Open dphdmn opened 1 month ago
I should note that I don't have too much progress in game (~almost all weapons maxed with +10 ench.) But for some of locations it works much worse than for the others
Here's my config
// =============================================================================
// ================================================ CONFIG =====================
// =============================================================================
// ---- THRESHOLD VALUES ----
var smiteThreshold = 6 // Min number of foes to activate Blade of the Fallen God
var dmgDebuffThreshold = 7 // Total damage debuff on yourself before switching out of low-damage weapons
var splashThreshold = 3 // Total number of foes needed to switch to 'splashMeleeWeapon' (below)
var foeArmorThreshold = 50 // If foe's armor exceeds this, switch to 'antiArmorMeleeWeapon' (below)
var fastArmorShieldMax = 14 // Max armor of "Armor/sec"-enchanted shield, if you have one ('fastArmorShield', below)
var maxPickPocketBuffs = 1 // Max number of pick-pocket buffs you can have (see your Skeleton Arm's stats for this number)
var maxOverAvgToExitMult = 1.15 // If, during a speed run ('SHIFT+S' hotkey toggle), your current time exceeds your average time
// multiplied by this number, you'll auto-exit the stage (to prevent your average
// taking a hit). Set to 0 to disable.
var devourFireRuneThreshold = 3 // The number of ignition stacks on a non-boss foe required to trigger Cinderwisp's devour.
// Set to 0 to never trigger devour against non-bosses.
var devourFireRuneBossThreshold = 10 // Same as above, but for bosses.
// Set to 0 to never trigger devour against bosses.
// ---- ARSENAL ----
// If you don't have a weapon for the indicated slot, or you don't want to change your weapon in the
// situation described, set the value to 'false' (without any quotes).
var splashMeleeWeapon = "big aether sword dU +10" // Name of melee splash weapon for when foes exceed 'splashThreshold'
var healthHammer = "vigor hammer dL +8" // Name of rune hammer enchanted with health bonus for defensive potion combo
var antiArmorMeleeWeapon = "heavy hammer +10" // Name of melee weapon to equip vs. strong armor
var debuffDamageWeapon = "poison sword dP +10" // Name of weapon to apply debuff_damage (poison)
var debuffDoTWeapon = "fire sword dF +11" // Name of weapon to apply debuff_dot (fire)
var debuffChillWeapon = "ice sword dI +10" // Name of weapon to apply debuff_chill (ice)
var magicRangedWeapon = "ice wand dI +11" // Name of magical ranged weapon (able to hit physical-immune enemies)
var lifeStealMeleeWeapon = false // Name of health-stealing melee weapon
var lifeStealRangedWeapon = false // Name of health-stealing ranged weapon
var lifeStealShield = "vigor shield ah +8" // Name of heal-when-hit shield
var icePillarWeapon = "big aether sword dU +10" // Name of weapon to use when facing ice pillars/wall in Icy Ridge
var fastArmorShield = "compound shield +10" // Name of "Armor/sec"-enchanted shield
var strongArmorShield = "compound shield +11" // Name of "Armor"-enchanted shield
var iceWandA = "ice wand dI +11" // Name of first speed-enchanted chill wand for smite combo
var iceWandB = "ice wand dI +11" // Name of second speed-enchanted chill wand for smite combo
var iceWandBossA = "ice wand dI +11" //TODO why lowstar???// Name of first low-star speed-enchanted chill wand for smite combo vs. bosses
var iceWandBossB = "ice wand dI +11" //TODO why lowstar???// Name of second low-star speed-enchanted chill wand for smite combo vs. bosses
var stoneHammerA = "stone hammer +10" //Name of first stun-enchanted stone hammer for stun-locking
var stoneHammerB = "stone hammer +10" // Name of second stun-enchanted stone hammer for stun-locking
// ---- QUEST FLAGS ----
// Toggle these on to activate special script logic related to satisfying certain quest objectives.
var isOnPPKillQuest = false // When true, Skeleton Arm will only activate when it can kill its target.
// ---- HOTKEY OVERRIDES ----
var rangedOverride = "repeating crossbow +10" // Ranged Weapon to equip when [X] held down
// *** IMPORTANT *** --- You have to use this with a nonmagical ranged weapon to defeat R.I.Pieces,
// the mid-level boss in high-level Halls runs, to kill it by shooting through the
// ghosts it spawns; otherwise, you risk being overrun.
// IF 'rangedOverride' is a magical weapon (i.e. a runestone, rune staff, rune wand),
// change the following to a non-magical ranged weapon; it will be chosen instead
// of 'rangedOverride' when [X] is held down while in the Halls location:
var nonMagicRangedOverride = rangedOverride
// ---- DEFAULT EQUIPMENT ----
var mainWeapon = "stone sword +10" //Name of default main melee weapon
var mainOffhand = "stone sword +9" // Name of second 1-handed weapon (for fights where shields aren't helpful)
var mainRanged = "repeating crossbow +10" //Name of default main ranged weapon
var mainShield = strongArmorShield //Name of default main shield (your 'strongArmorShield' is usually ideal)
// ---- ELEMENTAL WEAPONS ----
var elemWeapons = [ // Names of melee weapons used to take advantage of elemental weaknesses
// (set to 'mainWeapon' to default to that)
^mainWeapon, // BASE
^debuffDamageWeapon, // POISON (vs. Vigor)
^mainWeapon, // VIGOR (vs. Aether)
^mainWeapon, // AETHER (vs. Fire)
^debuffDoTWeapon, // FIRE (vs. Ice)
^debuffChillWeapon // ICE (vs. Poison)
]
var elemOffHand = [ // Name of second one-handed melee weapon, for double-wielding against
// elemental bosses (set to 'mainOffhand' to default to that)
^mainOffhand, // BASE
^mainOffhand, // POISON (vs. Vigor)
^mainOffhand, // VIGOR (vs. Aether)
^mainOffhand, // AETHER (vs. Fire)
^mainOffhand, // FIRE (vs. Ice)
^mainOffhand // ICE (vs. Poison)
]
var elemRanged = [ // Names of ranged weapons used to take advantage of elemental weaknesses
// (set to 'mainRanged' to default to that)
^mainRanged, // BASE
^mainRanged, // POISON (vs. Vigor)
^mainRanged, // VIGOR (vs. Aether)
^mainRanged, // AETHER (vs. Fire)
^mainRanged, // FIRE (vs. Ice)
^mainRanged, // ICE (vs. Poison)
]
var elemShields = [ // Names of shields used to take advantage of elemental weaknesses
// (set to 'mainShield' to default to that)
^mainShield, // BASE
^mainShield, // POISON (vs. Vigor)
^mainShield, // VIGOR (vs. Aether)
^mainShield, // AETHER (vs. Fire)
^mainShield, // FIRE (vs. Ice)
^mainShield // ICE (vs. Poison)
]
// ---- POTIONS ----
var locPotions = [ // The preset functions usually do a good job of getting the right potion,
// but you can replace any of them with, e.g. "berserk" to always
// brew a berserk potion at the start of the given location.
^U.getHealingPotion(), // Rocky Plateau
^U.getHealingPotion(), // Deadwood Canyon
^U.getHealingPotion(), // Caves of Fear
^U.getHealingPotion(), // Mushroom Forest
^U.getHealingPotion(), // Haunted Halls
^U.getOffensivePotion(), // Boiling Mine
^U.getOffensivePotion(), // Icy Ridge
^U.getOffensivePotion() // Temple
]
var forcedPotions = [ // If one of these potions is brewed at start of run, do not override it
^"Invisibility Potion"
]
// ---- BOSS DEBUFF THRESHOLDS ----
// To squeeze the best times out of your runs, you can configure the script to skip applying
// debuffs when a boss is about to die.
var poisonDebuffThreshold = // When boss' (hp + armor) is LOWER than this multiple, do NOT apply poison's damage debuff.
^[ // (0 = always apply debuff; 1 = never apply debuff)
^0, // Dysangelos (Rocky Plateau)
^1, // Poena (Deadwood Canyon)
^1, // Bolesh (Caves of Fear)
^0.25, // Morel (Mushroom Forest)
^1, // Pallas (Haunted Halls)
^1, // Bronze Guardian (Boiling Mine)
^0.15, // Hrimnir (Icy Ridge)
^0.15 // Nagaraja (Temple)
]
var iceDebuffThreshold = // When boss' (hp + armor) is LOWER than this multiple, do NOT apply ice's chill debuff.
^[ // (0 = always apply debuff; 1 = never apply debuff)
^0.1, // Dysangelos (Rocky Plateau)
^1, // Poena (Deadwood Canyon)
^1, // Bolesh (Caves of Fear)
^0.1, // Morel (Mushroom Forest)
^0.1, // Pallas (Haunted Halls)
^1, // Bronze Guardian (Boiling Mine)
^1, // Hrimnir (Icy Ridge)
^1 // Nagaraja (Temple)
]
var fireDebuffThreshold = // When boss' (hp + armor) is LOWER than this multiple, do NOT apply fire's DoT debuff.
^[ // (0 = always apply debuff; 1 = never apply debuff)
^0.05, // Dysangelos (Rocky Plateau)
^1, // Poena (Deadwood Canyon)
^1, // Bolesh (Caves of Fear)
^0.1, // Morel (Mushroom Forest)
^0.05, // Pallas (Haunted Halls)
^1, // Bronze Guardian (Boiling Mine)
^0.15, // Hrimnir (Icy Ridge)
^0.05 // Nagaraja (Temple)
]
var maskDebuffThreshold = // When boss' (hp + armor) is LOWER than this multiple, do NOT apply cultist mask's feeble debuff.
^[ // (0 = always apply debuff; 1 = never apply debuff)
^0.15, // Dysangelos (Rocky Plateau)
^1, // Poena (Deadwood Canyon)
^0.15, // Bolesh (Caves of Fear)
^0.15, // Morel (Mushroom Forest)
^0.15, // Pallas (Haunted Halls)
^1, // Bronze Guardian (Boiling Mine)
^0.15, // Hrimnir (Icy Ridge)
^1 // Nagaraja (Temple)
]
// _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
// _ _ _ _ _ _=== END CONFIG === _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
// _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
I'm pretty sure it should not apply debufs to Poena, because it seems that it is all just getting reflected back to the player, and then she one-shots me all the time, and I can't do anything with 3 ice-debufs on me.