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Caravel Forum : DROD Boards : Bugs : Yet another JtRH Slayer kill (to quote a friend of mine, "because I'm just that good")
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Jatopian
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File: JtRH Sixth Level 1S1E Slayer kill.demo (2.5 KB)
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icon Yet another JtRH Slayer kill (0)  
Seriously, I have found a pattern to many of the off-script Slayer kills. It goes like this:
Click here to view the secret text
In fact, this can be used as early as L3:2N1W. I suggest this fix:
Click here to view the secret text
Of course, I am not Mike Rimer and I am unsure whether this or any fix is feasible or desirable, but I hope someone finds this helpful, or at least cool.

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[Last edited by Jatopian at 01-05-2006 05:34 AM : attached correct demo]
01-05-2006 at 05:31 AM
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agaricus5
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icon Re: Yet another JtRH Slayer kill (0)  
Jatopian wrote:
Seriously, I have found a pattern to many of the off-script Slayer kills. It goes like this:
Click here to view the secret text
In fact, this can be used as early as L3:2N1W.
I'm pretty sure that the highscore in JtRH: L3 2N 1W (or one of the nearby rooms) is dependent on that very set of moves, if I'm not wrong. Also, it's a technique I (and probably others) use quite often to manipulate the Slayer in tight areas, so changing it would effectively mean learning a new Slayer strategy, which could be problematic.
I suggest this fix:
Click here to view the secret text
Of course, I am not Mike Rimer and I am unsure whether this or any fix is feasible or desirable, but I hope someone finds this helpful, or at least cool.
It's a fix that would work for this particular scenario, but it wouldn't work if there was an empty square to the northeast of the Slayer in your example. Beethro could step diagonally on the next move to kill the Slayer.

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01-05-2006 at 11:50 AM
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Jatopian
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icon Re: Yet another JtRH Slayer kill (0)  
agaricus5 wrote:
it's a technique I (and probably others) use quite often to manipulate the Slayer in tight areas, so changing it would effectively mean learning a new Slayer strategy, which could be problematic.
I suggest this fix:
Click here to view the secret text
Of course, I am not Mike Rimer and I am unsure whether this or any fix is feasible or desirable, but I hope someone finds this helpful, or at least cool.
It's a fix that would work for this particular scenario, but it wouldn't work if there was an empty square to the northeast of the Slayer in your example. Beethro could step diagonally on the next move to kill the Slayer.
Vice versa; the Slayer would step diagonally to kill him, unless coming from north, in which case the Slayer would move into that space.

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01-07-2006 at 09:32 PM
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coppro
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icon Re: Yet another JtRH Slayer kill (0)  
No, the first thing Slayer does is ask "Can I kill Beethro?" he then kills him. Otherwise, he has some long AI algorithm. If he were changed to swing his sword and there was a square NE of him, then he would have alreaady killed Beethro.
01-07-2006 at 11:44 PM
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rowrow
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icon Re: Yet another JtRH Slayer kill (+1)  
Maybe there should be a drod contest:
Create a code for the slayer where it is impossible for the slayer to be killed.
(just joking)

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01-17-2006 at 05:37 AM
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Syntax
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icon Re: Yet another JtRH Slayer kill (0)  
That's an easy one... run around the hold !!! ;)

Seriously though, changing the behaviour would also break countless demos.
01-17-2006 at 07:45 PM
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Doom
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icon Re: Yet another JtRH Slayer kill (+2)  
rowrow wrote:
Maybe there should be a drod contest:
Create a code for the slayer where it is impossible for the slayer to be killed.
Invincibility On

Do I win? :)

[Last edited by Doom at 02-04-2006 08:34 AM : typo]
01-17-2006 at 07:51 PM
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Chaco
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icon Re: Yet another JtRH Slayer kill (+1)  
No, because

1) You misspelled invincibility
2) Your character isn't even visible yet or
3) defined as a slayer :)

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01-18-2006 at 11:27 AM
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Doom
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icon Re: Yet another JtRH Slayer kill (0)  
Chaco wrote:
No, because

1) You misspelled invincibility
Wow, I can't believe that. I always thought it's spelled like that... But I guess dictionary.com doesn't lie. :-O
2) Your character isn't even visible yet or
3) defined as a slayer :)
Well, the original message told you to make a code for the Slayer, so it obviously can't be for anything else. As for the visibility, that isn't part of the scripting, so I just ignored it.
01-18-2006 at 12:30 PM
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Blondbeard
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icon Re: Yet another JtRH Slayer kill (0)  
Hmm. I just realized it's very easy to kill slayers where you have access to tunnels. It can't be so hard to include the knowledge of tunnels in the slayer AI?
02-03-2006 at 08:53 PM
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Chaco
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icon Re: Yet another JtRH Slayer kill (0)  
Pseudo-code:

IF tunnel_location = insidedangerzone THEN
 IF beethro_location = neartunnel THEN
  runawayfromtunnel();
 END IF
ELSE
 continuetopursuebeethro();
END IF


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[Last edited by Chaco at 02-03-2006 10:49 PM]
02-03-2006 at 10:49 PM
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Oneiromancer
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icon Re: Yet another JtRH Slayer kill (0)  
Yeah, it would be that hard. And really not necessary-Slayers are not invincible. The 39th Slayer in JtRH is meant to be, because he was smart enough not to show up in rooms where it was easy to kill him (and also have Beethro escape). This is why he almost never shows up in rooms with bombs, mimic/decoy potions, or tunnels. I think it is perfectly reasonable to leave tunnels the way they are, so the architect needs to be aware that they may be a way to kill a Slayer.

Game on,

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02-03-2006 at 10:54 PM
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Jatopian
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icon Re: Yet another JtRH Slayer kill (0)  
rowrow wrote:
Maybe there should be a drod contest:
Create a code for the slayer where it is impossible for the slayer to be killed.
(just joking)
It should be easy in TCB; with relative movement we could do 'if relative (x,y) = non-steppable then'. Of course that assumes no mimic/decoy potions etc.

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Make your pressure plates 3.0 style!
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02-04-2006 at 08:26 AM
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skarnet
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icon Re: Yet another JtRH Slayer kill (0)  
I hope the Slayer AI won't be changed, because a friend and I are heavily relying on it in a hold we're designing, and which features a certain amount of Slayer kills.

If you design a really unkillable AI, please make it a new character, and keep the Slayer as he is - he's not invincible, but really tricky to beat, and that's what we want :yes

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skarnet
02-12-2006 at 02:40 AM
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mrimer
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icon Re: Yet another JtRH Slayer kill (0)  
Yeah, I think it's too late for changing any existing 2.0 monster logic unless some glaring bug is uncovered.

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[Last edited by mrimer at 02-12-2006 02:55 AM]
02-12-2006 at 02:55 AM
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