11866, 11911, 11858, 11991, 11900, 12054,11967,11949]
[bigshot: targets: ithzir seer, ithzir herald, ithzir janissary, ithzir adept, griffin]
[bigshot: wracking_spirit: 8]
[bigshot: hunting_commands: 1030(xx)]
[bigshot: rest_till_mana: 90]
[bigshot: monitor_interaction: false]
[bigshot: area: OTF]
[bigshot: rest_till_exp: 70]
[bigshot: dead_man_switch: false]
[bigshot: depart_switch: false]
[bigshot: spam: false]
[bigshot: hunting_prep_commands: prep 1009, sing tower]
[bigshot: fried: 100]
[bigshot: wand_if_oom: false]
Alorn15
02-13-2011, 11:37 PM
Try changing your hunting commands to 1030 target(xx)
instead of 1030(xx)
How would I get bigshot to do aim attacks? Aim head then aim r eye, aim l eye?
sellies
03-05-2011, 11:39 PM
How would I get bigshot to do aim attacks? Aim head then aim r eye, aim l eye?
you'd want to use AND
ie: aim right eye AND fire target
Could anyone paste what their society field looks like (especially if you're sunfist). I've put the spell codes in and it's not casting them or only casting the first one.
subzero
04-12-2011, 04:46 AM
9707, 9708, 9714, 9715
GodSatan
04-12-2011, 09:39 AM
;rep download isigils
;isigils setup
put isigils in active hunting scripts, it does a better job monitoring the stamina cost, I get popped muscles when I put them into bigshot directly.
Feature request: two sets of pre-hunt commands, one for pre-go2, one for post-go2 arriving at the hunting boundary.
Specifically I'm having trouble hunting Darkstone, because it's not reliably getting my weapon back out after using the shortsword, so occasionally I'm left with either a shortsword or nothing in my hand, and I have no hook to force a "stow right, gird" that would guarantee I start hunting with proper shit equipped.
I realize this is a bug with go2 not properly restoring item state after the shortsword puzzle, but seems like the workaround in bigshot would be handy outside of just that scenario. For now I fixed it by doing a "stow right, unsheath" at the start of my attack routine but that's pretty messy.
Malvadere
05-12-2011, 11:19 AM
Anyone know of a way to make the attack sequence not be fooled by casts and hold out for a swing? Ill have a creature cast randomly but need to be sure to have my attacks follow its swing. Thanks so much.
Stephen
Malvadere
05-16-2011, 05:28 AM
anyone please?
A tweak I found useful - I hunt mobs that summon non-NPC shit I want to flee from, specifically long thorny vines, and by default Bigshot will only let you flee from "clouds" with the checkbox or from specified NPCs. Since vines and other similar objects like insect swarms and clouds aren't NPCs it won't flee from them.
The quick fix: add this line to should_flee, line 1045..
def should_flee?( just_entered = false )
GameObj.loot.each { |i| return true if i.noun == 'cloud' } if @FLEE_CLOUDS
GameObj.loot.each { |i| return true if @ALWAYS_FLEE_FROM.include?(i.noun) }
return true if GameObj.npcs.any? { |i| @ALWAYS_FLEE_FROM.include?(i.noun) }
....
Which will let you specify non-NPC things to flee from and it should flee automatically properly. Alternatively there could be another text entry field with environmental shit to flee from with its own tooltip/etc. I suppose.
Hazado
05-24-2011, 10:56 PM
A tweak I found useful - I hunt mobs that summon non-NPC shit I want to flee from, specifically long thorny vines, and by default Bigshot will only let you flee from "clouds" with the checkbox or from specified NPCs. Since vines and other similar objects like insect swarms and clouds aren't NPCs it won't flee from them.
The quick fix: add this line to should_flee, line 1045..
def should_flee?( just_entered = false )
GameObj.loot.each { |i| return true if i.noun == 'cloud' } if @FLEE_CLOUDS
GameObj.loot.each { |i| return true if @ALWAYS_FLEE_FROM.include?(i.noun) }
return true if GameObj.npcs.any? { |i| @ALWAYS_FLEE_FROM.include?(i.noun) }
....
Which will let you specify non-NPC things to flee from and it should flee automatically properly. Alternatively there could be another text entry field with environmental shit to flee from with its own tooltip/etc. I suppose.
GameObj.loot.each { |i| return true if i.noun == 'cloud' } if @FLEE_CLOUDS
I think that line is the line your looking for
GameObj.loot.each { |i| return true if i.noun =~ /cloud|vine|swarm/ } if @FLEE_CLOUDS
That would probably do it
GameObj.loot.each { |i| return true if i.noun == 'cloud' } if @FLEE_CLOUDS
I think that line is the line your looking for
GameObj.loot.each { |i| return true if i.noun =~ /cloud|vine|swarm/ } if @FLEE_CLOUDS
That would probably do it
Yeah, that would work too, but my change is a little more extensible since it makes you flee from Game objects that match your FLEE box and not just hardcoded objects in the script.. thus the bolded line in my post..
Philiater
05-25-2011, 11:38 PM
anyone please?
so you know we're not ignoring you... I looked at the code but I couldn't figure it out at first glance. I was looking at the method "def wait_for_swing" and it all makes sense to me except these:
1. status_tags
2. break if clear.any? { |line| line =~ /#{target.id}.*(#{pcs})/ && line !~ /^<style id=""\/><style id="roomDesc"\/>|<component id='room objs'>|<compDef id='room objs'>/ }
status tags I couldnt find a definition for in lich, slib, or bigshot.
as for the second line, i'm not a coder. I try to figure things out by looking at existing/functioning scripts and 'tracing' how they respond in-game. that only takes me so far. it's almost like the 2nd line says something like "go to your next command for this creature (break) if a line shows up that contains both your creature and a member of your group, but NOT (&& line !~) if that line is simply the room description line"
I could be way off. if that's the case, you could add something to the " && line !~ / a | b |c | insert sensitive and specific line(s) here about monsters casting at you / " bit to get it to ignore casts
if someone can help I'll probably create a new command for bigshot called waitcast to distinguish casting from everything else (cmans, maneuvers, etc).
anyone who knows what they're talkin about chime in?
~moredin
Another fix suggestion..
I noticed Bigshot will kill anything in your starting room ID for hunting, even if another PC is present - so you end up killstealing random people if they happen to be in your start room with a mob.
Could avoid this by always making your starting room just outside the hunting area, but this isn't really ideal always.. Anyway, this was my "fix" that seems to work incase it helps anyone else:
line 1743, before main hunting loop starts, change from:
# loop
target = nil
sleep 1
just_arrived = true
to:
# loop
prepare_for_movement()
target = bs_wander()
sleep 1
just_arrived = true
Only difference is it'll skip your first room and always do the normal wander + check for PCs logic that runs elsewhere but was being ignored on the first room entrance when starting a hunt.
BigPun
05-31-2011, 09:50 AM
Having a little trouble getting bigshot to run. Was hoping someone could help me out. This is on a low level bard swinging a claid. Just want him to kill some thyrils. I don't know much about scripting, I think I may just be entering the wrong commands. Here's what it says when I try to run it.
| Settings loaded
| ERROR: Missing required setting: hunting_commands
| (fried? is percenthealth and oom is percentmana)
Can't seem to get a settings screen shot but heres how I have it set up
General tab
Engage Deadmans switch checked
Monitor interaction checked
Flee from clouds checked
Resting tab
Room id: 3519, other lines under this tab I left blank
Hunting Map Tab
starting room id: 5958
boundary rooms: 5957 5975 (wasn't sure if I needed a comma or anything between those)
Hunting Tab
Valid targets: Thyril
Attack stance: Offensive
Pre-hunt Commands: inc 401
Attacking Tab
Hunting commands 1, 2, & 3: kill target
flee if enemy count is > : 3
spam attacks checked
rest is blank
Should Hunt Tab
*whenpercentmind <= 1
*whenpercentmana >= 99
check spirit left blank
Should Rest Tab
*whenpercentmind >= 99
...*or percentmana <= 1
... or percentencumbrance >= 50
... or wounded eval : bleeding? || percenthealth <= 80 || [Wounds.head, Wounds.nsysWounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand].max >= 2
Ammo/Wands tab
Left blank
Any help would be greatly appreciated.
subzero
05-31-2011, 12:30 PM
| Settings loaded
| ERROR: Missing required setting: hunting_commands
| (fried? is percenthealth and oom is percentmana)
Can't seem to get a settings screen shot but heres how I have it set up
General tab
Engage Deadmans switch checked
Monitor interaction checked
Flee from clouds checked
Resting tab
Room id: 3519, other lines under this tab I left blank
Hunting Map Tab
starting room id: 5958
boundary rooms: 5957 5975 (wasn't sure if I needed a comma or anything between those)
You need to separate the room numbers with a comma.
Hunting Tab
Valid targets: Thyril
Attack stance: Offensive
Pre-hunt Commands: inc 401
Download waggle. Run waggle as a rest script and then you can remove the incant 401 pre-hunt command. This is a good place to do something like gird so that you equip your weapon/shield.
Attacking Tab
Hunting commands 1, 2, & 3: kill target
flee if enemy count is > : 3
spam attacks checked
rest is blank
You're probably gonna have a hard time if you don't use the wait command: wait 30, attack target
BigPun
05-31-2011, 04:18 PM
Filled in these things and still getting the same message.
>;bigshot
--- Lich: bigshot active.
| Settings loaded
| ERROR: Missing required setting: hunting_commands
| (fried? is percenthealth and oom is percentmana)
--- Lich: bigshot has exited.
JustDan
05-31-2011, 07:04 PM
Having a little trouble getting bigshot to run. Was hoping someone could help me out. This is on a low level bard swinging a claid. Just want him to kill some thyrils. I don't know much about scripting, I think I may just be entering the wrong commands. Here's what it says when I try to run it.
| Settings loaded
| ERROR: Missing required setting: hunting_commands
| (fried? is percenthealth and oom is percentmana)
Can't seem to get a settings screen shot but heres how I have it set up
General tab
Engage Deadmans switch checked
Monitor interaction checked
Flee from clouds checked
Resting tab
Room id: 3519, other lines under this tab I left blank
Hunting Map Tab
starting room id: 5958
boundary rooms: 5957 5975 (wasn't sure if I needed a comma or anything between those)
Hunting Tab
Valid targets: Thyril
Attack stance: Offensive
Pre-hunt Commands: inc 401
Attacking Tab
Hunting commands 1, 2, & 3: kill target
flee if enemy count is > : 3
spam attacks checked
rest is blank
Should Hunt Tab
*whenpercentmind <= 1
*whenpercentmana >= 99
check spirit left blank
Should Rest Tab
*whenpercentmind >= 99
...*or percentmana <= 1
... or percentencumbrance >= 50
... or wounded eval : bleeding? || percenthealth <= 80 || [Wounds.head, Wounds.nsysWounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand].max >= 2
Ammo/Wands tab
Left blank
Any help would be greatly appreciated.
Hooookay. Since I'm a very visual person (see: my signature), could you do screencaps of your whole system on each tab of bigshot, then edit them in Paint to crop them down, then post them here? I don't use BigShot any more, but used to all the time, and might be able to spot, visually, where the issue is on your setup. I know that I've seen that particular error message, and I kinda roughly know how I fixed it, but I need to see your setup, pretty please...
BigPun
06-01-2011, 08:52 AM
Hooookay. Since I'm a very visual person (see: my signature), could you do screencaps of your whole system on each tab of bigshot, then edit them in Paint to crop them down, then post them here? I don't use BigShot any more, but used to all the time, and might be able to spot, visually, where the issue is on your setup. I know that I've seen that particular error message, and I kinda roughly know how I fixed it, but I need to see your setup, pretty please...
I tried to copy and paste it. There really isn't any options when I right click anywhere inside of the setup menu. I may just be doing it wrong because I don't really know what screencaps are.
JustDan
06-01-2011, 09:15 AM
I tried to copy and paste it. There really isn't any options when I right click anywhere inside of the setup menu. I may just be doing it wrong because I don't really know what screencaps are.
Whoops. My bad. CTRL + PrtScn whilst you have each tab open will take a full screenshot and copy it to Clipboard (I'm assuming yer on a Windows PC). Then open Paint and CTRL-V to paste that screencap there. Then draw a boundary around it using the dashed boxy thingie tool, hit CTRL-X (which will cut that selected area to your Clipboard). Open a new instance of Paint and CTRL-V. Save the resulting file as TAB1 or something, then rinse and repeat for each tab, then post the resulting pics here (probably need to use Photobucket or something).
boardergeek
06-02-2011, 09:12 PM
I just started using Bigshot. Scripting rats right now and I notice that many times it just walks right by them. It doesn't matter if there is just one rat or many rats. Is this a known issue with matching names?
horibu
06-05-2011, 06:40 PM
FYI BigPun, tried helping my brother hunt Thryils, and couldn't get it to work either. It may be something with the mob itself. It would just walk right past them. I even tried using my Bigshot setup with just the new target being thryils and new boundary rooms and still nothing. So seems it may be an issue with the mob itself.
I just started using Bigshot. Scripting rats right now and I notice that many times it just walks right by them. It doesn't matter if there is just one rat or many rats. Is this a known issue with matching names?
Are you in the Nexus? I remember that used to be a problem.
boardergeek
06-05-2011, 09:33 PM
Yep, that was the problem. Apparently the room id's in sewer are not unique? and bigshot doesn't check for mobs until it hits a new room. So it constantly moves and doesn't see a new room and then doesn't see a mob. Once I graduated out of the sewers I was a-okay.
Darcthundar
06-11-2011, 06:52 AM
With Bigshot is there a way to cast my defensive spells before I hunt instead of casting them before resting?
zero70
06-11-2011, 06:57 AM
you could run waggle or whatever as a prehunt command..
Darcthundar
06-11-2011, 10:06 PM
you could run waggle or whatever as a prehunt command..
I tried that and it did not work
gird, remove shield, stance defensive, waggle
subzero
06-12-2011, 01:09 AM
Waggle is a script. It should be run under the resting scripts section, not the pre-hunt commands, which do not run scripts.
Buckwheet
06-12-2011, 11:51 PM
Anyone ever experience it just ignoring the attack options and just always doing routine a?
subzero
06-13-2011, 12:22 AM
Anyone ever experience it just ignoring the attack options and just always doing routine a?
Wat'choo talkin bout Willis?
Buckwheet
06-13-2011, 08:09 AM
Where you specify the attack routines with the (a), (b), (c).
I have stuff in all three columns with creatures specified and it ignores b and c and just does a all the time. It used to work, and just suddenly stopped.
Can someone please explain the encumbrance field to me? My guy keeps dying because he gets overencumbered but even if I go to 1% encumbrance it still hunts till his bag is full. What do the percentages correspond with and what should I set it at so he goes home after a couple stages of encumbrance?
subzero
06-17-2011, 03:16 PM
I put 20 in the encumbrance field on my swingers.
light = 10%
somewhat = 20%
moderate = 30%
significant = 40%
very significant = 50%
heavy = 65%
very heavy = 80%
extreme/overloaded = 100%
Insodus
06-22-2011, 06:27 PM
I have a cleric in a hunting group I'm running. Right before the hunt starts I want to cast 307 and 310 on the leader (I can't make it a resting script because of the short durations).
In my pre-hunt I have "gird, prep 307, cast ****, prep 310, cast ****"
This works for the first spell, but I can't get it to wait 3 seconds to cast the second one (I've tried sleep 3, wait 3, etc).
Any suggestions?
Can you have it enter the command "Wait", that puts you in two seconds or RT.
Insodus
06-22-2011, 07:13 PM
Can you have it enter the command "Wait", that puts you in two seconds or RT.
I was hoping to avoid that, since the cleric is the follower, he'd get left behind and it would be up to the "rubber band" logic in BigShot to get it back in time before the second spell went off, and I just dont think that will work.
I was hoping to avoid that, since the cleric is the follower, he'd get left behind and it would be up to the "rubber band" logic in BigShot to get it back in time before the second spell went off, and I just dont think that will work.
Can you call a lich script in that field? If not why not just write a little script that waits 3 seconds and then ends? Or why not just write a wizard script to cast both spells and call that?
Buckwheet
06-22-2011, 08:29 PM
I would make a script and run it as a hunting script that casts it.
Insodus
06-22-2011, 11:15 PM
I tried that, as far as I can tell it wont execute scripts in that field. I even tried putting in a stormfront script, no go. It sends anything there straight to the game as a regular command.
I guess I'll just write a pre-resting command that waits until just before "Clear" and casts it. That should buy me enough time.
subzero
06-23-2011, 12:49 AM
Making a script and running it as a hunting script should work fine. The first spell would likely be cast before you get out of town and the second by the time you're in your hunting area. Also, why are you going down to clear before hunting again?
Insodus
06-23-2011, 05:19 PM
Well I just came back after like 6 years away, and that was what standard procedure was back then.
I understand now you want to do bounties and try and keep > numbed, and possibly saturated. However I can't seem to get azbounty to work in a MA scenario (sharing bounties etc).
Would I want to stay higher then clear even not doing bounties?
subzero
06-24-2011, 10:21 AM
Azbounty doesn't work in groups and I'm fairly certain that you get more exp/hour if you go back out and hunt at becoming numbed or numbed, regardless of bounties.
Azbounty doesn't work in groups and I'm fairly certain that you get more exp/hour if you go back out and hunt at becoming numbed or numbed, regardless of bounties.
Do you know how the percentage in bigshot works then? I have shouldhunt set to 40 and it waits till I'm fresh and clear.
Insodus
06-24-2011, 11:48 AM
Do you know how the percentage in bigshot works then? I have shouldhunt set to 40 and it waits till I'm fresh and clear.
You should use one of the numbers in this chart....
http://www.krakiipedia.org/wiki/Experience#Mind_states
(x100 of course)
subzero
06-24-2011, 11:58 AM
Krakii is wrong:
Must rest / saturated are 100%
Numbed = 90
Becoming numb = 75
Muddled = 62
Clear = 50
Fresh = 25
Clear = 0
As you can see with the correct list, setting it to hunt when your mind is <= 40% will wait until fresh and clear. I usually have mine set to 75 or 62.
Ok I'll set it to 50 for muddled, thanks.
EDIT: Missed a post.
raith
07-11-2011, 05:50 PM
Noticed when i was doing archery last week that bigshot would not always gather ammo after my loot script would run (sloot3) causing me to run out of arrows. so i used the function in sloot3 and noticed it was still running off sometimes before gathering ammo
i believe most of the time it was doing it when i was a hunt was ending for any reason. currently dont have logs this is really only a problem because i am in shattered and not always at the keyboard to buy more arrows
i can get a log here shortly if needed for you
Hazado
07-11-2011, 05:58 PM
Noticed when i was doing archery last week that bigshot would not always gather ammo after my loot script would run (sloot3) causing me to run out of arrows. so i used the function in sloot3 and noticed it was still running off sometimes before gathering ammo
i believe most of the time it was doing it when i was a hunt was ending for any reason. currently dont have logs this is really only a problem because i am in shattered and not always at the keyboard to buy more arrows
i can get a log here shortly if needed for you
Do a search for "def rest()" and add "gather_ammo()" after it.
Should fix the problem
Nikita
07-16-2011, 09:26 AM
I'm sure this has been posted before but I'm tired of looking through all the posts.
How do I setup bigshot so I can hunt in a group or at least ignore the person with me that is hunting along side?
boardergeek
07-16-2011, 12:24 PM
Start the followers first with ;big tail and then start the lead with ;big head
Boora
08-01-2011, 11:49 AM
hey hey...
I've read various pages within this thread, but not all of it... That being said, this may have been suggested prior. If so, would someone show me where it might have been discussed?
To the point..
Is it possible to add a "quick search" option in the the GUI on the attack tab? A "quick search" option would allow for immediate searching by bolt casters. Most useful for critters that disappear immediately after being killed, too quickly for the "loot script" to activate.
When I spam search <critter> manually after each attack, the loot script does not activate. Bigshot has determined that the critter has left the room and begins looking for a new critter. Consequently, loot is then left on the ground when the critter is successfully searched.
As a result, if a "quick search" option is added, the "loot script" would also need to be activated upon a successful "quick search". Otherwise, bigshot would still determine that the critter has left the room.
Any thoughts?
Insodus
08-01-2011, 12:40 PM
hey hey...
I've read various pages within this thread, but not all of it... That being said, this may have been suggested prior. If so, would someone show me where it might have been discussed?
To the point..
Is it possible to add a "quick search" option in the the GUI on the attack tab? A "quick search" option would allow for immediate searching by bolt casters. Most useful for critters that disappear immediately after being killed, too quickly for the "loot script" to activate.
When I spam search <critter> manually after each attack, the loot script does not activate. Bigshot has determined that the critter has left the room and begins looking for a new critter. Consequently, loot is then left on the ground when the critter is successfully searched.
As a result, if a "quick search" option is added, the "loot script" would also need to be activated upon a successful "quick search". Otherwise, bigshot would still determine that the critter has left the room.
Any thoughts?
Sounds like a great idea.
http://rubylearning.com/satishtalim/tutorial.html
Boora
08-02-2011, 02:17 PM
Sounds like a great idea.
http://rubylearning.com/satishtalim/tutorial.html
Been through the tutorials and I've tried to work my way through bigshot and edit even small pieces. All I end up doing is breaking it.
That being said, I have been able to edit much smaller scripts to do what I want. Still very much a beginner.
Inspire
08-02-2011, 02:37 PM
hey hey...
I've read various pages within this thread, but not all of it... That being said, this may have been suggested prior. If so, would someone show me where it might have been discussed?
To the point..
Is it possible to add a "quick search" option in the the GUI on the attack tab? A "quick search" option would allow for immediate searching by bolt casters. Most useful for critters that disappear immediately after being killed, too quickly for the "loot script" to activate.
When I spam search <critter> manually after each attack, the loot script does not activate. Bigshot has determined that the critter has left the room and begins looking for a new critter. Consequently, loot is then left on the ground when the critter is successfully searched.
As a result, if a "quick search" option is added, the "loot script" would also need to be activated upon a successful "quick search". Otherwise, bigshot would still determine that the critter has left the room.
Any thoughts?
## #1. Save this as a script. I call mine banshee.lic
## #2. Run this as a hunting script.
## #3. Profit
goto "TOP"
TOP:
match "LOOT", "The ice wraith slumps silently to the ground and begins to rapidly dissipate."
match "LOOT", "The stone troll shudders violently for a moment, then goes still."
match "LOOT", "The stone troll topples to the ground motionless."
match "LOOT", "The stone giant rumbles in agony and goes still."
match "LOOT", "The stone giant shudders and goes still."
match "LOOT", "The ghost slowly settles to the ground and begins to dissipate."
match "LOOT", "The phantasma shrieks in terror for an instant, then begins to rapidly dissipate!"
match "LOOT", "The firephantom slowly settles to the ground and begins to dissipate."
match "LOOT", "The banshee exhales a sigh of relief and begins to quickly decay away."
match "LOOT", "The banshee slumps to the floor, exhales a sigh of relief, and begins to quickly decay away."
match "LOOT", "The hunch-backed dogmatist awkwardly staggers backwards, falling"
match "LOOT", "The hunch-backed dogmatist rises to his knees."
match "LOOT", "The hunch-backed dogmatist rises to her knees."
match "LOOT", "The hunch-backed dogmatist lies weakly upon the floor."
match "LOOT", "The hunch-backed dogmatist sits tentatively upon the floor."
match "LOOT", "Silence hangs heavy in the air as the dogmatist exhales his final breath, collapsing lifelessly to the ground."
match "LOOT", "Silence hangs heavy in the air as the dogmatist exhales her final breath, collapsing lifelessly to the ground."
match "WRAITH", "catches your eye as the water elemental gurgles eerily and collapses into a puddle of water."
match "WRAITH", "A wind wraith releases a groan of mingled ecstasy and relief as it fades away, leaving"
matchwait
LOOT:
fput ("loot")
goto "TOP"
WRAITH:
pause_script ("bigshot")
start_script ("sloot")
pause "2s"
unpause_script ("bigshot")
goto "TOP"
Tillmen
08-05-2011, 09:28 PM
I forget if anyone is maintaining this script...
goto is defined on line 979ish. The problem with this is.. goto is defined by Lich to mimic the behavior of Wizard/Stormfront scripting. When bigshot defines it, it replaces what Lich defined (more or less), and breaks any script trying to use the original definition.
Alorn15
08-05-2011, 10:11 PM
I forget if anyone is maintaining this script...
goto is defined on line 979ish. The problem with this is.. goto is defined by Lich to mimic the behavior of Wizard/Stormfront scripting. When bigshot defines it, it replaces what Lich defined (more or less), and breaks any script trying to use the original definition.
Hi Tillmen.
Tillmen
08-05-2011, 10:12 PM
Hi Tillmen.
Hi! What the hell are you doing here?!
Alorn15
08-08-2011, 09:28 AM
I'm just here for the monks.
<3
Joseph
08-08-2011, 10:38 AM
Monks are released already? I thought that would be at least another five years out.
tallkris3
08-15-2011, 02:46 PM
There anyway to get extra stats for ;bigshot ?
Number of hunts? Exp Absorbed during that run? I'd think those two wouldn't be hard.....
Stuff like critters killed might be interesting but I'm sure would take more work.
subzero
08-15-2011, 03:01 PM
There anyway to get extra stats for ;bigshot ?
Number of hunts? Exp Absorbed during that run? I'd think those two wouldn't be hard.....
Stuff like critters killed might be interesting but I'm sure would take more work.
I don't think anyone is actively working on Bigshot anymo. Feel free to update and post the code here.
Lemonkyst
08-16-2011, 12:36 PM
Miss you Lorny.
Ok I need a good a way to cast 640 before a hunt AND wait for a pulse. I could write a prehunt script that casts 640 and pauses bigshot for 2 minutes. It seems really kludgey, can anyone think of a better way?
BriarFox
08-29-2011, 12:33 AM
Ok I need a good a way to cast 640 before a hunt AND wait for a pulse. I could write a prehunt script that casts 640 and pauses bigshot for 2 minutes. It seems really kludgey, can anyone think of a better way?
#640wait
pause_script('bigshot')
if checkmana >= 40
Cast 640
end
wait_until { percentmana = 100 }
unpause_script('bigshot')
Something like that should work. Syntax might be slightly off.
Thanks dear, I meant more the pausing of bigshot seemed like the kludge. :)
Buckwheet
08-29-2011, 08:17 AM
Looking for a work around for using ebows.
When you try and fire it without any ammo settings it still tries to get an item from somewhere and then says out of ammo.
Just looking to make it spam fire.
Inspire
08-29-2011, 08:45 AM
Looking for a work around for using ebows.
When you try and fire it without any ammo settings it still tries to get an item from somewhere and then says out of ammo.
Just looking to make it spam fire.
cmd_ranged in bigshot.
Ok I need a good a way to cast 640 before a hunt AND wait for a pulse. I could write a prehunt script that casts 640 and pauses bigshot for 2 minutes. It seems really kludgey, can anyone think of a better way?
Ok is there actually a way to invoke a "pre-hunting" script. There are active hunting scripts but I want to have it cast 640 at my resting area and wait. If I put it in active hunting scripts it will have me sitting around my hunting ground defeating the purpose. But if I try to call it as a script I just get this:
[bigshot]>;640wait
Please rephrase that command.
>
subzero
09-01-2011, 03:19 PM
Sort of. Make that 640 script the last one in your resting scripts. Then, before the rest of the script, have it: wait_until { percentmind <= whentohuntbigshotsetting }
When you're ready to go hunt, the script will fire and bigshot should resume shortly.
Sort of. Make that 640 script the last one in your resting scripts. Then, before the rest of the script, have it: wait_until { percentmind <= whentohuntbigshotsetting }
When you're ready to go hunt, the script will fire and bigshot should resume shortly.
I'm learning Lich scripting but this is essentially what you're recommending? Do I need to tie the wait_untils together somehow?:
wait_until { percentmind <= 63 }
wait_until { percentmana <= 100 }
if checkmana >= 40
put 'incant 640'
end
sleep 120.0
end
boardergeek
09-14-2011, 12:36 PM
wait_until { percentmana <= 100 }
This will not work, your mana is always a percent between 0 and 100; you have basically said wait until my mana is 100 percent or less, which is always true so it will never wait for mana.
Will, I take that back, this will work if you don't care what your mana is before you hunt.
It depends on what you are trying to do, if you want to rest until full mana try
wait_until { percentmind <= 63 }
wait_until { percentmana == 100 } #I prefer >= 70, but that is just me
if checkmana >= 40
put 'incant 640'
end
mana_after_cast = checkmana
wait_until { checkman > mana_after_cast }
I'm learning Lich scripting but this is essentially what you're recommending? Do I need to tie the wait_untils together somehow?:
wait_until { percentmind <= 63 }
wait_until { percentmana <= 100 }
if checkmana >= 40
put 'incant 640'
end
sleep 120.0
end
wait_until { percentmind <= 63 }
wait_until { percentmana == 100 } #I prefer >= 70, but that is just me
if checkmana >= 40
put 'incant 640'
end
mana_after_cast = checkmana
wait_until { checkman > mana_after_cast }
Very elegant way to code it. And yeah I want 100% mana before it casts, I just don't have enough mana to hunt otherwise.
boardergeek
09-14-2011, 01:55 PM
Small Edit
wait_until { percentmind <= 63 }
wait_until { percentmana == 100 } #I prefer >= 70, but that is just me
if checkmana >= 40
fput 'incant 640'
mana_after_cast = checkmana
wait_until { checkman > mana_after_cast }
end
subzero
09-14-2011, 04:31 PM
wait_until { percentmind <= 63 }
wait_until { percentmana == 100 } #I prefer >= 70, but that is just me
if checkmana >= 40
fput 'incant 640'
mana_after_cast = checkmana
wait_until { checkman > mana_after_cast }
end
I think you could simplify that a bit more:
wait_until { percentmind <= 63 }
wait_until { percentmana == 100 }
Spell[640].cast
wait_until { percentmana == 100 }
exit
Tillmen recommends using the .cast function rather than incant, but I don't recall why (probably has various checks in place for rts, fails, etc). Not sure if you can use && to combine the two initial wait_untils, but if so, that would cut it down even mo.
boardergeek
09-14-2011, 05:20 PM
Subzeros right. I assume the cast method recasts if you fail to hindrance, checks if you have the mana, and if you know the spell. The only problem if that you may not want to wait until you are back to full mana to go hunt, depends on how long 640 last and whether you will get back to full after one pulse.
If you want to go hunt as soon as the next pulse comes
wait_until { percentmind <= 63 }
wait_until { percentmana == 100 }
Spell[640].cast
mana_after_cast = checkmana
wait_until { checkman > mana_after_cast }
exit
wait_until { percentmind <= 63 }
wait_until { percentmana == 100 } #I prefer >= 70, but that is just me
if checkmana >= 40
fput 'incant 640'
mana_after_cast = checkmana
wait_until { checkman > mana_after_cast }
end
I think you could simplify that a bit more:
wait_until { percentmind <= 63 }
wait_until { percentmana == 100 }
Spell[640].cast
wait_until { percentmana == 100 }
exit
Tillmen recommends using the .cast function rather than incant, but I don't recall why (probably has various checks in place for rts, fails, etc). Not sure if you can use && to combine the two initial wait_untils, but if so, that would cut it down even mo.
Thanks for the help guys. I'd prefer to wait just for a pulse since my character doesn't quite pulse 40 mana on node (and I'm going to have to edit this to cast 625 and 115 before a hunt eventually) so I'm using the greater than checkman method. Appreciate the help.
subzero
09-14-2011, 07:14 PM
"checkman" is a typo... you'll need to fix that if you're copying it directly.
boardergeek
09-14-2011, 08:02 PM
With typos fixed, added checks to see if the spell is active before casting. Remove the if xxxx.active? and end lines around the spells if you just always want to cast the spells. I also added the percentmana==100 as a secondary condition to exit the wait_while since it might be possible to not cast anything if both spells are still active, in which case your mana will still be 100 and the > could never become true.
wait_until { percentmind <= 63 }
wait_until { percentmana == 100 }
if !Spell[640].active?
Spell[640].cast
end
if !Spell[115].active?
Spell[115].cast
end
mana_after_cast = checkmana
wait_until { checkmana > mana_after_cast or percentmana == 100}
exit
Thanks for the help guys. I'd prefer to wait just for a pulse since my character doesn't quite pulse 40 mana on node (and I'm going to have to edit this to cast 625 and 115 before a hunt eventually) so I'm using the greater than checkman method. Appreciate the help.
trall541
09-23-2011, 08:26 PM
is there a way to get bigshot to only rest once my bags are full?
m444w
09-23-2011, 10:07 PM
Figure out the encumerance threshold and set the mind threshold >100
trall541
09-23-2011, 10:11 PM
my bags are full long before my encomberence even changes to light...
m444w
09-23-2011, 10:18 PM
Buy a heavy backpack for 100 coins then?
trall541
09-24-2011, 07:43 AM
im using a heavy backpack...im a giant warrior, i dont encumber easily
stimpy4242
10-03-2011, 09:51 PM
My attack command is:
413 target, 516 target, 903 target, 516 target, 903 target(xx)
but at some point it repeats and starts back at 413 on the same target. So I waste 13 mana casting 413, then 2 more cast 516 twice...what gives?
boardergeek
10-03-2011, 10:09 PM
Pretty sure the target(xx) repeats at most 5 times. I don't have the code with me, but I can check later.
My attack command is:
413 target, 516 target, 903 target, 516 target, 903 target(xx)
but at some point it repeats and starts back at 413 on the same target. So I waste 13 mana casting 413, then 2 more cast 516 twice...what gives?
boardergeek
10-03-2011, 11:13 PM
Yep, I just checked bigshot.lic and XX actual means 5 reps. If you really want more than 5 use a higher x# like target(x10) or what not.
elsif( i =~ /(.*)\(xx\)/ )
rep = 5
cmd = $1
Pretty sure the target(xx) repeats at most 5 times. I don't have the code with me, but I can check later.
subzero
10-03-2011, 11:14 PM
Pretty sure the target(xx) repeats at most 5 times. I don't have the code with me, but I can check later.
It's somethin along those lines. The attack line he's using is pretty horrible for bigshot.
boardergeek
10-03-2011, 11:19 PM
True, I would recommend writing a custom script if you really want some complicated attack logic.
It's somethin along those lines. The attack line he's using is pretty horrible for bigshot.
What is the proper way to make bigshot wait in the attack commands? I have this now to start off my attack:
stance offensive, 616 target(m16), wait 3, aim right leg, fire target (x4), aim right eye, fire target (x4),
(spam commands or whatever is set off)
and bigshot grabs an arrow and tries to fire 3 or 4 times before the cast RT is up advancing it to the later part of the attack script.
Cast Roundtime 3 Seconds.
>
[bigshot]>aim right leg
You're now aiming at the right leg of your target when using a ranged weapon, or while ambushing.
>
[bigshot]>get 1 my wooden arrow
You remove a single wooden arrow from a bundle of wooden arrows.
>
[bigshot]>fire #134193796
Wait 2 seconds.
>
[bigshot]>get 1 my wooden arrow
You already have that.
>
[bigshot]>fire #134193796
Wait 2 seconds.
>
[bigshot]>get 1 my wooden arrow
You already have that.
>
[bigshot]>fire #134193796
Wait 1 seconds.
>
[bigshot]>get 1 my wooden arrow
You already have that.
>
[bigshot]>fire #134193796
Wait 1 seconds.
>
[bigshot]>aim left eye
You're now aiming at the left eye of your target when using a ranged weapon, or while ambushing.
>
[bigshot]>get 1 my wooden arrow
You already have that.
>
[bigshot]>fire #134193796
You nock a wooden arrow in your ruic long bow.
boardergeek
10-18-2011, 11:32 PM
Try sleep instead of wait. I seem to recall they behaved different.
What is the proper way to make bigshot wait in the attack commands? I have this now to start off my attack:
stance offensive, 616 target(m16), wait 3, aim right leg, fire target (x4), aim right eye, fire target (x4),
(spam commands or whatever is set off)
and bigshot grabs an arrow and tries to fire 3 or 4 times before the cast RT is up advancing it to the later part of the attack script.
Akaylas
09-04-2012, 06:25 AM
Firstly, I'd like to say BigShot is awesome. I've read basically this whole thread and I think it's awesome how lots of people have been chipping in development help. I'm having fun using it on the side some. These sorts of automation things always fascinate me.
I had one request, however. It's a real pain, especially on low level characters, configuring bigshot when you're frequently switching areas. Is there anyway we can get a Save/Load feature for the data? I would love to help myself, but I don't know Ruby. But if someone wants to undertake this, attached a bitching XSD schema file and XML file that validates against it.
4011
4012
TheOne
09-04-2012, 06:52 AM
Azbounty does this Akaylas, but I had issues getting it to work so I don't use it.
Akaylas
09-04-2012, 05:37 PM
Yup. I was experimenting with azbounty, but didn't like it as much. I'd be down to do this myself, but I don't have the time this semester, and I don't know ruby to begin with. But hell, if people are willing to do this, I'm willing to do some string-fu and make an archive of all the hunting areas and boundaries.
subzero
09-04-2012, 06:55 PM
Yup. I was experimenting with azbounty, but didn't like it as much.
Eh. Azbounty uses Bigshot for the hunting stuff. The only difference is Azbounty can be set to do bounties and the GUI is setup a little differently. If you're not using it for bounties (which you aren't since you're using Bigshot), you can set up areas within Azbounty and use it to hunt just like Bigshot. There really shouldn't be anything to 'not like as much' after the areas are set up.
Akaylas
09-04-2012, 07:29 PM
Bigshot had more clearer responses on how things like how the input should be formatted for each of the form elements, how to do MA hunting, and other stuff that's outside of the strict functionality. If I could find a good place for answers, or if someone might provide me answers, I might like it more.
subzero
09-04-2012, 07:56 PM
All the input stuff should be the same. Only difference being that the location of some stuff has changed in the GUI between the two scripts. I don't believe Azbounty supports MA mode, though, so if you aren't capable of tweaking Azbounty to call bigshot head/tail and want to MA with it, you're probably gonna have to stick with Bigshot.
Shari
09-12-2012, 03:22 PM
Can anyone explain this? I use an alternate weapon to skin with, and after skinning it hangs up with this:
--- Exception: undefined method `put_item' for #<Bigshot:0xde6fcd8>
sloot2:1390:in `start_script'
--- Lich: sloot2 has exited.
[bigshot]>stance offensive
And then starts hunting again, leaving any skins and the dagger in my hand instead of my cutlass.
Thanks
Whirlin
09-12-2012, 04:31 PM
I think Sloot3 was supposed to be the successor to Sloot2... Not sure Sloot2 is still being supported.
trall541
09-23-2012, 08:49 PM
i really think the cast_signs needs to be removed from the portion of the script at the goto hunting ground, i removed mine and its SO much better, im not wasting my time with the short durations of stuff like SURGE heading to the hunting ground, by the time i got to the hunting grounds my surge was almost worn off. .. just sayin i edited mine so it doesnt do that and it works SO much better IMO
DaCapn
09-23-2012, 11:02 PM
What I usually do in this case is just change my script to accommodate. I have my own signs/sigils script as an active script in bigshot so I just added a line in the very beginning like:
if running?"bigshot" then wait_until { Room.current.id == Lich.op['hunting_room.id'].to_i }; end
subzero
09-24-2012, 01:04 AM
What I usually do in this case is just change my script to accommodate. I have my own signs/sigils script as an active script in bigshot so I just added a line in the very beginning like:
if running?"bigshot" then wait_until { Room.current.id == Lich.op['hunting_room.id'].to_i }; end
I do something pretty similar.
TheOne
09-27-2012, 09:25 AM
Can someone tell me how to get bigshot to use symbol of mana if my mana is below a certain point and the cooldown isn't up?
Calbrenar
10-01-2012, 04:53 PM
I set up a quick and dirty version to hunt rats and sometimes it just walks past and ignores them. I assume I have the hunt/rest/mana reconfigured so it's ignoring mobs until it hits some threshhold then it starts picking up on them again. I will watch it more closely and try to see what the stats are when it's missing.
Also sloot2 keep failing on skinning and haven't figured out why yet. Looks like it fails on putting the knife away but i've tried different containers. Will continue to check.
Lastly the first post mentions reading a synopsis for more info--where's that at?
subzero
10-01-2012, 05:20 PM
Rooms that have the same description, such as the nexus area of catacombs, are problematic. Real heroes don't hunt rats, anyway!
Whirlin
10-01-2012, 05:33 PM
I set up a quick and dirty version to hunt rats and sometimes it just walks past and ignores them. I assume I have the hunt/rest/mana reconfigured so it's ignoring mobs until it hits some threshhold then it starts picking up on them again. I will watch it more closely and try to see what the stats are when it's missing.
May be because others are in the room, the rat entered after you, or there are too many in one room based on your Run if above X configuration
Also sloot2 keep failing on skinning and haven't figured out why yet. Looks like it fails on putting the knife away but i've tried different containers. Will continue to check.
Try Sloot3
Calbrenar
10-01-2012, 10:47 PM
I don't have any run thing set since it's rats. Some have definitely come in after me but its also run past ones in existing rooms.
In regards to description wouldn't it use ids anyway?
Also you can get a full fry off rats so why wouldn't you hunt them?
Setting up sloot3 now thanks!
-----
--- Lich: sloot3 active.
[sloot3]>get knife from #28403705
You remove a serpent-shaped knife with an emerald eye from in your rune-stitched backpack.
>
[sloot3]>kneel
You kneel down.
K>
[sloot3]>stance offensive
You are now in an offensive stance.
K>
[sloot3]>skin #28416104 left
You skinned the giant rat, yielding a rat pelt.
K>
[sloot3]>stand
You stand back up.
>
[sloot3]>stance guarded
You are now in a guarded stance.
>
[sloot3: failed to put knife in backpack]
[sloot3]>loot #28416104
You search the giant rat.
It had nothing of interest.
A giant rat decays into a pile of mangy hair and bone.
>
[sloot3]>get #28416318
You pick up a rat pelt.
>
[sloot3]>put #28416318 in #28403705
You put a rat pelt in your rune-stitched backpack.
>
--- Lich: sloot3 has exited.
[bigshot]>stance defensive
You are now in a defensive stance.
------
Also anyone know how to duplicate the wizard functionality where it doesn't store shorter commands but for stormfront? You know so like n and nw etc won't show up when you use the command buffer?
lyranni
10-01-2012, 11:12 PM
Also anyone know how to duplicate the wizard functionality where it doesn't store shorter commands but for stormfront? You know so like n and nw etc won't show up when you use the command buffer?
Just right-click where you type and click "Settings."
Calbrenar
10-01-2012, 11:17 PM
hahah i tried settings/options all over but not there. Man i feel dumb. Thanks that was driving me crazy!
subzero
10-02-2012, 02:55 AM
In regards to description wouldn't it use ids anyway?
I believe the mapping is based to some degree on room descriptions, which is why this causes a problem.
Also you can get a full fry off rats so why wouldn't you hunt them?
Because they're rats. They're dirty, poor as shit, and level 1. You should most likely be able to kill something higher level, thus making the whole process faster.
Also anyone know how to duplicate the wizard functionality where it doesn't store shorter commands but for stormfront? You know so like n and nw etc won't show up when you use the command buffer?
Right click command line, settings.
Vorpodu
10-05-2012, 06:30 AM
ok i set up my bigshot to hunt crystal golems, and it works effectively except for 1 problem that i noticed. if there is a rogue hunting in the area that hides and ambushes, and i happen to go into that room that they are about to ambush a golem, my character will just continue his attack routine even after the rogue jumps out and attacks. and will continue with the routine of looting even after the thing is dead, even if the rogue is the one that killed it. to solve the problem i just put a wait 5 before the attack routine, which is 702(xx), but i dont know if that solved the issue or not. any thoughts?
Snoopy Dogg
10-05-2012, 08:49 AM
do it anyway.. and laugh while you loot his golems
DaCapn
10-05-2012, 01:14 PM
Rogues should hunt with a disk and everyone should turn the GroupLoot setting on. It's annoying to get scooped when you're hunting but the solution is simple.
No, adding a pause won't do anything. You'll have to write a custom attack script that checks for PCs and leaves. It just depends if you want to screw yourself by catching false positives or screw people that won't take simple preventative measures.
Vorpodu
10-06-2012, 10:06 AM
i vote screw people, haha. never screw yourself. can bigshot be made to check for an exclusive buff before casting a spell? for example, as a sorcerer you want to cast curse of the star at the first thing you see, but dont want to cast it again after you get the buff. im assuming youd need a custom script for that, too?
TheOne
10-09-2012, 10:39 AM
I've changed my wrack() method to this so it will use symbol of mana if i'm OOM and don't have the cooldown up, but it doesn't seem to work. Can anyone tell me why?
def wrack()
if Spell[9918].known? and not Spell[9012].active?
Spell[9918].cast if checkspirit >= @WRACKING_SPIRIT
elsif Spell[9718].known?
( checkstamina / 50 ).times { Spell[9718].cast }
elsif Spell[9813].known? and not Spell[9048].active?
Spell[9813].cast
end
end
dew1960
10-10-2012, 12:06 AM
I am a Cleric and I want hunt undead with 301 in defensive or guarded, to hold, then when it sticks, I want to swing until it's dead or 301 breaks
What should I put in the attack routine field to do this?
Is there and active hunting script that does this and if so, how do I set that up on bigshot?
Sincerely,
A Confused Cleric
dew1960
10-11-2012, 02:03 PM
I tried to use the combo monk script for my attack routine with bigshot but I must be doing it wrong. I put it on the line for hunting scripts but if I don't have anything on the *attack line I get an error. If I put jab, kick, punch, etc on the attack line, it does not use combo.
Can someone tell me how to do this the right way?
Thanks!
DaCapn
10-11-2012, 02:34 PM
I tried to use the combo monk script for my attack routine with bigshot but I must be doing it wrong. I put it on the line for hunting scripts but if I don't have anything on the *attack line I get an error. If I put jab, kick, punch, etc on the attack line, it does not use combo.
Can someone tell me how to do this the right way?
Thanks!
Read the first post in this thread.
dew1960
10-11-2012, 02:56 PM
I did, but I must have missed that. Thank you, I will re-read it and pay more attention.
Calbrenar
10-12-2012, 06:17 PM
I believe the mapping is based to some degree on room descriptions, which is why this causes a problem.
Because they're rats. They're dirty, poor as shit, and level 1. You should most likely be able to kill something higher level, thus making the whole process faster.
Right click command line, settings.
So finally got around to using script again (been using guild and hunting manually). I set up bigshot to hunt nomans land and kill urghs (area outside of cyclops near solhaven) and having the same issue. It just sits there and runs around the area within the boundaries except now it's ignoring all the critters instead of just some of them.
I put my settings below if anyone can tell me what I'm screwing up.
general
flee from clouds
resting
room id: 1473
hunting map
starting roomID: 5079
boundary rooms: 5077,5368
hunting
valid targets: urgh
attack stance: offensive
attacking
hunting commands: at
should_hunt
when %mind: 60
%mana : 15
should_rest
%mind: 95
%mana: 10
Gompers
10-12-2012, 08:18 PM
change your hunting command to: kill target(x#)
# being how many times you want to attack the target, ie kill target(x3) would attack 3 times then go to defensive and wait to the mob to attack to swing again.
Calbrenar
10-12-2012, 09:06 PM
change your hunting command to: kill target(x#)
# being how many times you want to attack the target, ie kill target(x3) would attack 3 times then go to defensive and wait to the mob to attack to swing again.
Changed. It still just runs past urghs and doesn't ever fight though ;/
Gompers
10-12-2012, 09:59 PM
Dunno what to tell you, make sure that whatever you're attacking isn't on your "always flee from" list...also try filling in the "flee if enemy count is" with some sort of value...
pretty helpful reference: http://www.krakiipedia.org/wiki/Script_Bigshot
Calbrenar
10-16-2012, 02:47 PM
Dunno what to tell you, make sure that whatever you're attacking isn't on your "always flee from" list...also try filling in the "flee if enemy count is" with some sort of value...
pretty helpful reference: http://www.krakiipedia.org/wiki/Script_Bigshot
I realized part of the problem was I had another character in the party and it was skipping the rooms because it doesn't recognize he was in my group. I dumped him and made the changes you suggested with the fleeing and it's working now. I will have to look at modifying it to see if i can get it to ignore specific characters when checking for empty rooms.
Thanks for the help!
ROTOR
11-13-2012, 05:02 AM
I realized part of the problem was I had another character in the party and it was skipping the rooms because it doesn't recognize he was in my group. I dumped him and made the changes you suggested with the fleeing and it's working now. I will have to look at modifying it to see if i can get it to ignore specific characters when checking for empty rooms.
Thanks for the help!
Have a similar problem myself using bigshot with another person. Both of us are using lich with one as head and one as tail and hunting rats - doesn't seem to stop at every rat. It does it sometimes but not most of the time so not sure what makes it stop and what makes it keep going. Have moved to nymphs outside the landing and it's working fine - stopping at everything. Odd.
Great program though - kudos to the creator!
ROTOR
11-23-2012, 02:18 PM
Noticed something while moving through the catacombs. Not all of the rooms are mapped on narost. Am assuming these are the rooms that bigshot skips when hunting but would have to spend more time checking.
LordRaven
12-02-2012, 07:42 PM
Bigshot does one hunt and then says its not hunting because my spirit is below the threshold. I have it set for 70. I assumed that I was to enter the percent is that not correct?
Arqueto
12-02-2012, 08:09 PM
No, enter the number of spirit. Not the percent.
LordRaven
12-02-2012, 08:24 PM
Thank you Arqueto!
LordRaven
12-02-2012, 08:47 PM
Is the percent mind a number between 1 and 10 or do I put in the actual percent there?
DaCapn
12-02-2012, 09:45 PM
Is the percent mind a number between 1 and 10 or do I put in the actual percent there?
The percentmind field should have percentage. But sure, 1 and 10 are valid entries.
There is a bigshot article on krakiipedia which is even more detailed than the first post of this thread.
LordRaven
12-04-2012, 07:49 PM
I have neutral as my attack stance on the attack tab but I still cast from defense forcing me to guarded. Is there a place to set casting stance or something like that so I can stance up a bit?
DaCapn
12-04-2012, 09:56 PM
I have neutral as my attack stance on the attack tab but I still cast from defense forcing me to guarded. Is there a place to set casting stance or something like that so I can stance up a bit?
You should look at the KP article I mentioned. Basically every question you've asked is answered there.
SpiffyJr
12-04-2012, 09:58 PM
Is there a maintainer of Bigshot?
subzero
12-05-2012, 12:18 AM
Is there a maintainer of Bigshot?
Negative.
SpiffyJr
12-05-2012, 12:46 AM
Maybe I can convince Tillmen to give me the key again so I can start by adding Voln mana to it...
srm08
12-17-2012, 11:25 AM
I've tried several changes I found in the thread, but Bigshot keeps running right by potential targets. Any idea what might be up?
>;bigshot display
--- Lich: bigshot active.
[bigshot: Version: 2.12052012]
[bigshot: hunting_stance: foward]
[bigshot: dead_man_switch: true]
[bigshot: depart_switch: true]
[bigshot: wand_if_oom: false]
[bigshot: loot_script: ;sloot]
[bigshot: flee_count: 3]
[bigshot: oom: 0]
[bigshot: resting_room_id: 288]
[bigshot: flee_clouds: false]
[bigshot: hide_for_ammo: false]
[bigshot: hunting_room_id: 3937]
[bigshot: targets: rat]
[bigshot: hunting_commands: kill target(x2)]
[bigshot: monitor_interaction: false]
[bigshot: resting_commands: ;sloot, kneel, stance def, rest]
[bigshot: use_wracking: false]
[bigshot: lone_targets_only: false]
[bigshot: hunting_boundaries: 3936]
[bigshot: rest_till_spirit: 5]
[bigshot: rest_till_exp: 65]
[bigshot: rest_till_mana: 100]
[bigshot: encumbered: 50]
[bigshot: spam: true]
[bigshot: fried: 100]
--- Lich: bigshot has exited.
Arqueto
12-17-2012, 08:33 PM
I'm pretty sure Bigshot has never worked well in the catacombs because of mapping issues. Or something.
DaCapn
12-18-2012, 11:40 AM
I see some mistakes in the configuration which may or may not be related. Read the mouse-over text in the config, the first post in this thread, and the KP article on bigshot.
Dregaus
12-27-2012, 03:39 PM
Not sure if this was covered somewhere in the previous 95 pages, I'm very new here...
Just need help with what I imagine should be a simple setup. During the rest phase, I have ;sloot sell and ;waggle running, but I want to be able to meditate before ;waggle.
I tried to put in meditate as part of the pre-rest entry field, but it immediately kicks me out of meditate and into ;sloot sell
Then tried ;alias add meditate=;e fput ';k stand'; fput 'meditate'; echo sleep 120; fput ';stand' #to give me the 2 mins of rest before going on to waggle.
Anyhow, is there an easy way to use the meditate verb, to it's 2min duration, while still taking advantage of the ;sloot sell and ;waggle scripts?
DaCapn
12-27-2012, 04:17 PM
Not sure if this was covered somewhere in the previous 95 pages, I'm very new here...
Just need help with what I imagine should be a simple setup. During the rest phase, I have ;sloot sell and ;waggle running, but I want to be able to meditate before ;waggle.
I tried to put in meditate as part of the pre-rest entry field, but it immediately kicks me out of meditate and into ;sloot sell
Then tried ;alias add meditate=;e fput ';k stand'; fput 'meditate'; echo sleep 120; fput ';stand' #to give me the 2 mins of rest before going on to waggle.
Anyhow, is there an easy way to use the meditate verb, to it's 2min duration, while still taking advantage of the ;sloot sell and ;waggle scripts?
Make a meditate script, exactly as described, and have it first on the list of resting scripts.
Brenda
01-04-2013, 04:27 PM
where the heck is bigshot? =(
DaCapn
01-04-2013, 04:31 PM
where the heck is bigshot? =(
On the lich repository.
Brenda
01-04-2013, 04:41 PM
at the time I posted here there was no bigshot in the repo, after asking about it on lnet someone uploaded it. hopefully it's not malicious =\ thank you for responding to the post.
liquiddrool
01-13-2013, 04:24 PM
I noticed in the Karazja Jungle of RR bigshot goes so fast it seems to be passing over some targets. Is there a way to slow it down?
Tgo01
01-13-2013, 04:33 PM
I don't think Bigshot can go too fast to pass targets. Do you have all of the targets listed correctly? Was someone else in the room? Was their disk? Pretty sure bigshot is setup to ignore a room if it sees a disk in case there is someone attacking from hiding in that room.
Also I think Bigshot gets confused in areas where the room description of different rooms are all the same. I have no idea if the area you're talking about is like that though. I could be confusing that with another script too. Hmm.
liquiddrool
01-13-2013, 04:42 PM
It's a uniquely changing area, something with the rooms changes and so the room number is 16011 but there are actually 30 different rooms and all are different. There doesn't seem to be a problem with the targetting because in the rooms right next to the jungle it will stop there and kill them. I think it may be because how the jungle rooms are setup.
;wander does the same thing, passes right over the mob
Lobek
01-15-2013, 01:26 PM
Is it possible to make Bigshot cast a spell if you're at or below a certain amount of mana? I want to make it leech things.
DaCapn
01-15-2013, 02:07 PM
Is it possible to make Bigshot cast a spell if you're at or below a certain amount of mana? I want to make it leech things.
Make an attack script.
nickterp
02-04-2013, 11:49 PM
Having issues with using multiple accounts. I set up everything as recommended, same hunting/flee settings, partied up, ;bigshot tail then ;bigshot head on leader, etc... I'm pretty sure it's just my connection, getting the following:
--- Exception: druby://owner-PC:52748 - #<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)>
C:/Ruby-1.8.7-p352/lib/ruby/1.8/drb/drb.rb:736:in `open'
Has anyone else see something like this and been able to see it? I tried tinkering with the code, just not making much progress.
subzero
02-05-2013, 01:48 AM
Are you running the accounts on the same computer?
nickterp
02-05-2013, 10:30 AM
I was running them on different computers, but same network. Finally got them running on the same computer (lich was acting up yesterday) and it all seem to be working fine.
subzero
02-05-2013, 07:06 PM
Yeah, as you've seen, druby won't work across the network.
Tgo01
02-11-2013, 01:26 AM
Am I right in my assumption that there is no way to get bigshot or wander to work in The Rift? That is of course without it using stairs and threads?
DaCapn
02-11-2013, 04:07 AM
Am I right in my assumption that there is no way to get bigshot or wander to work in The Rift? That is of course without it using stairs and threads?
There are really three issues with movement in the rift:
(1) Getting rifted (make a helper script that checks room criteria, pauses bigshot and runs you back to a known location, then unpauses it).
(2) Avoiding the threads/stairs with wandering routines.
(3) Avoiding voids (yeah... sort of like (1)... you may want to modify bigshot and have a look at how the avoid clouds setting is used but that doesn't help if you're in the neighboring room)
For (2) a little creativity is required. One way to do it would be to basically use the solution for (1). But you'll experience this hack popping up more than you'd like (quite likely to your detriment). A more elegant approach would be to edit the movement routine in bigshot to account for the thread/stair movement. What you want to do is set up a little logic that inspects your next movement, then, if it involves stairs/threads, instead move in a cardinal direction. The map database will store waytos (you might call them "routes") in two forms that I know of: (1) strings, such as "west" or "go door" and (2) procs, which are required for complex movement such as the puzzle to get into the rift, movements that rely on lich settings, or movements that require empty hands, etc. String manipulation is straight forward but direct inspection of a proc is a little different. If the wayto involves a proc, you must use the inspect method to view the list of calls in the proc. I don't know what the waytos are like up there so you may run into either.
This should give a rough idea of what sort of thing I mean (by the way, if route is of the string type, route.inspect will return a string just fine, but I thought I'd show it this way because you may want to discriminate between proc and string waytos):
route = Room.current.wayto(next_room)
if route.class == String and route =~ /stair|thread/ then route = checkpaths[0]
elsif route.class == Proc and route.inspect =~ /stair|thread/ then route = checkpaths[0]
end
This sort of trick may be handy in other circumstances. I haven't worked all of this into bigshot yet myself since I haven't been backed into that corner (necessity is the mother of all innovation and all that), but that's basically how I would do it. Whatever you end up doing, you'll have to monkey around a bit first.
zzentar
02-11-2013, 06:29 AM
My little scattered guy had almost same issues in vesperti as voids, I added this to the cloud check of Bigshot:
if GameObj.loot.find{|item| item.noun == 'tempest'}
Spell[417].cast('tempest')
sleep 2
end
almost positive that works on voids in the room, if you replace 'tempest' with 'void', wont dispell them but will bounce them away
Buckwheet
02-11-2013, 09:04 AM
Has anyone modified or willing to post a setup for bigshot to work in a group in warcamps? I have it working just fine solo as long as you stand outside the area where the path is detected. Thanks to everyone who helped me with that piece.
Basically what happens in a group is that you have the commands to walk into the path and then it just stops. Solo it walks into the path and launches go2 to go to the room number of the first room, says you are already there, and then starts killing. In addition, once it has detected I am fried go2 doesn't know how to get out of the warcamp and back to the resting room.
Mostly, I just like the ability of bigshot to program targets and different killing methods while in a group. I can handle the getting in/out fine as I am not running this afk. I am just drawing a mental block on how to use the tool once I am inside. As always if someone has a totally custom solution they have coded I am not unwilling to compensate you for your time.
zzentar
02-11-2013, 09:38 AM
this is an ass backwards way to do it but, make the resting room the first room in the camp, then make the first script in your resting script a movement script to go path then go to your resting room. Its ugly but it works really well.
Buckwheet
02-11-2013, 10:03 AM
this is an ass backwards way to do it but, make the resting room the first room in the camp, then make the first script in your resting script a movement script to go path then go to your resting room. Its ugly but it works really well.
Hah. That makes sense in a strange way. Its why I was missing the problem. Thanks. If anyone has additional ways to do this I am still interested.
Tgo01
02-11-2013, 02:51 PM
There are really three issues with movement in the rift:
(1) Getting rifted (make a helper script that checks room criteria, pauses bigshot and runs you back to a known location, then unpauses it).
(2) Avoiding the threads/stairs with wandering routines.
(3) Avoiding voids (yeah... sort of like (1)... you may want to modify bigshot and have a look at how the avoid clouds setting is used but that doesn't help if you're in the neighboring room
Thanks for the advice DaCapn, when I'm feeling a bit more ambitious I might see if I can get this working.
In the meantime I noticed Bigshot doesn't skip rooms with another player's disk in it like it is supposed to.
Here is the part of the code that I think is supposed to make it skip such rooms:
loop { # wander until we find a valid target
group = checkpcs.to_a
wander.call
sleep 0.1
next unless (checkpcs.to_a - group).empty?
next if GameObj.loot.find { |obj| (obj.noun == 'disk') and (obj.name !~ /#{group.join('|')}/) }
start_npcs = npcs = GameObj.npcs
npcs.delete_if { |npc| (npc.status =~ /dead|gone/) }
next if npcs.nil? or npcs.empty?
if npcs.size > 0 # we call this twice.... I don't like it either
sort_npcs.each { |i| return i if valid_target?( i, true ) }
end
}
Thing is it looks fine to me, can anyone else see what the problem might be?
Buckwheet
02-11-2013, 02:59 PM
That happened to me once when the person who cast mass spells was in my area. For some reason it was like the XML still showed me being grouped to that person so it ignored their disk. Probably not your problem however.
Tgo01
02-11-2013, 03:47 PM
That happened to me once when the person who cast mass spells was in my area. For some reason it was like the XML still showed me being grouped to that person so it ignored their disk. Probably not your problem however.
Unfortunately not. It's the same person I'm doing it to over and over again. At first they were understanding but now they are getting a bit upset and I can't say I blame them.
But do you normally not have a problem with bigshot ignoring disks Buckwheet? Is it just something I'm doing wrong then? There isn't a setting I have overlooked for this is there?
Buckwheet
02-11-2013, 03:52 PM
I rarely use bigshot to travel around. I sort of camp between a couple rooms when I use it. I primarily use it just because of the ability to control my team and have them prioritize targets and attack types. But my experience has been that it sees disk just fine from when I used it a lot in shattered.
Tgo01
02-12-2013, 12:35 AM
Still not sure what's up with bigshot not seeing disks for me.
Another question, is there a way to change any of the settings in bigshot (like starting room and resting room) from the command line without having to use the GUI?
Tillmen
02-12-2013, 04:20 AM
For Rift hunting, avoiding threads and stairs isn't as hard as you might think. Each room on each plane has a path to find and use the door/mirror/thread/stair/maw/fissure if there is one on that plane. The thing is, except for the door and mirror, those things leave you in a random room. There's no way to tell the map database that the path leads to a random room, so in the database the path always leads to the same room, even though it's usually wrong, and it just restarts go2 when it gets there. For example, on plane 4, boundaries of 12207 will keep you from climbing the thread, and 12122 will keep you out of the scatter. To find the boundaries for the other planes, just go to the plane and do
;e echo Room.current.wayto.inspect
and pick out the room numbers that point at StringProcs. Or use narost to find a room number and do
;e echo Room[number].wayto.inspect
That doesn't really help with being rifted though. Here's what I think is the right way of dealing with being rifted, which also takes care of the first problem. Rewrite the wander routine to use a list of acceptable rooms instead of a list of boundaries. Each time it's called, it picks the adjacent room that is in the list and has been visited least recently, or if no adjacent rooms are in the list, start up go2 and send it to the nearest room in the list.
Here's the code I've been using for this. I don't use bigshot though, so it's not going to work with just a copy and paste.
hunting_ground_rooms = [ '1001', '1002', '1003', '1004', 'etc' ]
wander_rooms = Array.new
wander = proc {
sleep 0.1
room = Room.current
acceptable_adjacent_rooms = room.wayto.keys & hunting_ground_rooms
not_visited_rooms = acceptable_adjacent_rooms.find_all { |r| not wander_rooms.include?(r) }
if not_visited_rooms.empty?
next_room = wander_rooms.find { |r| acceptable_adjacent_rooms.include?(r) }
else
next_room = not_visited_rooms[rand(not_visited_rooms.length)]
end
if next_room
wander_rooms.delete(next_room)
wander_rooms.push(next_room)
way = room.wayto[next_room]
if way.class == String
move(way)
else
way.call
end
else
start_script 'go2', [ Room.current.find_nearest(hunting_ground_rooms.col lect { |id| id.to_i }).to_s ]
wait_while { running?('go2') }
end
}
Tgo01
02-13-2013, 03:08 AM
To find the boundaries for the other planes, just go to the plane and do
;e echo Room.current.wayto.inspect
and pick out the room numbers that point at StringProcs.
That worked perfectly, I was able to keep my character on Plane 3 by just entering 3 boundry rooms. I also appreciate your code for dealing with Rifting but I don't think I'm quite up to editing my bigshot script to make it work with it, I'm still pretty new to lich/ruby scripting.
I figure for now until I can write up my own hunting script or edit bigshot I'll just write up a script that will watch for the messaging of when you get rifted then I'll have it stop bigshot and start up go2 to bring me back to the starting room of Plane 3.
Thanks again Tillmen, you the man.
Tgo01
02-20-2013, 04:18 PM
I'm getting around to using your wander code there Tillmen and I was just wondering, what is the difference between a procedure and a method? I think they're called methods anyways, I do:
def blahblah
code stuff
code stuff
end
SpiffyJr
02-20-2013, 04:21 PM
I'm getting around to using your wander code there Tillmen and I was just wondering, what is the difference between a procedure and a method? I think they're called methods anyways, I do:
def blahblah
code stuff
code stuff
end
I'm no Ruby guru but proc's (procedures) appear to be similar to lambda/anonymous functions from other languages. Definitions are more akin to regular functions.
http://en.wikipedia.org/wiki/Anonymous_function
Tillmen
02-20-2013, 04:40 PM
Methods are global, meaning a method defined by one script can be used by another script. This also means that two scripts can define their own methods with the same name and break each other. An exception to this in the case of Lich is that trusted scripts can't use methods defined by untrusted scripts.
Procedures are more like code stored in a variable. It can be a local variable or a global variable or a constant. If it's a local variable, it can't conflict with other scripts. Besides that, the biggest difference is scope. A procedure has the same scope as the place in the code where the procedure is defined. In the wander code, you can see that from hunting_ground_rooms and wander_rooms being defined before the wander proc, and then being used in the proc. To do the same thing with a method, you would either have to make hunting_ground_rooms and wander_rooms global, or pass them to the method each time you call it. Another difference is that methods stay in memory until either Lich closes or it's explicitly undefined. Procedures are cleaned up by the garbage collector.
Tgo01
02-20-2013, 04:49 PM
I think that explains why some of my scripts act funky sometimes, I had no idea a method defined in one script could be called in another script. Guess I should convert a lot of my methods over to procedures.
How are procedures defined? Just name = proc? Or would I need the opening and closing brackets like you used in your wander code there? Would that be all I needed to do to change my methods to procedures, instead of "def blahblah" I could just make it "blahblah = proc {"? Or would there be more I had to do?
Tillmen
02-20-2013, 05:09 PM
You would need the brackets. Also, you'd need to call the procs with blahblah.call. Depending how how they're used, there will probably be other problems. For example, this works fine with methods:
def foo
bar
end
def bar
echo 'blah'
end
foo
However, it breaks if you convert it to procs without thinking about it:
foo = proc {
bar.call
}
bar = proc {
echo 'blah'
}
foo.call
Here, bar is undefined when foo is being defined. The code inside foo will be run with the same scope as the place it's defined, meaning bar stays undefined for this code, even though the next lines define it. In this simple example, it's easy enough just to change the order that foo and bar are defined, since foo needs to know what bar is, but bar doesn't need to know what foo is. In a more complicated script where all the procs are randomly calling each other, it's usually easier just to put foo = nil and bar = nil at the top, and then define them in whatever order you want.
Tgo01
02-20-2013, 05:31 PM
Thanks for explaining it all. Slowly but surely the code in all of those complicated scripts I see are making more sense.
SpiffyJr
02-20-2013, 08:35 PM
Thanks for explaining it all. Slowly but surely the code in all of those complicated scripts I see are making more sense.
You can always use classes to avoid namespace collisions with methods.
class SStuff
def self.mydef
end
end
mydef is a static method of SStuff so you can call it using SStuff.mydef which will not collide with the global mydef (should one exist).
Tillmen
02-20-2013, 08:55 PM
That'll totally work... you know... unless you've got some sort of library, let's call it slib, that has 10 different versions, each of which are required by some random script that won't work with the other versions, and each version conflicts with the other versions. That probably won't happen though... and even if it did, it wouldn't be SpiffyJr's fault.
When I need a method or global variable and I'm worried that the name might be used by someone else, I just name it something like scriptname_methodname. It has the same effect.
SpiffyJr
02-20-2013, 10:21 PM
That'll totally work... you know... unless you've got some sort of library, let's call it slib, that has 10 different versions, each of which are required by some random script that won't work with the other versions, and each version conflicts with the other versions. That probably won't happen though... and even if it did, it wouldn't be SpiffyJr's fault.
When I need a method or global variable and I'm worried that the name might be used by someone else, I just name it something like scriptname_methodname. It has the same effect.
Silence! I keel you!
Whirlin
03-04-2013, 10:52 PM
hmm... after browsing this thread... I guess I need to make a custom script for using a wand-loading runestaff rather than a wand....
Any tips on how to even get started on something like that? Never messed with Ruby before.
Geijon Khyree
04-04-2013, 01:33 AM
I read the entire thread today. For wand bows its mentioned using cmd_ranged. It also discusses the wand type should be blank in ammo, but that might be unrelated.
Buckwheet
04-08-2013, 06:06 PM
All of a sudden today this stop respecting my multiple attack options.
grizzled war griffin, war griffin, ithzir seer (b), ithzir herald (b), ithzir janissary (b), ithzir adept (b), grizzled ithzir adept (b),grizzled ithzir seer (b), grizzled ithzir herald (b), grizzled ithzir janissary (b)
primary attack 705 target(xx)
b 719 target(xx)
as an example. But I have multiple things like feint this, shoot this in the eye, mstrike that etc for all my guys and everyone of them stopped doing the different attack routines. Any suggestions?
subzero
04-09-2013, 01:10 AM
Reboot. Sounds simple and stupid, but it'll probably fix the problem, which I'm pretty sure I've run into once or twice myself.
So I am new to this but there's obviously something I just don't understand. I'm trying to start up the most basic hunting setup and all I can get myself to do is run back and forth within my room range, but it's not actually hunting any of the MOBs I have specified. Someone care to lend a hand to let me know what I am missing?
Does BigShot itself run around and just kill stuff as you indicate or do you need to have a script inserted for hunting on top of it?
out
I currently have the Hunting Map working. But I won't attack anything. I have the targets names in the field 'a shelfae soldier' as they should be.
Anyone have a breakdown of what values should be in each field or screenshots of a setup a Warrior may use to hunt with BS?
Tgo01
04-12-2013, 11:21 AM
I currently have the Hunting Map working. But I won't attack anything. I have the targets names in the field 'a shelfae soldier' as they should be.
Just use the word of the critter you would use if you were attacking the critter manually. For example you wouldn't type "attack a shelfae soldier" you would put "attack soldier" so just put soldier for the critter you want to attack.
I think you could use 'shelfae soldier' too, never bothered to try it, but leave out the 'a' at least.
Just use the word of the critter you would use if you were attacking the critter manually. For example you wouldn't type "attack a shelfae soldier" you would put "attack soldier" so just put soldier for the critter you want to attack.
I think you could use 'shelfae soldier' too, never bothered to try it, but leave out the 'a' at least.
Thanks. Will try that.
As far as the mind thresholds, what's the proper format for telling it when to rest and hunt?
Should_Hunt?
When percentmind <= --- Is this a percentage number, like 20% or do you put the words on the EXP screen?
Should_Rest?
When percentmind >= --- Same thing. And as a Warrior do I have to put mana values in for those spots?
SpiffyJr
04-12-2013, 12:00 PM
You can use any combination of the critter noun "soldier", full name "shelfae soldier", or regular expression "(?:big|ugly) kobold". Each critter should be separated with a comma ",".
Tgo01
04-12-2013, 12:25 PM
Thanks. Will try that.
As far as the mind thresholds, what's the proper format for telling it when to rest and hunt?
Should_Hunt?
When percentmind <= --- Is this a percentage number, like 20% or do you put the words on the EXP screen?
Should_Rest?
When percentmind >= --- Same thing. And as a Warrior do I have to put mana values in for those spots?
Just enter the percent number, like 20, 40, 100.
http://www.krakiipedia.org/wiki/Experience
That gives a list of what mind state means what percent.
I forget if the mana fields are required, if so I'm pretty sure you can use negative numbers so put -10 for when to rest for your mana if you don't want it to rest because of lack of mana. For when to hunt put it at 0, that would ignore the mana bit also.
Thanks all for the help. Got it up and running so far.
As far as linking it up with SLoot, does anyone have a fix for it moving you so fast that SLoot doesn't have a chance to pick up items before you're onto the next room? I'm missing a lot of loot it seems because of this.
Tgo01
04-12-2013, 06:00 PM
As far as linking it up with SLoot, does anyone have a fix for it moving you so fast that SLoot doesn't have a chance to pick up items before you're onto the next room? I'm missing a lot of loot it seems because of this.
Do you have sloot set up properly and do you have it as your loot script in Bigshot? If so it doesn't matter how fast bigshot is going because it should wait until sloot is done doing it's thing before starting up again. Unless bigshot isn't recognizing a critter dying for some reason.
Caithris
04-13-2013, 02:30 AM
Thanks all for the help. Got it up and running so far.
As far as linking it up with SLoot, does anyone have a fix for it moving you so fast that SLoot doesn't have a chance to pick up items before you're onto the next room? I'm missing a lot of loot it seems because of this.
Add sloot as a hunting script. And then use waitsloot as your loot script. Seems to work for me.
Morlain
04-15-2013, 12:40 AM
is there an recommended way to save and restore multiple setups of bigshot for easy hunting of different areas without setting it up each time from scratch?
subzero
04-15-2013, 12:59 AM
is there an recommended way to save and restore multiple setups of bigshot for easy hunting of different areas without setting it up each time from scratch?
Set up azbounty with all the locations you want. You can then either use azbounty or if you don't want to deal with it messing with bounties (even if you uncheck them all, it will still get bounties trying to find a valid one and will wait for the bounty timer when it's close to expiring rather than hunting), you can set the location you want to hunt in with azbounty, start it so that it changes bigshot settings, and then kill it and run bigshot instead. I'd suggest just using azbounty, but either way should work.
CaptContagious
04-15-2013, 11:50 AM
im not seeing where is has been an issue for anyone but..
anyone know where i can edit in the bigshot script that will make it wait longer before casting the first spell of an attack sequence? i.e stance g and 715, 702(xx) <--- it ends up casting 715 again after about 15 seconds which is too early and wastes mana
Chilango2
04-16-2013, 07:52 AM
So, I'm figuring out how to work this. I know how to set up a simple attack routine, but how do I get it to wait after casting a spell instead of just casting again?
Basically, I want to cats 703 on something, then 710 on something, and then either wait for it to die or wait for the storm to die off and then cast 702 once or twice if its not dead yet.
subzero
04-16-2013, 07:56 AM
Gonna have to write your own script to handle the maelstrom part.
Morlain
04-17-2013, 09:46 AM
Set up azbounty with all the locations you want. You can then either use azbounty or if you don't want to deal with it messing with bounties (even if you uncheck them all, it will still get bounties trying to find a valid one and will wait for the bounty timer when it's close to expiring rather than hunting), you can set the location you want to hunt in with azbounty, start it so that it changes bigshot settings, and then kill it and run bigshot instead. I'd suggest just using azbounty, but either way should work.
Thanks - that looks promising. Sorry if this is obvious but how do you actually execute azbounty for specific hunting locations? ;azbounty help isn't quite clear about that, nor is the setup gui.
Caithris
04-17-2013, 03:56 PM
Thanks - that looks promising. Sorry if this is obvious but how do you actually execute azbounty for specific hunting locations? ;azbounty help isn't quite clear about that, nor is the setup gui.
Set the one you want to go to in ;azbounty setup as your primary location. It will be a checkbox on the locations tab. Make sure all the bounties are disabled and then just ;azbounty.
Morlain
04-17-2013, 06:29 PM
Got it. Thanks.
So after logging in this morning, ;bigshot is disconnecting me as soon as I run it. Anyone have any ideas?
;go2, ;sloot and others all seem to be working fine.
DaCapn
04-18-2013, 12:43 PM
So after logging in this morning, ;bigshot is disconnecting me as soon as I run it. Anyone have any ideas?
;go2, ;sloot and others all seem to be working fine.
Logs are helpful.
So rolled up a new character and decided to try out bigshot to get through the early levels. Hunting rats in the sewers. The problem I'm having is that it basically ignores that there's a rat in the room 90% of the time and just keeps moving. Seemingly randomly it'll stop and attack, functioning as it should.
Have tried "giant rat" "rat" and "(?:giant) rat" as my target, all with the same effect of it usually ignoring the rat in the room and moving along.
Any suggestions?
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