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Configuring

How It Works

The ACP LE uses a set of variables to configure certain user options in the system. These variables allow you to turn printed messages on/off, setup your preferred set of defenses, provide your pipe numbers, and configure specific ability options for things like deathsight, insomnia, or third eye.

Settings created by the ACP are stored in two main class folder hierarchies. The first is all the tracking and curing system in the ACP folder structure. The second is for settings that may remain during a minor upgrade and holds your configuration options in the ACPcustom folder structure. The design is such that users should never need to modify anything in the ACP folder hierarchy (though you're welcome to experiment, if you want to try new things). You will only need to change options in the ACPcustom folder.

Setting Custom Parameters

Most options have been consolidated into a single data record variable called Settings. Importing the ACP creates this variable with a set of option keys and their corresponding default values. Do NOT change the names of these keys or delete them from the variable (unless you're re-importing the script and want it to replace what you had with the default value). Deleting or setting these keys incorrectly can cause unexpected results.

The following is a list of customizable settings stored in this simple database, together with their default values (as of the time of this writing, so this is subject to change over time):
Key nameDefault valuePurpose
print_affs 0 Display afflictions received.
print_cures 0 Display afflictions cured.
print_bals 0 Display losing and gaining various balances (includes eq/bal).
print_defs 0 Display defenses that go up or down.
use_mxp 1 Use MXP emulation to show colorful info messages.
use_focus 0 Use Focus ability in Survival for curing.
use_tree 0 Use Tree tattoo for curing.
use_clot 0 Use Clot ability for stopping bleeding.
use_insomnia 0 Use Insomnia in Survival for defense.
use_deathsight 0 Use Deathsight ability for defense.
use_thirdeye 0 Use Thirdeye ability in Vision for defense.
use_metawake 0 Use Metawake ability in Survival for defense.
todo_time 2 Seconds before the todo queue times out and moves to the next command. Must not be set to a value between 0 and 1.
tree_time 35 Seconds before regaining balance on a Tree tattoo. With Recovery in Survival, 12. Otherwise, 35.
sileris_time 7 Seconds before an application of sileris times out and assumes you had already applied it previously.
speed_time 7 Seconds before a sip of speed elixir times out and assumes you had already sipped it previously.
rebounding_time 7 Seconds before retrying the smoking of skullcap for an aura of rebounding.
hypo_decay 2 Seconds to wait before lowering the count of suspected hypochondria symptoms.
arti_pipes (empty) A string list of artifact pipes, based on the herb they would contain (elm, skullcap, or valerian).
health_sip %int(@MaxHealth*3/4) Amount of health you have to fall below before you sip health elixir. Can be a dynamically calculated formula.
mana_sip %int(@MaxMana*3/4) Amount of mana you have to fall below before you sip mana elixir. Can be a dynamically calculated formula.
health_moss %int(@MaxHealth/2) Amount of health you have to fall below before you eat irid moss. Can be a dynamically calculated formula.
mana_moss %int(@MaxMana/2) Amount of mana you have to fall below before you eat irid moss. Can be a dynamically calculated formula.

You may edit the variable contents in the Settings Editor or from the command line. For example, to turn on the use of the Clot ability, use the command #ADDKEY Settings use_clot 1, or to add your elm pipe to the list of artifact pipes, use the command #ADDITEM Settings.arti_pipes elm. (Please note the minor difference in the syntax between these two commands. The former adds the use_clot key with a value of 1, while the latter adds elm to the arti_pipes string list value.)

There is a small data record variable for setting the numbers of your pipes. Store the keys for elm, skullcap, and valerian in your Pipes variable (i.e., #ADDKEY Pipes elm 6789).

There is an extensive list of defense commands in the DefMapping variable. The keys should not be modified, as they contain the true names of all the defenses, as you would see when a Magi erodes your defenses away, a lemming strips them, etc. The values, however, may be customized to call your own aliases or just use different abilities to give you that defense. For example, you might have a Mask of Lifevision or a Shadowcloak. These provide defenses that you most likely don't have in your class skills. You may add the appropriate key (i.e., "lifevision" or "shroud") and an alias to ensure that you're wearing the artifact before you use the ability to raise the defense. This mapping will be used in putting up your defenses and most users will not need to change anything here.

You'll find two sets of defenses that may be configured. BasicDefs contains those defenses you use when you're just hanging around and not worried about a fight, typically the "cheaper" defenses. FullDefs has the defenses you use for PK, in or out of the arena. Both variables have the same two keys, "free" and "norm," and the values of each will be a string list with all appropriate defense names. A "free" defense is one that uses up no balance when activated, such as insomnia or third eye. They are all activated at the beginning of the deffing up process, and all at the same time. The "norm" defenses require a balance of some kind, be it herb balance, equilibrium, or whatever. They are put up one after the other as you regain balance from the last.

Other variables exist in ACPcustom primarily so they are not wiped out in an upgrade. They are persistent, in other words, and remain when you re-import the ACP. The health, mana, etc, values are set automatically each time you check your score with SC or QSC. The DontReject string list contains all names that you don't want to remove from your lusted allies list. (Note that the list of lusted individuals is not persistent and will be reset when you clear your flags with acp_resetflags.) The Auto and Fighting variables contain the status of subsystems and class folders and are also used to synchronize the toolbar buttons. They are modified through aliases and are only in the folder for persistence.

Tweaking the System

Users of the ACP are encouraged to learn more about the scripts and begin to customize the system. Not only does this help you to understand the system and how to use it well, it also gives you an opportunity to enhance it and tailor it for your own needs. The only real disadvantage of the ACP is because it's open source code that opponents might find a weakness in the system and exploit it. Customizing or tweaking things can decrease your chances of being affected by common exploits.

You may want to add triggers to process class abilities, such as curing through bloodboil when you have a certain number (or subset) of afflictions or a failsafe for when your attack succeeds and the system thought you were paralyzed/prone/asleep/etc. There are a wide variety of things you can do to enhance and tweak the ACP so that it works more effectively for you. If it came all-inclusive, there would be no difference in the way we all fought, and that would take the fun back out of the fighting.

For ideas, visit the page on customizing your ACP.