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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
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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.
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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?
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Code:
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
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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.
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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.
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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
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Code:
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.
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Shouldn't ya jes' check fer
>You hurl
> Warding fail
an' if ya don' get one, da wand's empty?
- Smythe
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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".