(k)ill item automation

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martinuzz
Archmage
Posts: 399
Joined: Tue Dec 01, 2009 12:38 pm
Location: Netherlands

(k)ill item automation

#1 Post by martinuzz »

Woohoo a gameplay question subforum ! :)

I am a little bit confused about the options in the automatization of destroying items.
You can choose from (T)ype, (F)amily or (N)ame
'Name' is obvious, ofcourse.

But where exactly is the line between 'Type' and 'Family'? And how broad is 'Type'?
Would a short sword be of the Family 'swords', and of the Type 'edged weapons',
and a studded leather armor of the Family 'leather armors' and type 'body armor'

Or would a short sword be of the Family 'edged weapons' and of the Type '(melee?)weapons'
And the studded leather armor of the Family 'body armor' and Type 'armor'?

budswell
Wyrmic
Posts: 292
Joined: Wed May 21, 2008 2:08 am

Re: (k)ill item automation

#2 Post by budswell »

I recently learnt about the automatizer from the in game help. Very very useful.

Basically the (T)ype is corresponds to the broad category. e.g. Swords. Then the (F)amily (or sub-type) are the specific types. e.g. dagger, short sword, cutlass, etc
But you never want to remove types/families without also including the status (psuedo ID) otherwise you could automatically destroy some really useful ego items.

Below is a editted (for brevity) version of my automatizer file. automat.atm

Code: Select all

clean_ruleset()
add_ruleset
[[
<rule name="corpses" type="destroy" module="ToME">
    <or>
        <name>hill troll corpse</name>
        <name>stone troll corpse</name>
        <name>novice warrior corpse</name>
        <name>novice priest corpse</name>
        ....
    </or>
</rule>
<rule name="Runes" type="destroy" module="ToME">
    <or>
        <tval>104</tval>
        <tval>105</tval>
    </or>
</rule>
<rule name="Essense" type="destroy" module="ToME">
    <and>
        <tval>TV_BATERIE</tval>
        <skill min="0" max="1">Alchemy</skill>
    </and>
</rule>
<rule name="Pachment" type="destroy" module="ToME">
    <tval>TV_PARCHMENT</tval>
</rule>
<rule name="Armour" type="destroy" module="ToME">
    <and>
        <or>
            <tval>TV_SOFT_ARMOR</tval>
            <tval>TV_HARD_ARMOR</tval>
            <tval>TV_BOOTS</tval>
            ...
        </or>
        <or>
            <status>very bad</status>
            <status>bad</status>
            <and>
                <status>average</status>
                <level min="11" max="50"></level>
            </and>
            <and>
                <status>good</status>
                <level min="31" max="50"></level>
            </and>
        </or>
    </and>
</rule>
<rule name="Shooters" type="destroy" module="ToME">
    <or>
        <and>
            <or>
                <tval>TV_SHOT</tval>
                <tval>TV_ARROW</tval>
                <tval>TV_BOLT</tval>
            </or>
            <or>
                <status>very bad</status>
                <status>bad</status>
                <and>
                    <status>average</status>
                    <level min="11" max="50"></level>
                </and>
            </or>
        </and>
        <and>
            <tval>TV_BOW</tval>
            <or>
                <status>very bad</status>
                <status>bad</status>
            </or>
        </and>
    </or>
</rule>
<rule name="Weapons" type="destroy" module="ToME">
    <and>
        <or>
            <tval>TV_HAFTED</tval>
            <tval>TV_POLEARM</tval>
            <tval>TV_SWORD</tval>
            <tval>TV_AXE</tval>
            <tval>TV_BOOMERANG</tval>
        </or>
        <or>
            <and>
                <level min="11" max="50"></level>
                <status>average</status>
            </and>
            <and>
                <level min="21" max="50"></level>
                <status>good</status>
            </and>
            <status>very bad</status>
            <status>bad</status>
        </or>
    </and>
</rule>
This is a very conservative configuration. But I have only been using it for may past two characters, so am starting conservative to get a feel for how it fits. I never use runemastery so haven't bother protecting runes with a skill check like I did with alchemists. I also never destroy good ammo in case I am desperate for some, and I never destroy non-bad bows in case I need a bow to shuffle my ammo slot.

Yottle
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Posts: 1754
Joined: Sun Jan 26, 2003 11:49 pm
Location: West Virginia

Re: (k)ill item automation

#3 Post by Yottle »

Tome 2.x has a two-level hierarchy of item classification: t-value (family) and s-value (item). If you choose to destroy everything of the same family, then everything with that t-value will be destroyed. If you choose item name, then everything with that t-value and s-value will be destroyed.

t-value families are a bit ad hoc. For example, demon gear is all the same t-value, although it can be a weapon, shield, or helm. Shooters are all the same t-value, but ammo is three different t-values. There are three kinds of body armor and two kinds of helms, but only one of each of the others (ignoring demon shields and horns).

There are two ways to figure out what t-values correspond to what items. First, you can destroy the item and tell the automatizer to kill the family. Immediately open up the automatizer and rename the rule to something intelligible- "bolts", for example.

The other way is to look at k_info.txt in the edit subdirectory. Lines like 'I:23:10:0" for a particular item list the t-value and s-value- this example has t=23 and s=10. This is a good way to list all the bad potions, scrolls, rings, amulets, and mushrooms without having to use all their names.

martinuzz
Archmage
Posts: 399
Joined: Tue Dec 01, 2009 12:38 pm
Location: Netherlands

Re: (k)ill item automation

#4 Post by martinuzz »

Thanks people, that clarifies a lot!
The ad-hoc categorization was what got me a bit confused here.

budswell
Wyrmic
Posts: 292
Joined: Wed May 21, 2008 2:08 am

Re: (k)ill item automation

#5 Post by budswell »

There is also a file which defines all the TV_ and SV_constants you can use instead of numbers (thus also tells you what the numbers are). And describes the (T)ype and (F)amily relationships.

Code: Select all

lib/help/defines.txt

madmonk
Reaper
Posts: 2257
Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

Re: (k)ill item automation

#6 Post by madmonk »

Go here for the one I use. Zizzo also has one, but that requires a few extra files to be installed as well, which you might not want to do!
Regards

Jon.

Xandor Tik'Roth
Keeper
Posts: 1548
Joined: Tue Aug 12, 2003 3:08 pm
Location: The edge of the Abyss

Re: (k)ill item automation

#7 Post by Xandor Tik'Roth »

Do you happen to have a link that'll allow us to download that file?
And it was such a good idea...

madmonk
Reaper
Posts: 2257
Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

Re: (k)ill item automation

#8 Post by madmonk »

Which one? Neil's? In which case it is in the link I provided.

Or Zizzo's? In which case it is here and look at patches... In fact look at all of them! :mrgreen:
Regards

Jon.

Xandor Tik'Roth
Keeper
Posts: 1548
Joined: Tue Aug 12, 2003 3:08 pm
Location: The edge of the Abyss

Re: (k)ill item automation

#9 Post by Xandor Tik'Roth »

The link that you provided just brings up what's inside the file. I was wondering if you had the download link to that file.
And it was such a good idea...

madmonk
Reaper
Posts: 2257
Joined: Wed Dec 12, 2007 12:21 am
Location: New Zealand

Re: (k)ill item automation

#10 Post by madmonk »

No, that is it, copy and paste it into automat.atm and away you go.
Regards

Jon.

Xandor Tik'Roth
Keeper
Posts: 1548
Joined: Tue Aug 12, 2003 3:08 pm
Location: The edge of the Abyss

Re: (k)ill item automation

#11 Post by Xandor Tik'Roth »

Oh... right... because you can open automat.atm in a notepad file... :oops:
And it was such a good idea...

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