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    Contest - DC6's Shield Generator

    Updated - new guild challenges for dealing with skill buying, and the olfaction+consult issue got kind of walked around by printing CCS patterns that olfact survivors for the user to directly copy, or adapt to his/her taste.
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    stannius' semi-automatic spaaace script

    Yeah, I do that. It's optional, though... perhaps Mr. Joe Noobcakepants will like the fact that there's a premanufactured combat strategy waiting for him if he needs it. Damn the guild change, I'm not sure if I didn't screw something up morphing my code to work with it.
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    Contest - DC6's Shield Generator

    By comparison: autoadv.ash void main() { visit_url("adventure.php?snarfblat=80&pwd"); use_skill($skill[Clobber]); run_combat(); } CCS in mafia: [ default ] skill throw shield skill lunging thrust-smack result of script trigger: [925] Orc Chasm Encounter: Flaming Troll Round 0...
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    Contest - DC6's Shield Generator

    When I adventure normally, with a CCS set up in place and stuff, all is well when I do run_combat(). However, when I try to sniff in the script before having run_combat() finish off, run_combat() instead decides to attack with my weapon. It just by-passes the consult script in the CCS entirely...
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    Contest - DC6's Shield Generator

    Version 0.5 posted. This definitely isn't final, as some mafia fixes regarding run_combat() and monster formulas will make for quick improvements in the script, but it works pretty well under the current circumstances.
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    stannius' semi-automatic spaaace script

    Since this is where the discussion is - any idea when alielf and stuff formulas will be implemented?
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    Contest - DC6's Shield Generator

    Updated. Bale's suggestions have been implemented (har har har, I feel so evil, leaving a ranged-equipped, understatted muscle class to sort the combat out). Also, some code clean-up tweaks. I may clean up the Porko section one day, but it does work the way it is...
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    Contest - DC6's Shield Generator

    The monsters scale, hence the combat options for each of the classes uses class-specific skills that hit a little bit above the usual hit range. The script actually buys the skills for them. This feature is fully optional :P There's bound to be a cap on those monsters. When I find out what it...
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    Contest - DC6's Shield Generator

    Version 0.3 - another fix, this time smaller, namely reminding the user that +ML isn't really wanted here. Also aborting if a fortune cookie counter reaches zero.
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    Contest - DC6's Shield Generator

    Updated. Now has a built-in combat strategy for each class that the user may opt to unleash upon the world if so he desires.
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    Contest - DC6's Shield Generator

    Good day all, My first attempt at scripting anything, so it's probably not up to scratch. Tried to include a fix for just about any loophole I could come up with, and make it as interactive as possible. Due to the way that the girl/E.M.U. adventures seem to work, no attempt to run -combat is...
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    Automatic Porko!

    Mildly modified - now asks you for the numbers of turns it is to spend Porko'ing, and stops when it runs out of the effect (or out of advs, or your advs). Practical! By the way, Baby's First .ASH Tweak. This wasn't so hard, I should do this again some time.
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