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tututu
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Joined: 01 Oct 2008
Posts: 5

PostPosted: Wed Oct 01, 2008 5:20 am    Post subject: bot Reply with quote

whould you be bothered by a (little and stupid) wittyrpg-bot like KoLmafia (but more stupid)??
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Mad Merlin
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Joined: 14 Aug 2005
Posts: 752

PostPosted: Wed Oct 01, 2008 5:59 pm    Post subject: Reply with quote

I'd prefer if you'd let me know what you find tedious enough to automate. Then there's the opportunity to fix it for everyone.
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tututu
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Joined: 01 Oct 2008
Posts: 5

PostPosted: Thu Oct 02, 2008 4:32 am    Post subject: Reply with quote

maybe the bot could look every hour if a certain item is avaible at the market and buy it.

but i am afraid that nobody would create such a bot, sinch i can't do such things on my own Embarassed . i would ask a friend who can do such things to create such a bot, but only if you won't be bothered......
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Mad Merlin
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PostPosted: Thu Oct 02, 2008 6:56 pm    Post subject: Reply with quote

Actually, that's something that would be pretty easy and sensible to implement directly within Game!. When you visit the Market, if something you want isn't there, you could leave a deposit for the maximum amount you'd pay for the item, and if someone puts it up, you'll automatically buy it.

I'll add that feature, hopefully before the weekend.
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tututu
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PostPosted: Sun Oct 05, 2008 4:56 am    Post subject: Reply with quote

yeah, that would be very cool.

another idea:
why not show the average sell price for every item sold at the marktet?
I think that would be interesting......
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Mad Merlin
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Joined: 14 Aug 2005
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PostPosted: Wed Oct 15, 2008 1:23 am    Post subject: Reply with quote

Item reservations are implemented now.

Average market prices tie in a bit with another feature that I'd like to implement. Basically, have the Market remember the last price you put an item up for, and use that to autofill the price field instead of the default sale price + the stocking fee.
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hughperkins
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Joined: 08 Dec 2008
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PostPosted: Mon Dec 08, 2008 12:54 pm    Post subject: Reply with quote

Mad Merlin wrote:
I'd prefer if you'd let me know what you find tedious enough to automate. Then there's the opportunity to fix it for everyone.


Well... my internet is quite slow, so waiting for the reload from every spell cast takes a while... it'd speed things up if I could just say "ok, so do a minor life drain 4 times, then a quake, then switch to me if the monster is still alive", and just click go, and have that as the default for each monster.

Sort of a custom combo attack if you like.
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Mad Merlin
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PostPosted: Mon Dec 08, 2008 7:40 pm    Post subject: Reply with quote

hughperkins wrote:
Mad Merlin wrote:
I'd prefer if you'd let me know what you find tedious enough to automate. Then there's the opportunity to fix it for everyone.


Well... my internet is quite slow, so waiting for the reload from every spell cast takes a while... it'd speed things up if I could just say "ok, so do a minor life drain 4 times, then a quake, then switch to me if the monster is still alive", and just click go, and have that as the default for each monster.

Sort of a custom combo attack if you like.


Hmm... those pages should be quite small (1-2k, everything else should be cached), so the main factor there should be the latency.

There are a few improvements I'd like to add to the battle system interface (essentially, keyboard shortcuts), but I actually hadn't thought of anything like the custom combos you're proposing. I'll have to give that some thought and see how I can integrate it without making it too complex, and then find the time to actually code it, of course.
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dissonance
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Joined: 08 Dec 2008
Posts: 13

PostPosted: Mon Dec 08, 2008 8:05 pm    Post subject: Reply with quote

Hi, I've been playing for a couple of days now and love the game so far. I happened to be thinking about this on my way home from work. Very Happy . I was imagining something like the gambit system from Final Fantasy XII. You could list conditions in order of priority like:

Myself HP<10% [Then] Run
Monster HP > 300 [Then] Cast Life Drain
Monster HP < 20 [Then] Cast Blaze

Since it seems that you don't want to present hard numbers to the players for monster hp you can use % or the damage descriptions in the game. I also thought about having options for 1st turn...2nd turn mixed in with the system above maybe even put them into priority too like:

Myself HP<10% [Then] Run
1st Turn [Then] Cast Buff
Monster HP > 300 [Then] Cast Life Drain
3rd Turn [Then] Cast Some Spell to become more proficient
Monster HP < 10 [Then] Cast Blaze

And the method would have to have a way to check for mp and whatever else. And maybe a adjustable wait time so that you can watch the battles. Oh and a way to pause if you need to do something differently. Oh and the one thing I always wanted in FFXII was a way to edit the gambits without leaving battle. It would be nice to work on them while your characters are still doing stuff. Just some ideas thrown out there.
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Mad Merlin
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Joined: 14 Aug 2005
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PostPosted: Mon Dec 08, 2008 8:55 pm    Post subject: Reply with quote

dissonance wrote:
Hi, I've been playing for a couple of days now and love the game so far. I happened to be thinking about this on my way home from work. Very Happy . I was imagining something like the gambit system from Final Fantasy XII. You could list conditions in order of priority like:

Myself HP<10% [Then] Run
Monster HP > 300 [Then] Cast Life Drain
Monster HP < 20 [Then] Cast Blaze

Since it seems that you don't want to present hard numbers to the players for monster hp you can use % or the damage descriptions in the game. I also thought about having options for 1st turn...2nd turn mixed in with the system above maybe even put them into priority too like:

Myself HP<10% [Then] Run
1st Turn [Then] Cast Buff
Monster HP > 300 [Then] Cast Life Drain
3rd Turn [Then] Cast Some Spell to become more proficient
Monster HP < 10 [Then] Cast Blaze

And the method would have to have a way to check for mp and whatever else. And maybe a adjustable wait time so that you can watch the battles. Oh and a way to pause if you need to do something differently. Oh and the one thing I always wanted in FFXII was a way to edit the gambits without leaving battle. It would be nice to work on them while your characters are still doing stuff. Just some ideas thrown out there.


That would be pretty cool, though likely a lot of work. I guess it's within reason though, a lot of other games do have minilanguages in which you can write scripts for a variety of purposes. No promises on having that feature out for Christmas...

Also, you can see hard numbers for monster HP, provided you have the right pet following you...
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Wally
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Joined: 04 Nov 2008
Posts: 56
Location: Hungary

PostPosted: Tue Dec 09, 2008 6:39 am    Post subject: The right pet Reply with quote

Mad Merlin wrote:
Also, you can see hard numbers for monster HP, provided you have the right pet following you...


And it was one of those laugh out moments for me, when I realized how to make that pet. Wish I would find out how to make the ones I'm still missing... Rolling Eyes
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Rux
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Joined: 15 Aug 2005
Posts: 163

PostPosted: Sat Dec 20, 2008 10:04 pm    Post subject: Pets Reply with quote

I've always wanted a way to help me run if I got too low on hp. the pony could help with some of this if there was a way to have it try to run automatically if i get below a certain level or percentage.
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indros
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Joined: 06 May 2010
Posts: 8

PostPosted: Mon May 24, 2010 4:10 pm    Post subject: I second the auto-run option Reply with quote

I pick a zone, Game! fights for me and then, at a pre-identified HP level, runs back to town. I usually spend 15 minutes just doing a lot of clicking attack (fighter) and making sure my War Cry and Murderous Rage are on, and then once I run my stamina down, I play with combinations and cooking.
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