Custom Combat Script

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Revision as of 03:42, 19 January 2011 by imported>Rinn (→‎Available Commands)
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Basic CCS

A Custom Combat Script (CCS) is a way of instructing mafia how to handle combat, round by round. For example, a simple CCS would be to tell mafia to pickpocket on round 1, then cast entangling noodles on round 2 and finally on rounds 3+ to use shieldbutt. If it is unable to carry out one of those steps, then that step will be skipped. For instance, if the character failed to get initiative, then pickpocket will be skipped and the character will go straight to entangling noodles. That CCS would look like this:

[ default ]
try to steal an item
skill entangling noodles
skill shieldbutt


If you wanted to treat different monsters differently, that can be accommodated also. For instance, the following CCS will attempt to cast Transcendent Olfaction upon Black Knights while treating all other monsters differently. If the character currently has "On the Trail" then that line will be skipped.


[ Black Knight ]
try to steal an item
skill transcendent olfaction
skill entangling noodles
skill shieldbutt

[ default ]
try to steal an item
skill entangling noodles
skill shieldbutt

Note that when you use a CCS, your CLI will report "character executes a macro!" because the CCS is converted into a macro to save on page loads

Available Commands

  • attack
  • skill
  • item, use
  • try to steal an item, pickpocket
  • summon pastamancer ghost
  • jiggle chefstaff
  • combo {followed by one of the following}
    • Disco Concentration, Disco Nirvana, Disco Inferno, Disco Bleeding, Disco Blindness
    • Rave Knockout, Rave Bleeding, Rave Concentration, Rave Steal, Rave Nirvana, Rave Stats
    • random rave
  • abort
  • abort after
  • section [section name]
  • special
  • delevel
  • skip
  • note
  • twiddle

Macros in CCS

Macros may be used in a Custom Combat Script in addition to the basic commands. Any line in quotes and any macro command used in a CCS will be made into part of the macro which KoLmafia is passing to KoL. You can find an primer on all KoL's macros at Combat Macros.

Also there is a section in the CCS called "global prefix" which will be part of every combat macro KoLmafia generates, regardless of the monster encountered.

Example of CCS Macro

Here's an example of a CCS that generates a macro which will cause KoL to wait for a hobo monkey to steal meat from your enemy before launching attacks.

[ default ]
sub monkey_stasis

while !match "climbs up and sits on your shoulder" && !pastround 20 && !hppercentbelow 20
call stasis_item
endwhile

endsub
call monkey_stasis
attack


[ global prefix ]
scrollwhendone
"abort missed 5"
"abort pastround 27"
sub stasis_item

if hascombatitem facsimile dictionary
item facsimile dictionary
goto _endstasisitem
endif
if hascombatitem seal tooth
item seal tooth
goto _endstasisitem
endif
if hascombatitem spices
item spices
goto _endstasisitem
endif
if hascombatitem spectre scepter
item spectre scepter
goto _endstasisitem
endif
if hascombatitem dictionary
item dictionary
goto _endstasisitem
endif
if hascombatitem fat stacks of cash
item fat stacks of cash
goto _endstasisitem
endif
"abort "No infinite use items detected!" "
mark _endstasisitem

endsub
sub stasis

while !pastround 20 && !hppercentbelow 20 && mppercentbelow 99
call stasis_item
endwhile

endsub

Concerns for macros in CCS

  • A macro's abort command needs to be encased in quotes because abort is also a legal CCS command. That's why all aborts in the previous example were quoted.
  • If a comment is the last line in a CCS, that will be used as your finishing attack even though it does nothing. Never conclude a CCS with a macro comment or it will abort to the mini-browser with a warning from KoL that you executed 37 commands in a row without taking an action.

Consult Scripts

While a CCS may seem reasonably flexible, sometimes you will want to do something too complicated to express in that format. For instance if you want your character to take different actions based on your characters current stats or current monster level, a consult script can automatically figure it out. There are few limits to what a consult script can enable. The downside to using a consult script is that KoLmafia will not be able to generate a combat macro to pass to KoL. As a result multi-round combat will take somewhat longer.

A consult script is called by using the "consult" command in your CCS, as follows:

[ default ]
consult myscript.ash
attack


The main() function in the ASH script being consulted must accept three parameters:

void main(int round, monster mob, string combat)

These values will be supplied by mafia when the consult script is called.

Example of a Consult Script

This example will attempt to maximize use of a Sauceror's spells as a Sauceror by making use of sauce splash effects when they can be used.

// Save this as SauceSplash.ash
boolean sauceSplash() {
   if(!(have_effect($effect[Jabañero Saucesphere]) >0 
      || have_effect($effect[Jalapeño Saucesphere]) >0))
         return false;
   int normal = numeric_modifier("spell damage");
   if(normal >= 25)
      return true;
   int cold = numeric_modifier("cold spell damage");
   int hot = numeric_modifier("hot spell damage");
   if(have_skill($skill[Immaculate Seasoning])
      && cold != hot && max(cold, hot) + normal >= 25)
         return true;
   if(monster_element() == $element[cold] && cold + normal >= 25 
     && (have_skill($skill[Immaculate Seasoning])
     || have_equipped($item[Gazpacho's Glacial Grimoire])))
        return true;
   if(monster_element() == $element[hot] && hot + normal >= 25
     && (have_skill($skill[Immaculate Seasoning])
     || have_equipped($item[Codex of Capsaicin Conjuration]) 
     || have_equipped($item[Ol' Scratch's manacles])
     || (have_equipped($item[Ol' Scratch's ash can]) && my_class() == $class[Sauceror])))
        return true;
   return false;
}

void main(int initround, monster foe, string page) {
   if(have_effect($effect[Burning Soul]) || have_effect($effect[Soul Freeze]) || !sauceSplash())
      use_skill($skill[Saucegeyser]);
   else
      use_skill($skill[Wave of Sauce]);
}


This consult script can then be integrated into a CCS like this:

[ default ]
consult SauceSplash.ash
attack

Parts of a Combat Consultation Script

As you can see in the above example, a consultation script is called with three parameters.

  • The first parameter is the round of combat that the script is called. Sometimes it is important to keep track of the round. This is particularly important to keep from losing the fight by going over 30 rounds.
  • The second parameter is the monster that you are fighting. This is important because it enables you to take different actions for different monsters.
  • The third parameter is the text of the page. This is important because it enables you to examine every detail of the fight as it is taking place. It can be analyzed for potential actions, damage that you deal to a monster and all other events.

All possible actions you can take in a round of combat are listed under In-combat Consulting.

Resolution of a Combat Consultation Script

The consult script can automate as many, or as few rounds of combat as desired to achieve its goal. When it finishes executing, if the monster is not yet dead, then the CCS will continue combat from the current round. Note that the current round is not always the next line in a script. For instance, if the consult script is called at round 1 and executes three actions, then it will return to the CCS at round 4. This is why most CCSs containing consult script prefer to have only a line after the consult script, usually a simple method of killing a monster.

Employ Scripts

Please note! This section is speculative; Employ Scripts have not yet been implemented.

An employ script is a like a consultation script, with benefits. While a consultation script operates turn-by-turn, an employ script operates only at the beginning of the combat and generates a combat macro.

Employ scripts do not yet exist in KolMafia at this time, but they are a goal that jasonharper is working towards as he describes on the mafia forum.


It is currently proposed that they will have the following format:

string main( string opponent, string pageText, string macroSoFar, string parameter )
  • opponent is the name of the monster being fought, just as in a consult script or combat filter function.
  • pageText is the raw HTML of the initial combat page. This isn't necessarily going to be useful (since it's a one-time snapshot), however you may want to examine the Skills popup to see what conditionally-available skills are actually available.
  • macroSoFar is the current text of the macro being built - a mafia-generated header with some useful subroutines defined, followed by macro translations of all the prior lines in the CCS.
  • parameter contains any extra text from the CCS line; it could be used to customize the behavior of the script, more conveniently than using a "note" line with a consult script. It also serves the less obvious purpose of making the parameter count something other than 3, so that mistakenly attempting to employ a consult script, or consult an employ script, will fail before any code runs.
  • The return value entirely replaces the macro being built. It would probably be an error for this to be any shorter than the original value of macroSoFar.

The simplest thing an employ script could do is to append some commands to macroSoFar, and return that. Other possibilities include:

  • It could look back through the previously-generated macro commands to decide what to do. For example, it could refrain from adding a "pickpocket" action if that has already been done
  • If it wanted to set up a global abort condition, active throughout the combat, it could insert the command at the beginning of the macro.
  • There will be a subroutine called "mafiaround" defined in the header, and called before every combat action to handle things like automatic antidote use. The script could insert commands into that subroutine, for example to implement an eye color check for using He-Boulder major rays.
  • There will likely be other defined subroutines for the script to call or modify.