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Alorn15
04-17-2010, 04:17 PM
In Beta
Bug Reports and Feature Requests Welcome

Features:


* Optimus Prime: Completely rewritten
* MA capable
* Object oriented
* Revised UI
* Too many improvements to list


Synopsis:


****** Bigshot as a normal solo script ******

> ;trust bigshot
> ;bigshot setup
> ;bigshot

****** Bigshot in MA mode ******

1) Setup bigshot on all characters.
(Settings dictating valid targets and flee configuration must be identical)

2) Kickoff
a) Gather characters
b) Join leader
c) Start tails
> ;bigshot tail
d) Start head
> ;bigshot head

****** Bigshot as an object ******

> ;trust bigshot
> ;bigshot setup

# require bigshot
start_script('bigshot')
wait_while { running?('bigshot') }

# class methods
Bigshot.wait_for_swing(optional_target)

# create bigshot object
my_bigshot = Bigshot.new()

# instance methods
my_bigshot.attack( GameObj.npcs[0] )
my_bigshot.poaching?
my_bigshot.start


FAQ:
Q: What is required to run bigshot?
A: Lich V4 or higher.

Q: How do I setup MA?
A: Read the synopsis.

Q: I'm a swinger
A: So your hunting commands probably look like this: kill target

Q: I'm a caster.
A: Then you probably want to do stuff like this in the Attack Routine: '413 target, 910 target, 903 target(xx)'

Q: Okay... but I want to spell myself up while resting.
A: Add 'waggle' to Resting Scripts.

Q: What's up with this? '903 target(xx)'.
A: If you add (xx) to a command, Optimus will execute it a bunch of times. You can also do things like (x2).

Q: It says Attack Routine Signs, but I'm in Sunfist/Voln! And I want to use Cman Surge!
A: You can add any sign/sigil/symbol/cman to Attack Routine Signs. Spells like 506 too. Just add the correct spell ID. You can even do warrior tricks, but you probably want to add a stamina check. For example: wtrick feint target(s7)

Q: What's the spell ID for <insert sign/sigil/symbol/cman>?
A: Mouse over the signs/sigils/cmans entry field in setup for a complete list of ID's.

Q: What do I put in wound eval?
A: Any ruby code. If it evaluates to true, you'll rest. Here are some options:
Rest at 80% health, or bleeding, or on a rank 2 wound:

bleeding? || percenthealth <= 80 || [Wounds.head, Wounds.nsysWounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand].max >= 2
This should rest when you can't cast anymore:

bleeding? || percenthealth <= 50 || ([Wounds.head, Scars.head].max >= 2) || ([Wounds.nsys, Scars.nsys].max >= 2) || ([Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand, Scars.rightArm, Scars.rightHand].max >= 3) || ( ([Wounds.leftArm, Wounds.leftHand, Scars.leftArm, Scars.leftHand].max >= 2) or ([Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand].max >= 2) )

Q: I want to change my attack routine depending on the creature.
A: Set your valid targets up like this: rat, wraith(b), cat(c). No, don't include the trailing period. Now fill out hunting routine b for the wraith, and c for the cat.

Q: I want to wait for the creature to attack me before I swing/cast.
A: Use the wait command. It works like this: wait 30, kill target(xx). Or, if you want to wait before every swing: wait 30, kill target. The 30 is the number of seconds to wait before timing out.

Q: What if I only want to cast 910 whenever i have at least 50 mana, but I want to swing otherwise?
A: 910 target(m50)(x10), kill target(x10)

Q: What does the spam attacks setting do?
A: It shortens the time you wait during roundtime before executing another command. I find that waitrt? and waitcastrt? wait a tad long, and I want my attacks to go off ASAP.

Q: I have wracking enabled, and sometimes my character just sits there.
A: Verify you've set your config to rest at a mana percentage which is greater than the cost of whatever spell it is you're trying to cast. Otherwise you may end up in a bad loop where:
1) You're not fried. Don't rest.
2) You're not out of mana. Don't rest.
3) You try and cast, but spell isn't affordable.
4) You try and wrack, but wracking isn't affordable.
5) Go back to 1.

Q: Gimme a list of valid commands for my hunting routine.
A:
wand | As in, 'wand target'
mstrike | As in, 'mstrike target'. Mstrike, or swing regularly, depending on mstrike cooldown
fire | As in, 'fire target'. Grab ammo and fire
berserk | Go berserk, then stand by until it fades
wand | As in, 'wand target'. Grab wand and wave
script | As in, 'script myattackscript'. Write your own attack routine
hide | Continue hiding until you're actually hidden. Or it's tired of trying.
sleep | As in, 'sleep 10'. Pause bigshot. Useful with fried hunting commands such as: 410, sleep 15
stance | As in, 'stance defense'. Change stances.
wait | As in, 'wait 30'. Covered above.
nudgeweapons | Move all weapons on the ground to an adjacent room
force <cmd> until <endroll> | As in, 'force 1002 until 101'. Continue issuing a command until a desired endroll. Only works for normal looking swings/spells/cmans.

Q: I'm having an issue with Bigshot.
A: First, make sure you're on the newest version by doing a ;repos download bigshot. If the issue persists, post about it here. Just include a short log of what happened, as well as the output of ;bigshot display

Alorn15
04-17-2010, 04:31 PM
Thanks to Catrania for testing earlier versions.

Alorn15
04-18-2010, 07:46 PM
MA magic added. Synopsis expanded. Many bugs fixed.

radamanthys
04-18-2010, 09:38 PM
WTF is Optimus/Starscream/Megatron/Bigshot? A Modular/All-purpose Hunting script?

Big Shot:
http://karmaburn.com/files/screenshots/cowboy_bebop/judypunch0301.jpg

Alorn15
04-18-2010, 11:02 PM
Yeah, multi-purpose hunting script with a GUI for configuration. There's even a FAQ. Which is really a misnomer.

Alorn15
04-19-2010, 11:08 AM
Group mode needed more functionality, so I added the following as viable commands:
sleep <time>
script <name of script>

For example, here's what I have for 'fried hunting commands':
wtrick feint target(s7), sleep 10

The script command will pause bigshot and run the other script to completion, so it's function is different from the Hunting Tab's active hunting scripts.

These will also work in the 'solo hunting commands' setting, but there's probably less occasion for use.

Next up is adding wound consideration to should_rest?, and a handler for when the leader somehow loses followers. Never seen it happen, but I assume it eventually will due to lag or skeletal warhorses or some nonsense.

EDIT: Now uploaded.

Ryvicke
04-19-2010, 11:24 AM
sigh... everytime this thread gets updated I start singing Billy Joel in my head. This script better be good enough to make up for that.

Alorn15
04-22-2010, 12:46 AM
added a field for targets to ignore during should_flee? check
fixed bug where wouldn't rest
fixed bug where only sometimes looted
fixed bug where should_flee? had a delay of a command or two
fixed bug where followers would get left behind
fixed bug where dead_man_switch was always enabled

to do:
1) wound consideration
2) encumbrance check
3) critter-specific attack routines
4) group support for routines that involve hiding

Alorn15
04-23-2010, 12:56 AM
Added a rubber band effect so that followers will swing back to the leader if somehow lost
Added a wounded check
Added 'monitor for interaction'

Fixed bugs

Alorn15
04-24-2010, 05:37 PM
Bug Fixes:
- Wait_for_swing should be smarter
- The extra attack before fleeing should be gone
- Brought back tooltips

New feature:
- Sequences of attacks. They work like this: stance def and 1615 target.
- ;bigshot display - shows all settings

So an attack routine might end up looking like this:
stance def and 1615 target, kill target(xx)

This allows you to use stance A for one attack, but stance B for another. It allows allows you to do a series of commands between each enemy swing, if you've got wait_for_swing enabled. It probably also does other stuff that I'm not thinking of.

Boreus
04-25-2010, 03:56 PM
One thing I saw that should be changed is if my following wizard is out of mana he still switches back into offensive stance while he's waiting for his mana to regen even though he can't attack.

I'd also love to see a wand feature similar to starscream for when your out of mana, except it needs to recognize a dead wand and be able to put that wand in a different container or toss it so it can get the next wand from the wand sack

Looks great so far though glad to have you back Alorn

Alorn15
04-25-2010, 10:46 PM
Just updated it so that it's a little smarter about stancing, but still won't accomodate the situation you describe Boreus. I'd recommend changing your should_rest? tab settings to force you to rest before you're out of mana. Or is it that bigshot won't recognize that you need to rest, because you're in the middle of a fight still? Or some other reason you want to stay in the field, but also stay in defensive?

As far as wands go, I need someone to explain the ins and outs of wand hunting to me. Is this always just a mana contingency thing? Do you want to save the wands? Do you always use the same kind of wand on any given hunt? What about adding a wand command so you could do things like this?
906 target(m>6), wand target(m<6)

Thanks for the info.

Boreus
04-26-2010, 11:29 AM
Well my wizard is what they call a pocket wizard, I drag him around with whoever else I'm using, so I stay in the field until they are fried. I thought I solved that issue though, I simply set my hunting stance to defensive and then did stance off and 903 target but it didn't work still wants to be in offensive, just that way it would jump back and fourth in rapid sucsession.

As far as wands, I mostly use them as a back up system and I'm not picky about which ones I use, unless a critter is immune to a certain type but I can control that by taking that type out of the harness I'd be pulling them out of. Though the wand function sounds interesting, could maybe set it up so I cast once wave once.

This is what Starscream has setup right now and it works if you only use wands that disintergrate

How it is now

if(!spell.affordable?)

if @wand_sack == "" || @wand_sack == "false" or !@wand_sack
message("Can't wrack or not enabled, can't cast, no mana, life sucks, lets go rest");
rest
else
message("Can't wrack, but not done hunting, try a wand!")
fput "take wand from my #{@wand_sack}";
fput "stance off";
fput "wave wand at ##{npc.id}";
fput "stance def";
fput "put my wand in my #{@wand_sack}";
return

end


How I want it to be only I don't know the correct terms

if(!spell.affordable?)

if @wand_sack == "" || @wand_sack == "false" or !@wand_sack
message("Can't wrack or not enabled, can't cast, no mana, life sucks, lets go rest");
rest
else
message("Can't wrack, but not done hunting, try a wand!")
fput "take wand from my #{@wand_sack}";
fput "stance off";
fput "wave wand at ##{npc.id}";
fput "stance def";
If wand works and either hits or misses critter then keep the wand and do it again
else the wand does nothing put it away in different sack or disintergrates then go back back to see if I have mana to hunt normally again and if not get a new wand
fput "put my wand in my #{@wand_dead}";
return

end

See the problem comes in that silver, iron and gold wands don't disintergrate they are rechargable but there is no messaging when the die you simply get

You wave your silver wand at a forest troll.

then nothing, where if it's good you get

You wave your silver wand at a forest troll.
1d100: 77 + Modifiers: 222 == 299

You hurl a small surge of electricity at a forest troll!
AS: +177 vs DS: +70 with AvD: +24 + d100 roll: +4 = +135
... and hit for 6 points of damage!
Light shock to right eye. Bet that stung.
Cast Roundtime 3 Seconds.


Any of that help or do you need more info?

pabstblueribbon
04-26-2010, 11:53 AM
waveWand_result = dothis "wave wand at ##{npc.id}", /String for wand hits|String for wand misses|string for wand disintegrates|string for wand is out of charges/

if waveWand_result =~ /string for wand disintegrates/

fput "whatever you want it to do "

elsif waveWand_result =~ /string for wand is out of charges/

fput "whatever you want it to do"
else

whatever you want it to do...

end

Silvanostar
04-26-2010, 12:57 PM
i'm running into a strange problem where wander won't stop at a critter with another pc in my group while i'm running bigshot.

Alorn15
04-26-2010, 03:54 PM
Are they also running bigshot? It won't know they're in your group unless they're ';bigshot tail'ing you. I want to change this, but haven't figured out the best way to do it.

Boreus
04-26-2010, 06:40 PM
Thanks for the strawberry but that's kind of the problem if the wand is dead there is no string returned, except for

You wave your silver wand at a forest troll.

Which is also returned when the wand is working still

Tillmen
04-26-2010, 06:43 PM
dothis "wave wand at jerk", /^You wave/
result = matchtimeout 0.5, "Cast Roundtime"
if result.nil?
fput "drop wand"
fput "kick wand"
end

This may also throw away the wand if you wave it at something dead.. I dunno.

Smythe
04-26-2010, 07:02 PM
Shouldn't ya jes' check fer

>You hurl
> Warding fail

an' if ya don' get one, da wand's empty?

- Smythe

BigWorm
04-26-2010, 08:52 PM
That wouldn't recognize if you tried to use a wand and failed the activation roll. If i was writing it I might key off of the activation messaging or maybe just a "d100", which is what I use for some things in a similar situation when I just want it to be "good enough".

Kramble
04-30-2010, 08:48 AM
So I'm pretty much a retard, but is this on the repo?

Drevihyin
04-30-2010, 11:45 AM
Yes bigshot.lic

Alorn15
05-01-2010, 03:25 PM
Uploaded a new version.

- Lots of speed improvements, especially for solo mode.
- Fixed some stuff with cmans
- Changed targets to match against nouns, instead of names. Before you couldn't differentiate between a jungle troll and a jungle troll chieftain, nor could you differentiate between a wasp and a wasp nest.
- Hunting/resting scripts now take arguments. e.g. useherbs nobench

ThadJarvis
05-01-2010, 06:21 PM
Excellent script. I'm having some problems with it trying to kill creatures that are already dead. It gets stuck in the attack loop and never stops. Any suggestions?

Tillmen
05-01-2010, 06:23 PM
This is probably due to Simu XML fail. I've started adding a workaround for it to infomon. Give me the death messages for critters it didn't recognize as dead.

Boreus
05-01-2010, 06:41 PM
Ok strange thing here, when I log off and on with one character all my settings in bigshot for that character disappear and I have to do setup everytime I come in. with my other character it saves all the settings.
Thanks in advance for any info on this

Alorn15
05-01-2010, 06:55 PM
Boreus -
I've had issues with this as well, and unfortunately I'm not sure exactly what's going on. UserVars appears to be the culprit, but I haven't looked into it enough to say for sure. I'll let you know when I do.

pabstblueribbon
05-01-2010, 08:20 PM
I use this and it hasn't failed me yet.


fput "attack ##{target.id}"
if matchtimeout(1,"You currently have no valid target|What were you referring to?") and !checknpcs
do_not_attack
loot
can_we_move
wander
break
end

ThadJarvis
05-01-2010, 09:33 PM
I messed around with it a bit more, and it appears that it will only happen if the creature was killed with a spell.

Tillmen
05-01-2010, 09:36 PM
It's only certain spells and voln-fu, and only against certain npcs. It's not a new problem, even if it's a new script.

pabstblueribbon
05-01-2010, 10:02 PM
I wish you weren't such a liar.

Flessen
05-01-2010, 10:09 PM
This is probably due to Simu XML fail. I've started adding a workaround for it to infomon. Give me the death messages for critters it didn't recognize as dead.



You channel at a wraith.
A scintillating, blue-white aura encompasses a wraith.
CS: +108 - TD: +45 + CvA: +25 + d100: +58 == +146
Warding failed!
With a sudden burst of divine insight, you're able to amplify the power of your Smite spell!
An explosion of blue-white energy near a wraith consumes the surrounding area with a blinding light.
The wraith is hit for 55 points of damage!
You hear a sound like a weeping child as a white glow separates itself from the wraith's body as it rises, disappearing into the heavens.
The wraith falls to the ground motionless.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.

This is with Cleric spell 302. It still shows as alive.

Alorn15
05-02-2010, 12:11 AM
Creature-specific attack routines added:
1. Fill in your routines under the hunting tab
2. Optionally, add (b) or (c) to your targets list. For example: defender, worker(b)

If you're running in MA mode, whether head or tail, the routines under the group tab are used. Warning: I haven't tested MA mode yet.

SanGreal
05-04-2010, 11:48 AM
Any chance of adding an encumbrance check to Should_rest ?

edit:


# FIXME: Checkencumbrance field

Oh, i see, heh.

Alorn15
05-08-2010, 08:54 PM
Added encumbrance check. Defaults to off.

Also, there's a hack in the should_rest? method that goes like this:
return true if $bigshot_should_rest

Basically, if you want to set up your own script for deciding when bigshot should rest, you can. Bigshotload.lic on the repository is an example of this - flags when it sees that you've reached the item limit.

SanGreal
05-09-2010, 11:03 AM
The monsterbold doesn't work in the wizard, by the way. It literally prints out:


\034GSL\r\n
| Bigshot hunting
\034GSM\r\n


Easily fixed by changing the single quotes around monsterbold start/end lines to double quotes. I'm assume you know this, but just in case -- there is already a monsterbold start/end defined in lich.rb

Alorn15
05-09-2010, 11:41 AM
Thanks. It wasn't working in SF either, and I hadn't bothered to figure out why. Fixed in SF, haven't confirmed with wizard.

I experimented with lich.rbw monsterbold but it didn't seem to work:
;e monsterbold_start; puts 'eh'; monsterbold_end;

At this point, what do people care about? Feature requests? Bug fixes? What's up?

Showal
05-09-2010, 12:01 PM
My only issue with bigshot is, with an archer, you shoot and pick up your arrows immediately. You don't wait until you kill the creature to collect your arrows. This results in a huge screen scroll with gather arrows and the game replying you can't get them yet. It also wastes time!

Alorn15
05-09-2010, 12:17 PM
What does your attack routine look like?

I just added something to avoid this kind of behavior, but I'd imagine your attack routine looks something like this:
fire target
and should look like this:
fire target(xx)

Showal
05-09-2010, 12:24 PM
That fixed it. Thanks!

SanGreal
05-10-2010, 12:50 AM
It seems to be poaching kills if there is a PC fighting an NPC in the starting room when you first get there

Boreus
05-10-2010, 10:17 AM
I'd like to see the use wand option if your out of mana. I'm back to using starsscream along with a bastardized version I use so my MA character can be dragged along and hunt because i got the wands to work with that. But Bigshot works so much better for group hunting I'd really love to be able to use t agin and have my wizard use a wand when he runs out of mana instead of just watching.

Tordane
05-10-2010, 11:08 AM
I tried this out over the weekend. I seem to have some polling issues with DRb over my LAN, but I looked through all the DRb sections and they all look right to me. Didn't go much further, so it may be an issue somewhere else.

Problems Found:
Tail'n members on second terminal on LAN will sometimes stop responding.(No Attacking)
Leader will pass npc's that are viable targets.(think this is due to it thinking someone is not in the "group")

Alorn15
05-10-2010, 11:16 AM
I tried this out over the weekend. I seem to have some polling issues with DRb over my LAN, but I looked through all the DRb sections and they all look right to me. Didn't go much further, so it may be an issue somewhere else.

Problems Found:
Tail'n members on second terminal on LAN will sometimes stop responding.(No Attacking)
Leader will pass npc's that are viable targets.(think this is due to it thinking someone is not in the "group")

The DRb address given only works over the same host. It's intended to function on a single computer, although could probably be modified to do otherwise.

Alorn15
05-10-2010, 12:04 PM
It seems to be poaching kills if there is a PC fighting an NPC in the starting room when you first get there

Should be fixed.


As far as the wand thing goes... does starscream do this well? If it does, I'll just borrow the code.

Boreus
05-10-2010, 06:09 PM
It works alright, though it does still put good wands in my dead wand sack about 25% of the time, haven't been able to figure out why yet. Seems to be random, same messaging same wand and the one time it puts it in the harness (wand_sack) and the next in the cloak (wand_dead). But now it does put every wand that doesn't work in the cloak first try so I just started dumping the cloak intot he harness before I head out.

This is the code as I changed, with alot of help

if(!spell.affordable?)

if @wand_sack == "" || @wand_sack == "false" or !@wand_sack
message("Can't wrack or not enabled, can't cast, no mana, life sucks, lets go rest");
rest
else
message("Can't wrack, but not done hunting, try a wand!")
fput "take wand from my #{@wand_sack}";
fput "stance off";
result = dothistimeout "wave wand at ##{npc.id}",1,/d100|dead/;
if result.nil?
fput "stance def";
fput "put my wand in my #{@wand_dead}";
else
fput "stance def";
fput "put my wand in my #{@wand_sack}";
return
end
end
end

Flessen
05-10-2010, 06:27 PM
result = dothistimeout "wave wand at ##{npc.id}",1,/d100|dead/;

Maybe want to raise that timeout. That could cause it to return as nil if it lags.

Alorn15
05-10-2010, 06:36 PM
So, in Starscream, do you then set "Rest at this mana percentage:" to be -1, or something else lower than the amount required to cast? Or does it work regardless of that?

Boreus
05-10-2010, 10:06 PM
I have it set to -1

Alorn15
05-10-2010, 11:58 PM
I'm thinking about the best way to do this still. FYI, you can call scripts in your attack routine. E.G. your attack your routine can be the following:

script my_attack

And bigshot will stand by until my_attack finishes. So that may be a temporary solution. I think you may even be able to do 'script my_attack target' and have the target id (preceded with #) be passed to the script.

Boreus
05-11-2010, 08:07 PM
Thanks, appreciate all the effort you have put into these scripts

Cyprion
05-13-2010, 09:59 AM
I got this working the other night at it is working great. Thank you for this script.

One thing that is kinda off though is that when it goes to loot, it goes to sloot.lic about a second too early, then just runs off without looting. Or sometimes it get the loot command off, but runs to the next room before actually picking up the item. So the next room or two you see open backpack and get item and item not found since it is a few rooms away.

I don't think I am lagging, but maybe thats it. Is there a way to maybe slow down the process 1-2 seconds after the kill? Or some setting I overlooked regarding the looting process?

Alorn15
05-13-2010, 10:08 AM
That's really weird. Your loot script setting looks like this?
sloot

The way it works is Bigshot starts your loot script if one is defined, and then waits for that to end before moving on. So this shouldn't ever happen...

Just out of curiosity, what are you hunting, and is it solo or MA?

SpiffyJr
05-13-2010, 10:12 AM
Me thinks Alorn15 needs to learn the value of waitrt.

Alorn15
05-13-2010, 10:27 AM
To elaborate...

Waitrt? isn't really purposed for hunting. It pauses for up to a second too long. Fput similar story. I rewrote both to be more mechanically advantageous, but the result can be spammy. It could and probably should be tweaked to be less spammy, but the current result has sound functional reasoning - you want those attacks and stance dances to go off ASAP.

Edit: Also this doesn't likely have anything to do with the loot thing, unless no loot script is set.

Cyprion
05-13-2010, 10:38 AM
I hunt solo in rotting corpses. it is set to 1106 corpse(xx) and loot script is sloot.lic (Do I need to drop the .lic off it?)

As soon as it dies it waits about 2 seconds, round time is 3, tries to loot then moves to the next room and on with the script. I have sloot setup to loot boxes and gems and the contain is set as backpack. Every 1 out of 4 or so it will loot, but runs to the next room before it can pick up the item that dropped.

Alorn15
05-13-2010, 10:41 AM
Try dropping .lic so it just says sloot

Edit: Yup. start_script('sloot.lic') works but running?('sloot.lic') doesn't. That's the problem.

Cyprion
05-13-2010, 10:59 AM
I'll try that when I get home from work. I appreciate your help.

Edit: Just tested and sloot without the .lic fixed it. Thanks.

SanGreal
05-13-2010, 02:48 PM
Waitrt? isn't really purposed for hunting. It pauses for up to a second too long.


I have the opposite experience. Bigshot (and sometimes even the default waitrt implementation) doesn't pause long enough. Whenever I am in RT in bigshot I experience something similar to this:



[bigshot]>kill #37673522
...wait 1 seconds.
>
[bigshot]>kill #37673522
...wait 1 seconds.
>
[bigshot]>kill #37673522
...wait 1 seconds.
>
[bigshot]>kill #37673522
...wait 1 seconds.


I agree that this is more desirable than waiting too long when hunting though

SanGreal
05-13-2010, 07:33 PM
I think I have an issue. I've got my bigshot set to flee if the enemy count is > 1, but it seems to take an extra swing before fleeing. See log below:



bigshot]>kill #38299987
You swing a claidhmore at a crocodile!
AS: +124 vs DS: +61 with AvD: +26 + d100 roll: +52 = +141
... and hit for 21 points of damage!
Right hand smashed into a pulpy mass.
The crocodile is stunned!
Roundtime: 8 sec.
>
A crocodile slithers in.
>
[bigshot]>kill #38299987
[bigshot]>stance defensive
You swing a claidhmore at a crocodile!
AS: +124 vs DS: +58 with AvD: +26 + d100 roll: +6 = +98
A clean miss.
Roundtime: 8 sec.
>
[bigshot]>stance defensive
...wait 8 seconds.
>
...wait 8 seconds.
>
[bigshot]>stance defensive
...wait 1 seconds.
>
[bigshot]>stance defensive
...wait 1 seconds.
>
[bigshot]>stance defensive
...wait 1 seconds.
>
[bigshot]>stance defensive
...wait 1 seconds.
>
[bigshot]>stance defensive
You are now in a defensive stance.
>
[bigshot]>east

It seems to happen every time a critter wanders in while I'm in RT from the previous attack

Alorn15
05-14-2010, 01:19 AM
Sangrael -

I think the behavior you are seeing starts at line 247. 1) the cmd method is called, 2) waitrt? is called, 3) a creature walks in, 4) waitrt? finishes, the command goes through.

A quick fix would simply be adding 'return if GameObj.npcs.size > @FLEE_COUNT' to line 249. I don't have time at the moment to figure out what the right fix is, but thought you might want to know what was up.

SanGreal
05-14-2010, 01:36 AM
Sangrael -

I think the behavior you are seeing starts at line 247. 1) the cmd method is called, 2) waitrt? is called, 3) a creature walks in, 4) waitrt? finishes, the command goes through.

A quick fix would simply be adding 'return if GameObj.npcs.size > @FLEE_COUNT' to line 249. I don't have time at the moment to figure out what the right fix is, but thought you might want to know what was up.

Honestly, it works so well for me I don't care about the occasional hiccup. I report the issues so that other people can benefit from any fixes.

Alorn15
05-15-2010, 01:04 AM
I think I have an issue. I've got my bigshot set to flee if the enemy count is > 1, but it seems to take an extra swing before fleeing.

1. This should now be fixed.

2. The decision to spam attacks is now configurable under the Hunting tab. Spamming is recommended and defaults to true. The only reason I can imagine wanting it false would be to produce cleaner logs.

It'll be a little spammy regardless, because fput is still overridden.

Alorn15
05-15-2010, 02:14 PM
Wands are in. Can't test this myself, unfortunately, but here's the gist:

1. A new command was added: wand. e.g. 'wand target' will grab a wand from your fresh wand container, wave it, and put it in your dead wand container if it's out of charges.
2. New settings were added, including a setting to use wands when out of mana.

Let me know what needs to be fixed/tuned. The code for this is around lines 291 and 304-323.

EDIT: If you don't define the wand setting, itll just default to 'wand'

Boreus
05-15-2010, 03:18 PM
Ok got a strange thing going on here, I"ll be hunting and suddenly I get this;

| Error polling member, removing!

This is sometimes in the middle of fighting a critter, sometimes just after I kill one, sometimes on the first critter and sometimes after a few are dead. But whenever it happens after it does I just wander until I kill and restart Bigshot tails and head.

Alorn15
05-15-2010, 04:09 PM
Hmmm. Watch the tail and wait for this to happen. See if there is a more meaningful error message on that end.

Boreus
05-15-2010, 04:26 PM
No message at all on the tails side just saw this

[Upper Trollfang]
The steep hills of this area rise suddenly and become the steep walls of a narrow canyon to the south. Scores of tiny caves riddle the slopes of this region, all much too small to allow you to enter. A large number of animal tracks crisscross the dry floor here and seem to lead to and from the natural dens created by the caves. You also see a war troll and some full leather.
Also here: Boric
Obvious paths: northeast, southeast, northwest
J>
[bigshot]>stance offensive
You are now in an offensive stance.
J>
[bigshot]>prepare 903
Boric swings a lion-crested beveled vultite longsword at a war troll!
AS: +242 vs DS: +66 with AvD: +25 + d100 roll: +67 = +268
... and hits for 50 points of damage!
Nice puncture to the abdomen, just missed vital organs!
J>
Your hands glow with power as you invoke the phrase for Minor Water...
Your spell is ready.
J>
[bigshot]>cast #43749485
You gesture at a war troll.
You hurl a stream of water at a war troll!
AS: +181 vs DS: +69 with AvD: +19 + d100 roll: +2 = +133
... and hit for 8 points of damage!
Pathetic attack to the abdomen.
Cast Roundtime 3 Seconds.
J>
[bigshot]>stance guarded
You are now in a guarded stance.
J>
A great brown bear lumbers in!
J>
A war troll's flesh wounds regenerate some.
A war troll's abdomen regenerates and looks fully healed.

A war troll snarls menacingly as he advances!

A war troll throws his head back and lets out a mighty war bellow!
A war troll swings a war hammer at you!
You evade the attack by a hair!
J>
[bigshot]>stance offensive
You are now in an offensive stance.
J>
--- Exception: wrong number of arguments (0 for 1)
bigshot:291:in `cmd_wand'
[bigshot]>stance defensive
You are now in a defensive stance.
J>
--- Lich: bigshot has exited.
--- Lich: exec2 has exited.
Boric swings a lion-crested beveled vultite longsword at a war troll!
AS: +242 vs DS: +66 with AvD: +25 + d100 roll: +62 = +263
... and hits for 44 points of damage!
Well placed shot to the neck!

** Boric's beveled vultite longsword erupts with a plume of steam! **

... 20 points of damage!
Excoriating vapors cause chafing of right arm.
J>
Boric's group just went southeast.
[Upper Trollfang]
The canyon walls of this region are covered by thick trunked shrubs and hardy sedges. The buzzing of insects and the scampering noises caused by unseen tiny feet ring off the bare rock of the walls with surprising intensity. You also see a mace.
Also here: Boric
Obvious paths: southeast, northwest
J>
Boric's group just went southeast.

And the next time was this, I hadn't even done anything on tails side

[Cave, Spider Room]
A large cave spider scurries into an attack position far above your head. Though not nearly as big as the great spiders that can be found near the sea, it is still of sufficient size to inject a lethal dose of venom. Bound securely in its huge web are the silent corpses of several creatures that learned this lesson far too late. You also see a cave troll.
Also here: Boric
Obvious exits: northeast, southwest
J>
[bigshot]>stance offensive
You are now in an offensive stance.
J>
--- Exception: wrong number of arguments (0 for 1)
bigshot:291:in `cmd_wand'
[bigshot]>stance defensive
Boric swings a lion-crested beveled vultite longsword at a cave troll!
AS: +229 vs DS: +86 with AvD: +41 + d100 roll: +70 = +254
... and hits for 71 points of damage!
Off-balance slash to the cave troll's left arm shatters his elbow.
*CRUNCH*
The cave troll is stunned!
J>
You are now in a defensive stance.
J>
--- Lich: bigshot has exited.
--- Lich: exec2 has exited.
Boric's group just went southwest.

From the ehad side it was this

[Cave, Spider Room]
A large cave spider scurries into an attack position far above your head. Though not nearly as big as the great spiders that can be found near the sea, it is still of sufficient size to inject a lethal dose of venom. Bound securely in its huge web are the silent corpses of several creatures that learned this lesson far too late. You also see a cave troll.
Obvious exits: northeast, southwest
Zavaan followed.
>
[bigshot]>stance offensive
You are now in an offensive stance.
>
[bigshot]>kill #43755204
You swing a lion-crested beveled vultite longsword at a cave troll!
AS: +229 vs DS: +86 with AvD: +41 + d100 roll: +70 = +254
... and hit for 71 points of damage!
Off-balance slash to the cave troll's left arm shatters his elbow.
*CRUNCH*
The cave troll is stunned!
Roundtime: 5 sec.
R>

| Error polling member, removing!

[bigshot]>stance defensive
...wait 4 seconds.
R>
[bigshot]>stance defensive
...wait 1 seconds.
R>
[bigshot]>stance defensive
...wait 1 seconds.
R>
[bigshot]>stance defensive
You are now in a defensive stance.
>
[bigshot]>southwest

Boreus
05-15-2010, 04:27 PM
Oh wait just saw the wand thingy, let me try taking all the wands I listed out

Alorn15
05-15-2010, 04:37 PM
I see the issue. Should be fixed now.

Boreus
05-15-2010, 05:08 PM
Found another argument for wands I didn't know about, came from having to many dead wands in my harness and my other character had killed the critter before I got a good wand out. Since it didn't roll and the critter was already searched not dead got this.

You remove an aquamarine wand from in your leather wand harness.
J>
[bigshot]>wave my wand at 49562610
You do not see that here.
J>
[bigshot]>put my wand in my cloak
You put an aquamarine wand in your black velvet cloak.

The cloak is the dead wand sack so shouldn't have put it in there and since it did it then went through and tried all my wands getting the same message and putting them all in my cloak

Alorn15
05-15-2010, 06:22 PM
Thanks Boreus. The wave pattern is now: /d100|is already dead|You do not see that here/

ThadJarvis
05-16-2010, 01:07 AM
BigShot is working great! What about adding a "percenthealth" option to the Should_rest? tab.

Boreus
05-16-2010, 12:34 PM
Ok new problem with the wands, doesn't seem to be resetting the target to the current critter. It worked once then the next time I ran out of mana it gave me a message like this

bigshot]>cast #46402989
You gesture at a cave troll.
You hurl a stream of water at a cave troll!
AS: +182 vs DS: +93 with AvD: +25 + d100 roll: +93 = +207
... and hit for 47 points of damage!
Nice blow to back!
The cave troll is stunned!
Cast Roundtime 3 Seconds.
J>
[bigshot]>stance guarded
You are now in a guarded stance.
J>
[bigshot]>stance offensive
You are now in an offensive stance.
J>
[bigshot]>get wand from my harness
You remove a silver wand from in your leather wand harness.
J>
[bigshot]>wave my wand at 164340070
You do not see that here.
J>
[bigshot]>get wand from my harness
You need a free hand to pick that up.

Kept spamming that so I killed bigshot and the one above is actually the first time I ran out of mana after restarting, so I think the critter number is still stuck from earlier

Tillmen
05-16-2010, 12:35 PM
It also left out the # in wave my wand at 164340070

Boreus
05-16-2010, 12:48 PM
Hah found another message while trying to figure out why it wouldn't reset the target. might want to have this one send you to rest or heal if healing is set.

[bigshot]>get wand from my harness
You remove a silver wand from in your leather wand harness.
!J>
[bigshot]>wave my wand at 184797330
You are in no condition to be waving anything with your left hand!
!J>
[bigshot]>put my wand in my cloak
You put a silver wand in your black velvet cloak.
!J>
[bigshot]>get wand from my harness
You remove a crystal wand from in your leather wand harness.
!J>
[bigshot]>wave my wand at 184124750
You are in no condition to be waving anything with your left hand!
!J>
[bigshot]>put my wand in my cloak
You put a crystal wand in your black velvet cloak.

Gnomad
05-16-2010, 01:00 PM
requesting bigshot play this (http://www.danielbarassi.com/mp3/mashups/brat_bigshotpimpin.mp3) while running

Alorn15
05-16-2010, 01:52 PM
Try now... I tried to address three issues:
1. Target id not updating.
2. Waving while wounded not triggering rest.
3. Reaching for wand when you're already holding one.

But can't test this myself. =/

Oh, and wait_for_swing should be smarter.

Alorn15
05-16-2010, 03:09 PM
Eh, that broke something else. Uploaded again.

Boreus
05-16-2010, 03:47 PM
Ok getting closer still putting the wand in the cloak when it's still good sometimes, think that may be because of lag, that's not the problem though, for some reason after it puts that wand away it's not getting a new one

bigshot]>wave my wand at #46966780
You wave your silver wand at a war troll.
1d100: 86 + Modifiers: 231 == 317

You hurl a small surge of electricity at a war troll!
AS: +182 vs DS: +72 with AvD: +21 + d100 roll: +37 = +168
... and hit for 14 points of damage!
Light shock to chest. That stings!
Cast Roundtime 3 Seconds.
J>

J>
[bigshot]>put my wand in my cloak
You put a silver wand in your black velvet cloak.
J>
[bigshot]>wave my wand at #46966780
You wave to a silver wand.

And just keeps doing the wave at silver wand thing. If I get the wand back out it works again until it puts it away. And if I put it in my harness it still does the waving at the wand

Boreus
05-16-2010, 03:48 PM
err didn't get your upload again post until I posted that one let me try it

Yeah ok uploaded again and whatever you were saying you broke and fixed, this wasn't it. This time didn't even get the wand out the first time

[bigshot]>cast #47018319
You gesture at a cave troll.
You hurl a stream of water at a cave troll!
AS: +182 vs DS: +64 with AvD: +25 + d100 roll: +28 = +171
... and hit for 28 points of damage!
Light blow to right arm.
Cast Roundtime 3 Seconds.
J>
[bigshot]>stance guarded
You are now in a guarded stance.
J>
[bigshot]>stance offensive
You are now in an offensive stance.
J>
[bigshot]>wave my wand at #186858720
You wave to a silver wand.

Anebriated
05-16-2010, 04:28 PM
was trying to set this up for my cleric and I am running into two problems. First I cant mouse over the fields on the setup window to see the exact syntax for multiple creatures or anything really. Second I cant close the setup window to save the info. Anyone have any ideas?

Alorn15
05-16-2010, 04:29 PM
Anebriated:
That usually happens when you didn't ;trust bigshot before using it. You'll have to restart the game to get rid of the window.

Boreus:
I think I see why...

Also, what exactly do you have as your wand setting?

Edit: Oh, and another thing that could happen when you wave your wand is the critter could have left the room. What's the messaging on that? "I could not find what you were referring to."?

Anebriated
05-16-2010, 04:30 PM
i did ;trust it :(

well I did it again and now it works. thanks.

Alorn15
05-16-2010, 04:36 PM
Edit: Sure.

Anebriated
05-16-2010, 04:41 PM
curious, should the script be running the loot script after every kill?

ie

[bigshot]>incant 302
You chant a reverent litany, clasping your hands while focusing upon the Bane spell...
Your spell is ready.
You channel at a krolvin warrior.
A sickly, violet haze encompasses a krolvin warrior.
CS: +152 - TD: +63 + CvA: +8 + d100: +79 == +176
Warding failed!
The violet haze furiously swirls around the warrior, striking at a krolvin warrior with small flashes of plasma.
The krolvin warrior is hit for 41 points of damage!
... 20 points of damage!
Searing bolt of energy strikes the krolvin warrior, scorching a wide swath of flesh!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
--- Lich: sloot2 active.
--- Lich: sloot2 has exited.
[bigshot]>incant 302
--- Lich: sloot2 active.
You chant a reverent litany, clasping your hands while focusing upon the Bane spell...
Your spell is ready.
You channel at a krolvin warrior.
A sickly, violet haze encompasses a krolvin warrior.
CS: +152 - TD: +63 + CvA: +8 + d100: +44 == +141
Warding failed!
The violet haze quickly swirls around the warrior, and the velocity causes large pieces of a krolvin warrior's skin to peel off.
The krolvin warrior is hit for 29 points of damage!
... 20 points of damage!
Blistering strike to leg shrivels skin and causes excruciating pain.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
--- Lich: sloot2 has exited.

Boreus
05-16-2010, 04:44 PM
ok tried adding the word wand in the type off wand spot and it got a wand out now as long as I only have wand or one type of wand in there but we are back to the spamming wrong target

You gesture at a war troll.
You hurl a stream of water at a war troll!
AS: +182 vs DS: +66 with AvD: +19 + d100 roll: +39 = +174
... and hit for 24 points of damage!
Strike glances off the chest.
Cast Roundtime 3 Seconds.
J>
[bigshot]>stance guarded
You are now in a guarded stance.
J>
Boric swings a lion-crested beveled vultite longsword at a war troll!
AS: +237 vs DS: +62 with AvD: +25 + d100 roll: +2 = +202
... and hits for 28 points of damage!
Nice shot to the head gouges the war troll's cheek!

** Boric's beveled vultite longsword erupts with a plume of steam! **

... 15 points of damage!
The war troll jerks her right hand back as hot steam envelops it.
J>
[bigshot]>stance offensive
You are now in an offensive stance.
J>
[bigshot]>get wand from my harness
You remove an iron wand from in your leather wand harness.
J>
[bigshot]>wave my wand at #165940350
You do not see that here.
J>

Alorn15
05-16-2010, 04:48 PM
Boreus:
Try what I just uploaded. It addresses both issues.

Anebriated:
That happens in certain rooms. A band-aid is to put (xx) after your command. So if your hunting routine looks like this: '302 target' then make it '302 target(xx)'

Anebriated
05-16-2010, 04:52 PM
Anebriated:
That happens in certain rooms. A band-aid is to put (xx) after your command. So if your hunting routine looks like this: '302 target' then make it '302 target(xx)'

that works for the most part thanks. now to investigate why sloot2 wont pick up loot...

Drunken Durfin
05-16-2010, 04:54 PM
i did ;trust it :(

well I did it again and now it works. thanks.

I love Lich, but the ";trust" requirement is just a pain in the ass, plain and simple.

SpiffyJr
05-16-2010, 07:56 PM
that works for the most part thanks. now to investigate why sloot2 wont pick up loot...

;sloot2 setup

Gnomad
05-16-2010, 08:18 PM
I love Lich, but the ";trust" requirement is just a pain in the ass, plain and simple.

It exists for good reason, but the general Lich user doesn't know how to check for a malicious script in the first place, soooooo...?

Anebriated
05-16-2010, 10:24 PM
ok so ive finally got the script and running pretty smooth. Completed a few hunts with it and am pretty sure I have it down to the settings I want. Im having trouble wracking with my cleric though. He is purely a 302 hunter, has about 120 mana. Ive clicked the button to allow wracking but it will go to 0 and then just loop my looting script(sloot2) over and over. Is this a bug or amidoingitwrong?

Alorn15
05-16-2010, 10:48 PM
You might be doing it wrong, but I've never actually tested wracking... so I'd guess that you're doing it right, and I'm doing it wrong.

I can look into this tonight probably.

One thing: What do you have percentmana set to under the should_rest tab?

Alorn15
05-16-2010, 11:23 PM
Wracking should be smarter.

Anebriated
05-16-2010, 11:26 PM
You might be doing it wrong, but I've never actually tested wracking... so I'd guess that you're doing it right, and I'm doing it wrong.

I can look into this tonight probably.

One thing: What do you have percentmana set to under the should_rest tab?

I have it set to 2% hoping that will catch around 1 or 2 mana remaining. Im about to go hunt on my warrior but ill test on my cleric shortly. thanks.

Anebriated
05-17-2010, 02:52 AM
Worked pretty well with the new update. wracked once, emptied the head of mana then wracked again bringing me to 1 spirit but never used the mana for hunting. instead ran back to rest.

deadly
05-17-2010, 04:35 AM
is there a way to set it to only wrack 1 time during the current hunt? I dont want to get to 1sp while im hunting. so perhaps a checkmark for 1 wrack per hunt and then when the character goes back to town to rest it can reset?

Boreus
05-17-2010, 10:31 AM
Ok wands seem to be working fairly well now, one more thing though I think you doubled stuff up to make sure it goes through or something, that's what the spam check box is for right. Anyway getting this a few times now when it tries the second time and is still in RT from the first. Might want to add Wait to the array.

bigshot]>wave my wand at #49505270
You wave your metal wand at a forest troll.
1d100: 10 + Modifiers: 200 == 210

You hurl a freezing ball of pure cold at a forest troll!
AS: +182 vs DS: +41 with AvD: +54 + d100 roll: +20 = +215
... and hit for 52 points of damage!
Left arm is shattered by cold blast!
The freezing ball of pure cold strikes a forest troll, blossoming into a much larger sphere of frost upon impact.
... 20 points of damage!
Icy chill to the forest troll's midriff. Looks like a bowl of nice hot stew is in order.
Cast Roundtime 3 Seconds.
J>
Wait 2 seconds.
J>
[bigshot]>wave my wand at #49505270
Wait 1 second.
J>
[bigshot]>put my wand in my cloak
You put a metal wand in your black velvet cloak.
J>
[bigshot]>get wand from my harness
You remove an iron wand from in your leather wand harness.

Alorn15
05-17-2010, 10:56 AM
Boreus: 'Wait # seconds' added to the expected wand messages.

As far as the wracking thing goes... what about if it just doesn't wrack if you'll go below 3 spirit? 2? What's the cutoff? Maybe just config that?

Anebriated: As far as wracking then resting goes, were you also fried? I put in something so that it won't wrack if that is the case.

Anebriated
05-17-2010, 12:12 PM
i was numbed at the time but it did set off my encumbrance trigger. should switch the catch to before wracking so you dont wrack and then run straight to town..

and a dont wrack if below [x] spirit box would be nice for those worried about it.

SanGreal
05-17-2010, 02:43 PM
Yeah, if you are going to put that in, it would be nice if it were configurable. I wrack to 1 spirit all the time

Anebriated
05-18-2010, 11:24 AM
So another instance of maybeimdoingitwrong... Is there an easy fix to kill the loot scripts before entering town? Only reason I ask is because I like to drop my boxes at a table and every time I get back to rest I see something like this...

You head over to the Long River Table.
[Long River Table]
Near the center of the dining hall, you find this table leaning slightly due to a loose board in the floor. A sign hangs on the wall near the rather large table closest to you. You also see an engraved steel strongbox, a scratched brass strongbox, an enruned gold strongbox and an enruned silver box.
Also here:
Obvious exits: out
>
[go2: travel time: 0:00:05]
--- Lich: go2 has exited.
-- You made a whopping 1160 silvers!
[sloot: IN STOW MULTIPLE ITEMS]
[sloot]>get #52536859
You pick up an engraved steel strongbox.
>
[sloot: Not phasing...]
[sloot]>put #52536859 in robe
You put an engraved steel strongbox in your velvet robes.
>
[sloot]>get #52541498
You pick up a scratched brass strongbox.
>
[sloot: Not phasing...]
[sloot]>put #52541498 in robe
Your strongbox won't fit in the velvet robes.
>
-- You're robe is full!
-- Trying overflows --
[sloot]>put #52541498 in disk
I could not find what you were referring to.
>
[sloot]>drop #52541498
>
You drop a scratched brass strongbox.

Alorn15
05-18-2010, 01:33 PM
In what setting do you have 'sloot'? If it's in looting script, it shouldn't have to be stopped before resting, because it shouldn't be running for more than a few seconds at any given time anyway. Only when it thinks there might be loot on the ground. That looks like sloot sell to me, though I haven't kept up with sloot's changes.

Anebriated
05-18-2010, 02:28 PM
Im on a different comp atm but from what I remember it its the proper box, the looting script box. It probably is from SLoot sell, I do have that active as a resting script and this occurs after returning from selling the items. Im going to write my own little script for that anyway which will solve all this. Thanks for proving I did it wrong :P

SanGreal
05-18-2010, 03:40 PM
its an issue with sloot sell. For some reason it loots the room when it exits. That looks like sloot3 -- no idea if sloot2 (which is Spiffy's latest) has the same problem

Anebriated
05-18-2010, 04:00 PM
yes it is sloot3. I have sloot2 set up and can switch back but I like the overflow containers from sloot3. Ill write that script to replace sloot sell tomorrow probably which will fix my issues.

inno
05-20-2010, 07:47 AM
It does not seem to matter what I put in the valid target box, I run through rooms with my target no matter what.

I have "702 target(xx)" in the solo hunting and group hunting commands

what am I doing wrong?

if hunting gnoll worker and gnoll ranger what do you put in the valid targets? You then have to put dont flee from them too right, and you have to set the flee if enemy count is above X right...
valid targets :gnoll worker, gnoll ranger, worker, ranger
dont flee: gnoll worker, gnoll ranger, worker, ranger
flee if more than 10

Anebriated
05-20-2010, 09:25 AM
sounds like its not catching the target names, what do you have in that box?

SanGreal
05-20-2010, 09:30 AM
Also, where are you hunting?

inno
05-20-2010, 11:41 AM
ok, when I got to my starting room there was another player there and a dead 'target', I looted it and took off running...

when I arrive at my starting room ID I always execute sloot regardless if theres some else there with dead critters or items

I also get this sometimes:
--- Lich: sloot active.
--- Lich: sloot has exited.
--- Lich: sloot active.
--- Lich: sloot has exited.
--- Lich: sloot active.
--- Lich: sloot has exited.
--- Lich: sloot active.
--- Lich: sloot has exited.
--- Lich: sloot active.
--- Lich: sloot has exited.
--- Lich: sloot active.
--- Lich: sloot has exited.
--- Lich: sloot active.
--- Lich: sloot has exited.
--- Lich: sloot active.

after it sloots then searches the critter, in this case there was nothing on it

when this does happen is there a way to stop the sloot repeat without ;k bigshot and starting all over again?

Alorn15
05-20-2010, 10:57 PM
Looting right off the bat is a bug I've noticed.

I gotta say, ranged support just plain sucks. I just fixskilled to ranged and it's really really bad.

Cyprion
05-21-2010, 07:22 AM
It does not seem to matter what I put in the valid target box, I run through rooms with my target no matter what.

I have "702 target(xx)" in the solo hunting and group hunting commands

what am I doing wrong?

if hunting gnoll worker and gnoll ranger what do you put in the valid targets? You then have to put dont flee from them too right, and you have to set the flee if enemy count is above X right...
valid targets :gnoll worker, gnoll ranger, worker, ranger
dont flee: gnoll worker, gnoll ranger, worker, ranger
flee if more than 10

Try "702 gnoll(xx)"

I noticed the same thing with mine. Hunting rotting corpses, I had to put 1106 corpse(xx) or else it ran by them. You can leave don't flee box blank I believe. At work now, so can't double check. As far as flee if more, I have set to 2 myself. If there are 3 in a room, it will run right by the room. Its pretty nice.

Side note, would be nice if there was a flee if box. Maybe I missed it. Would be nice to be able to run if a roater enters the room. haha.

blixenwraith
05-22-2010, 10:27 AM
how can you make it work with a friend of yours joining your group?

Jayvn
05-22-2010, 10:44 AM
So, I was using bigshot to hunt Shelfae... had it set for a few days..yesterday I set it to go hunt large ogres... hunted most of the day..log in today and fire it up and it runs me to shelfae again.. where do we save the settings?

Alorn15
05-22-2010, 04:00 PM
They should save automatically, however...

Bigshot uses UserVars. Not only that, but it saves a hash in UserVars. Based on what I've seen, there are a couple bugs with this. Not sure if Tillmen is aware of or not.

Inspire
05-22-2010, 05:38 PM
I love these hunters but I can't get my sloot to fill up an alternative sack when it's full.

I tried the SLIB3/SLOOT3 stuff and even after renaming it still wouldn't work.


Any advice?

Netam
05-23-2010, 01:26 PM
I noticed that even when "wait for enemy to attack before executing" is checked, it'll still attack regardless. It does work sometimes, but if it waits for a while it''ll automatically attack it seems (ants in its pants).

Alorn15
05-23-2010, 02:10 PM
At the moment the wait for swing timeout is 8 seconds. Or if target is prone, or other stuff. Should that be raised?

inno
05-23-2010, 03:26 PM
is there any way to make bigshot recognize when a caster has rapid fire on them?

[Spell re-prepared]
Cast Roundtime 3 Seconds.

it says 3 seconds... but thats a lie.

inno
05-23-2010, 03:28 PM
oh, also I keep executing sloot when i get to my 'starting room', i ran into the starting room when someone else was there and their critter was dead and I looted it. How do I fix this?

Netam
05-23-2010, 04:07 PM
At the moment the wait for swing timeout is 8 seconds. Or if target is prone, or other stuff. Should that be raised?

Can you make it a variable that we can adjust?

And possibly wait for events? This way we can input our own wait for events before it response.

Jace Solo
05-23-2010, 06:45 PM
So you're back Alorn?

Alorn15
05-23-2010, 08:07 PM
Yup, for shattered. Though I've been fairly busy irl.

Drew
05-27-2010, 05:58 AM
I have bigshot set to start hunting again once my mind goes below 40% but it waits until I'm at 0 to restart (getting the idle warning usually too). I just put "40" in the variable for when to rehunt, what am I doing wrong?

Alorn15
05-27-2010, 11:33 PM
Drew -

Type ;bigshot display and copy/paste that here. Cut out the hunting area info if you want, please leave the rest.

Others -

The wait_for_swing function should be smarter, but it still seems to barf sometimes... anyone have any thoughts?
http://pastebin.com/npyH2Qfe

Incidentally, I've been too busy lately to fix bugs, but I'm more than happy to accept user fixes, when they make sense. Some stuff is fairly convoluted and coupled, but stuff like cmd_ranged is pretty approachable, and probably could be improved by anyone with some time to test and coding ability.

Alorn15
05-28-2010, 12:00 AM
Also, the 'loot upon arrival' bug should be fixed, and most exec scripts have been turned into threads. I didn't test the effect of this in a group, so let me know if it's broken.

pabstblueribbon
05-28-2010, 01:21 AM
There is a bug that when your head char is fried and your tail char isnt bigshot head just stops and does nothing. If you kill the tail instance of bigshot it resumes.

Where would I look to implement a fix? I want to make it so that if the head char is fried, it doesnt attack, but will still lead.

Alorn15
05-28-2010, 01:49 AM
There are a lot of places it could be going wrong, PBR. That probably gets down to poor man's debugging. I haven't re-tested MAing for awhile, will do so soon. It's literally doing nothing, as in just sitting there not moving/attacking?

What you describe you want should happen automatically, so long as fried hunting commands is empty.

pabstblueribbon
05-28-2010, 02:01 AM
Yes. It does nothing. It doesnt exit the script. It just sits there, with an NPC in the room usually.

What do you mean by if fried is empty?

Alorn15
05-28-2010, 10:11 AM
Sorry... fried hunting commands. In the group tab.

But that doesn't sound like your problem. That just sounds broken.

Alorn15
05-28-2010, 10:58 AM
Wait for swing nonsense.... wtf....

http://pastebin.com/i8GA6grV

SanGreal
05-28-2010, 11:41 AM
Wait for swing nonsense.... wtf....

http://pastebin.com/i8GA6grV

your method is reading the xml tags, but the line in question is being parsed in matchtimeout. Does matchtimeout read the xml?

Alorn15
05-28-2010, 03:09 PM
Just asked Tillmen. It does. =/

Matchtimeout uses line = get?

note to self:


while line = get?
return if line =~ /a exist="\d+" noun="\w+">.*?<\/a>.*you[\.|!]|d100|fumbles helplessly|thorny barrier surrounding you/
end
sleep 0.1

Alorn15
05-28-2010, 09:16 PM
Fixed. Status_tags weren't being toggled off if it matched. So they would stay on until the function was next called... and get turned off right before the match.

Drew
05-29-2010, 04:36 PM
Bigshot was working fine but apparently it broke overnight and was spamming room commands. I've downloaded the latest version. My problem is that even at fresh and clear it won't go out and hunt. It just sits in my resting place all day. This seems related to my earlier problem but at least then it would go hunt at clear as a bell, now it's not hunting at all. Any thoughts on how to fix this?


--- Lich: bigshot active.
[bigshot: hunting_stance: advance]
[bigshot: flee_count: 2]
[bigshot: resting_scripts: waggle]
[bigshot: ammo_hide: false]
[bigshot: resting_room_id: 13196]
[bigshot: hunting_room_id: 5079]
[bigshot: use_wracking: false]
[bigshot: hunting_boundaries: 5077, 5368]
[bigshot: targets: urgh]
[bigshot: hunting_commands: attack target]
[bigshot: rest_till_mana: 0]
[bigshot: monitor_interaction: false]
[bigshot: rest_till_exp: 0]
[bigshot: wait_for_swing: true]
[bigshot: g_hunting_commands: attack target]
[bigshot: dead_man_switch: false]
[bigshot: depart_switch: true]
[bigshot: spam: true]
[bigshot: hunting_prep_commands: incant 202, incant 103]
[bigshot: fried: 100]
[bigshot: wand_if_oom: false]



;list
--- Lich: autosort, voodoo2, perception, bigshot.

Alorn15
05-29-2010, 05:02 PM
Do you have wounds? Search for 'def wounded()' in the script. It's fairly stringent right now... though I intend to make it configurable.

Drew
05-29-2010, 05:04 PM
You have the following scars: a scar across your neck, a mangled left arm, an old battle scar across your chest and a black-and-blue right eye.



I'm playing an empath but I can't heal these yet, they really don't affect my hunting.



def wounded?()
return true if percenthealth <= 50
if( bleeding? || ([Wounds.head, Scars.head].max >= 2) || ([Wounds.nsys, Scars.nsys].max >= 2) || ([Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand, Scars.rightArm, Scars.rightHand].max >= 3) || ( ([Wounds.leftArm, Wounds.leftHand, Scars.leftArm, Scars.leftHand].max >= 2) or ([Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand].max >= 2) ) )


What should I replace to tell it to basically ignore wounds?

Alorn15
05-29-2010, 07:09 PM
Just change the first line to return false.
So basically:


def wounded?()
return false
# other stuff can stay the same.

Ima try and get some time this weekend to work out some of the bugs with stuff.... this is my list, feel free to add to it:
1) MAing sounds completely borked.
2) Wounded evaluation should be configurable.
3) Wait for swing timeout should be configurable (currently waits 8-10 seconds, depending on your version).

ThadJarvis
05-29-2010, 07:18 PM
It also seems (At least to me), that if you're hunting, and someone walks into the room and stands there a moment, the script will stop attacking the creature it was fighting (Dead or not) and continue hunting.

This happens to me very often, and i've never been injured or at my must_rest threshold.

Alorn15
05-29-2010, 08:06 PM
Hmm, I think I see why that is, Thad.

crb
05-30-2010, 10:39 AM
you might call that a safety feature, running away from potential interactions while you're afk.

ThadJarvis
05-30-2010, 12:12 PM
I agree. I'm 50/50 on the thing.

Alorn15
05-30-2010, 01:30 PM
Bigshot updated:
1) Two additional items of interest will be display while resting: the reason why bigshot last decided to rest, and the reason why bigshot last decided not to hunt. This should curb some confusion as to why it's not hunting.
2) Wound config is now in. It basically just evaluates whatever statement you put in. To ignore wounds, just leave the setting blank. The previous statement if you want to include it is as follows:

bleeding? || percenthealth <= 50 || ([Wounds.head, Scars.head].max >= 2) || ([Wounds.nsys, Scars.nsys].max >= 2) || ([Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand, Scars.rightArm, Scars.rightHand].max >= 3) || ( ([Wounds.leftArm, Wounds.leftHand, Scars.leftArm, Scars.leftHand].max >= 2) or ([Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand].max >= 2) )
3) Wait for swing timeout field added. So wait for swing is no longer a checkbox. To not wait for swings, leave the setting blank.

Haven't looked at the MA junk yet.

Alorn15
05-30-2010, 01:51 PM
Eh, screwed something up. Re-uploaded.

Inspire
05-30-2010, 03:01 PM
Thanks for doing all this Alorn15.

Flessen
05-30-2010, 03:45 PM
What? Thanks, I thought Inspire was going to pay Alorn $100 via paypal? OMG WTF!

JK

Alorn15
05-30-2010, 07:46 PM
Alright...
1) MA appears to be working again.
2) Upon resting, tails will explain the last reason they needed to rest.
3) Looting should be more stable. I think it probably was still looting on the first room. Plus I think it was leaving when people entered the room. I'm a bad human being.

Other miscellaneous bugs fixed. Others added.

Netam
05-30-2010, 09:20 PM
Hmmm, after my head is fried everyone literally sits there and do nothing in the hunting ground.

This is my setting for my head:

[bigshot: Version: 1.003]
[bigshot: hunting_stance: off]
[bigshot: ammo_hide: false]
[bigshot: loot_script: sloot2]
[bigshot: resting_room_id: 9400]
[bigshot: hunting_room_id: 1196]
[bigshot: use_wracking: false]
[bigshot: hunting_boundaries: 474,3562,1208]
[bigshot: targets: troll, ogre]
[bigshot: monitor_interaction: true]
[bigshot: rest_till_exp: 20]
[bigshot: g_hunting_commands: kill target(xx)]
[bigshot: dead_man_switch: false]
[bigshot: depart_switch: false]
[bigshot: spam: true]
[bigshot: fried: 99]
[bigshot: wand_if_oom: false]

Alorn15
05-30-2010, 10:46 PM
Hmm, what do the tails settings look like? And, it literally doesn't even move or do anything at all?

Netam
05-30-2010, 11:05 PM
It works fine (love the synchronized swinging!) until it hits a fried mind then it wanders around till it reach another critter then hangs, just sits there. All the tails hang as well and don't swing. Log below, the search was what got me to fried. One more thing I noticed: If a person is stunned and head is ready, head, along with the group, will just ditch the stunned person. Pretty freaky when that happens!

bigshot displays for tails:

[bigshot: Version: 1.003]
[bigshot: flee_count: 2]
[bigshot: hunting_stance: offensive]
[bigshot: ammo_hide: false]
[bigshot: resting_scripts: heal2, deposit]
[bigshot: loot_script: sloot2]
[bigshot: resting_room_id: 7562]
[bigshot: hunting_room_id: 3769]
[bigshot: use_wracking: false]
[bigshot: monitor_interaction: false]
[bigshot: hunting_commands: kill target(xx)]
[bigshot: targets: ogre, troll]
[bigshot: hunting_boundaries: 6717, 433, 6108,6691]
[bigshot: wait_for_swing: 10]
[bigshot: rest_till_exp: 20]
[bigshot: spam: true]
[bigshot: depart_switch: false]
[bigshot: dead_man_switch: false]
[bigshot: g_hunting_commands: kill target]
[bigshot: wand_if_oom: false]
[bigshot: fried: 99]
[bigshot: hunting_prep_commands: 1109]

[bigshot: Version: 1.003]
[bigshot: hunting_stance: off]
[bigshot: ammo_hide: false]
[bigshot: loot_script: sloot2]
[bigshot: resting_room_id: 9400]
[bigshot: hunting_room_id: 1196]
[bigshot: use_wracking: false]
[bigshot: hunting_boundaries: 474,3562,1208]
[bigshot: targets: troll, ogre]
[bigshot: monitor_interaction: true]
[bigshot: rest_till_exp: 20]
[bigshot: g_hunting_commands: kill target(xx)]
[bigshot: dead_man_switch: false]
[bigshot: depart_switch: false]
[bigshot: spam: true]
[bigshot: fried: 99]
[bigshot: wand_if_oom: false]

You search the cave troll.
She had some double leather, a wooden shield.
She didn't carry any silver.
She had nothing of interest.
A cave troll decays into compost.
>
[bigshot]>northeast
[Upper Trollfang]
A few scruffy bushes cling to the hillside here upslope of the trail. Downslope, to the southeast, you see only a few clumps of tough, brown grass clinging wherever a pocket of soil has collected on the rocky slope. Dirty white lichen grows in lacy patterns across the surface of the rocks, its delicacy contrasting with the dull, blunt stone. You also see a war hammer and a wooden shield.
Obvious paths: north, southwest
Someone3 and Someone1 followed.
>
[bigshot]>north
[Upper Trollfang]
A bush alongside the trail crackles softly in the breeze, and suddenly spits forth a small, sleek grass-colored bird that hoots in fright. Dry grasses rustle as a small predator slinks off, chittering angrily, doubtless complaining of his hunger.
Obvious paths: northeast, south
Someone3 and Someone1 followed.
>
[bigshot]>northeast
[Upper Trollfang]
The hillside is steep here, not quite vertical but close. Dry, brownish grass covers the hillside both above and below the trail. The trail is only a few inches wide here, but with care you manage to keep from falling over the side.
Obvious paths: north, southwest
Someone3 and Someone1 followed.
>
[bigshot]>north
[Upper Trollfang]
The trail curls around a steep, treeless hillside. Tough brown grasses, pierced by an occasional thistle, cover the ground. The trail to the south is only a few inches wide -- rain, wind and use have eroded it down to near non-existence.
Obvious paths: north, south
Someone3 and Someone1 followed.
>
[bigshot]>north
[Upper Trollfang]
The trail narrows here and the branches of the trees meet over your head, casting deep shadows all around. You brush against a pine tree and pick up a smear of gluey black sap down your arm. The sharp scent of the resin bites your nose and throat, and your attempts to clean the goop off only spreads it around. You also see a cave troll, a great brown bear, a cudgel, some full leather, a sturdy wooden box and some full leather.
Obvious paths: north, south
Someone3 and Someone1 followed.
>
Someone3 returns to normal speed.
>
Fortitude Song (1003) refreshes to 4m 23s. (+4m 17s)
Kai's Triumph Song (1007) refreshes to 4m 23s. (+4m 14s)
Sonic Weapon Song (1012) refreshes to 4m 23s. (+4m 23s)
Your songs renew.
>
Someone1 returns to normal speed.
>
You are startled by a bloodcurdling bellow. Turning to locate the source, you see a war troll charging towards you!
>
A great brown bear claws at Someone3!
AS: +189 vs DS: +234 with AvD: +37 + d100 roll: +45 = +37
A clean miss.
>
A war troll swings a war hammer at Someone3!
AS: +175 vs DS: +222 with AvD: +29 + d100 roll: +39 = +21
A clean miss.
>
A cave troll claws at Someone3!
AS: +171 vs DS: +203 with AvD: +37 + d100 roll: +41 = +46
A clean miss.
>

Alorn15
05-30-2010, 11:12 PM
Hmmm... your settings certainly look reasonable. I'm kind of wondering if one of the tails is running into an error that's only being displayed to the tail.

In any case, it looks like there's a bug, but it's difficult to debug like this. IM me at alexx1523 if you want to try and troubleshoot further.

EDIT: Looks like this happens when your settings get wiped. =/

Alorn15
05-31-2010, 11:21 AM
1) Wait for swing can now be called in the attack routine, which means you can use it only on certain creatures, or only at certain parts of the routine. This would wait once, then just keep attacking:
wait 20, kill target(x20)

It should also work a little better for groups and in general, but who knows, right?

2) Amongst other things, I've noticed that 'don't flee from' is not only confusing but broken. I'd just not use it right now.

EDIT: If you want MA to work better, go paypal Tillmen to fix the UserVars bug.

Alorn15
05-31-2010, 01:50 PM
Don't_flee_from_these setting fixed, clarified.
Order of valid targets now used to deduce target precedence.

Loyrl
05-31-2010, 04:40 PM
Is there a way to pause bigshot and then resume it, in the before / after hunt spot? Trying to get a way with out using the "wait" command to pause in tsc for the vultures to heal me, and then me going on my way.

Drew
05-31-2010, 05:12 PM
Is 1.005 the current version?



Also, if I want it to cast bone shatter and swing on a critter, but if I'm out of mana just swing, is that possible?

Alorn15
05-31-2010, 05:33 PM
Lloyri: You could just write a resting script that does nothing but sleep.

Drew: 1.006 now. It is possible, I think the best way to do it is something like this:

1101 target(m1)(x10), kill target(x10)
or this:

script my_hunting_routine

Then write a script called my_hunting_routine that does things.

PS: I don't actually know the spell number for bone shatter.

Drew
05-31-2010, 05:44 PM
Lloyri: You could just write a resting script that does nothing but sleep.

Drew: 1.006 now. It is possible, I think the best way to do it is something like this:

1101 target(m1)(x10), kill target(x10)
or this:

script my_hunting_routine

Then write a script called my_hunting_routine that does things.

PS: I don't actually know the spell number for bone shatter.


It's 1106 for reference. What does x10 indicate?

Alorn15
05-31-2010, 06:39 PM
Try and do that 10 times. I figure by the 11th time, the creature's dead, or you dont have the one mana.

Smythe
06-01-2010, 10:36 AM
Way too dern many checks fer poachin' in MA use. Behaves better if'n ya comment out

#break unless bs.valid_target?( target, false )

Reason is this line throws da test over'n over while waitin' out RT. Anyone wanderin' by trips poachin', and Bigshot jes' rolls on.

Suggest ya check da behavior here. Since commentin' out, a lot less disruptions from others in my area. Might be da place ta do some efficiency work.

- Smythe

Alorn15
06-01-2010, 10:51 AM
I'll look into it Smythe, thanks.

However... that second argument is used to decide whether to check poaching. So if false is being passed and it's still checking poaching, then that's a bug.

EDIT: Please give me a line number, too, if your editor has them. Also it would be helpful if you could make sure you're on the latest version (1.007 I believe) and verify that this hasn't already been fixed there.

Smythe
06-01-2010, 11:03 AM
in 1.006 line 1315.

I'll grab yer latest an' try a compare, but I'd perfer ta know what ya changed twixt versions so I don' have to disrupt all my settings.

Lemme know.

- Smythe

SpiffyJr
06-01-2010, 11:10 AM
in 1.006 line 1315.

I'll grab yer latest an' try a compare, but I'd perfer ta know what ya changed twixt versions so I don' have to disrupt all my settings.

Lemme know.

- Smythe

Holy shit, this isn't Gemstone. Drop the hick RP and talk like "a normal folk."

Smythe
06-01-2010, 11:15 AM
Holy shit, dat's funny right der! Define normal! Ya like da "LOL, UR FAIL, YMMV" crap? Get real, or join yer soulmates. Jes' leave me be. I'll contribute my way, not yers. Wha's dat shit line Tisket has in sig, but ignores?

An' lighten up, ya might live longer. I'm a smilin'.

- Smythe

Smythe
06-01-2010, 02:01 PM
Checked, an' issue still exists 1.007. Comment out da same line, and works.

I hear ya 'bout parameter passin'. Maybe caught up in the poaching() def block, 'cause dat gets called many multiple times in RT as well?

No matter, with dat line commented out, yer program "RULZ0R" (fer SpunkyJr's benefit)!

- Smythe

SpiffyJr
06-01-2010, 02:43 PM
Checked, an' issue still exists 1.007. Comment out da same line, and works.

I hear ya 'bout parameter passin'. Maybe caught up in the poaching() def block, 'cause dat gets called many multiple times in RT as well?

No matter, with dat line commented out, yer program "RULZ0R" (fer SpunkyJr's benefit)!

- Smythe

1337 does not normal make.

JohnDoe
06-01-2010, 02:53 PM
Started looking at bigshot yesterday. Was curious - is there a way to configure it so that it kills all creatures prior to looting?

Boreus
06-01-2010, 03:42 PM
MA still needs a bit of tweaking, I'm not running to rest and heal when the tail is hurt. I have the line you said to use to keep it as it as before it was configureable in both the head and tail character. It will go to rest and run herbheal when the head gets to haf health or bleeding but not the tail.
On that note how about an option to force rest something like ;bigshot rest instead of having to kill bigshot and run the rest scripts manually when it does soemthing like this.

Boreus
06-01-2010, 03:50 PM
Along the same lines it does not store and gird the tail characters weapon and shield so when he runs herbheal he puts his weapon in his pack and then sometimes herbheal closes the sack before it gets the weapon back out so I ended up hitting things with my fist

Alorn15
06-01-2010, 03:55 PM
buzzofthoughts: provide another means of attack when you're oom, or have the script rest when you're oom. (should_rest? tab)

johndoe: not currently no.

boreus: ill look into them things.

spunkyjr: hai.

Boreus
06-01-2010, 04:31 PM
Noticed another thing with MA

When the head runs off due to to many critters or whatever reason and the tail is in RT the tail still reacts the way the head used too, swinging one more time before it goes off to find the head.

Alorn15
06-02-2010, 12:41 AM
Updated some MA stuff.
1) Active hunting scripts should now work on tails.
2) Tails should be a little bit more optimized. There's still a LOT of work to do here though

Keep in mind I have absolutely no way of testing this. So you might save a copy of the old version just in case the MA breaks and I don't know cause I only test solo.

Alorn15
06-02-2010, 12:49 AM
And again. The settings bug with lich may be fixed, so I'm changing Bigshot to work with that fix.

fenrus
06-02-2010, 01:39 AM
You might want to check out this post and my response: http://forum.gsplayers.com/showpost.php?p=1113077&postcount=7

Mighty Nikkisaurus
06-02-2010, 01:40 AM
An issue I've noticed and have tried adjusting stuff to change, to no avail, is the depart and re-run command.

Once I'm killed/dead I depart confirm immediately but bigshot just keeps me laying there in the temple, I don't stand up and do the rest actions and then get back into the fray. I'd prefer if I did and that was why I checked it.. is there anything I'm missing to get the script to act this way when I am killed?

SanGreal
06-02-2010, 02:47 AM
An issue I've noticed and have tried adjusting stuff to change, to no avail, is the depart and re-run command.

Once I'm killed/dead I depart confirm immediately but bigshot just keeps me laying there in the temple, I don't stand up and do the rest actions and then get back into the fray. I'd prefer if I did and that was why I checked it.. is there anything I'm missing to get the script to act this way when I am killed?

This is the code in question:


Thread.new {
wait_until { dead? }
Script.self.kill
wait_while { running?('bigshot') }
fput 'depart'; fput 'depart'
fput 'depart confirm'; fput 'depart confirm'
start_script('waggle')
15.times { sleep 60 }
sleep 1 until percentspirit == 100 && !running?('waggle')
start_script( 'bigshot', ['solo'] )
}


As you can see its supposed to start waggle, wait 15 minutes, and then continue to wait until your spirit is full and waggle is done and then restart hunting and everything. Are you sure you gave it enough time to do anything?

That said, I don't see how it could work at all since as far as I know Threads die with the script. However it that was the issue, you wouldn't be departing immediately either.

Boreus
06-02-2010, 07:23 AM
OK haven't checked the other stuff yet but the tail still doesn't store his weapons when resting or gird them when heading out to hunt

I have pre-rest commands store both and pre-hunt commands gird

I have that for both characters and it works with which ever one is the head and ignores it for the tail

Alorn15
06-02-2010, 10:08 AM
Removed the recast redundancy.

Yeah depart looks broken, should be a start_exec_script probably.

And tails dont use pre-hunt/pre-rest commands. The tail code really needs to be re-written in full. The problem is right now they aren't very smart about the state that they are in (e.g. hunting, moving, resting). If anyone has any suggestions I'm welcome to them. Sangrael?

EDIT: More info: Basically right now head sets the state, and tail responds by using commands from that state. It's really no more complicated than that. The hunting/resting script addition is just a hack at this point. The only thing I can think of is to add an event stack to the group object, have the head populate it, and have tails grab events off of that. But then... do away with the states altogether? Make attacks be events too?

ThatDamnTep
06-02-2010, 11:14 AM
There's a slight issue with attack routines. If your target flees, BigShot moves on to wander but doesn't reset your attack routine. It will continue your routine right where it left off on the next creature it finds. My current routine is wait 30 and kill (xx). So if something swings and moves in the same motion, it'll start looking for another creature and immediately swing when it finds one.

Alorn15
06-02-2010, 11:17 AM
Solo or MA?

ThatDamnTep
06-02-2010, 11:24 AM
Solo.

subzero
06-03-2010, 04:16 AM
Any chance you could make it not choose to offensively channel spells that are able to be channeled? Making it work off of the channelincant setting would be nice, if possible, or even a switch.

Thanks for making this and putting it out there for people.

Alorn15
06-03-2010, 09:51 AM
I'll be honest with you. I don't understand channeling at all whatsoever.

So you're saying it automatically channels any channelable spells? And I assume your routine is something like '1101 target'?

Assuming that's what you want, there is a way to do this... I'll post when I remember what it is

Tillmen
06-03-2010, 10:19 AM
It looks like bigshot is using Lich's built-in cast function, so there's a couple ways to do it. You could open up spell-list.xml.txt and find the spell you're using and change

<channel>true</channel>

to

<channel>false</channel>

but that will get overwritten each time you update spell-list.xml.txt.

Or, you could create a script and put something like this in it:

sleep 5
Spell[302].channel = false
Spell[1106].channel = false
etc

Set this new script as a fav, and it will last through spell list updates. The sleep 5 is to give infomon time to load the spell list.

subzero
06-04-2010, 02:17 AM
Yeah, I was experimenting with some attack routines that included something like "702 target(m20)" and noticed it when I started getting whacked (channeling a spell puts you in a hard 3 sec RT and gets bonuses for being in an offensive stance and for having an open hand). I tried changing "target" to the critter name, but figured it wouldn't help and it did not.

Sadly, two of my three main attack spells fall into this category, so for sorcerers, it really slows things down having to hunt with blood burst. On the bright side, I'm MAing and at these low levels I don't have to do too much damage and can get by with 701 for now.


I'm gonna give the script mentioned by Tillmen a shot and see how that works. Still might not be a bad feature to incorporate some sort of channel toggle into Bigshot though if you're up to it.

Loyrl
06-04-2010, 02:27 AM
Hunting using 302 "302 target(x5)" I still get this about every other hunt. It won't stop at 5 casts, it will go until the mob decays, or I move. Is that the right way of typing it out?


bigshot]>channel #568409
You channel at a werebear.
A scintillating, blue-white aura encompasses a werebear.
CS: +79 - TD: +30 + CvA: +25 + d100: +47 == +121
Warding failed!
A cascade of blue-white energy waves buffets a werebear.
The werebear is hit for 30 points of damage!
You hear a sound like a weeping child as a white glow separates itself from the werebear's body as it rises, disappearing into the heavens.
A werebear growls one last time, and crumples to the ground in a heap.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.
>
Ronkhan just arrived.
>
[bigshot]>prepare 302
Ronkhan just went south.
>
You chant a reverent litany, clasping your hands while focusing upon the Smite spell...
Your spell is ready.
>
[bigshot]>channel #568409
You channel at a werebear.
But it is dead!
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.

BriarFox
06-04-2010, 03:50 AM
It just started doing that for me, too. Recent change? Fix? Love the script, by the way, as I said over IMs.

SanGreal
06-04-2010, 07:55 AM
That is a bug caused by SIMU not sending the room update when you kill certain creatures in certain ways.



It looks like bigshot is using Lich's built-in cast function, so there's a couple ways to do it. You could open up spell-list.xml.txt and find the spell you're using and change

<channel>true</channel>

to

<channel>false</channel>

but that will get overwritten each time you update spell-list.xml.txt.

Or, you could create a script and put something like this in it:

sleep 5
Spell[302].channel = false
Spell[1106].channel = false
etc

Set this new script as a fav, and it will last through spell list updates. The sleep 5 is to give infomon time to load the spell list.

That will turn off channeling, but the built in cast function doesn't put you in offensive for those spells, that is bigshot. Just change your attack stance in the config

BriarFox
06-04-2010, 09:33 AM
Cool. Thanks, SanGreal. It's easier to just find a different creature, I think.

On another note: Alorn, would it be possible to add a field to the resting config for "post-scripting commands?" I have some resting scripts that run, but I want to be able to config bigshot to put in a couple of commands after they finish - i.e. inc 213 and meditate.

Tillmen
06-04-2010, 11:46 AM
The death message for werebears has been added to the workaround in infomon. Update and restart infomon and see if it helps.

BriarFox
06-04-2010, 11:51 AM
The death message for werebears has been added to the workaround in infomon. Update and restart infomon and see if it helps.

It's also problematic with large ogres and thraks. Thanks for the werebear work.

SanGreal
06-04-2010, 02:12 PM
Having an issue where bigshot is taking an extra swing once my wound eval is true

subzero
06-04-2010, 03:28 PM
Dark vysans and greater kappas also suffer from the cast at dead critter syndrome.

Alorn15
06-04-2010, 04:05 PM
The routine I use to get around the 'attack while dead' bug is this:
kick target, kick target, loot.

It's kinda hacky, but if you want a workaround while you wait for your workaround...

Subzero:
Tillmen needs creatures death messages to fix them.

Briarfox:
I could add a post-script resting commands field, but I'm a little leery of adding more config options unless there is a really good reason to do so. The proper solution would be to write another resting script with the commands you need.

pabstblueribbon
06-04-2010, 04:28 PM
For instance Briarfox,

yourscript.lic and inside of it:

until percentmind == 50
sleep 5
end
start_script ( 'waggle' )
wait_while {running?('waggle')
fput "do this or whatever"
start_script ( 'lookanotherscript' )
wait_while {running?('lookanotherscript')
wait_while { percentmana < 90 }
exit

This will basically do nothing until you're about muddled ( havent really checked the numbers, you can set it higher so that you dont waste time, but you have to find a median where your spells will last the hunt ) and then will continue to execute, this way, you will have spelled up more recently or whatever.

Alorn15
06-05-2010, 12:44 AM
I could also just get rid of resting scripts altogether, and have resting commands be as versatile as hunting routine commands are. Which means you could do this:
gird, script waggle, sit, script useherbs

Also: New version up. Nothing much changed, but should_rest? is now called as closer to hunting commands as is possible, so there is far less chance of a race condition where you don't have to rest, so you get ready to swing, then you do have to rest, then you swing.

JohnDoe
06-05-2010, 08:52 AM
Can someone explain how the wounded val variable works?

Was baffling me so I just changed that method to investigate my percenthealth and return true if it was below a certain threshold.

Thanks.

Alorn15
06-05-2010, 09:56 AM
You can write any statement you want into wounded eval, and if that statement returns true, then you rest.

Here are some very unhelpful examples:

percentstamina == 50 && outside?

Room.current.desc =~ /flowers/ and Char.name == 'Sheikh'

true


This is what I use:

bleeding? || percenthealth <= 50 || ([Wounds.head, Scars.head].max >= 2) || ([Wounds.nsys, Scars.nsys].max >= 2) || ([Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand, Scars.rightArm, Scars.rightHand].max >= 3) || ( ([Wounds.leftArm, Wounds.leftHand, Scars.leftArm, Scars.leftHand].max >= 2) or ([Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand].max >= 2) )

Gnomad
06-05-2010, 11:33 AM
is there a better way to keep my weapon blessed than running this as a hunting script?


loop {
waitfor checkright + " returns to normal"
pause_script bigshot
fput "sym holi my " + checkright
unpause_script bigshot
}

JohnDoe
06-05-2010, 11:41 AM
You can write any statement you want into wounded eval, and if that statement returns true, then you rest.

Here are some very unhelpful examples:

percentstamina == 50 && outside?

Room.current.desc =~ /flowers/ and Char.name == 'Sheikh'

true


This is what I use:

bleeding? || percenthealth <= 50 || ([Wounds.head, Scars.head].max >= 2) || ([Wounds.nsys, Scars.nsys].max >= 2) || ([Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand, Scars.rightArm, Scars.rightHand].max >= 3) || ( ([Wounds.leftArm, Wounds.leftHand, Scars.leftArm, Scars.leftHand].max >= 2) or ([Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand].max >= 2) )

I like this. Nice dynamic way to control your health checks. Thanks for the examples.

subzero
06-05-2010, 03:15 PM
The death message for dark vysans and greater kappas is the same: "falls to the ground motionless."

As far as the casting at dead things issue... I just made a script to loot things when I get that message. Doesn't scoop anything up, but it does limit the loss of mana.

I think changing the resting scripts to the hunt-style routines would open things up a bit easier for people, Alorn. If you have the scripts to run, they can still be run and people who can't or don't want to write scripts for various things they want to get done between hunts can do so as well.

Boreus
06-05-2010, 05:54 PM
Ok just moved up my hunting ground so I hadn't been getting hit for awhile, anyway the fix so that bigshot knows to go rest on the tails wound evals did not take, I have the eval line copied from back a few posts when you first said what the old one was and the head just kept hunting while the tail was bleeding and below half health

Alorn15
06-05-2010, 06:24 PM
Hmmm... post ;bigshot display from that tail, please?

Boreus
06-05-2010, 07:35 PM
*chuckle* Oh sure I don't log so now I have to go get beat up again. I"ll post it as soon as I get hurt enough

Boreus
06-05-2010, 07:57 PM
Ok just did it again went out without my spells up was well below half health and bleeding, actually got hit once on the way out and died. Head just kept dragging tails around and hunting anyway.

--- Lich: bigshot active.
[bigshot: Version: 1.011]
[bigshot: hunting_stance: offensive]
[bigshot: flee_count: 1]
[bigshot: resting_scripts: go2 1438, rest, sleep, herbheal, sleep360, waggle, waggle lasek]
[bigshot: ammo_hide: false]
[bigshot: hunting_scripts: hunt]
[bigshot: loot_script: sloot]
[bigshot: oom: -1]
[bigshot: wounded_eval: bleeding? || percenthealth <= 50 || ([Wounds.head, Scars.head].max >= 2) || ([Wounds.nsys, Scars.nsys].max >= 2) || ([Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand, Scars.rightArm, Scars.rightHand].max >= 3) || ( ([Wounds.leftArm, Wounds.leftHand, Scars.leftArm, Scars.leftHand].max >= 2) or ([Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand].max >= 2) )]
[bigshot: resting_room_id: 1438]
[bigshot: resting_commands: store both]
[bigshot: hunting_room_id: 1414]
[bigshot: use_wracking: false]
[bigshot: hunting_boundaries: 1415, 1375, 9377]
[bigshot: targets: orc]
[bigshot: hunting_commands: 903 target]
[bigshot: rest_till_mana: 75]
[bigshot: monitor_interaction: false]
[bigshot: dead_wand_container: cloak]
[bigshot: fresh_wand_container: pack]
[bigshot: rest_till_exp: 65]
[bigshot: g_hunting_commands: 903 target]
[bigshot: dead_man_switch: false]
[bigshot: depart_switch: false]
[bigshot: spam: true]
[bigshot: hunting_prep_commands: gird]
[bigshot: fried: 100]
[bigshot: wand_if_oom: true]
[bigshot]>stance defensive

Alorn15
06-05-2010, 10:56 PM
That's weird.... hmmm..... and that's on the tail, right? The head's settings won't apply to the tail.

Other than that, I'm not really certain why that would happen. You could add debug echo statements around line 847, and watch the tail to see if they are hit.

Boreus
06-05-2010, 11:43 PM
Yeah you just went over my head I wouldn't have a clue how to add debug echo statements. I do know the head has the same settings and if he's hurt bigshot rests, just seems to me that the tail isn't telling the head he's hurt.

Also with the group attack routines how do I get the tail to just walk along when he's fried. I'd rather not waste the mana or wands when he's fried but I tried putting stance defensive in the fried attack command and also tried leaving it blank, but either way he just keeps attacking right along with the head until the head fries and rests. Ok went and tried setting it to kill target in the fried command box thinking at least if I'm swining my runestaff I won't be wasting mana or wands but it still just kept going with the wands and using mana when I have it.

Smythe
06-06-2010, 12:31 AM
Pretty sure it ain' got no wounds check fer tails. In fact, pretty sure all da script does fer tails is get head status, and run a few commands.

Seems like core routine needs a tail status check treated same as head.

def status_check
get tail_status
if tail_status wonked_out
return must_rest # force a rest
elsif head_status wonked_out
return must_rest # force a rest
else
return must_hunt # keep a movin'
end

Sorta. An' by the way, ain' askin' fer help -- jes' makin' a suggestion. Take it fer what ya will. Script wit' my own mods is kickin' ass fer me. Good script!

Like it!

- Smythe

Valdarrow
06-06-2010, 09:14 AM
I posted a similar post over in the Sloot folder, but I'm thinking this issue really is something with bigshot. So far now I've found 3 mobs that for some reason when they die, bigshot/sloot do not think it's dead yet and my character keeps casting over and over till it decays. This has happened on Manitcores, Large Ogres, and now this:

>
[bigshot]>prepare 1101
You focus your thoughts while chanting the mystical phrase for Heal...
Your spell is ready.
>
[bigshot]>cast #1817583
You gesture at a crocodile.
CS: +90 - TD: +27 + CvA: +25 + d100: +92 == +180
Warding failed!
A brief tremor ripples across the crocodile's skin, leaving a faint beading of scarlet in its wake.
... 27 points of damage!
The crocodile falls back into a heap and dies.
Cast Roundtime 3 Seconds.
>
[bigshot]>prepare 1101
Wait 1 sec.
>
[bigshot]>prepare 1101
You focus your thoughts while chanting the mystical phrase for Heal...
Your spell is ready.
>
[bigshot]>cast #1817583
You gesture at a crocodile.
But it is dead!
Cast Roundtime 3 Seconds.
>
[bigshot]>prepare 1101
Wait 1 sec.
>
[bigshot]>prepare 1101
You focus your thoughts while chanting the mystical phrase for Heal...
Your spell is ready.
>
[bigshot]>cast #1817583
You gesture at a crocodile.
But it is dead!
Cast Roundtime 3 Seconds.
>
[bigshot]>prepare 1101
Wait 1 sec.
>
[bigshot]>prepare 1101
You focus your thoughts while chanting the mystical phrase for Heal...
Your spell is ready.
>
[bigshot]>cast #1817583
You gesture at a crocodile.
But it is dead!
Cast Roundtime 3 Seconds.
>
[bigshot]>prepare 1101
Wait 1 sec.
>
[bigshot]>prepare 1101
You focus your thoughts while chanting the mystical phrase for Heal...
Your spell is ready.
>
[bigshot]>cast #1817583
You gesture at a crocodile.
But it is dead!
Cast Roundtime 3 Seconds.
>
[bigshot]>prepare 1101
Wait 1 sec.
>
[bigshot]>prepare 1101
You focus your thoughts while chanting the mystical phrase for Heal...
Your spell is ready.
>
[bigshot]>cast #1817583
You gesture at a crocodile.
But it is dead!
Cast Roundtime 3 Seconds.
>
[bigshot]>prepare 1101
Wait 1 sec.
>
[bigshot]>prepare 1101
You focus your thoughts while chanting the mystical phrase for Heal...
Your spell is ready.
>
[bigshot]>cast #1817583
You gesture at a crocodile.
But it is dead!
Cast Roundtime 3 Seconds.
>;k bigshot
[bigshot]>stance defensive
Cast Round Time in effect: Setting stance to guarded.
>
--- Lich: bigshot has exited.
A crocodile decays into compost.

SanGreal
06-06-2010, 10:52 AM
It really isn't a bigshot issue. This happens every time I kill a crocodile by casting 701 repeatedly or if it bleeds out -- not using bigshot. Tillmen told me it was fixed though. I think there might be an issue with the infomon workaround

Alorn15
06-06-2010, 11:00 AM
The casting at dead critters problem is an ongoing lich issue that Tillmen is addressing.

EDIT: AND.... It's fixed! Download the new version of lich. If you're still getting the problem, post the death message of the specific critter and Tillmen will fix it.

Boreus - I see the problem with tails not using fried hunting commands - I'll fix that. As far as tails wounds not being recognized goes... does the head rest if the tails get fried? Or out of mana? Are the tails being polled correctly at all?

If everything but the wound eval is working, I have an idea, actually. Add this to the front of your wound eval setting:
echo 'wound eval' &&

It's going to get really really spammy. Sorry about that. Just check to see if that's being echoed on the tails.

Thanks.

Tillmen
06-06-2010, 12:01 PM
EDIT: AND.... It's fixed! Download the new version of lich. If you're still getting the problem, post the death message of the specific critter and Tillmen will fix it.


He meant new version of infomon.

Alorn15
06-06-2010, 12:11 PM
word.

Boreus
06-06-2010, 01:15 PM
Ok I put that at the fron of the wound eval should I maube not have put the || between it and the start? Any way when I started up it did this upon getting to start room then I just ran around with the head while he hunted

--- SyntaxError: (eval):1:in `wounded?': compile error
(eval):1: syntax error, unexpected tOROP
echo 'wound eval' && || bleeding? || percenthealth <=...
^
bigshot:849:in `wounded?'
--- Lich: cannot execute bigshot, aborting.
[bigshot]>stance defensive
--- Lich: hunt active.

Ok i went and took the || out and it worked I kept seeing this every so often on the tail

[bigshot: false]

But that was not showing up on the head side, do you want me to add the echo to the head as well?

It seems to be only the wound eval that isn't working, Bigshot will hunt my head fried unti the tail fries as well if both are set to fry and it won't start until both are at the right mana and mind percents

SanGreal
06-06-2010, 01:22 PM
yes delete the || before bleeding?

Alorn15
06-06-2010, 01:57 PM
Okay, I think I know what's up.

When you had a wounded tail, was everybody else ready to rest as well? Currently the logic is that being wounded will swap a tail into "I should rest" mode, but the group isn't going to rest until everybody is in "I should rest" mode. In other words, "I'm wounded" isn't any different or more pressing than "I'm fried." It shouldn't work this way, and I plan on changing it, but currently it does work this way.

Valdarrow
06-06-2010, 03:02 PM
He meant new version of infomon.

Still having problems definately with these two mobs:

The large ogre falls to the ground and dies.
The crocodile falls back into a heap and dies.


Seem like similar messages, previously Manticores had the same problem, but I'm not near any of them atm to test.

Thanks for all the work on this, really is appreciated. :)

Boreus
06-06-2010, 03:16 PM
Sounds good, and thanks for fixing the fried hunting command, I"m attacking with my runestaff when fried now, I"ll have to check if stance defensive works to just walk along while I wait.

Tillmen
06-06-2010, 03:21 PM
Still having problems definately with these two

Did you restart infomon after downloading it?

Boreus
06-06-2010, 03:28 PM
OK stance defensive works kinda there it keeps trying to jump back into stance offensive cuz that's my hunting stance but whatever I'm not wasting mana and 50/50 shot I'm in defensive if something swings at me

Oh and I hate sounding whinny and begging and all that but could you move the healing fix for the tails to the top of your to do llist cuz I've been waking up dead from bleeding to death alot the last couple days

Thanks I really do appreciate all you do and I love this script ;)

Valdarrow
06-06-2010, 03:30 PM
Did you restart infomon after downloading it?

I think so, just did it again and I'll see if it's still a problem.

The manticore death message is:

The manticore falls to the ground and dies.


Valdarrow

Valdarrow
06-06-2010, 03:39 PM
Okay, looks like it's working fine on the crocs. I'll try the ogres later. Awesome! Guess I did not kill and restart infomon...;)

Valdarrow

Valdarrow
06-06-2010, 03:42 PM
btw--Tillman, check your e-mail...

Alorn15
06-06-2010, 03:53 PM
Boreus: Try what I just uploaded. Backup your old script first in case this breaks badly. >.>

pabstblueribbon
06-06-2010, 04:02 PM
MA is starting to shape up. One minor glitch that i've noticed is that the 'link up' routine is a bit wonky. For some reason, even when they are grouped and in the same room, this routine will kick off and the tail will try to 'go2' the 'link up' room and wait. While this is happening the head will keep going and kill something then break out of this loop and link up.

Only problem I see with this is at later levels when you don't want to be just standing there doing nothing. You might get insta gibbed.

Also, I know this is a bit unrelated, but I havent found any information on druby. I was curios if you could tell me how I could do a very simple operation to poll a chars 'spell active' with it.

Basically just a background script that checks if a certain spell is active, if it isnt, i want to cast it. (auto haste without waisting mana.)

Alorn15
06-06-2010, 04:19 PM
PBR:

The best guide I was able to find was this:
http://segment7.net/projects/ruby/drb/introduction.html

I can try and write something up for using DRb in the context of lich later though.

pabstblueribbon
06-06-2010, 05:05 PM
Damn, that guide made my brain asplode.

Guess I'll have to use my crosscharcom hax for now :(

Boreus
06-06-2010, 05:20 PM
I honestly don't know if it's fixed or not yet, I"ve been trying to get to half health or bleeding for the last hour, went without spells, and fleeing from 3 instead of 1 and they either still barely tap me and won't quite get me to half health or the freaking one shot crit me. I bled to death while I was AFK three times this weekend now I want a bleeder and I can't get one. I'll have to let you know tomorrow cuz I need a nap before going to work third shift tonight.

Alorn15
06-06-2010, 06:33 PM
DRb foo:
http://forum.gsplayers.com/showthread.php?p=1115234#post1115234

pabstblueribbon
06-06-2010, 06:40 PM
Cool thanks.

I'll mess with it in a bit. But for now I've edited bigshot and am calling 'haste' from within it. The leader correctly calls it and the cast_haste is getting echoe'd, however the tail isn't calling either. I need to know which line I need to put it on to call cast_haste for the tail.. hope that made sense.. anyways here is what I did:



def need_haste
echo "well im asking for haste.."
if checkspell(506)
$haste_needed = false
elsif !checkspell(506) and $haste_needed == false
unique_send_to_script 'crosscharcom', ["eldar exec $need_haste = true"]
$haste_needed = true
end
end

def cast_haste
echo "wtf am I not casting haste"
if !checkspell(506) and Char.prof == "Wizard"
fput "incant 506" if checkmana >= 6
end
if $need_haste == true and Char.prof == "Wizard"
waitrt?
waitcastrt?
multifput("prep 506", "cast gungnir") if checkmana >= 6
$need_haste = false
end


until(should_rest?)
target = find_target(true) if i == 0
target = find_target() if i != 0
i += 1

commands = fried? ? find_routine( target, solo, true ) : find_routine( target, solo )
need_haste
cast_haste
attack( target, commands )
end

The reason I don't want to use an auto-haster is because I only want them to make sure they're hasted before each attack. Oh, and Char.prof wizard was just a hack, i know i could have done spells.known or whatever.

Alorn15
06-06-2010, 06:46 PM
The tail code is near the end, around elsif(script.vars[1] =~ /tail/)

SanGreal
06-06-2010, 09:11 PM
group = checkpcs.to_a
loop {
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?
break if npcs.size > 0
}


If you start this proc in an empty room, checkpcs is an empty array (does not include yourself) which I believe is causing issues with the disk check. Specifically: obj.name !~ /#{group.join('|')}/ always returns false since // matches anything

Boreus
06-06-2010, 10:04 PM
Hey just woke up and the tail is dead again, looked back through the log and he slowly bled to death so I would say no the heal fix didn't take

pabstblueribbon
06-06-2010, 10:10 PM
Everything is working great for me, however I did notice the disk issue. This has also been happening for some reason, the tail will for some reason, even when the head is in the room, think it's not with them and start ;go2 and try to do the 'rally' proc. It will go to the room, but the head doesnt stop to link up. It just keeps on moving and executes its hunting commands or fried commands.


[bigshot]>
Gungnir searches a sea nymph.
A sea nymph decays into compost.
>
[bigshot]>
Gungnir's group just went east.
[Coastal Cliffs, Small Hillock]
The grassy hillock levels out gradually to a smooth, flower-dotted plateau. Fireflies hover on the ocean breeze, soaring and dipping in a playful, airy dance.
Also here: Gungnir
Obvious paths: east, west
>
Gungnir's group just went east.
[Coastal Cliffs, Small Hillock]
A gentle, grassy slope rises out of the darkness of the surrounding forest. To the southeast, the gloom of the dim woods seems distant, yet too close for comfort. You also see a southeast path that slopes down into the woods.
Also here: Gungnir
Obvious paths: west
>
[bigshot]>stance defensive
Gungnir's group just wandered up a southeast path that slopes down into the woods.
[Coastal Cliffs, Cemetery]
The strange song of the Sirenflower is more distinct and more eerie here. Tree branches, heavy with the old growth and dripping with vines, seem to bend over in mourning. You also see a northeast trail that slopes steeply down and a northwest path.
Also here: Gungnir
Obvious paths: southwest
>
[bigshot]>stance defensive
Gungnir's group just wandered down a northeast trail that slopes steeply down.
[Coastal Cliffs, Wet Ravine]
Moss and fungus coat the rocks at either side of this deep, wet ravine. The ground is slippery with mud and leaves. You also see a southwest trail that slopes steeply upwards.
Also here: Gungnir
Obvious paths: north, east
>
[bigshot]>stance defensive
Gungnir's group just went north.
[Coastal Cliffs, Wet Ravine]
Cold, damp, rock forms the walls of this narrow ravine. Prickly vines dangle from crevices in the rock, catching at your clothing and scraping your skin as you move.
[bigshot]>stance defensive
Also here: Gungnir
Obvious paths: northeast, south
>
You are now in a defensive stance.
>
Gungnir's group just went northeast.
--- Lich: go2 active.
[go2: ETA: 0:00:00 (3 rooms to move through)]
[go2]>southwest
[go2]>south
[Coastal Cliffs, Wet Ravine]
The ground slopes sharply and you find it hard to keep from slipping on the slurry of mud and fungus underfoot. You also see some flowing robes.
Also here: Gungnir
Obvious paths: north, southwest
>
You are now in a defensive stance.
>
You are now in a defensive stance.
>
You are now in a defensive stance.
>
[Coastal Cliffs, Wet Ravine]
Cold, damp, rock forms the walls of this narrow ravine. Prickly vines dangle from crevices in the rock, catching at your clothing and scraping your skin as you move.
Obvious paths: northeast, south
>
[Coastal Cliffs, Wet Ravine]
Moss and fungus coat the rocks at either side of this deep, wet ravine. The ground is slippery with mud and leaves. You also see a southwest trail that slopes steeply upwards.
Obvious paths: north, east
>
[go2]>climb trail
You climb up a southwest trail that slopes steeply upwards.
[Coastal Cliffs, Cemetery]
The strange song of the Sirenflower is more distinct and more eerie here. Tree branches, heavy with the old growth and dripping with vines, seem to bend over in mourning. You also see a northeast trail that slopes steeply down and a northwest path.
Obvious paths: southwest
>
[go2: travel time: 0:00:00]
--- Lich: go2 has exited.
[bigshot]>join Gungnir
What were you referring to?
Player not found.
>
Gungnir just wandered up a northwest path.
>
Gungnir just wandered down a northeast trail that slopes steeply down.
>
Gungnir just wandered up a northwest path.
>
Gungnir just wandered down a northeast trail that slopes steeply down.
>
Gungnir just wandered up a northwest path.
>
Gungnir just wandered down a northeast trail that slopes steeply down.
>
You notice that things have returned to their normal speed.
>
Gungnir just climbed up a northeast trail that slopes steeply down.
>
Gungnir just wandered down a northwest path.
>
Gungnir just wandered up a northwest path.
>
Gungnir just wandered down a northeast trail that slopes steeply down.
>join gung
What were you referring to?
Player not found.

Smythe
06-06-2010, 11:11 PM
I jes' join 'em up an' swing away while da main's on solo, or, I let 'em all solo, but let 'em poach off one another, too. Couple lines do it, here's one covers the 'everyone solo an' poach amongst friends' line.

Wouldn' be no thing ta pass as a parameter from a command line, too.



group = checkpcs.to_a += ["Char1", "Char2", "HeadChar"] ## avoid 'tail'
loop {
wander.call
sleep 0.1
next unless (checkpcs.to_a - group - Char.name).empty? ## be sure to back out the head character


Couple other mods, but I'm likin' this script!

- Smythe

Alorn15
06-06-2010, 11:40 PM
The rubberband thing should work better now. And there was briefly a bug where groups wouldn't rest no matter what.

pabstblueribbon
06-06-2010, 11:45 PM
http://blogs.citypages.com/blotter/YouDaManJesus.jpg

Boreus
06-07-2010, 11:05 AM
GRR I've been sitting here for three hours and not once did my tail get a bleeder or below half health. So I'm heading to bed, who wants to bet he's dead when I wake up? Point is sorry Alorn didn't get to test if it worked

Bhaalizmo
06-07-2010, 11:16 AM
Seems to be tailing a bit better this morning after the update. 2 hunts in.

Alorn15
06-07-2010, 12:02 PM
I'll try and rewrite the tail code this weekend. It really is awful.

ThatDamnTep
06-07-2010, 01:41 PM
Earlier I had this error pop up.

--- Exception: can't convert nil into String
bigshot:519:in `+'
[bigshot]>stance defensive

After talking to Alorn this code:

while( line = get? )
pcs = "you"
if(checkpcs)
pcs = pcs + '|' + checkpcs.join('|')

Was changed to this code

while( line = get? )
pcs = checkpcs ? 'you|' + checkpcs.join('|') : 'you'

Posting it up here for Alorn and everyone else to reference if it pops up.

Valdarrow
06-07-2010, 07:05 PM
If you do delve into Bigshot there are a couple of things I've noticed in how it behaves that should the time/opportunity present itself, perhaps you could check into. Overall the script works most of the time and I've actually only died once owing to scripting so I'm overall content. Also, some of my comments may be just my own stupidity of how to use the program, if someone's figured a way to make it do what I’m asking, definitely let me know. The comments are a bit of both solo and group hunting for casting classes (currently an empathy and a wizard). The list is in my idea of rough order of priority.

1. There may be a reason it's set to do this, but could we think about having Bigshot prep an attack spell THEN stance to the attack stance and cast? Currently it stances then preps then casts.

2. In a two group caster only MA, if one of the party kills the creature, the second one's going to almost always cast a spell into the dead creature, it's more certain to happen for the head than the tail, but I waste a significant amount of mana on each hunt casting at dead creatures. Sometimes if the tail kills it and the timing's right, the head will search it, but does prep a spell then releases it.

3. No matter what stance is put into the Attacking Tab under Attack Stance, for casting it always puts in offensive stance at right before preping the spell. Would really be nice to be able to control that attack stance for casting.

4. There's quite a bit of releasing of spells, when a creature runs, rather than hold the spell and start moving it releases right away, I'm not exactly sure how it could be made better because releasing is definitely safer for people that might want other non-attack spells to be cast, but for my uses I'd be fine to see it hold

5. Setting the experience to rest/mana to rest during a hunt is very finicky. I've done the calculations of what should be a minimum mana or experience to stop at, but at times Bigshot just keeps on hunting till one or both in the group have no mana and both are well above the requirements of when to rest. Eventually I can by trial and error make minor adjustments to the settings and get it to work.

6. Same goes for when to hunt. The percentages for state of mind and when to hunt don't seem mirror actual mind state. I might have a value for both parties in a group set to <50% yet it just sits till both are fresh and clear.

7. Wands don't work for me, for some reason when out of mana it recognizes the need to pull the wand, pulls it, then says it can't find the item requested. Sometimes it'll go ahead and start waving the wand, other times it sets the conditions to rest and goes back to rest. Also on wands, some wands, like twisted or bloodwood can be waved in guarded stance.

valdarrow

Alorn15
06-07-2010, 07:34 PM
1/3) I'll look into Spell.cast's stancing logic. Tillmen can probably shed some light here as well.
2) Should be easy to fix.
4) Probably not going to change. Could maybe be a config.
5/6) This could be a number of things.
- up until recently mana wasn't taken into account for tails at all
- percentmind is kinda weird. try playing around with ';e echo percentmind' sometime, and verify that it's behavior matches your expectations. It did not for me
- it could be a bug I'm not aware of
7) Should be fixed as of this morning

SanGreal
06-07-2010, 07:48 PM
I'm fairly certain the Spell.cast logic only puts you in offensive for bolting spells, and prepares the spell before stancing.

Alorn15
06-07-2010, 08:45 PM
1/2/3 might be fixed.

Tillmen
06-07-2010, 09:15 PM
Spell.cast stancing is configured just like channeling. Edit spell-list.xml.txt or use something like:

Spell[401].stance = true

Should I be setting something other than bolt spells to stance by default?

Boreus
06-07-2010, 09:25 PM
As long as we are making requests, I would like a way for my caster to just walk along in stance defense if I'm out of mana and wands, currently if I run out of wands every time the head attacks something tail goes into offenisive stance and keeps trying to get a wand, which says hey you don't have one rest but the head is still hunting so they dont' rest yet. which is fine I have my mana set to -1 so I only rest from that if I kill my nerves, I just would rather be in defensive while watching.

Alorn15
06-07-2010, 09:43 PM
That may now be fixed, along with a shortlived bug in which stance didn't occur for wanding.

Boreus
06-07-2010, 09:56 PM
Cool it is, still trying to get the wand but I"m in defensive while I do now, Thanks Alorn you rule

Valdarrow
06-07-2010, 10:22 PM
I'm fairly certain the Spell.cast logic only puts you in offensive for bolting spells, and prepares the spell before stancing.

You know, I am looking at my logs from last night here on my home computer and it is showing the prep, then stance, then cast, then stance order (which is perfect), but I swear on my work computer it was doing stance, prep, cast, stance. I'll post one tomorrow when I get there, maybe it's something odd with my setup there...

valdarrow.

Valdarrow
06-07-2010, 10:29 PM
Spell.cast stancing is configured just like channeling. Edit spell-list.xml.txt or use something like:

Spell[401].stance = true

Should I be setting something other than bolt spells to stance by default?

I was just wondering if we could have the option to cast the bolt spells at something other than offensive, like advancing or whatever. I'lll look into the spell-list.xml.txt and see what I can do.

valdarrow.

oh, tillmen, the paypal address you list in your sig, that is current and correct? I've been trying to track you down in game or via that e-mail to ask. Was gona send you a donation! :)