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Andor Training Optimization

Posted: Sun Jan 12, 2014 5:33 am
by BlubBlab
I want to ask if somebody knows how to get more Points in the survival modus(which has 10 rounds)?

I have optimize the script a lot (the new version I will post soon) and still I don't get always 2700 or more.

2700 points or more seems to necessary to get 30 shells. The strangest thinks is their are people who have even more up to 3200 points.

Okay before somebody post what I did until now:

Kill the mobs in order and make sure I got all.
First the newts then the turtle and then the bugs and then the bunny's.

When I kill the turtles I also use the AoE which is so adjusted that it will never hit a newt or bunny or will used in vain.

How that look like in code

Code: Select all

repeat
							button = 1
							repeat
								icon = RoMScript("GetExtraActionInfo("..button..")");
								if(icon and string.find(icon,"skill_boss_skill_42.dds"))then
									found = true;
									break;
								end
								if(icon and string.find(icon,"skill_boss_skill_26"))then
									found = true;
									break;
								end
								button = button + 1;
							until icon == nil
							while( player:findNearestNameOrId(106882,nil, checkclicked) )do
								one(106882)
							end
							
							while( player:findNearestNameOrId(106881,nil, checkclicked))do
								if( found == true )then
									two(button)
									if( RoMScript("GetExtraActionInfo("..button..")") == nil )then
										found = false; 
									end
								end
								one(106881)
							end
							while( player:findNearestNameOrId(106883,nil, checkclicked))do
								one(106883)
							end
							if(not player:findNearestNameOrId({106881,106883},nil, checkclicked))then
								while( player:findNearestNameOrId(106884,nil, checkclicked) )do
									one(106884)
								end
							end
						until (not player:findNearestNameOrId({106881,106882,106883,106884,106885}) )

Code: Select all

local function two(NumExtraButton)
					
					local turtleobj = player:findNearestNameOrId({106881,106883},nil, checkclicked);
					if(turtleobj ~= nil)then
						local turtlepawn = CPawn(turtleobj.Address)
						local mobcount, x, z = turtlepawn:findBestClickPoint(20, 300, false,  pawnevalfunc, myexclude)
						if(mobcount >= 3)then
							print("We using AoE on :"..mobcount.." enemys") 
							RoMScript("UseExtraAction("..NumExtraButton..")")	
							player:aimAt({X=x, Z=z, Y=turtlepawn.Y})
							player.LastSkill.AimedAt = {X=x, Z=z, Y=turtlepawn.Y}
							player:clickToCast()
						else
							
							while( player:findNearestNameOrId(106882,nil, checkclicked))do
								one(106882)	
							end
							while( player:findNearestNameOrId(106881,nil, checkclicked))do
								one(106881)
							end
							while( player:findNearestNameOrId(106883,nil, checkclicked))do
								one(106883)
							end
							if(not player:findNearestNameOrId({106881,106883},nil, checkclicked))then
								while( player:findNearestNameOrId(106884,nil, checkclicked) )do
									one(106884)
								end
							end
							return false;
						end
					else
						return false;
					end
					return true;
				end
Is their another better strategy?

Re: Andor Training Optimization

Posted: Sun Jan 12, 2014 7:23 am
by ZZZZZ
Killing the beetles and rabbits first makes the turtles around them give double points. Could always try killing beetles first and rabbits last, or vise versa or even rabbit/beetles first (more chance of failure though seeing as they'll run fast and take 2 hits to kill).

Re: Andor Training Optimization

Posted: Sun Jan 12, 2014 9:09 am
by BlubBlab
Ahh you mean the beetles/bugs explode too? :geek:

Didn't realized that, I thought about the bunnys/rabbits too, but I came to the same conclusion.

So I should try this order:
1.)Newt/Salamander
2.)Bugs/Beetles
3.)Turtles
4.)Bunny's/Rabbits

Re: Andor Training Optimization

Posted: Sun Jan 12, 2014 12:08 pm
by ZZZZZ
I would suggest trying:

1.)Bugs/Beetles
2.)Turtles
3.)Newt/Salamander
4.)Bunny's/Rabbits

For max points of course you would go Bunny's/Rabbits 2nd, but then you would see a much larger fail rate because they run realllllyyyyyy fast. (unless you have made some god code to wipe them out almost instantly anyway).

Give that order a try, and if it does it with ease (all 10 rounds) try it with:

1.)Bugs/Beetles
2.)Bunny's/Rabbits
3.)Turtles
4.)Newt/Salamander

Just to see if its possible.

Re: Andor Training Optimization

Posted: Sun Jan 12, 2014 6:03 pm
by Ego95
I really would try to get most points first without thinking the bot could fail because it's too fast.

I would prefer:

1.)Bugs/Beetles
2.)Bunny's/Rabbits
3.)Turtles
4.)Newt/Salamander

And try it is too fast. You know, there are only 10 rounds, so the default speed without killing rabbits in round 10 is not really fast. If i's really going to fail, you can put the bunny's to 3.) or to 4.)

Re: Andor Training Optimization

Posted: Mon Jan 13, 2014 12:04 am
by rock5
Maybe you could have a table of different orders that you can use and switch with an option. Maybe order them by speed so the faster the speed of your computer the faster choice you use. Of course the success rate may not depend on the PC but the connection.

Re: Andor Training Optimization

Posted: Mon Jan 13, 2014 4:44 am
by BlubBlab
Okay I tested it:

1.)Bugs/Beetles
2.)Newt/Salamander
3.)Turtles
4.)Bunny's/Rabbits
or
1.)Newt/Salamander
2.)Bugs/Beetles
3.)Turtles
4.)Bunny's/Rabbits

gave both about 27xx points with 10 Rounds(enough but not really good)

I also test the hard variant.
1.)Bugs/Beetles
2.)Bunny's/Rabbits
3.)Newt/Salamander
4.)Turtles

That gave about 30xx points(which is more then enough) but in round 8 I exited very likely because the bot tried 5 times to use a AoE while the turtles were running. So I will deactivate the Slowbuff AoE after round 7 and all AoE after round 9.

Re: Andor Training Optimization

Posted: Mon Jan 13, 2014 5:25 am
by ZZZZZ
You don't want to be using the Newt/Salamander 1st OR 2nd in this round. Basically when you kill a Bug/Beetle those around it become double points. This also applies to the Bunny's/Rabbits. As far as i can tell though, IF you do those and then kill the Newts/Salamanders BEFORE killing the Turtles, the Turtles around that Newt/Salamander are only worth 1 point each, rather than the double that they should reward.

This basically means that the first 2 orders you posted are of course going to get a bad score, because you are basically countering the 'buff' that the Turtles should get from the Beetles/Rabbits. The 3rd order is similar, but because you are hitting all the 'buffs' first more Turtles are getting buffed which means there will be more 'buffed' Turtles even after the Newt's are killed off.

Just make sure to try with Newts/Salamanders LAST and see how that goes.

Re: Andor Training Optimization

Posted: Mon Jan 13, 2014 11:38 am
by BlubBlab
I stick with:
1.)Bugs/Beetles
2.)Bunny's/Rabbits
3.)Newt/Salamander
4.)Turtles

I posted in my Andor Training Script Thread a new variant v2.1a that should bring now always about 3k point and 30 shells for the survival mod. :)

Re: Andor Training Optimization

Posted: Mon Jan 13, 2014 4:05 pm
by Ego95
But I think you didn't understand, what ZZZZZ wanted to tell. The rabbits and the bugs, which give the turtles around double points when killing them, give only one point each, if you kill them with a newt. So in your list the bugs and rabbits at the beginning make no sense, because the turtles will only give one point, because they get killed from the newts ;)

Re: Andor Training Optimization

Posted: Tue Jan 14, 2014 11:01 am
by BlubBlab
Kannst du mir das noch mal auf deutsch schreiben? Meinst du/er wenn ich die Schildkröten einzeln töte bevor ich die anderen zu Explosion bringe, dass das mehr Punkte bringt?

Re: Andor Training Optimization

Posted: Tue Jan 14, 2014 12:54 pm
by Ego95
Jo. Die Hasen und die Käfer bewirken ja, dass die Mobs schneller laufen und nen Schild bekommen und doppelte Punkte geben. Sollte also mit dem Schild und der höheren Geschwindigkeit 4 mal so viele Punkte geben, jedoch nur, wenn man die Schildkröten danach auch einzeln wegklickt. Wenn man einen Molch benutzt, um die Schildkröten explodieren zu lassen, geben sie weiterhin nur einen Punkt. Somit hätten die Hasen und Schildkröten keinen Sinn mehr.

Re: Andor Training Optimization

Posted: Tue Jan 14, 2014 1:23 pm
by BlubBlab
Okay I will try that out but I can't promise that will work.