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  1. eegee

    ChibiParent

    With the version in post #40 the following would have happened if each step produced a result: [3, 4, 4, 5] [4, 4, 4, 5] [4, 5, 5, 5] [5, 5, 5, 5] Secondly, irresponsible balancing is just that. Balancing once the stats are too close to death or when they are no longer evenly spread around 5.
  2. eegee

    ChibiParent

    Yeah, I removed it because the logic of when to adventure or balance was flawed. I've added it back with a potentially less than optimal, but safer version. EDIT: updated that same logic again, should be optimal now.
  3. eegee

    ChibiParent

    I actually like that alternate way. I've gone ahead and implemented it using 'priorities'. How this will work is say you have [a1, a2, b1, b2] then have priorities in increasing order for [a, b]: [3, 7] [>=5, <=5] [2, 8] [1, 9] (so from your example [3, 3, 5, 7] -- b1=5 has a priority of 2...
  4. eegee

    ChibiParent

    Even though the script is now avoiding danger always, it it also always trying to move towards optimum. So because of this the script will, in effect, first avoid danger and then prioritize for optimum stats. With all this thinking, I hope I've better explained myself now. :) Otherwise shoot...
  5. eegee

    ChibiParent

    Definitely yes, I think you misunderstood. What I'm saying is what I'm sure you meant. The script not aiming for five, unless it happens to be set as a optimal value. The script is optimizing the stat closest to death (corollary: stat furthest from 5) towards its optimal value. Comments above...
  6. eegee

    ChibiParent

    @charred Lastest update makes it easier to use a daily deed. I added info to the first post. @Tom Sawyer Yeah, sucks to login to find a dead buddy. @xKiv Having the optimal stats at [5, 5, 5, 5] is better when only using adventures and [4, 4, 6, 6] is better when using balancing (with/without...
  7. eegee

    ChibiParent

    The script decided to go for Alignment since it was furthest stat from its optimal value. With those stats, Alignment needed 4 levels to get its optimal level of 6 whereas only Socialization needed 3 levels to get to its optimal of 4. This happen once again after Alignment was increased. I...
  8. eegee

    ChibiParent

    Great, I'm also using the script hands off right now. I hope to eventually add 'ability to reach 11-days' to the description.
  9. eegee

    ChibiParent

    Good thing the script used adventures more freely. Those random adventures can get pretty bad. Since I didn't get any complaints on the script, I've updated the version. :)
  10. eegee

    ChibiParent

    Random events are rather unfortunate. I've seen up to three happen during a single turn. The version above keeps track of daily adventures used. This allows the script to be more cautious, when balancing, as the remaining adventures decrease. This should mimic attempting to get close to [4, 4...
  11. eegee

    ChibiParent

    Okay, here is a new version that can be tested so long. This version allows the tweaking of its decision making in more detail. I have also added some stat output at the end of the script. This summary can still be expanded/prettified. You can check the init() method inside the script (with a...
  12. eegee

    ChibiParent

    Before ChibiParent tries to adventure, it prints the current stats before it fails because of all the adventures being used up (and the late detection). For now, these stats last displayed would not have changed and therefore be the latest. I will look into displaying a nice summary with the...
  13. eegee

    ChibiParent

    My pleasure, glad you're enjoying this script.
  14. eegee

    ChibiParent

    That stats printout is determined ZLib's verbosity. Just make sure the verbosity on the 'bad' account is at least 1. You can check the verbosity using the following command: zlib verbosity ..and set it using: zlib verbosity = 1
  15. eegee

    ChibiParent

    I have released a new version! Thanks, I have changed all the actions to use visit_url(). I'm also using that method for turning the ChibiBuddy™ on. I've made a variable chibiParent_haveChat instead of zlib.chibi.chat. Did you want the latter instead as a global option? I can do that in the...
  16. eegee

    ChibiParent

    ChibiParent 0.77 A simple script that automates raising your ChibiBuddy™. This script needs minimal tweaking and will try use balancing over adventuring unless close enough to optimal values. As a responsible parent, this script will never kill your ChibiBuddy™ during the current day. This...
  17. eegee

    New Content - Implemented Crimboku

    I forgot about that, thanks.
  18. eegee

    New Content - Implemented Crimboku

    But maybe the addition for a 'hook for adding an event-driven script' along the lines of "chibiScript"? I'm trialling a script which I might soon release as beta.
  19. eegee

    Bug Case sensitivity for finding Type

    KoLmafia r11734 Please take a look at the following ASH code: record Foo { int bar; }; Foo[1] foos; foreach i, x in foos { x.bar = 1; // does compile } foreach i, foo in foos { foo.bar = 1; // does not compile print(foo.bar); // but this does compile } Since foo.bar = 1; was not...
  20. eegee

    Harvest – A highly customisable farming script

    I’ve gone and added some “fax farming”. It is not integrated with bounty hunting and still needs some improvement. Currently, fax farming assumes that one has a monster in their fax machine and will not work otherwise. If one has a copier, there will be an option to further farm with copying.
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