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Leveling fixes #698
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Leveling fixes #698
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IsFromQuest() doesn't work on equippable items
Moved from part of leveling to option in main runs
Also forced clear floors when leveling and low lvl
Useful when low on gold and has no other impact
Where possible. Also fixed bugs and improved logic
What do you mean by "Stat allocation (with struct to allow for stats to be defined more than once)"? Unsure what you mean by defined more than once. Is that to do with the autoequip? Some potential fixes on your more changes to come list below. Would like to help out where I can. Stat allocation and Skill allocation can use PR 674 #674 . It only changes leveling_tools.go so no impact on your changes. It also doesn't require any changes to the character scripts, so should be fine with your autoequip work? Assuming stat points will be amended in those scripts to meet strength requirements etc. Autostart without TP bound, I've tested a solution to this (or a workaround at least). Just need some time to amend it in this PR.. If it's easier for you to add or can improve on the workaround:
Other suggestion: There is lots of running through Act 1, so when traversing to new areas or even clearing areas I have been repurposing the Andy script section to buy Stamina Potions at the start of these functions (instead of antidote pots). Helps with speed and survivability. Especially running to Countess, 4 pots seemed sufficient if not clearing monsters. |
Now uses action.Waypoint and not MoveToArea
Current implementation uses a map with a key of stat.ID to assign stat points. That means we can only apply any single stat in one consecutive action or actions. In reality, we want to assign a few strength points at level 3, a few at level 12 etc to make sure that we can equip better items as we move through the acts. I've moved it to a struct where you input your target points, once that target has been reached it moves on to the next entry in the struct:
Yes, I've done exactly the same, I just haven't pushed the commit yet.
I've set it to be based on the amount of gold (in act 1 only but maybe it needs to be for all acts) - it get switched back on when we have enough gold and turned back off when we drop below a certain level.
Good idea, I'll do this, thanks for reviewing. |
Sounds like it's all getting there, appreciate the responses. Let me know if I can assist with anything, but happy to test/review when I can. Re: the stats allocation, is that not what it already does? The existing one below is from sorceress_leveling_lightning.go. I would change this to get strength earlier, but didn't think it was worth making a PR until autoequip would take advantage of it. But it's very clear for anyone editing what levels these start triggering. So just saying it's something that probably doesn't need an overhaul, and has a working PR if that's something you can save your time on. `statPoints := make(map[stat.ID]int)
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Current script isn't clearing tower floors, which is not ideal for leveling. The current countess.go on main does not have any action.ClearCurrentLevel. But we also need to make it a configurable, like you intended so a normal countess run isn't impacted by this. I believe if you add your local countess.go to this PR, it will fix the issue. |
Balance Update: Current script has us going to Countess at lvl 9. This is resulting in a lot of chickens. I recommend hitting countess at level 12. For a sorc, this allows for fireball, which is a decent power creep and allows for clearing countess much easier. Right now at lvl 9-10, I am chickening 100% of the time. If I wait until lvl 12, that lowers chicken rate significantly. Clearing Stoney until 12 just requires one parameter update in your code. We might be able to maximize this and just clear BlackMarsh until level 12, not sure what would be faster. I can test this if you want, but for now I am just going to settle with clearing stoney until 12. |
I've deliberately left out the changes I made to open doors more reliably. So this PR will only work smoothly once #697 has been merged. Both PRs will need to be tested together.
More changes to come...
Skill allocation
Stat allocation (with struct to allow for stats to be defined more than once)
Dodge
Autostart (don't need tome portal bound)
Option to set optimal settings