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Features

Current Features

  • Tracking of all afflictions, using the most extensive set of triggers ever compiled in a combat system. Afflictions, balances, and defenses are all tracked with data record variables and aliases have been optimized for speed.
  • All triggers have been converted into regular expressions and many are now merged with other similar patterns, to reduce trigger overhead as much as possible.
  • Curing of all afflictions, through separate queues for each type of balance (i.e., herb, elixir, salve, etc). When a balance is recovered, only that queue is evaluated.
  • Simple aliases provide a consistent interface to various parts of the system, including putting up basic or full PK defenses. Aliases for checking queues used in curing and defenses may also be used by anyone looking for a semi-automated method of curing, rather than relying solely on the scripts.
  • Display of key messages such as afflictions, cures, defenses, and instakills using aliases to color them. They are classified as one of four categories: information, alerts, warnings, or errors. Display of these categories, as well as a few sub-categories, is toggleable through a configuration option.
  • Easily configurable and customizable through several user-editable options in the ACPcustom class folder.
  • Failsafes to prevent infinite loops when eating herbs, applying salves, writhing out of entanglement, etc.
  • Anti-illusion mode to protect against many common illusion. Can be turned off for increased speed and reliability when bashing or fighting non-illusionists.
  • Most afflictions and defense removal triggers are separated into their respective class skills, for added protection against illusions and also for increased performance.
  • An optional set of toolbars is included for turning the various aspects of the system on and off, enabling/disabling opponent class triggers, and monitoring and resetting the various balances.
  • Upgrading is easier than ever. Settings are remembered and any missing settings are replaced with default values. Buttons are not triggered by the importing of the scripts and are synchronized automatically after the import is completed.
  • The script can be paused with a single alias, allowing the user to take action that requires concentration or to diagnose and re-synchronize. Everything is still tracked as normal when paused, but no commands are sent. Automatically pauses upon death, when death is detected and known to not be an illusion.
  • Many game commands are overridden by command input triggers. These overrides do not interfere with your commands, and serve as a transparent method for the ACP to track your commands and behave intelligently. Illusions you conjure do not affect your tracking, for example.
  • Sub-systems may be reset individually or all at once, through the reset aliases provided.
  • Status of your three pipes is tracked, including the number of puffs remaining in each, and they are kept filled and lit as well as possible when smoking is enabled.
  • The "todo queue" functionality allows you to queue actions that will be executed one by one as you regain balance and are able to act. There is also a separate "free" queue for actions that require balance but do not take it away, such as standing or lighting a pipe. When the queue executes, all free actions are done at once, and then the first item from the regular queue is executed.
  • Priorities for curing afflictions are stored in string lists, with one list for each type of curing balance. Each priority list is consulted when executing the corresponding alias to evaluate the queue for afflictions to be cured. This method allows future expansion for dynamic priorities and allows users to easily reorganize the queues for their own needs.
  • Afflictions and defense are reset when you leave an arena event, provided you set the arena flag when you enter the arena. These triggers are virtually 100% illusion-proof, as they are based on multi-line messages and colored room names.

Possible Future Enhancements

  • Semi-automatic mode where opponent classes are enabled automatically when fighting certain persons or based on some key messages.
  • Semi-intelligent auto-parrying system that detects damage or hits and selects a body part to parry based on a heuristic value.