Difference between revisions of "TinTin++ Auto Picker"

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(tintin autopicker)
 
(updated with more safety triggers.)
Line 14: Line 14:
  
 
<pre>
 
<pre>
 +
#nop Just change these - location is from sanc, and buffer is the space you don't want to overfill.
 +
 
#nop Just change these - location is from sanc, and buffer is the space you don't want to overfill.
 
#nop Just change these - location is from sanc, and buffer is the space you don't want to overfill.
  
Line 120: Line 122:
 
#alias {dodismantle}{
 
#alias {dodismantle}{
 
         #if {"$autopick" == "1"}{
 
         #if {"$autopick" == "1"}{
                 #if {"$trap1" == "$trap2"} {#nop;}
+
                 #if {"$trap1" == "$trap2"} {#nop;};
 
                 #elseif {"$trap1" == "$trap3"} {#nop;};
 
                 #elseif {"$trap1" == "$trap3"} {#nop;};
 
                 #elseif {"$trap2" == "$trap3"} {#var trap1 $trap2;};
 
                 #elseif {"$trap2" == "$trap3"} {#var trap1 $trap2;};
 +
                #else {
 +
                        #showme 3 different traps? uUnlikely. Rechecking.;
 +
                        #var trapattempt 1;
 +
                        inspect $currentbox.lockbox;
 +
                };
 
                 #if {"$trap1" == "none"}{
 
                 #if {"$trap1" == "none"}{
                         #if {"$currentbox" < "$number"} {
+
                         #if {$currentbox < $number} {
 
                                 #math currentbox {$currentbox + 1};
 
                                 #math currentbox {$currentbox + 1};
 
                                 #var trapattempt 1;
 
                                 #var trapattempt 1;
 +
                                #showme inspecting $currentbox.lockbox;
 
                                 inspect $currentbox.lockbox;
 
                                 inspect $currentbox.lockbox;
 
                         };
 
                         };
Line 137: Line 145:
 
                 };
 
                 };
 
                 #else {dismantle $trap1 $currentbox.lockbox;};
 
                 #else {dismantle $trap1 $currentbox.lockbox;};
 +
        };
 +
};
 +
 +
#action {^Wrong trap! You set it off!$}{
 +
        #if {"$autopick" == "1"}{
 +
                #showme Oops. Assuming I survived, rechecking this one.;
 +
                #var trapattempt 1;
 +
                inspect $currentbox.lockbox;
 
         };
 
         };
 
};
 
};
Line 142: Line 158:
 
#action {^You stand up and wipe the sweat from your brow.$}{
 
#action {^You stand up and wipe the sweat from your brow.$}{
 
         #if {"$autopick" == "1"}{
 
         #if {"$autopick" == "1"}{
                 #if {"$currentbox" < "$number"} {
+
                 #if {$currentbox < $number} {
 
                         #math currentbox {$currentbox + 1};
 
                         #math currentbox {$currentbox + 1};
 +
                        #showme inspecting $currentbox.lockbox;
 
                         inspect $currentbox.lockbox;
 
                         inspect $currentbox.lockbox;
 
                 };
 
                 };
Line 152: Line 169:
 
                         pick lockbox;
 
                         pick lockbox;
 
                 };
 
                 };
 +
        };
 +
};
 +
 +
#action {^The a small wooden lockbox was not trapped.$}{
 +
        #if {"$autopick" == "1"}{
 +
                #showme some error perhaps. Let's retest.;
 +
                #var trapattempt 1;
 +
                inspect $currentbox.lockbox;
 
         };
 
         };
 
};
 
};
Line 166: Line 191:
 
#action {^*Click*$}{
 
#action {^*Click*$}{
 
         #if {"$autopick" == "1"}{
 
         #if {"$autopick" == "1"}{
                 #if {"$currentbox" < "$number"} {
+
                 #if {$currentbox < $number} {
                        #math currentbox {$currentbox + 1};
+
                        #math currentbox {$currentbox + 1};
                        pick $currentbox.lockbox;
+
                        #showme picking $currentbox.lockbox;
 +
                        pick $currentbox.lockbox;
 
                 };
 
                 };
 
                 #else {attr};
 
                 #else {attr};
Line 182: Line 208:
 
#action {^A small wooden lockbox is not locked.$}{
 
#action {^A small wooden lockbox is not locked.$}{
 
         #if {"$autopick" == "1"}{
 
         #if {"$autopick" == "1"}{
                 #if {"$currentbox" < "$number"} {
+
                 #if {$currentbox < $number} {
 
                         #math currentbox {$currentbox + 1};
 
                         #math currentbox {$currentbox + 1};
 
                         pick $currentbox.lockbox;
 
                         pick $currentbox.lockbox;
Line 201: Line 227:
 
         #if {"$autopick" == "1"}{
 
         #if {"$autopick" == "1"}{
 
                 #math carrydif {%2 - %1};
 
                 #math carrydif {%2 - %1};
                 #if {"$carrydif" < "$carrybuffer"}{
+
                 #if {$carrydif < $carrybuffer}{
 
                         #if {"$deposited" == "1"}{
 
                         #if {"$deposited" == "1"}{
 
                                 #showme Aborting, full! Dump crap!;
 
                                 #showme Aborting, full! Dump crap!;

Revision as of 07:01, 20 November 2011

This is a relatively complex auto-picker script with some fault-recovery logic in it. It could have been more dumb and work better due to a lack of complexity, but it's functional the way it is now.

Assumptions:

  • You have a hero level picker - if false, change where the recall point goes, substitute with teleport.
  • Your picker does not fail dismantling. Races such as halflings will not fail even at lord traps - this script does not have a dismantle recovery trigger since I have never failed!
  • Your location in Sanctuary is e, n - change this in the header.
  • Overflow mechanic works - I have never tested it as it's hard to get in that state. A naked picker with nothing but a load of lockboxes and some picks will in principle lose weight as goes goes through the boxes, not gain it. You'd need to work over a ton of lord lockboxes in order to gain weight and approach buffer.
  • You will be using chest-picks and trap kits - those are simple and purchasable at rog guildmaster - if not, change that for something else.
  • The picker is atheist and can sacrifice without penalty to health. If untrue, leave out the sac part.

Code

Put the following into a file in your tintin++ folder and use #read <filename> while in tintin to load them up. Though you probably want them to autoload with your character.

#nop Just change these - location is from sanc, and buffer is the space you don't want to overfill.

#nop Just change these - location is from sanc, and buffer is the space you don't want to overfill.

#var mylocation e=n;
#var carrybuffer 30;

#nop These are just initializers.

#var autopick 0;
#var number 0;
#var tempcount 0;
#var tempinput 0;
#var trapattempt 0;
#var trap1 none;
#var trap2 none;
#var trap3 none;
#var trapattempt 1;
#var carrydif 0
#var deposited 0;

#alias {autopickoff} {#showme Stopping.;#var autopick 0;};

#alias {autopick} {

        #nop We start by determining the amount of lockboxes, irrelevant of condition.;
        #nop Have them in inventory, of course.;

        #var autopick 1;
        #var number 0;
        #var tempcount 0;
        stand;
        i;
        emote ends counting;
};

#action {%1 [%2] a small wooden lockbox}{
        #if {"$autopick" == "1"}{
                #var tempinput %1;
                #if {"$tempinput" == "(%*)"} {
                        #replace tempinput {(}{};
                        #replace tempinput {)}{};
                        #replace tempinput { }{};
                        #math tempcount {$tempcount + $tempinput};
                };
                #else {#math tempcount {$tempcount + 1};};
        };
};


#action {^%1 ends counting.$}{
        #if {"$autopick" == "1"}{
                #if {"$tempcount" > "0"}{

                        #nop we reached the end and determined we have something to do.;

                        #var number $tempcount;
                        recall reset;
                        recall;
                        n;n;n;n;open e;e;recall set;deposit all;sanc;$mylocation;
                        rem trap;
                        hold trap;
                };
                #else {
                        #showme Nothing to do!;
                        #var autopick 0;
                };
        };
};

#action {^You are not carrying a trap.$}{
        #if {"$autopick" == "1"}{
                #showme You have no trapkits. Turning script off.;
                #var autopick 0;
        };
};

#action {^You hold a trap-disarming kit in your hands.$}{
        #if {"$autopick" == "1"}{
                drop all.lockbox;
                #var currentbox 1;
                #var trapattempt 1;
                inspect lockbox;
        };
};

#nop We're doing the best of three method of dismantling. We could do best of four to be certain,
#nop but generally it's a non-issue. I don't think I ever got two errors in 3 choices. And if it blows
#nop you'll want to stop the script anyway.

#action {^The a small wooden lockbox looks like it is armed with a %1 trap.$}{
        #if {"$autopick" == "1"}{
                #if {"$trapattempt" == "1"}{#var trap1 %1;#var trapattempt 2;inspect $currentbox.lockbox;};
                #elseif {"$trapattempt" == "2"}{#var trap2 %1;#var trapattempt 3;inspect $currentbox.lockbox;};
                #elseif {"$trapattempt" == "3"}{#var trap3 %1;#var trapattempt 1;dodismantle;};
        };
};

#action {^The a small wooden lockbox is not trapped.$}{
        #if {"$autopick" == "1"}{
                #if {"$trapattempt" == "1"}{#var trap1 none;#var trapattempt 2;inspect $currentbox.lockbox;};
                #elseif {"$trapattempt" == "2"}{#var trap2 none;#var trapattempt 3;inspect $currentbox.lockbox;};
                #elseif {"$trapattempt" == "3"}{#var trap3 none;#var trapattempt 1;dodismantle;};
        };
};

#alias {dodismantle}{
        #if {"$autopick" == "1"}{
                #if {"$trap1" == "$trap2"} {#nop;};
                #elseif {"$trap1" == "$trap3"} {#nop;};
                #elseif {"$trap2" == "$trap3"} {#var trap1 $trap2;};
                #else {
                        #showme 3 different traps? uUnlikely. Rechecking.;
                        #var trapattempt 1;
                        inspect $currentbox.lockbox;
                };
                #if {"$trap1" == "none"}{
                        #if {$currentbox < $number} {
                                #math currentbox {$currentbox + 1};
                                #var trapattempt 1;
                                #showme inspecting $currentbox.lockbox;
                                inspect $currentbox.lockbox;
                        };
                        #else {
                                #showme Done with dismantling, onto picking!;
                                #var currentbox 1;
                                hold chest-pick;
                                pick lockbox;
                        };
                };
                #else {dismantle $trap1 $currentbox.lockbox;};
        };
};

#action {^Wrong trap! You set it off!$}{
        #if {"$autopick" == "1"}{
                #showme Oops. Assuming I survived, rechecking this one.;
                #var trapattempt 1;
                inspect $currentbox.lockbox;
        };
};

#action {^You stand up and wipe the sweat from your brow.$}{
        #if {"$autopick" == "1"}{
                #if {$currentbox < $number} {
                        #math currentbox {$currentbox + 1};
                        #showme inspecting $currentbox.lockbox;
                        inspect $currentbox.lockbox;
                };
                #else {
                        #showme Done with dismantling, onto picking!;
                        #var currentbox 1;
                        hold chest-pick;
                        pick lockbox;
                };
        };
};

#action {^The a small wooden lockbox was not trapped.$}{
        #if {"$autopick" == "1"}{
                #showme some error perhaps. Let's retest.;
                #var trapattempt 1;
                inspect $currentbox.lockbox;
        };
};

#nop once done we'll lockpick the bunch, which is a much simpler process.;

#action {^You are not carrying a chest-pick.$}{
        #if {"$autopick" == "1"}{
                #Showme Out of chest-picks. Get some and retry.;
                #var autopick 0;
        };
};

#action {^*Click*$}{
        #if {"$autopick" == "1"}{
                #if {$currentbox < $number} {
                        #math currentbox {$currentbox + 1};
                        #showme picking $currentbox.lockbox;
                        pick $currentbox.lockbox;
                };
                #else {attr};
        };
};

#action {^You couldn't make the lock turn on a small wooden lockbox.$}{
        #if {"$autopick" == "1"}{
                pick $currentbox.lockbox;
        };
};

#action {^A small wooden lockbox is not locked.$}{
        #if {"$autopick" == "1"}{
                #if {$currentbox < $number} {
                        #math currentbox {$currentbox + 1};
                        pick $currentbox.lockbox;
                };
                #else {attr};
        };
};

#action {^A simple chest-pick breaks off in the lock!$}{
        #if {"$autopick" == "1"}{
                hold chest-pick;
        };
};

#nop Once all are lockpicked, we open and sac them till fullish, deposit, rinse and repeat.;

#action {You are carrying %1/%2 lbs.}{
        #if {"$autopick" == "1"}{
                #math carrydif {%2 - %1};
                #if {$carrydif < $carrybuffer}{
                        #if {"$deposited" == "1"}{
                                #showme Aborting, full! Dump crap!;
                                #var autopick 0;
                        };
                        #else {
                                recall;
                                deposit all;
                                sanc;
                                $mylocation;
                                #var deposited 1;
                                attr;
                        };
                };
                #else {
                        config -demonbank;
                        #var deposited 0;
                        open lockbox;
                        get all lockbox;
                        sac lockbox;
                        attr;
                };
        };
};

#action {^A small wooden lockbox is locked.$}{
        #if {"$autopick" == "1"}{
                #showme Aborting, error!;
                #var autopick 0;
        };
};

#action {^You do not see a lockbox here.$}{
        #if {"$autopick" == "1"}{
                recall;
                deposit all;
                sanc;
                $mylocation;
                #showme All done.;
                #var autopick 0;
        };
};

Usage

Type autopick and cross fingers. For best results, have a picker that is well rested (there will be moving required), and with a ton (30+) of lockboxes, as well as a reasonable supply (10+) of chest-picks.