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
}