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Path Plumber issues combo tracker #325

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taltamir opened this issue Apr 18, 2020 · 8 comments
Open

Path Plumber issues combo tracker #325

taltamir opened this issue Apr 18, 2020 · 8 comments
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bug Something isn't working Multiple Issues

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@taltamir
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This is a combined tracker for various Plumber issues.

@taltamir
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taltamir commented Apr 18, 2020

Open Issues

subissue 3

level 5 plumber decides it wants to power level before even finishing knob goblin quest.

subissue 4

still got some issues with not estimating the ability to handle scaling enemies correctly. either wasting them by not using them because we are afraid of death, or fighting them when we can't survive them and dying.

subissue 6

after this goes out of standard. maybe implement a strategy for softcore pulling an old forbidden food item with massive stat bonuses on turn 1?

subissue 7

add hammer based strategy for when going for pie man was not meant to eat based pizzas. In such a strategy you should prioritize buying a hammer early, wear a carpenter disguise instead, and use hammer attacks preferentially. scaling damage ones preferably.
This strategy should also be switched to when you bought everything and have lots of coins stashed. at that point the hammer ability to banish enemies is more valuable than boots ability to get +3 coins per fight.

subissue 8

more aggressive spending of initial coins on turn 1. the ones you get from having completed this path before. keeping a bunch of coins is not really helping you

subissue 9

it crashes every time you die. it should have a limited ability to heal via resting (1 adv for full heal). with some logic to determine if it is reasonable amount of dying and healing or if it should be aborting.
Additionally should use certain logic to determine if we should spend coins on healing shrooms or prefer to lose an adv to heal instead. it depends on just how many skills we have managed to acquire already.

subissue 10

diet currently not handled at all by plumber runs.

subissue 11

I think this was fixed? needs confirmation
people about being killed by the boss
https://kol.coldfront.net/thekolwiki/index.php/King_Boo
it is a ghost, you need fire or bonfire flower. without bonfire you deal low damage.
one tactic suggested was to use powerful glove to debuff him if you don't have it... not sure if this should be implemented. just get more runs done so you have enough coins to get bonfire. and once it goes out of standard there will be many more debuffing options

@taltamir
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taltamir commented Apr 18, 2020

Universal Issues

These issues which were reported for OCRS but were determined to be universal (applying to multiple paths). They should be each spun off to its own dedicated issue.

subissue 5

kramko is taken out of the closet in plumber, where closet is supposed to keep items away from autoscend... maybe by maximizer?

@taltamir
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taltamir commented Apr 18, 2020

Fixed Issues

fixed issues go here

subissue 1

plumber often fails to equip plumber attack gear before trying to adventure. this usually causes the script to crash. In ed it crashes and wastes 1 adventure.
#328 fixes haunted bedroom
#327 fixes fighting ed
#342 fixes semi-rare
#387 fixes all the rest

subissue 2

fixed in #353
when trying to powerlevel at low level, it spends turns in thinknerd warehouse.
combat is not a valid way for plumbers to power level.

@taltamir taltamir added bug Something isn't working Multiple Issues labels Apr 18, 2020
@jeparo
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jeparo commented Apr 18, 2020

Please make one Github issue per issue, it makes tracking easier.

Issue 1 is because sometimes we don't run the pre-adventure script which fixes up our equipment. Particularly any call to autoAdvBypass might run into this issue.

@taltamir
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taltamir commented Apr 19, 2020

Please make one Github issue per issue, it makes tracking easier.

Amusing. I have been specifically asked by 2 other devs to stop doing that and make a combined issue per path.

I don't mind doing it either way. But people need to reach a consensus on which instruction I should follow.

edit:
This was discussed in chat and the consensus reached was:
for Ed, CS, Standard, CurrentPath make individual tickets
for other old paths make combined ticket

@taltamir
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taltamir commented Apr 19, 2020

Issue 1 is because sometimes we don't run the pre-adventure script which fixes up our equipment. Particularly any call to autoAdvBypass might run into this issue.

Note to self:
do a grep for set_property("auto_disableAdventureHandling", true);
every place where it is found can get

zelda_equipTool($stat[moxie]);
equipMaximizedGear();

to fix it... unless it needs a specific stat for zelda tool. Or if the reason it disables adventure handling for that adv is specifically because it does not want to maximize gear

@taltamir
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taltamir commented Apr 19, 2020

I had an idea but I am a bit hesitant to make it into a ticket before discussing thing. What if instead of full auto (which does not know what people will eat) we let people define their preferred build for plumber via GUI? with the 3 main ones being:

  1. mox -> mus build. get coins with mox (boots), then switch to mus for infinite banishes from hammer. Also useful for freeing up boots slot as hammer is a weapon and boots is an accessory. And there are a lot of important accessories competing for that spot. Useful for people who eat a lot of mus food.

  2. mox -> mys build. get coins with mox (boots), then switch to flowers for the yellow rays and elemental damage. also useful for people who eat a lot of mys food.

  3. mus build. people who eat pizzas made from pie man was not meant to eat have wildly unbalanced stats and need to immediately focus on hammer based combat to not die. purchase order is changed to first buy hammer upgrades, then buy flower upgrades, then buy boots upgrades.

note: someone told me they prefer to eat pie pizzas but still would like to do build 2 above with the pie pizzas. so if writing this keep in mind people might not eat for the stats they instruct autoscend to use. if it even gets done, is this even a good idea?

note2: currrently the build is just mox always. start with mox stay with mox. which means we keep coin farming even when very rich and don't need the money. get no banish, get no YR.
I think improving the current build into either build 1 or build 2 above should be done regardless since it is an improvement.
So the quesitons are:
A. do we want to improve current build into build 1 or build 2 or neither.
B. do we want to implement multiple build support
C. if we do B, then which builds should be supported.

@taltamir
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taltamir commented Jun 8, 2020

Pretty sure that was an automatic close from merging into master. most subissues here are not closed yet

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