name = loljkpro #combo = DgIe default_manual_training = true tile_layout_priority = minimap, inventory, gold_turn, spell, monster fake_lang = restart_after_game = false travel_delay = -1 rest_delay = -1 show_travel_trail = true #tile_window_width = 1600 tile_window_width = 1900 tile_window_height = 1000 tile_show_demon_tier = true tile_skip_title = true #tile_runrest_rate = 100 explore_mode = never equip_unequip = true message_colour += mute:You feel a.*surge of power message_colour += mute:This .* flesh tastes message_colour += mute:Eating .*chunk message_colour += mute:Moving in this stuff is going to be slow message_colour += mute:a demon appears message_colour += mute:wall.*burn.*your note_items += artefact,wand of (heal wounds|hasting|teleportation) force_more_message += You are too berserk force_more_message += You cannot .* while unable to breathe force_more_message += You now have enough gold to buy force_more_message += The mighty Pandemonium lord .* resides here force_more_message += You are starving! force_more_message += Your .* skill increases to level (1|2|3|6|9|12)! force_more_message += You feel less protected from missiles force_more_message += Your shroud falls apart force_more_message += Found .* abyssal rune of Zot # Used # $ = gold # ? = scroll # ! = potion # : = book # " = jewellery # / = wand # % = food # } = miscellaneous # \ = rods # | = staves autopickup = $?!:"/%}| include += no_vi_command_keys.txt ###################################################################### # Add the following to your options file to automatically pick up # armour for non-body armour slots (gloves, boots, etc.), if you don't # already have an item equipped there. { add_autopickup_func(function(it, name) if it.is_useless then return end if name:find("throwing net") then return true end if it.class(true) == "armour" then local good_slots = {cloak="Cloak", helmet="Helmet", gloves="Gloves", boots="Boots"} st, _ = it.subtype() if good_slots[st] ~= nil and items.equipped_at(good_slots[st]) == nil then return true end end end) } ###################################################################### # To automatically open the skill menu when starting a new game, add # the following to your options file. { local need_skills_opened = true skill_list = {"Fighting","Short Blades","Long Blades","Axes","Maces & Flails", "Polearms","Staves","Unarmed Combat","Bows","Crossbows", "Throwing","Slings","Armour","Dodging","Shields","Spellcasting", "Conjurations","Hexes","Charms","Summonings","Necromancy", "Translocations","Transmutations","Fire Magic","Ice Magic", "Air Magic","Earth Magic","Poison Magic","Invocations", "Evocations","Stealth"} function ready() if you.turns() == 0 and need_skills_opened then need_skills_opened = false for _,sk in ipairs(skill_list) do you.train_skill(sk, 0) end you.train_skill("Fighting", 1) crawl.sendkeys("m") end AnnounceDamage() HitChance() end } { function sum(t) s = 0 for _,v in pairs(t) do s = s + v end return s end function dump(o) if type(o) == 'table' then local s = '{ ' for k,v in pairs(o) do if type(k) ~= 'number' then k = '"'..k..'"' end s = s .. '['..k..'] = ' .. dump(v) .. ',' end return s .. '} ' else return tostring(o) end end function more_or_equal(attack, ev) more_or_eq = 0 less = 0 for a,_ in pairs(attack) do for e,_ in pairs(ev) do if a >= e then more_or_eq = more_or_eq + attack[a]*ev[e] else less = less + attack[a]*ev[e] end end end s = more_or_eq + less return more_or_eq/s end function averge(ch) ch2 = {} for k,_ in pairs(ch) do ch2[math.floor(k/2)] = ch[k] end return ch2 end function inc_base(ch, value) ch2 = {} for k,_ in pairs(ch) do ch2[k+value] = ch[k] end return ch2 end function roll_chance(ch) ch2 = {} for i,_ in pairs(ch) do for j = 0, i+1 do k = math.max(0, j-1) if ch2[k] == nil then ch2[k] = ch[i] else ch2[k] = ch2[k] + ch[i] end end end s = sum(ch2) for i,_ in pairs(ch2) do ch2[i]=ch2[i]/s end return ch2 end function calc_chance(skill) whole = math.floor(skill) ch = {} for i=0,whole do if ch[i] == nil then ch[i] = 1 else ch[i] = ch[i] + 1 end end fraction = skill - whole if fraction > 0 then ch[whole] = fraction end s = sum(ch) for k,_ in pairs(ch) do ch[k]=ch[k]/s end if ch == {} then ch[0] = 1 end return ch end function mult_chances(ch1, ch2) ch3 = {} for i,_ in pairs(ch1) do for j,_ in pairs(ch2) do if ch3[i+j] == nil then ch3[i+j] = ch1[i]*ch2[j] else ch3[i+j] = ch3[i+j] + ch1[i]*ch2[j] end end end return ch3 end function calc_armour_penalty(e, a, s) return ((40*e*e*(450-10*a)/(5*(s+3)))/450)/20 end function calc_chance_armour(pen) if pen == 0 then return { [0]=1 } end ch = {} whole = math.floor(pen) step = 1 if whole+1 < 0 then step = -1 end for i = 1, whole+1, step do if ch[-i] == nil then ch[-i] = 1 else ch[-i] = ch[-i] + 1 end end fraction = pen - whole if fraction == 0 then ch[-whole-1] = fraction end s = sum(ch) for i,_ in pairs(ch) do ch[i] = ch[i] / s end if ch == {} then ch[0] = 1 end return ch end local monsters = {["D:1"] = {"goblin", 12}, ["D:2"] = {"adder", 15}, ["D:3"] = {"orc wizard", 12}, ["D:4"] = {"orc wizard", 12}, ["D:5"] = {"bullfrog", 12}, ["D:6"] = {"bullfrog", 12} } function try_get_ev(where) r = {"goblin", 12} if monsters[where] then r = monsters[where] end return r end function HitChance() if crawl.regex("(\(weapon\))|empty-handed|finish taking off|finish putting on"):matches(crawl.messages(1)) == false or you.feel_safe() == false then return end basevalue = 15 dexterity = you.dexterity() strength = you.strength() fighting = you.skill("Fighting") f_ch = calc_chance(fighting) armour = you.skill("Armour") e_rating = 0 a1 = items.equipped_at("Armour") if a1 then e_rating = a1.encumbrance end weapon = 0 accuracy = 0 w = items.equipped_at("Weapon") if w == nil then weapon = you.skill("Unarmed") accuracy = 2 if you.has_claws() > 0 then accuracy = 4 end else weapon = you.skill(w.weap_skill) accuracy = w.accuracy + w.plus end w_ch = calc_chance(weapon) m_ch = mult_chances(f_ch, w_ch) e_penalty = calc_armour_penalty(e_rating, armour, strength) e_ch = calc_chance_armour(e_penalty) m_ch = mult_chances(m_ch, e_ch) s = items.equipped_at("Shield") if s then shields = you.skill("Shields") size = 0 race = you.race() if race == "Spriggan" then size = 4 elseif race == "Kobold" or race == "Halfling" then size = 2 elseif race == "Centaur" or race == "Naga" or race == "Formicid" or race == "Ogre" or race == "Troll" then size = -2 end ev_penalty = s.encumbrance s_hit_penalty = ev_penalty - (shields)/(5 + size) sh_ch = calc_chance_armour(s_hit_penalty) m_ch = mult_chances(m_ch, sh_ch) end basevalue = basevalue + math.floor(dexterity/2) + accuracy inc_v = inc_base(m_ch, basevalue) roll_c = roll_chance(inc_v) ev = try_get_ev(you.where())[2] ev_ch = averge(mult_chances(calc_chance(2*ev), calc_chance(2*ev))) hit = more_or_equal(roll_c, ev_ch) w_name = "fists" if you.has_claws() > 0 then w_name = "claws" end if w then w_name = w.name() end crawl.mpr("Chance to hit "..try_get_ev(you.where())[1].." with ".. w_name.." is " ..tostring(math.floor(hit*1000)/10).."%") end } { local previous_hp = 0 local previous_mp = 0 local previous_form = "" local was_berserk_last_turn = false function AnnounceDamage() local current_hp, max_hp = you.hp() local current_mp, max_mp = you.mp() --Things that increase hp/mp temporarily really mess with this local current_form = you.transform() local you_are_berserk = you.berserk() local max_hp_increased = false local max_hp_decreased = false if (current_form ~= previous_form) then if (previous_form:find("dragon") or previous_form:find("statue") or previous_form:find("tree") or previous_form:find("ice")) then max_hp_decreased = true elseif (current_form:find("dragon") or current_form:find("statue") or current_form:find("tree") or current_form:find("ice")) then max_hp_increased = true end end if (was_berserk_last_turn and not you_are_berserk) then max_hp_decreased = true elseif (you_are_berserk and not was_berserk_last_turn) then max_hp_increased = true end --crawl.mpr(string.format("previous_form is: %s", previous_form)) --crawl.mpr(string.format("current_form is: %s", current_form)) --crawl.mpr(string.format("max_hp_increased is: %s", max_hp_increased and "True" or "False")) --crawl.mpr(string.format("max_hp_decreased is: %s", max_hp_decreased and "True" or "False")) --crawl.mpr(string:format("you_are_berserk is: %s", you_are_berserk and "True" or "False")) --crawl.mpr(string:format("was_berserk_last_turn is: %s", was_berserk_last_turn and "True" or "False")) --Skips message on initializing game if previous_hp > 0 then local hp_difference = previous_hp - current_hp local mp_difference = previous_mp - current_mp if max_hp_increased or max_hp_decreased then if max_hp_increased then crawl.mpr("You now have " .. current_hp .. "/" .. max_hp .. " hp.") else crawl.mpr("You now have " .. current_hp .. "/" .. max_hp .. " hp.") end else --On losing health if (current_hp < previous_hp) then if current_hp <= (max_hp * 0.30) then crawl.mpr("You take " .. hp_difference .. " damage, and have " .. current_hp .. "/" .. max_hp .. " hp.") elseif current_hp <= (max_hp * 0.50) then crawl.mpr("You take " .. hp_difference .. " damage, and have " .. current_hp .. "/" .. max_hp .. " hp.") elseif current_hp <= (max_hp * 0.70) then crawl.mpr("You take " .. hp_difference .. " damage, and have " .. current_hp .. "/" .. max_hp .. " hp.") elseif current_hp <= (max_hp * 0.90) then crawl.mpr("You take " .. hp_difference .. " damage, and have " .. current_hp .. "/" .. max_hp .. " hp.") else crawl.mpr("You take " .. hp_difference .. " damage, and have " .. current_hp .. "/" .. max_hp .. " hp.") end if hp_difference > (max_hp * 0.20) then crawl.mpr("MASSIVE DAMAGE!!") end end --On gaining more than 1 health if (current_hp > previous_hp) then --Removes the negative sign local health_inturn = (0 - hp_difference) if (health_inturn > 1) and not (current_hp == max_hp) then if current_hp <= (max_hp * 0.30) then crawl.mpr("You regained " .. health_inturn .. " hp, and now have " .. current_hp .. "/" .. max_hp .. " hp.") elseif current_hp <= (max_hp * 0.50) then crawl.mpr("You regained " .. health_inturn .. " hp, and now have " .. current_hp .. "/" .. max_hp .. " hp.") elseif current_hp <= (max_hp * 0.70) then crawl.mpr("You regained " .. health_inturn .. " hp, and now have " .. current_hp .. "/" .. max_hp .. " hp.") elseif current_hp <= (max_hp * 0.90) then crawl.mpr("You regained " .. health_inturn .. " hp, and now have " .. current_hp .. "/" .. max_hp .. " hp.") else crawl.mpr("You regained " .. health_inturn .. " hp, and now have " .. current_hp .. "/" .. max_hp .. " hp.") end end if (current_hp == max_hp) then crawl.mpr("Health restored: " .. current_hp .. "") end end --On gaining more than 1 magic if (current_mp > previous_mp) then --Removes the negative sign local mp_inturn = (0 - mp_difference) if (mp_inturn > 1) and not (current_mp == max_mp) then if current_mp < (max_mp * 0.25) then crawl.mpr("You regained " .. mp_inturn .. " mp, and now have " .. current_mp .. "/" .. max_mp .. " mp.") elseif current_mp < (max_mp * 0.50) then crawl.mpr("You regained " .. mp_inturn .. " mp, and now have " .. current_mp .. "/" .. max_mp .. " mp.") else crawl.mpr("You regained " .. mp_inturn .. " mp, and now have " .. current_mp .. "/" .. max_mp .. " mp.") end end if (current_mp == max_mp) then crawl.mpr("MP restored: " .. current_mp .. "") end end --On losing magic if current_mp < previous_mp then if current_mp <= (max_mp / 5) then crawl.mpr("You now have " .. current_mp .. "/" ..max_mp .." mp.") elseif current_mp <= (max_mp / 2) then crawl.mpr("You now have " .. current_mp .. "/" ..max_mp .." mp.") else crawl.mpr("You now have " .. current_mp .. "/" ..max_mp .." mp.") end end end end --Set previous hp/mp and form at end of turn previous_hp = current_hp previous_mp = current_mp previous_form = current_form was_berserk_last_turn = you_are_berserk end }