ToME: the Tales of Maj'Eyal

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 Post subject: automat.atm
PostPosted: Fri Dec 05, 2014 5:44 am 
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Cornac

Joined: Sun Aug 16, 2009 4:40 pm
Posts: 32
Anyone have a good automatizer file sitting around somewhere? I know there were some really detailed ones back when T2 was the cat's meow, but all the links I find now lead to missing files. I thought the one I used was a copy of Lord Dimwit's, but that was a long time ago and I might just have his name stuck in my head from his guide.
Thanks in advance!


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 Post subject: Re: automat.atm
PostPosted: Sat Dec 06, 2014 1:43 am 
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Uruivellas

Joined: Tue Dec 13, 2005 12:35 am
Posts: 702
Wish I did. :(

FWIW though, the format has changed in the new versions maintained by AnonymousHero; since the introduction of the Jansson dependency, it's in JSON rather than XML. I believe 2.3.9-ah is the last version to use XML.

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 Post subject: Re: automat.atm
PostPosted: Sun Dec 07, 2014 3:00 am 
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Cornac

Joined: Sun Aug 16, 2009 4:40 pm
Posts: 32
I'm running 2.3.5, was the highest listed on http://www.zaimoni.com/zaiband/Angband.ref/ToME/. No clue if that site is associated with anyone here on the boards or not, it would be nice to archive at least one version here if possible. Given the near nonexistent traffic left in this part of the forums it would be mostly for posterity's sake. Well, posterity and selfishness, I'll probably come back to 2.x every once in a while the end of my days and would love a consistent archive for it. If we're able to keep a copy and nobody is able to find a good automat.atm file around I might be able to dig one up off an old hdd that I could upload to go with it. Obviously that would be moot if the new version used JSON, I think the last version I would have saved somewhere would be 2.2.6 or so.


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 Post subject: Re: automat.atm
PostPosted: Tue Dec 09, 2014 1:02 pm 
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Reaper

Joined: Sun Jan 26, 2003 11:49 pm
Posts: 1710
Location: West Virginia
Here is one I am using. It's not perfect, but it is easy to edit if you want to play around with it. (Just noticed that the forum doesn't allow attaching files with .atm extension, so I saved it as a .txt file. Maybe one of the moderators should do something about that.)


Attachments:
automat.txt [7.39 KiB]
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 Post subject: Re: automat.atm
PostPosted: Tue Dec 09, 2014 9:57 pm 
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Cornac

Joined: Sun Aug 16, 2009 4:40 pm
Posts: 32
Thanks, it's a good start and editing is always easier than trying to create for non programmers like myself.

I still find myself occasionally hitting z to autoexplore, the game probably thinks me a fool for continuously trying to 'z'ap nonexistent wands.


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 Post subject: Re: automat.atm
PostPosted: Thu Dec 11, 2014 3:01 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1273
Location: A shallow water area south of Bree
Well, mine is pretty detailed, but (a) it requires my replacement lib/core/auto.lua in order to parse it, and (b) it might be overly tuned to my own playstyle idiosyncrasies...

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 Post subject: Re: automat.atm
PostPosted: Thu Dec 11, 2014 7:17 am 
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Cornac

Joined: Sun Aug 16, 2009 4:40 pm
Posts: 32
Thanks Z, I'll give it a go. The other one I was using deleted my rings of speed and 'of westerness' weapon that I used as a ringwraith killer once I hit level 50. I started trying to dive into the tvals to figure out what was going on but never really got it working right. I've lost more than one character due to full inventories being wiped due to my automatizer screwups. I'd be pretty frustrated if it happened to a character that just got the one ring and is heading to mount doom.

I suppose it wouldn't be that terrible to be honest. While I wasn't planning on using the watcher's body, I had terrible luck with other drops and then it decided to drop. I couldn't figure out to do with my last 50 points, so I put them into .5 symbiosis... only to discover that the watcher doesn't get a symbiote slot. Oops. I was really counting on the extra thousand HP. I've got a decent sized stash of other unique bodies, but I'd hate for the watcher corpse to decay just in case none of them are any good. Anyways, this went way off topic due to fatigue, bed time. Thanks again for the files, it's good to know I'm not the only one who still keeps a place for Tome 2.


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 Post subject: Re: automat.atm
PostPosted: Thu Dec 11, 2014 12:22 pm 
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Reaper

Joined: Sun Jan 26, 2003 11:49 pm
Posts: 1710
Location: West Virginia
Mine deletes all weapons, armor, rings, and amulets after clvl 50. Usually by that time I am using only artifacts.

But it is easy to protect things like westernness weapons or speed boots by engraving them !k. I usually do this with any non-artifacts that I want to keep using even at lower levels. Often when I am sorting through a big pile of loot and don't have a good ID spell I will just set it to destroy all that sort of stuff.


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 Post subject: Re: automat.atm
PostPosted: Thu Dec 11, 2014 1:59 pm 
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Cornac

Joined: Sun Aug 16, 2009 4:40 pm
Posts: 32
I saw the level 50 arguments in your automat file so I'd deleted the section called 'level 50'. It still was deleting pretty much everything, so I removed the alchemy portion and maybe something else that had a level 50 argument in it. After that it wasn't removing much of anything, so I started manually sorting loot piles. I'm not sure exactly what I ended up with, but I'll give Z's a try later today when my kids let me play again. I didn't lose anything super rare fortunately, I had 2 rings of +11 speed but +10s are pretty common. Like you said, ideally artifacts will fill those slots instead of straight speed rings anyways.

I never did figure out engraving or the floor tile has x mana thing. Never really understood the artifact creation and leveling them up either. I should probably go take a look at them again and really figure them out, artifact creation especially seemed like a really cool idea.

Thanks again for the files/help!


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 Post subject: Re: automat.atm
PostPosted: Fri Dec 12, 2014 1:51 pm 
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Reaper

Joined: Sun Jan 26, 2003 11:49 pm
Posts: 1710
Location: West Virginia
The other thing that is causing problems is probably the condition in the equipment rule that deletes everything after clvl 50.

Labelling items is different from floor inscriptions (which I never use). The { command lets you put a label on anything in your inventory or that you are standing on. It is very useful and simple to use.


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 Post subject: Re: automat.atm
PostPosted: Thu Sep 22, 2016 7:23 am 
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Wayist

Joined: Mon Apr 07, 2008 7:43 pm
Posts: 28
Location: 127.0.0.1
Here's the one I'm using. Taking a quick look it seems to be the same base as the one Yottle has posted, with a few changes.

Inscribes all Rations of Food with @E1 allowing you to easily eat by pressing Shift e 1
Inscribes all Scrolls of Word of Recall with @r1!* allowing you to read by pressing r1 , but then asking you to confirm.

Doesn't delete corpses if you're a Troll or have Necromancy
Doesn't delete runes if you have Runecrafting
Doesn't delete traps if you have trapping ability

Deletes junk mushrooms if you don't have Alchemy



HOW TO USE:
Download
Change it from a .txt file to a .atm file
Place in tome/lib/user directory
in game press = t y to turn on automatizer


Attachments:
automat.txt [8.68 KiB]
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 Post subject: Re: automat.atm
PostPosted: Fri Sep 23, 2016 11:47 pm 
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Cornac

Joined: Sun Aug 16, 2009 4:40 pm
Posts: 32
Thanks!

The one I'm currently using decided to start deleting essences despite currently playing an alchemist so I had to turn it off. Fortunately I caught it before it got rid of anything of real value, but playing without one on at all is a giant pain when you're in angband but still need to look at loot.


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