Kloop Quest ASH script - Usable if you are brave

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lotsofphil
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Kloop Quest ASH script - Usable if you are brave

Post by lotsofphil » Thu Jan 19, 2012 4:19 pm

Here's a first stab at a script to do the Kloop quest.

I am posting it in hopes someone might help me with a few parts or finish it or improve it. Specifically I need help turning my macro/ccs ideas into actual things. Not only do I not know how to write them, I don't know how to "turn them on" in a script.

The script won't fight the Thing With No Name or the Terrible Pinch but should do everything else.

RUN AT YOUR OWN RISK.
To run it make a ccs called kloopkuest as the following:

Code: Select all

[ bat in the spats ]
item clumsiness bark

[ default ]
attack with weapon
attack with weapon

[ large-bellied snitch ]
item dangerous jerkcicle
item dangerous jerkcicle
item dangerous jerkcicle
item dangerous jerkcicle
item dangerous jerkcicle
item dangerous jerkcicle
item dangerous jerkcicle
item dangerous jerkcicle
item dangerous jerkcicle
item dangerous jerkcicle
item seal tooth

[ mammon the elephant ]
item dangerous jerkcicle

[ terrible pinch ]
abort

[ thorax ]
while !pastround 30
    if match "The Thorax draws back his big fist for a punch."
        item clumsiness bark
    endif
    if !match "The Thorax draws back his big fist for a punch."
        item seal tooth
    endif
endwhile

[ thug 1 and thug 2 ]
item jar full of wind

Known issues/concerns:
Does not kill The Thing With No Name
Does not check progress at the beginning
Does not have CCS/macros for quest zones
maximize(-combat) might be heavy handed
Can you funksling against Thug 1 and Thug 2?
Will likely die if you run out of Dis Abled mid-script
Attachments
kloopkuest_0.2.ash
(4.92 KiB) Downloaded 186 times

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lotsofphil
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Re: Kloop Quest ASH script - Not Ready Yet

Post by lotsofphil » Thu Jan 19, 2012 4:21 pm

Here are the macro "templates":

Code: Select all

if monstername thorax
  while !pastround 30
	if match "The Thorax draws back his big fist for a punch."
		use clumsiness bark
	endif
	if match "The Thorax draws back his big fist for a punch."
		use seal tooth
	endif
  endwhile
endif
if monstername bat in the spats
	use clumsiness bark
        repeat
endif
if monstername thug 1 and thug 2
	use jar full of wind
        repeat
endif
if monstername mammon the elephant
	use item dangerous jerkcicle, dangerous jerkcicle
        repeat
endif
if monstername large-bellied snitch
	use dangerous jerkcicle, dangerous jerkcicle
	use dangerous jerkcicle, dangerous jerkcicle
	use dangerous jerkcicle, dangerous jerkcicle
	use dangerous jerkcicle, dangerous jerkcicle
	use dangerous jerkcicle, dangerous jerkcicle
	use seal tooth
	repeat
endif
abort monstername terrible pinch

attack
repeat
The finished product will ideally make sure you don't die and heal somehow if you are close.

For the pinch, I kill him by alternating a jar of wind and a damage dealer (divine, spell, attack). Not sure if this is entirely safe/wise.

edit: where I say seal tooth**, I just mean stall for time without dying :)

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nworbetan
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Re: Kloop Quest ASH script - Not Ready Yet

Post by nworbetan » Thu Jan 19, 2012 4:40 pm

Do you want the combat macros hard coded into the script, or would you prefer that they stay separate, like in their own .ccs file? There's a bunch of different right ways to script combat, and it's hard to say that any of them are the easiest.

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lotsofphil
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Re: Kloop Quest ASH script - Not Ready Yet

Post by lotsofphil » Thu Jan 19, 2012 4:42 pm

I have zero preference. Whatever is easiest/simplest/quickest.

edit: thanks to WM and eroquin, the macro looks decent. I don't know how to incorporate it into the script. Or even turn it on if you've imported it into kol with a known name...

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Re: Kloop Quest ASH script - Not Ready Yet

Post by lostcalpolydude » Thu Jan 19, 2012 5:01 pm

lotsofphil wrote:edit: thanks to WM and eroquin, the macro looks decent. I don't know how to incorporate it into the script. Or even turn it on if you've imported it into kol with a known name...
If it's a KoL macro, there's no (sane) way for the script to enable it. You could set it as a CCS where every line is in quotes (but then there's quotes used there... not sure how that works, maybe \ in front of the "), and then "set customCombatScript = nameofscript".

I haven't done much with this stuff, so there is probably a better way.
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nworbetan
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Re: Kloop Quest ASH script - Not Ready Yet

Post by nworbetan » Thu Jan 19, 2012 5:02 pm

I still haven't done the Kloop quest yet, but I think I heard that the bosses show up when you're able to kill them. Assuming that's true, it looks like putting your macro into a ccs will probably work the easiest with your script.

set_property("battleAction", "custom combat script")
and
set_property("customCombatScript", "whatever")

And maybe some checks to see what they were when you start the script, so you can set them back when you're done.

Edit: Actually, if you're going with a .ccs, you can skip the if monstername checks and just use the [ monstername ] sections of a ccs too. Then you could remove the repeats, because mafia auto-repeats the last line in a ccs section.

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lotsofphil
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Re: Kloop Quest ASH script - Not Ready Yet

Post by lotsofphil » Thu Jan 19, 2012 5:11 pm

OKay. Thanks everyone I am testing it now.

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Re: Kloop Quest ASH script - Not Ready Yet

Post by lotsofphil » Thu Jan 19, 2012 5:58 pm

Tentatively works. Save this as a ccs called kloopkuest

Code: Select all

[ bat in the spats ]
item clumsiness bark

[ default ]
attack with weapon
attack with weapon

[ large-bellied snitch ]
item dangerous jerkcicle
item dangerous jerkcicle
item dangerous jerkcicle
item dangerous jerkcicle
item dangerous jerkcicle
item dangerous jerkcicle
item dangerous jerkcicle
item dangerous jerkcicle
item dangerous jerkcicle
item dangerous jerkcicle
item seal tooth

[ mammon the elephant ]
item dangerous jerkcicle

[ terrible pinch ]
abort

[ thorax ]
while !pastround 30
    if match "The Thorax draws back his big fist for a punch."
        item clumsiness bark
    endif
    if !match "The Thorax draws back his big fist for a punch."
        item seal tooth
    endif
endwhile

[ thug 1 and thug 2 ]
item jar full of wind


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transplanted_entwife
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Re: Kloop Quest ASH script - Not Ready Yet

Post by transplanted_entwife » Mon Jan 23, 2012 9:16 pm

I ran this today, Phil, and it worked great. I finished the quest in 41 turns and received 1 of each consumable and The Snitch's Manifesto...woo! Thanks!
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Re: Kloop Quest ASH script - Not Ready Yet

Post by Pantsless » Tue Jan 24, 2012 4:39 am

Thanks Phil, have used this a couple times with success!
lotsofphil wrote: For the pinch, I kill him by alternating a jar of wind and a damage dealer (divine, spell, attack). Not sure if this is entirely safe/wise.
I just funksling two red wagons or crusty hula hoops or rickety old unicycles to kill him in one round. There's probably a more cost-effective way to do it but I am lazy.
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lotsofphil
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Re: Kloop Quest ASH script - Usable if you are brave

Post by lotsofphil » Tue Jan 24, 2012 4:40 pm

I have promoted the script from "not ready yet" to "usable if you are brave." A milestone to be sure :)

I'll do some more work on it this weekend, but will likely leave it pretty similar to current. I just want something functional.

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Re: Kloop Quest ASH script - Usable if you are brave

Post by Teel » Sat Feb 11, 2012 11:19 am

I've been running this as my CCS then I just use mafia to run in each section until I have the two stones.

Code: Select all

[ default ]
attack with weapon

[ dolores d. smiley ]
skill transcendent olfaction
attack with weapon

[ mammon the elephant ]
item dangerous jerkcicle

[ marvin j. sunny ]
skill transcendent olfaction
attack with weapon

[ the bat in the spats ]
item clumsiness bark

[ the large-bellied snitch ]
item dangerous jerkcicle

[ the terrible pinch ]
item jar full of wind
skill saucegeyser
item jar full of wind
skill saucegeyser
item jar full of wind
skill saucegeyser
item jar full of wind
skill saucegeyser
item jar full of wind
skill saucegeyser
item jar full of wind
skill saucegeyser

[ the thorax ]
item clumsiness bark

[ thug 1 and thug 2 ]
item jar full of wind

[ tormented baobab ]
skill transcendent olfaction
attack with weapon

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lightwolf
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Re: Kloop Quest ASH script - Usable if you are brave

Post by lightwolf » Sun Mar 10, 2013 12:12 am

terrible pinch, ive always just funk slinged gobs of wet hair and divine combat items.

I will try this next run when i can do it from scratch

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Re: Kloop Quest ASH script - Usable if you are brave

Post by transplanted_entwife » Wed Mar 13, 2013 1:06 pm

Sooo... I broke it. =(

Today, this is the message I received when I tried to run the script:

Code: Select all

[ashq matcher ev=create_matcher(">([^:>]+: \\d+)"] has no matches.
[visit_url("inv_use.php?whichitem=4964"))] has no matches.

Halp halp! <3
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lotsofphil
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Re: Kloop Quest ASH script - Usable if you are brave

Post by lotsofphil » Wed Mar 13, 2013 1:21 pm

umm, 4964 is the evilometer http://kol.coldfront.net/thekolwiki/ind ... Evilometer
So, I doubt that is the problem.

Can you give me some more details on the error: does it happen right away? what if you do some of the quest manually? do you have everything you could want (jerkcicles, folios, etc)? do you have the evilometer? :)

Most importantly, what version of mafia?

I'm in HCJ so can test it if/when I ascend.

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Re: Kloop Quest ASH script - Usable if you are brave

Post by transplanted_entwife » Wed Mar 13, 2013 4:55 pm

I figured it out, yay!

So, when poking around looking for extraneous evilness that might possibly be tripping the Evilometer, I noticed that I had added Tomato Power to my current mood and Mafia had inserted:

"use either 1 tomato juice of powerful power, 1 evil tomato juice of powerful power"

as the command, instead of just

"use 1 tomato juice of powerful power"

I took the evil reference out of my mood and things seem to be working just fine now. Huzzah!

Thanks again for this script!
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