Lich:Script Bigshot: Difference between revisions

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{{3rd-party}}
{{3rd-party}}
Bigshot is designed to handle combat routines, including moving to and from hunting areas, defining creatures to hunt and accompanying attack routines
Bigshot is a fully automated hunting script for GemStone IV. It handles combat routines, movement to and from hunting areas, target selection, and attack execution.
Afk scripting on any server but Shattered is in violation of game policy.
AFK scripting on any server other than Shattered is a violation of game policy.
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{{TOCright| limit=2}}
==Changelog==
==Changelog==
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===What Does Bigshot Do?===
===What Does Bigshot Do?===


Using a series of menus and commands inputs, Bigshot lets a user create a modular, customizable and fully automated hunting script. With just a few clicks and tweaks, you can go from scripting Rats to the Rift.
Using a series of menus and command inputs, Bigshot lets you create a modular, customizable, and fully automated hunting script. With just a few clicks and tweaks, you can go from scripting rats to the Rift.


===How Do I Get It?===
===How Do I Get It?===


Grab it from the Repository: ;repository download Bigshot
Grab it from the repository: <CODE>;repository download Bigshot</CODE>


===How Do I Make it GO!?===
===How Do I Make It Go?===
Initial setup is accessed through ;bigshot setup. There you will see a configuration window with various tabs to setup for your hunting routine.
Initial setup is accessed through <CODE>;bigshot setup</CODE>. This opens a configuration window with several tabs for setting up your hunting routine.


As with most scripts, using a SETUP command will open a graphical user interface for configuring the script. Use ;bigshot setup to open this dialog. This will open a window with the following tabs:
As with most scripts, the SETUP command opens a graphical user interface. Use <CODE>;bigshot setup</CODE> to open the dialog. The window contains the following tabs:
* Profile - This is where you save/load your profile information. Profiles are saved to your \Lich5\data\<GSServer\<charname>\bigshot_profiles directory. Eg, \Lich5\data\GSIV\Rinualdo\bigshot_profiles (note, if you've previously used bigshot, the file location has changed. The previous location was in your \Lich5\scripts\bigshot_profiles folder. You can copy/paste
* '''Profile''' - Save and load profile configurations. Profiles are saved to your <CODE>\Lich5\data\<GSServer>\<charname>\bigshot_profiles</CODE> directory (e.g., <CODE>\Lich5\data\GSIV\Rinualdo\bigshot_profiles</CODE>). Note: if you previously used Bigshot, the file location has changed from the old <CODE>\Lich5\scripts\bigshot_profiles</CODE> folder. You can copy/paste your old profiles to the new location.
* Resting - Set up your resting routine and location.
* '''Resting''' - Configure your resting routine, rest location, and conditions that trigger resting.
* Hunting - Create a hunting map by adding BOUNDARIES, define your attack stance and any pre hunt information
* '''Hunting''' - Create a hunting map using boundaries, set your starting room, configure attack/wander stances, and define pre-hunt behavior.
* Attacking - configuration for ambushing, bless, reactions, and similar flags
* '''Attacking''' - Configure ambush aiming, flee conditions, bless behavior, weapon reactions, and similar combat flags.
* Commands - Where you define your valid targets and associated attack routines. See sample routines below.
* '''Commands''' - Define your valid targets and associated attack routines. See sample routines below.
* '''Boon Creatures''' - Configure how Bigshot handles boss/boon creatures on a per-ability basis (fight, ignore, or flee).
* Misc tab - Various config options
* '''Misc''' - UAC options, MSTRIKE options, ammo/wand configuration, and MA grouping settings.
* '''Monitoring''' - Interaction monitoring, deadman's switch, depart behavior, and debug options.


We will take a closer look at each of these individually further on.
Each tab is covered in detail further on.


===Other Commands===
There is also several other commands you can do for more functionality.
Beyond the setup GUI, Bigshot has several command-line options:
* ;bigshot quick - Special hunting mode that kills everything in the room you are in and quits bigshot. Wont wander at all, and wont attempt to rest. Has its own hunting commands and hunting targets.
* <CODE>;bigshot quick</CODE> - A special hunting mode that kills everything in your current room, then quits. It will not wander or attempt to rest. Uses its own separate hunting commands and targets (configured on the Commands tab).
* ;bigshot head/tail - This is for Multi-Account hunting. It only works for a single computer. Every character needs to be setup for the hunting area your going to. You start it by having your following characters join your head character. The following characters need to be running bigshot with ;bigshot tail. Once that happens, have the leader of the group do ;Bigshot head. They will then procede to hunt in the area you have setup.
* <CODE>;bigshot head</CODE> / <CODE>;bigshot tail</CODE> - Multi-account hunting on a single computer. All characters must be set up for the same hunting area. Following characters run <CODE>;bigshot tail</CODE>, then the leader runs <CODE>;bigshot head</CODE>. The leader can optionally specify the expected group size, e.g., <CODE>;bigshot head 3</CODE>. Head and tail can be started in any order.
* ;bigshot display - Shows all your current settings.
* <CODE>;bigshot display</CODE> - Shows all your current settings.
* ;bigshot reset - Resets all your targetable and untargetable lists. Useful if you find bigshot won't targets something it should.
* ;bigshot ranger or ;bigshot companion - Resets ranger companion setting so you can set it again. Used when you change your companion.
* <CODE>;bigshot reset</CODE> - Resets your targetable and untargetable lists. Useful if Bigshot will not target something it should.
* <CODE>;bigshot ranger</CODE> or <CODE>;bigshot companion</CODE> - Resets the ranger companion setting so you can reconfigure it. Use this when you change your companion.
* ;bigshot profile save <name here> - Saves a profile in YAML format in your character's profile folder. Also accessible via the Profiles tab in the setup menu.
* ;bigshot profile load <name here> - Loads a profile from your character's profile folder. Also accessible via the Profiles tab in the setup menu.
* <CODE>;bigshot profile save <name></CODE> - Saves a profile in YAML format to your character's profile folder. Also accessible via the Profiles tab.
* <CODE>;bigshot profile load <name></CODE> - Loads a profile from your character's profile folder. Also accessible via the Profiles tab.
* ;bigshot single - When used solo, will execute a single hunting routine, return to your resting location and then exit
* <CODE>;bigshot single</CODE> - Executes a single hunting routine, returns to your resting location, and then exits.
* ;bigshot <options> <creature> - example: ;bigshot single giant rat - Will activate ranger tracking of a creature. Anything input besides the above commands will default to "track <input>".
* <CODE>;bigshot list</CODE> - Displays all initialized variable values (useful for troubleshooting).
* <CODE>;bigshot test <method> <args></CODE> - Runs a specific internal method for testing purposes.
* <CODE>;bigshot <creature></CODE> - Any input that does not match the above commands defaults to ranger tracking (e.g., <CODE>;bigshot single giant rat</CODE> will track and hunt a giant rat).


==The Profile Tab==
==The Profile Tab==
* Load Profile - will load an existing profile. Nothing will be available if no previous profiles are saved
* '''Load Profile''' - Load an existing saved profile. The dropdown will be empty if no profiles have been saved yet.
* Current Profile - shows the existing profile if a new one is loaded.
* '''Current Profile''' - Displays the name of the currently loaded profile.
* '''Save Profile''' - Enter any name for your profile and click Save. Once saved, the profile will appear in the Load Profile dropdown.
* Save profile - Valid profile information for future ebounty script support
* '''Notes''' - A freeform text area for any notes you want to associate with the profile.
Save Current Settings - tell Bigshot what you want your profile to be named. Any name will work here. Once a profile is saved, will show up in the Load Profile menu.


==The Resting Tab==
==The Resting Tab==
Short and sweet, here is where we setup our resting routines. During REST mode, Bigshot uses the EXP command and checks your mind, hit points, wound status, mana and spirit. Once all of these values are at the specified Should_hunt? settings, Bigshot leaves REST mode and begins a HUNT.
This tab controls where and how Bigshot rests between hunts. During rest mode, Bigshot checks your mind state, hit points, wound status, mana, and spirit. Once all conditions defined in the "Should Hunt?" section are met, Bigshot leaves rest mode and begins a new hunt.


===Where to Rest===
* room id: - This is the room that Bigshot will return to for resting. Use Room Numbers from Map/Go2. Support both LichIDs and SimuIDs with a u, for example, 228 for Town Square Central or u7120.
* '''room id''' - The room Bigshot returns to for resting. Uses room numbers from Map/Go2. Supports both Lich IDs and SimuIDs (prefix SimuIDs with "u", e.g., <CODE>228</CODE> for Town Square Central or <CODE>u7120</CODE>).
* pre-rest commands: - These commands run before entering REST mode. An example routine is: 'shea, wear shield, sit, stance offensive, rest'. This will sheath your weapon, wear your shield, sit, enter offensives stance and use the REST verb.
* '''return waypoints''' - Optional intermediate room IDs that Bigshot will pass through when returning to rest. Separate multiple waypoints with commas.
* active resting scripts: - Active resting scripts are scripts that will be run upon entering REST mode. These scripts should be things that you do after a hunt: get healed, empty your bags, spell up. An example list is: 'eloot sell, waggle, eherbs'. This will use eloot to sell according to the options set with eloot. After selling, it will use Waggle to spell you up according to however Waggle is setup. Finally, eherbs will check your PACK and use herbs stored there to heal whatever wounds you have.
* '''pre-rest commands''' - Commands executed before entering rest mode. Example: <CODE>shea, wear shield, sit, stance offensive, rest</CODE>. This will sheathe your weapon, wear your shield, sit down, enter offensive stance, and use the REST verb. You can also call scripts here using the <CODE>script</CODE> prefix, e.g., <CODE>script go2 place</CODE>.
* Fog Option: - Uses [[Spirit Guide (130)]], Voln [[Symbol of Return]], [[Traveler's Song (1020)]], [[Sigil of Escape]], [[Familiar Gate (930)]] or Custom when heading back to rest. Setting it to None does nothing. Setting it to 130 will cause it to use 130 first then if that fails symbol of return. Symbol of return will use that first, then 130 if that fails. Setting to Traveler's Song will attempt once and continue. Setting to Familiar Gate will attempt to summon a portal once and walk through it. Will perform a mana pulse if not enough mana is detected. Custom option allows for comma separated list of commands to perform.
* '''active resting scripts''' - Scripts that run upon entering rest mode for between-hunt tasks such as selling loot, spelling up, or healing. Example: <CODE>eloot sell, waggle, eherbs</CODE>. This will sell via eloot, spell up via waggle, then use herbs from your PACK to heal wounds.
* Should Rest?
* '''Fog Option''' - Determines how Bigshot returns to rest. Options include:
Bigshot evaluates these conditions and, when they are met, will go to your resting room set on the Resting tab and execute any resting scripts you have set.
** '''None''' - Walk normally (no teleportation).
** '''130''' - Uses [[Spirit Guide (130)]] first; falls back to Symbol of Return if it fails.
** '''Symbol of Return''' - Uses Voln [[Symbol of Return]] first; falls back to 130 if it fails.
** '''Traveler's Song (1020)''' - Attempts [[Traveler's Song (1020)]] once, then continues.
** '''Familiar Gate (930)''' - Attempts [[Familiar Gate (930)]] to summon a portal and walk through it. Will perform a mana pulse if not enough mana is detected.
** '''Sigil of Escape''' - Uses [[Sigil of Escape]].
** '''Custom''' - Allows a comma-separated list of custom commands to perform.
* '''Fog ONLY if wounded or encumbered''' - When checked, Bigshot will only use the fog option if you are actually wounded or encumbered. Otherwise it walks normally.
* '''Fog twice from the Rift''' - When checked, Bigshot will double-cast the fog spell when returning from the Rift (useful since the Rift requires two uses to escape).

===Should Rest?===
Bigshot evaluates these conditions to decide when to leave a hunt and return to rest.
* '''when percent mind >='''
* '''when percent mind >='''
** Rests when your mind has reached this threshold. Generally, set this to 100 to rest when fried.
** Triggers resting when your mind has reached this threshold. Generally set to 100 (fried). Default is 100.
* '''and extra kills >='''
* '''and extra kills >='''
** The number of extra monsters to kill after reaching your `when percent mind` threshold and after LTE boosts used
** The number of additional monsters to kill after reaching your "when percent mind" threshold and after LTE boosts are used. Set to 0 to rest immediately upon reaching the mind threshold.
* '''and used lte boosts >='''
* '''and used lte boosts >='''
** The number of LTE boosts it will attempt to use after reaching your `when percent mind` threshold
** The number of LTE (Long-Term Experience) boosts Bigshot will attempt to use after reaching the mind threshold. Set to 0 to skip LTE boosts entirely.
* '''or percentmana <='''
* '''or percent mana <='''
** Forces Bigshot to rest when your percentage of mana is at or below this threshold.
** Forces Bigshot to rest when your mana percentage is at or below this value. Can be set to 0, but leaving a small buffer is useful (e.g., for Unlock (406) to open the WL Graveyard gate). If you encounter an "OOM" error, try setting this to 1.
* '''or percent encumbrance >='''
** This can be set to 0, but leaving a bit in the tank can be good if you have to use 406 (Unlock) to open the WL Graveyard gate. 11/17/24: If you run into an error that calls to an "OOM" message, try setting this to 1.
** Forces Bigshot to rest when your encumbrance reaches or exceeds this percentage.
* '''or percentencumbrance >='''
** Forces Bigshot to rest when you have reached a given level of encumbrance.
* '''or wounded eval'''
* '''or wounded eval'''
** Allows you to set an evaluation phrase to determine if you are too wounded to continue hunting. Wound evaluations can send you home on nearly any wounded condition of your choice: bleeding, level 2 wound, can't cast, too many scars etc.
** Allows you to set a Ruby evaluation expression to determine if you are too wounded to continue. Can trigger on bleeding, specific wound levels, inability to cast, scars, and more.


The following is a wounded evaluation that will rest whenever you have any level II wounds:
The following is a wounded evaluation that will rest whenever you have any level II wounds:
<PRE>XMLData.injuries.any?{|key,value| value["wound"] > 1} || Char.percent_health <= 70</PRE>
<PRE>XMLData.injuries.any?{|key,value| value["wound"] > 1} || Char.percent_health <= 70</PRE>
The following is a wound evaluation that will take you home if you can not cast anymore (bleeding, nerves, level 2 head/eyes, bad scars etc.):
The following is a wound evaluation that will take you home if you can no longer cast (bleeding, nerves, level 2 head/eyes, bad scars, etc.):
<PRE>bleeding? || Char.percent_health <= 25 || [Wounds.head, Scars.head, Wounds.leftEye, Scars.leftEye, Wounds.rightEye, Scars.rightEye, Wounds.nsys, Scars.nsys].max > 1 || [Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand, Scars.rightArm, Scars.rightHand].max > 2 || ([Wounds.leftArm, Wounds.leftHand, Scars.leftArm, Scars.leftHand].max + [Wounds.rightArm, Wounds.rightHand, Scars.rightArm, Scars.rightHand].max) >= 3</PRE>
<PRE>bleeding? || Char.percent_health <= 25 || [Wounds.head, Scars.head, Wounds.leftEye, Scars.leftEye, Wounds.rightEye, Scars.rightEye, Wounds.nsys, Scars.nsys].max > 1 || [Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand, Scars.rightArm, Scars.rightHand].max > 2 || ([Wounds.leftArm, Wounds.leftHand, Scars.leftArm, Scars.leftHand].max + [Wounds.rightArm, Wounds.rightHand, Scars.rightArm, Scars.rightHand].max) >= 3</PRE>
The following can be added to one of the above wound evaluations to also rest upon having popped muscles:
The following can be appended to either wound evaluation above to also rest upon having popped muscles:
<PRE>|| Effects::Debuffs.active?("Overexerted")</PRE>
<PRE>|| Effects::Debuffs.active?("Overexerted")</PRE>


* '''when creeping dread >='''
* '''when creeping dread >='''
** Forces Bigshot to rest when your creeping dread is at or below this threshold.
** Forces Bigshot to rest when your creeping dread level reaches or exceeds this value.
* '''when crushing dread >='''
* '''when crushing dread >='''
** Forces Bigshot to rest when your crushing dread is at or below this threshold.
** Forces Bigshot to rest when your crushing dread level reaches or exceeds this value.
* '''Wall of Thorns Poison'''
* '''Wall of Thorns Poison'''
** Forces Bigshot to rest when you are affected by Wall of Thorns Poison.
** Forces Bigshot to rest when you are affected by Wall of Thorns poison.
* '''Confusion Debuff'''
* '''Confusion Debuff'''
** Forces Bigshot to rest when you are affected by the non-dispellable Confusion Debuff.
** Forces Bigshot to rest when you are affected by the non-dispellable Confusion debuff.
* '''Box in hand'''
** Forces Bigshot to rest if looting leaves a box in your hand.


==The Hunting Tab==
==The Hunting Tab==
This is where you will tell bigshot when to hunt, any commands or society abilities to use prior to hunting, and where on the map you want to hunt.
This tab controls when and where Bigshot hunts, any pre-hunt preparation, and the map boundaries for wandering.

===The Hunting Map===
===The Hunting Map===
Your hunting map is a series of Boundaries - rooms that Bigshot will not enter - and a Start room - the first room that Bigshot moves to when a hunt starts. These function very similarly to the boundaries in the ;Wander script, but are stored in Bigshot's configuration files and not in a character cache as with ;Wander. Here you also configure when to hunt
Your hunting map consists of '''Boundaries''' (rooms Bigshot will never enter) and a '''Starting Room''' (the first room Bigshot moves to when a hunt begins). These function similarly to the boundaries in the ;Wander script, but are stored in Bigshot's own configuration files.

* starting room ID: - This is the first room that Bigshot goes to when hunting. You may set this to any room within the Boundaries that you set with the second option.
* '''starting room ID''' - The first room Bigshot travels to when beginning a hunt. Set this to any room within your boundaries.
* boundary rooms: - Boundary rooms are walls. Bigshot will not enter a Boundary room!
* '''boundary rooms''' - Rooms that act as walls. Bigshot will never enter a boundary room.


<PRE>X-X-B - A - 0 - 0 - 0
<PRE>X-X-B - A - 0 - 0 - 0
Line 94: Line 114:
X-X-X</PRE>
X-X-X</PRE>


In the diagram above, "B" is a boundary room and "A" is outside the hunting area. Rooms marked "0" are the huntable area. Bigshot will wander freely among the "0" rooms but never cross into "B" or "A".
The proper syntax for boundary rooms are separated by commas

Some popular Rift boundaries as an example
Boundary room IDs are separated by commas. Some popular examples:

'''Rift Boundaries:'''
<PRE>
<PRE>
Plane 1: 2635, 12101, 12208
Plane 1: 2635, 12101, 12208
Line 106: Line 129:
</PRE>
</PRE>


For Maaghara boundaries, you can use
'''Maaghara Boundaries:'''
<PRE>
<PRE>9734</PRE>
9734
</PRE>


Confluence boundaries:<pre>
2300, 3519, 228, 188, 1932, 10855, 3668, 1438, 1005
</pre>


'''Confluence Boundaries:'''
<PRE>2300, 3519, 228, 188, 1932, 10855, 3668, 1438, 1005</PRE>


Imagine a hunting area that is a six room square. To enter this square, one must GO DOORWAY from room A. You would set the room outside of the square - ie room A - before you GO DOORWAY, as a boundary. Then, you would set room B to the Starting Room. From there, Bigshot will move to room B and then wander around inside the Boundary - ie the square hunting area - until it your '''Should_rest?''' conditions are met.
Imagine a hunting area that is a six-room square. To enter this square, you must GO DOORWAY from room A. You would set room A (outside the square, before the doorway) as a boundary. Then set room B (just inside the square) as the starting room. Bigshot will move to room B and wander within the bounded area until your "Should Rest?" conditions are met.


* '''rally point rooms''' - Optional intermediate room IDs Bigshot will pass through on the way to the hunting area. Separate multiple rooms with commas.
* Wait before wandering to another room: - Time you wait before leaving a room to find some creatures. Default is 0.3 seconds. Set to 0 for fastest (spammy) movement.


===Hunting Settings===
* attack stance: - Specify what stance you want to attack from. Bigshot will remain in Stance Defensive until an attack command is issued, whereupon it will stance to your Attack Stance and execute your Attacking routine. Bigshot recognizes all stances from the game, Offensive ->-> Defensive.
* '''wait before wandering to another room''' - Time in seconds Bigshot waits before leaving a room to look for creatures. Default is 0.3. Set to 0 for fastest (but spammy) movement.
* pre-hunt commands: - These commands will be executed before Bigshot uses Go2 to travel to your hunt's Starting Room. As an example: 'gird, stance defensive'. This will ensure that you have readied your weapon and are in Defensive stance before traveling. Set short lived combat spells like 1605 (Arm of the Arkati) to be cast in this line.
* '''attack stance''' - The stance Bigshot switches to when issuing attack commands. Bigshot remains in defensive stance until an attack is triggered, then stances to your specified attack stance. Recognizes all game stances from Offensive through Defensive.
* active hunting scripts: - Active hunting scripts are scripts that will run while Bigshot is in Hunt mode. Many of these scripts have been made obsolete by the next option. Clever scripters have written some nice scripts that will keep certain spells up, execute cmans based on conditions etc. If you need a complex action to run while Hunting that Bigshot does not have the capacity for, an active hunting script may be called for.
* '''wander stance''' - The stance Bigshot uses while moving between rooms. Defaults to Defensive.
* society abilities/spells/cmans: - Bigshot can be asked to keep certain abilities up at all times during a hunt. Hovering your mouse over this field will display a list of cmans and society abilities specified by their numerical designations. Spells may also be added here. Separate all values by commas. For example, entering '506' will keep the spell Haste up during Hunts, casting whenever it has worn off.
* '''stand up stance''' - The stance Bigshot enters when standing up after being knocked down. Defaults to Defensive.
* loot script - Bigshot will call a loot script to loot your kills for you. eloot is commonly scripts used here. Be sure to use the SETUP command on whatever loot script you use, as if it is not configured properly, Bigshot will likely error.
* '''pre-hunt commands''' - Commands executed before Bigshot uses Go2 to travel to your starting room. Example: <CODE>gird, stance defensive</CODE>. This ensures your weapon is readied and you are in defensive stance before traveling. Use this line for short-lived combat spells like 1605 (Arm of the Arkati).
* wracking spirit >= - Setting a value here will WRACK for mana if your spirit is greater than or equal to the value specified. Setting 6, for example, will WRACK down to 5 spirit. This will ONLY function if you have the 'Use sign of wracking/sigil of power' box checked.
* '''active hunting scripts''' - Scripts that run while Bigshot is in hunt mode. Use these for complex behaviors that Bigshot does not natively support (e.g., keeping certain spells active or executing CMANs based on conditions).
* Use sign of wracking/sigil of power - checkbox to enable the use of wracking
* '''society abilities/spells/cmans''' - Abilities Bigshot keeps active during a hunt. Enter numerical designations separated by commas. For example, entering <CODE>506</CODE> keeps Haste up, recasting whenever it wears off. Hover over this field in the GUI for a list of supported values. Supported options include spells that can be ignored by rapidfire cooldown: e.g., <CODE>515 (ignore)</CODE> or <CODE>rapidfire (ignore)</CODE>.
* Priority hunt - checkbox to enable the use of the priority system for hunting. This allows you to change targets based on the order listed in valid targets/quickhunt targets. For example, your hunting thunder trolls, wind witches, and puma. Your valid target order is wind witch, thunder troll, puma. Your currently attacking a puma, when a thunder troll walks in. You will switch to the attacking the thunder troll because its before the puma in the valid targets list. After killing the thunder troll, you go back to the puma, only to have a wind witch walk into your room. You will again switch to the wind witch because its in front of the puma. Hope you get the idea. When using the ;bigshot quick option, it will base the order of targets by your quickhunt targets first, then the order of the targets in the room that don't match any of your quickhunt targets. Example, bandits are in your quickhunt targets. You type ;bigshot quick when you get ambushed in the room. Currently in the room is a large ogre and three bandits. The order of targets will be the bandits first, then the large ogre.
* '''loot script''' - The script Bigshot calls to loot your kills (e.g., <CODE>eloot</CODE>). Make sure the loot script is properly configured via its own SETUP command, or Bigshot may error.
* Delay looting - delays looting of creatures in a room.
* '''wracking spirit >=''' - If your spirit is greater than or equal to this value, Bigshot will WRACK for mana. Setting it to 6 will wrack down to 5 spirit. Only functions when the wracking checkbox is enabled.
* Pull players to feet - attempt to pull players to their feet upon passing them in a room
* '''Use sign of wracking/sigil of power''' - Checkbox to enable wracking.
* Stop for dead players - checkbox will pause bigshot if you encounter a dead player
* '''Check for favor before using Voln symbols''' - Checkbox to verify you have sufficient favor before casting Voln society symbols.
* Sneaky Sneaky - sneak around while out in the hunting area
* '''Priority hunt''' - When enabled, Bigshot targets creatures in the order listed in your valid targets field. If a higher-priority creature enters the room, Bigshot switches to it. When using <CODE>;bigshot quick</CODE>, quickhunt targets take priority, followed by any remaining targets in room order.
* '''Delay looting''' - Delays the looting of creatures in a room.
* '''Defensive stance before looting''' - Switches to defensive stance before looting begins.
* '''Pull players to feet''' - Attempts to pull players to their feet when passing them.
* '''Stop for dead players''' - Pauses Bigshot if you encounter a dead player.
* '''Troubadour's Rally''' - Enables the use of Troubadour's Rally during hunts.
* '''Sneaky Sneaky''' - Sneak around while moving through the hunting area.


===Should hunt ===
===Should Hunt?===
Bigshot evaluates the conditions set on this tab to determine if you are ready to hunt or not.
Bigshot evaluates these conditions to determine if you are ready to begin a hunt from rest.
* '''when percent mind <='''
* '''when percent mind <='''
** Setting this to 51 will rest until Cleared. Setting at 65 will wait until Muddled.
** Setting this to 51 will wait until "Clear". Setting it to 65 will wait until "Muddled".
* '''and percent mana>='''
* '''and percent mana >='''
** Determines the percent total of your maximum mana that must be present before hunting
** The percentage of your maximum mana that must be present before hunting. Setting below 50 results in short hunts if you cast frequently. Generally set to 95 or higher.
* '''and CHECK spirit >='''
** Setting below 50 will result in quick, uneventful hunts if you cast much. Generally, this is set at 95 or higher.
** Bigshot checks that your current spirit value is at least this amount. Make sure this is high enough that Bigshot will not immediately hunt after DEPARTing if you have the "Depart / re-run" option enabled on the Monitoring tab.
* '''and CHECKspirit >='''
* '''and percent stamina >='''
** Bigshot will check to see that your current Spirit value is higher than what is listed here.
** The percentage of your maximum stamina that must be present before hunting. Useful for melee-heavy builds that rely on stamina for CMANs and MSTRIKEs.
** Make sure that you have this set high enough that Bigshot won't hunt immediately after DEPARTing if you have Depart / re-run Bigshot checked on the General tab.


==The Attacking Tab==
==The Attacking Tab==
This tab controls aiming, flee conditions, and various combat behavior toggles.
* Ambush aiming locations (head, etc): - Allows you to specify what order you aim for ambush. Default is head, right leg, left leg, chest.

* Archery aiming locations (head, etc): - Allows you to specify what order you aim for archery. Loops through your aiming locations once you hit the area your aiming at.
* '''Ambush aiming locations (head, etc)''' - The order Bigshot aims when ambushing. Default is head, right leg, left leg, chest. Bigshot cycles through these and skips locations that are too injured or unreachable.
* flee if enemy count is > - Flees the room if the total number of enemies in the room exceeds the value. Set this to 1 if you want to engage single targets.
* '''Archery aiming locations (head, etc)''' - The order Bigshot aims when using archery attacks. Loops through your aiming list.
* ...but don't count these: - Bigshot will ignore monsters specified in this line when eveluating if it should flee based on how many monsters are in the room. Useful for when you are hunting in an area with extremely low level monsters mixed in with your targets.
* '''flee if enemy count is >''' - Flees the room if the total number of enemies exceeds this value. Set to 1 to engage only single targets.
* ...and always flee from: - Bigshot will always flee from the specified monster as soon as possible. Extremely useful if your hunting area has higher level and/or extremely dangerous monsters mixed in with your intented target(s).
* '''...but don't count these''' - Bigshot ignores these monsters when evaluating flee count. Useful when low-level monsters are mixed into your hunting area.
* flee from environment message: - Will flee whenever anything you put in here gets sent from the game. (XML regex matching)
* '''...and always flee from''' - Bigshot immediately flees from these monsters. Useful when your hunting area has higher-level or dangerous monsters mixed in.
* Wait before wandering to another room: - time you spend before moving to a new room. Default is 0.3 seconds. You can set it to 0 to move instantly. Tends to be spammy for anyone in the same hunting area.
* '''flee from environment message''' - Bigshot flees whenever the game sends a message matching this text (uses XML regex matching).
* Approach lone targets only - Forces Bigshot to only begin combats against creatures that are alone.
* '''wait before wandering to another room''' - Time in seconds before moving to a new room. Default is 0.3. Set to 0 to move instantly (can be spammy for others in the area).
* Bless weapon? - Performs a Consecrate (1604), then a Cleric Bless or Voln Bless on whatever weapon loses its bless during hunting. If you can't bless your weapon while hunting will return you to your rest area and quit the script.
* '''Approach lone targets only''' - Forces Bigshot to only begin combat against creatures that are alone in a room.
* Flee from boon - Enabling this check box will force Bigshot to flee from all boon/gifted/boss creatures (available in [https://github.com/elanthia-online/scripts/pull/449/commits/afade49e25dd6042c30b6d62fec4d65376667f80 v4.3.0])
* '''Bless weapon?''' - Performs a Consecrate (1604), then a Cleric Bless or Voln Bless on any weapon that loses its bless during hunting. If unable to bless during hunting, Bigshot returns to the rest area and quits.
* Activate weapon reactions - Will initiate reactive strikes when the opportunity presents itself
* '''Activate weapon reactions''' - Initiates reactive strikes when the opportunity presents itself.
* Flee from clouds - Enabling this check box will force Bigshot to flee from Cloud spells such as 125(Call Lightning with its Ominous Cloud), 1704 (Stun Cloud) and 1713 (Death Cloud)
* Flee from vines - Enabling this check box will force Bigshot to flee from Vine spell such as 610(Tangle Weed)
* '''Flee from clouds''' - Flees from cloud spells such as 125 (Call Lightning/Ominous Cloud), 1704 (Stun Cloud), and 1713 (Death Cloud).
* Flee from webs - Enabling this check box will force Bigshot to flee from webs.
* '''Flee from vines''' - Flees from vine spells such as 610 (Tangle Weed).
* Flee from voids- Enabling this check box will force Bigshot to flee from voids.
* '''Flee from webs''' - Flees from webs.
* '''Flee from voids''' - Flees from voids.


==Commands Tab==
==Commands Tab==
The true guts of Bigshot, this is where you specify your Attack Routine.
This is the core of Bigshot where you define your attack routines.
* hunting commands - These are the commands that Bigshot will evaluate (ie execute) when it is in the room with a valid target (one that you specified in your Hunting section. These commands are separated by a comma. Bigshot recognizes most hunting verbs and, failing that, will use an fput command (a direct entry method) and just execute the commands directly as written. The following are a list of usable hunting commands:
** kill - Attacks using the KILL verb.
** incant <spell number> - Casts the specified spell with the INCANT verb. This will automatically stance into offensive for bolt and other stance-sensitive spells. A caster may CHANNEL the spell using [[INCANT (verb)]] to INCANT SET CHANNEL <spell> (a standard GSIV verb, not part of Lich). Alternatively, a caster may CHANNEL spells by using the SET verb (a standard GSIV verb, not part of Lich) to SET ChannelIncant ON. This will CHANNEL an INCANTed spell if the caster is in a stance higher than neutral.
** channel <spell number> - Channels the specified spell at the target. This requires a stance higher than neutral to have any effect.
** <Spell Number> - Casts the specified spell with the PREPARE and CAST verbs.
** wand - As in, <CODE>wand</CODE>. Gets a wand from the specified storage and WAVES it at the target.
** wandolier - Similiar to wand, but uses wandoliers. Gets a wand from the fresh wand container and waves it, rubs container if no wands found. Default waves in offensive. Can change via <CODE>wandolier defensive</CODE> to wave in a different stance
** fire - As in, <CODE>fire</CODE>. Gets ammunition from the specified storage and FIREs it at the target. Will attempt to aim based on settings on hunting tab.
*** The above listed commands should be used with the (x#) syntax. For example, <CODE>kill (x3)</CODE> will swing three times at the target before re-evaluating the attack routine. If the (xx) variable is used, Bigshot will continue using the specified attack command up to five (5) times. Example: <CODE>incant 903 (xx)</CODE> will continue to cast 903 at the target (5) times before restarting the attack routine or until it is dead. If you want to ensure the routine does not restart, using a sufficiently large number should suffice (e.g. x100). Bigshot may also be set to only execute a command based on how much mana or stamina you currently have. For mana, use the (m##) command. <CODE>incant 720 (m50)</CODE> will only cast 720 (Implosion) if you have 50 or more mana. Similarly, <CODE>cman feint (s10)</CODE> will only execute the combat maneuver Feint on the target if you have 10 or more stamina. The command syntax is used as a separate call and wrapped in separate parenthesis, as in (m50 s20)(x2).
** aim <location> - Aims at the specified location.
** ambush - Uses the AMBUSH verb to attack. Will aim based on settings in Hunting tab. Also will aim dynamically, "Ambush head" would aim at the head, overwriting any settings or defaults for that attack.
** wait <time> - Bigshot may Stance Dance by using the WAIT command. Bigshot will go into and stay in Stance Defensive until the specified time is over OR the target swings / casts, whereupon it will evaluate the rest of the Attack Routine, changing into your specified attack stance.
** mstrike - As in, <CODE>mstrike</CODE>. Mstrike depending on mstrike cooldown and stamina. Has its own option page. Can also be used with UAC, "mstrike punch".
** berserk - Executes the BERSERK verb and stands by until it fades.
** throw - Empties hands, Attempts throw, get the stuff you emptied.
** weed/kweed - Casts 610 at target. Using "kweed" as your command will force evoke 610 ensuring the damage version
** curse <curse> - Clumsy/Weakness/Darkness/Itch/Hex/Pox/Nightmare/Star - will prep 715 and use curse command as defined. Will skip "curse star" if buff is up.
** unarmed - Uses the Bigshot UAC routine. Routine will attack with appropriate attacks to rank up and use mstrike based on mstrike options page. Usage "unarmed (punch|jab|kick|grapple)".
** smite - Performs an [[Order of Voln]] [[Kai's_Smite|Smite]] on target until successful.
** leech - Performs a [[Mana Leech (516)]] on target if cooldown is under 15 minutes.
** script <script name> - Executes a specified custom attack script.
** hide - Continue hiding until you're actually hidden. Or it's tired of trying.
** sleep <nostance> - As in, <CODE>sleep 10</CODE> or <CODE>sleep 10 nostance</CODE>. Pause bigshot. Useful with fried hunting commands such as: <CODE>410, sleep 15</CODE> will E-wave then wait 15 seconds and e-wave again if there are valid targets.
** stance - As in, <CODE>stance defense</CODE>. Change stances.
** nudgeweapons - Move all weapons on the ground to an adjacent room. Useful for casting Implosion (720).
** force <cmd> until <endroll> - As in, <CODE>force incant 1002 until 101</CODE>. Continue issuing a command until a desired endroll. Only works for normal looking swings/spells/cmans.
** eachtarget <cmd> - issues command to each valid target in room
** efury <fire|cold> - casts Earthern Fury (917) on the target and waits for DOT to end or 12secs to pass
** caststop <spell> - casts the spell and then immediately stops it after casting
** wield <noun> <left|right> - weilds new noun and stores the hand given to put new noun item in
** store - store left, right or both, but only if something is in those hands
** tether <recast> - casts 706 with built-in logic to wait, can also do recast to auto-recast 706 on creature death and DOTs transfer
** unravel <spell> - casts 1013 Song of Unravelling with an optional spell to target against creature
** depress - casts 1015 Song of Depression with some some built in logic
** phase - force CASTs 704 Phase due to needing to prep/cast for usage on NPC targets
* hunting commands (b) - Attack routines set up for a monster flagged (b) in the Hunting section.
* hunting commands (c) - Attack routines set up for a monster flagged (c) in the Hunting section.
* hunting commands (d) - Attack routines set up for a monster flagged (d) in the Hunting section.
* hunting commands (e) - Attack routines set up for a monster flagged (e) in the Hunting section.
* hunting commands (f) - Attack routines set up for a monster flagged (f) in the Hunting section.
* hunting commands (g) - Attack routines set up for a monster flagged (g) in the Hunting section.
* hunting commands (h) - Attack routines set up for a monster flagged (h) in the Hunting section.
* hunting commands (i) - Attack routines set up for a monster flagged (i) in the Hunting section.
* hunting commands (j) - Attack routines set up for a monster flagged (j) in the Hunting section.
* fried hunting commands - Commands executed specifically when fried. Useful when hunting in a group.
* quick hunting commands - Commands executed specifically when using ;bigshot quick.
* valid targets: - These are the monsters you are hunting. Bigshot will most easily recognize monsters based on the NOUNs or their name. For example, 'a large ogre' can be targeted with just 'ogre'. Using longer descriptors can be troublesome, and you should copy a monster's name directly from the game front end to avoid troubles. You can use multiple entries separated by commas. For example: 'manticore, thrak' will kill manticores and thraks.
* quickhunt targets: - These are monsters you have designated attacks for when your using the ;bigshot quick option for hunting.


===Hunting Commands===
* '''hunting commands (a)''' - The primary commands Bigshot executes when in a room with a valid target. Commands are separated by commas. Bigshot recognizes most hunting verbs; unrecognized commands are sent directly as-is via fput. The following are recognized hunting commands:
** '''kill''' - Attacks using the KILL verb.
** '''incant <spell number>''' - Casts the specified spell with INCANT. Automatically stances into offensive for bolt and stance-sensitive spells. You can CHANNEL via <CODE>INCANT SET CHANNEL <spell></CODE> (a standard GSIV verb) or by setting <CODE>SET ChannelIncant ON</CODE>, which will CHANNEL an INCanted spell if you are in a stance higher than neutral.
** '''channel <spell number>''' - Channels the specified spell at the target. Requires a stance higher than neutral to have effect.
** '''<spell number>''' - Casts the specified spell using PREPARE and CAST.
** '''wand''' - Gets a wand from your specified container and WAVEs it at the target.
** '''wandolier''' - Similar to wand, but designed for wandoliers. Gets a wand from the fresh wand container and waves it; rubs the container if no wands are found. Default waves in offensive stance. Use <CODE>wandolier defensive</CODE> to wave in a different stance.
** '''fire''' - Gets ammunition from your specified container and FIREs at the target. Aims based on Archery aiming settings on the Attacking tab.
** '''aim <location>''' - Aims at the specified body location.
** '''ambush''' - Uses the AMBUSH verb to attack, aiming based on Attacking tab settings. Can also aim dynamically: <CODE>ambush head</CODE> overrides default settings for that attack.
** '''wait <time>''' - Stance dances by going into Defensive stance for the specified time (in seconds). Bigshot will exit early if the target swings or casts, then evaluate the rest of the attack routine from your attack stance.
** '''mstrike''' - Executes MSTRIKE based on cooldown and stamina. Has its own options page under the Misc tab. Can also be used with UAC: <CODE>mstrike punch</CODE>.
** '''berserk''' - Executes the BERSERK verb and waits until it fades.
** '''throw''' - Empties hands, attempts throw, then retrieves the items you emptied.
** '''weed/kweed''' - Casts 610 at the target. Using <CODE>kweed</CODE> forces EVOKE 610, ensuring the damage version.
** '''curse <type>''' - Preps 715 and uses the specified curse type. Valid types: Clumsy, Weakness, Darkness, Itch, Hex, Pox, Nightmare, Star. Skips "curse star" if the buff is already active.
** '''unarmed <type>''' - Uses the Bigshot UAC routine. Valid types: punch, jab, kick, grapple. The routine uses appropriate attacks to rank up and applies MSTRIKE based on MSTRIKE options. Example: <CODE>unarmed jab</CODE>.
** '''smite''' - Performs an [[Order of Voln]] [[Kai's_Smite|Smite]] on the target until successful.
** '''leech''' - Performs a [[Mana Leech (516)]] on the target if cooldown is under 15 minutes.
** '''script <script name>''' - Executes a specified custom attack script.
** '''hide''' - Repeatedly attempts to hide until successful or gives up.
** '''sleep <nostance>''' - Pauses Bigshot for the specified number of seconds. Example: <CODE>sleep 10</CODE> or <CODE>sleep 10 nostance</CODE>. Useful for timed hunting, e.g., <CODE>410, sleep 15</CODE> will E-wave, then wait 15 seconds before re-evaluating.
** '''stance <stance>''' - Changes stance. Example: <CODE>stance defensive</CODE>.
** '''nudgeweapons''' - Moves all weapons on the ground to an adjacent room. Useful for casting Implosion (720).
** '''force <cmd> until <endroll>''' - Repeats a command until a desired endroll is achieved. Example: <CODE>force incant 1002 until 101</CODE>. Only works for standard swings/spells/CMANs.
** '''eachtarget <cmd>''' - Issues the command against each valid target in the room.
** '''efury <fire|cold>''' - Casts Earthen Fury (917) on the target and waits for the DOT to end or 12 seconds to pass.
** '''caststop <spell>''' - Casts the spell and immediately stops it after casting.
** '''wield <noun> <left|right>''' - Wields a new item in the specified hand and stores the current item.
** '''store''' - Stores items in left, right, or both hands (only if something is in those hands).
** '''tether <recast>''' - Casts 706 with built-in wait logic. The optional <CODE>recast</CODE> flag will auto-recast 706 on creature death and transfer DOTs to a new target.
** '''unravel <spell>''' - Casts 1013 (Song of Unravelling). Optionally specify a spell number to target against the creature.
** '''depress''' - Casts 1015 (Song of Depression) with built-in logic.
** '''phase''' - Force-casts 704 (Phase) using PREP/CAST, required for NPC targeting to convert non-corporeal to corporeal undead.

===Additional Command Sets===
* '''hunting commands (b) through (j)''' - Additional attack routines tied to creature flags. When you flag a creature in your valid targets (e.g., <CODE>niirsha(b)</CODE>), Bigshot uses the matching command set. This allows different attack strategies for different creature types.
* '''fried hunting commands''' - Commands executed specifically when your mind is fried. Useful in group hunting where you still want to contribute.
* '''quick hunting commands''' - Commands executed when using <CODE>;bigshot quick</CODE>.
* '''valid targets''' - The monsters you are hunting. Bigshot works best with creature NOUNs (e.g., <CODE>ogre</CODE> instead of <CODE>a large ogre</CODE>). Use commas to separate multiple targets: <CODE>manticore, thrak</CODE>. If left blank, Bigshot will target everything in the room. Supports regex for advanced matching.
* '''quickhunt targets''' - Designated targets for the <CODE>;bigshot quick</CODE> option.


===PSM3 Integration===
===PSM3 Integration===
* hunting commands - Bigshot now supports weapon/shield skills and warcries. Assaults will wait until they finish or are interuppted. These commands are separated by a comma. The following are a list of usable hunting commands:
Bigshot supports weapon/shield skills and warcries. Assaults wait until they finish or are interrupted. The following are recognized PSM3 commands:

** barrage, flurry, fury, gthrusts, pummel, thrash - Assaults will wait until attacks are completed/interrupted.
'''Assaults''' (wait until completed/interrupted):
** fury - You can specify the default attack fury will use. Will jab if not specified: fury punch or fury kick
* barrage, flurry, fury, gthrusts, pummel, thrash
** charge, cripple, dizzyingswing, pindown, twinhammer - Setups will execute on cooldown so make sure to check for prone/stun/root/ect.
* fury can specify a default attack: <CODE>fury punch</CODE> or <CODE>fury kick</CODE> (defaults to jab)
** clash, cyclone, pulverize, volley, wblade, whirlwind - AOE will execute on cooldown, limit with check volley(mob3).

** shout - Will perform warcry shout. Must use a command check or it will shout every loop: shout(!shout),shout(buff10 s25)
'''Setups''' (execute on cooldown — pair with prone/stun/root checks):
** yowlp - Will perform warcry yowlp. Must use a command check or it will yowlp every loop: yowlp(!yowlp), yowlp(buff10 s10)
* charge, cripple, dizzyingswing, pindown, twinhammer
** holler - Will perform warcry holler every loop taunting all the mobs. holler(s60)

** bellow, growl, cry - Offensive warcries can be used with target for single target or all for aoe.
'''AOE''' (execute on cooldown — limit with mob checks):
** shield bash, shield charge, shield pin, shield push, shield strike, shield trample, shield throw
* clash, cyclone, pulverize, volley, wblade, whirlwind
** surge - Will keep surge of strength up. surge or surge(surge) will cast even on cooldown, surge(!surge) will only cast when not on cooldown.

** bearhug, bullrush, coupdegrace, cpress, cutthroat, dirtkick, disarm, dislodge, divert, eviscerate, exsanguinate, eyepoke, feint, footstomp, garrote, gkick, hamstring, haymaker, headbutt, kifocus, kneebash, leapattack, mblow, mug, nosetweak, sattack, sblow, scleave, shroud, spunch, sthieve, subdue, sunder, sweep, swiftkick, tackle, templeshot, throatchop, trip, truestrike, vaultkick
'''Warcries:'''
** dislodge <location> - Dislodge from location specified: dislodge eye neck
* '''shout''' - Performs warcry Shout. Must use a command check or it will shout every loop: <CODE>shout(!shout)</CODE> or <CODE>shout(buff10 s25)</CODE>
** stomp - Will perform a stomp attack. Channels 909 if not active. Can also add 909 to society abilities to keep it active.
* '''yowlp''' - Performs warcry Yowlp. Must use a command check: <CODE>yowlp(!yowlp)</CODE> or <CODE>yowlp(buff10 s10)</CODE>
** dhurl - Hurl your weapon and recovers it. Works with weapon bonding auto return and the recover verb.
* '''holler''' - Performs warcry Holler, taunting all mobs. Example: <CODE>holler(s60)</CODE>
** assume <aspect> <aspect/evoke> - Will cycle between two aspects, or evoke a single aspect. Also works in society ability box. "650 <aspect> <aspect/evoke>"
* '''bellow, growl, cry''' - Offensive warcries. Use with <CODE>target</CODE> for single target or <CODE>all</CODE> for AOE.
** briar <weapon> - activate the AS buff on briar weapons. Tracks weapon charge and uses on cooldown.

** stance perfection - Put 10, 20, 30, ect in your attack stance box to take advantage of stance perfection.
'''Shield Skills:'''
** chastise, excoriate - Will perform FEAT if available and affordable
* shield bash, shield charge, shield pin, shield push, shield strike, shield trample, shield throw

'''Combat Maneuvers:'''
* '''surge''' - Keeps Surge of Strength active. <CODE>surge</CODE> or <CODE>surge(surge)</CODE> casts even on cooldown; <CODE>surge(!surge)</CODE> only casts when not on cooldown.
* '''bearhug, bullrush, coupdegrace, cpress, cutthroat, dirtkick, disarm, dislodge, divert, eviscerate, exsanguinate, eyepoke, feint, footstomp, garrote, gkick, hamstring, haymaker, headbutt, kifocus, kneebash, leapattack, mblow, mug, nosetweak, sattack, sblow, scleave, shroud, spunch, sthieve, subdue, sunder, sweep, swiftkick, tackle, templeshot, throatchop, trip, truestrike, vaultkick'''
* '''dislodge <location>''' - Dislodge from the specified location: <CODE>dislodge eye neck</CODE>
* '''stomp''' - Performs a stomp attack. Channels 909 if not already active. You can also add 909 to the society abilities field to keep it active.
* '''dhurl''' - Hurls your weapon and recovers it. Works with weapon bonding auto-return and the RECOVER verb.
* '''assume <aspect> <aspect/evoke>''' - Cycles between two aspects, or evokes a single aspect. Also works in the society abilities box: <CODE>650 <aspect> <aspect/evoke></CODE>
* '''briar <weapon>''' - Activates the AS buff on briar weapons. Tracks weapon charge and uses on cooldown.
* '''stance perfection''' - Put 10, 20, 30, etc. in your attack stance box to take advantage of stance perfection.
* '''chastise, excoriate''' - Performs the FEAT if available and affordable.
* '''rebuke''' - Performs Righteous Rebuke.
* '''scourge''' - Performs Ardor of the Scourge.
* '''momentum''' - Performs Glorious Momentum.


===Gemstones Activation===
===Gemstone Activation===
To utilize a Gemstone activated ability, you will use <CODE>jewel <mnemonic></CODE>. Will avoid usage if on cooldown automatically. Current supported activated gemstones are:
To use a gemstone-activated ability, use <CODE>jewel <mnemonic></CODE>. Bigshot automatically avoids usage if the ability is on cooldown. Supported gemstone mnemonics:
* bloodboil - Blood Boil
* bloodboil - Blood Boil
* spellblade - Spellblade's Fury
* spellblade - Spellblade's Fury
Line 260: Line 295:
* arcaneaegis - Arcane Aegis
* arcaneaegis - Arcane Aegis


You may need to '''SKILLS FULL/CMAN INFO/WEAPON INFO/SHIELD INFO''' if you've recently changed training or skills are being outright skipped.
You may need to run '''SKILLS FULL''', '''CMAN INFO''', '''WEAPON INFO''', or '''SHIELD INFO''' if you have recently changed training or if skills are being skipped.


===Additional Options===
===Additional Options===
*haste or 506 - Placing this in front of any command will cause you to cast 506 before doing that command. It only casts if it isn't currently up or has less than 3 seconds left on its timer.
* '''haste''' or '''506''' - Placing this in front of any command casts 506 (Haste) before executing the command. Only casts if Haste is not currently active or has less than 3 seconds remaining.
<PRE>wait 10, haste kill (x3)</PRE>
<PRE>wait 10, haste kill (x3)</PRE>
*slayer or 240 - Placing this in front of any command will cause you to cast 240 before doing that command. It will not recast if it's already active.
* '''slayer''' or '''240''' - Placing this in front of any command casts 240 before executing. Will not recast if already active.
<PRE>slayer 302 (x99)</PRE>
<PRE>slayer 302 (x99)</PRE>


===Command Checks===
===Command Checks===
Command checks let you add conditions to any command. The format is:
<CODE>COMMAND (CHECKS)(REPETITIONS)</CODE>


Example: <CODE>hamstring (mob1 prone)(x2)</CODE>. The (x#) repetition must be in a separate set of parentheses. Note that (xx) is shorthand for (x5), not unlimited.
Commands need to use the following format:
<CODE>COMMAND (CHECKS)(REPETITIONS)</CODE>


Checks can be combined inside a single set of parentheses with spaces between them. Example: <CODE>kill(m20 s5 e20)</CODE>
So <CODE>hamstring (mob1 prone)(x2)</CODE> Any (x#) needs to be separate. Also (xx) is not unlimited and is just short for (x5).


Each check also has an inverse — prefix with <CODE>!</CODE> to negate. Example: <CODE>kill(!m20 !s5 !e20)</CODE>


'''Resource and Status Checks:'''
Additional checks you can add to any command to customize the attack to your desired scenario.
* '''s#''' - Requires at least # stamina.
Each check below can be used by itself or with any other check. Put them inside () with a space between each additional check. Example - Kill(m20 s5 e20)
* '''m#''' - Requires at least # mana.
<p>Each of these also has an inverse or opposite.
* '''h#''' - Requires health to be at or above #% (percentage, not fixed).
Just put a ! in front of the command. Example - Kill(!m20 !s5 !e20)
* '''v#''' - Requires at least # spirit.
*s# - Checks that you have the required stamina
* '''e#''' - Requires encumbrance percentage to be at or below #.
*m# - Checks that you have the required mana
* '''essence#''' - Requires at least # Shadow Essence (Sorcerer).
*h# - Checks that you have the required health but based on a percentage instead of fixed number

*v# - Checks that you have the required spirit
'''Creature Checks:'''
*e# - Checks that your encumbrance percentage is at or below
* '''mob#''' - Requires at least # NPCs in the room. Only useful for 2 or more creatures.
*tier# - Checks for your current UAC tier (1,2,3). Performs command if UAC Tier is equal or greater.
<PRE>To further clarify the mob# implementation:
*mob# - Checks for the number of npcs in room. Performs command if npcs in room is equal to or more than number specified. Only use for 2 or more creatures in the room
1 mob, mob2: 1 IS less than 2 — attack does NOT proceed.
<PRE>To further clarify the mob# implimentation
1 mob, mob2, 1 IS less than 2, attack should not proceed.
2 mobs, mob2: 2 IS NOT less than 2 attack CAN proceed.
2 mob, mob2, 2 IS NOT less than 2, attack can proceed
1 mob, !mob2: 1 IS NOT more than 2 attack CAN proceed.
1 mob, !mob2, 1 IS NOT more than 2, attack can proceed
2 mobs, !mob2: 2 IS NOT more than 2 attack CAN proceed.
2 mob, !mob2, 2 IS NOT more than 2, attack can proceed
3 mobs, !mob2: 3 IS more than 2 attack does NOT proceed.</PRE>
* '''valid#''' - Like mob#, but only counts valid targets you are actively targeting in current settings.
3 mob, !mob2, 3 IS more than 2, attack should not proceed</PRE>
* '''tier#''' - Checks your current UAC tier (1, 2, 3). Performs the command if your tier is equal to or greater than #. <CODE>(!tier3)</CODE> skips the command at tier 3.
*valid# - Similar to the mob check prior, but only counts valid targets you're actively targeting in current Bigshot settings.
* '''prone''' - Checks that the target is NOT sleeping, webbed, stunned, kneeling, sitting, lying down, prone, frozen, or held in place. Performs the command if none of those apply.
*once - Performs the command once on a specified target, resets on room change
* '''frozen''' - Similar to prone but broken out separately. Useful for archers against non-corporeal creatures that deflect ranged attacks. Corporeal creatures that are stunned will break this check.
*room - Performs the command once in a room only, resets on room change
* '''undead''' - Performs the command if the target is undead.
*prone - Checks to see if target is not sleeping|webbed|stunned|kneeling|sitting|lying down|prone|frozen|held in place. Performs command if target status is not one of the previous.
* '''flying''' - Performs the command if the target is flying.
*frozen - Same usage as prone. Broke out of prone check for archers against non-corporeal creatures that deflect ranged. Corporeal creatures can be stunned and will break this check.
*undead - Checks to see if target is undead. Performed command if target is undead.
* '''rooted''' - Performs the command if the target is rooted.
* '''noncorporeal''' - Performs the command if the NPC is [[noncorporeal|non-corporeal]] undead.
*flying - Checks to see if target is flying. Performed command if target is flying.
* '''ancient''' - Checks for grizzled/ancient creatures.
*rooted - Checks to see if the target is rooted. Performed command if target is rooted.

*hidden - Checks to see if you're currently hidden.
'''Self Checks:'''
*poison - Checks to see if you're currently poisoned.
*disease - Checks to see if you're currently diseased.
* '''hidden''' - Performs the command if you are currently hidden.
* '''poison''' - Performs the command if you are currently poisoned.
*noncorporeal - Checks to see if NPC is [[noncorporeal|non-corporeal]] undead
* '''disease''' - Performs the command if you are currently diseased.
*pcs - Checks to see if there are any PCS in room that are also not in your group
*outside - Checks to see if the room you are in is outside
* '''pcs''' - Performs the command if there are PCs in the room that are not in your group.
* '''outside''' - Performs the command if the room is outdoors.
*barrage - Checks for the Enhanced Dexterity buff from Barrage.
* '''splashy''' - Checks if the room is "splashy" (wet) via Room.tags. Useful for avoiding lightning attacks in wet rooms.
*fury - Checks for the Enhanced Constitution buff from Fury.

*flurry - Checks for the Slashing Strikes buff from Flurry.
'''Timing Checks:'''
*pummel - Checks for the Concussive Blows buff from Pummel.
* '''once''' - Performs the command once per target. Resets on room change.
*thrash - Checks for the Forceful Blows buff from Thrash.
* '''room''' - Performs the command once per room. Resets on room change.
*vigor - Checks for the Tangleweed Vigor buff from Tangleweed.

*reflex - Checks for the Arcane Reflex buff from Nature's Touch.
'''Buff Checks:'''
*tailwind - Checks for Tailwind buff from Breeze. (tailwind) (!tailwind)
*shout - Checks for the Empowered buff from Shout.
* '''barrage''' - Checks for the Enhanced Dexterity buff from Barrage.
*yowlp - Checks for the Yertie's Yowlp buff from Yowlp.
* '''fury''' - Checks for the Enhanced Constitution buff from Fury.
*holler - Checks for the Horland's Holler buff from Holler.
* '''flurry''' - Checks for the Slashing Strikes buff from Flurry.
*voidweaver - checks for the Voidweaver buff from Implosion(720)
* '''pummel''' - Checks for the Concussive Blows buff from Pummel.
* '''thrash''' - Checks for the Forceful Blows buff from Thrash.
*justice - Checks for charges of Swift Justice. (justice) do skill with charges (!justice) do skill with no charges
* '''vigor''' - Checks for the Tangleweed Vigor buff.
*buffXX - Fire ability when buff duration is <= XX. Supported for barrage,bearhug,coupdegrace,fury,flurry,pummel,thrash,shout,yowlp
* '''reflex''' - Checks for the Arcane Reflex buff from Nature's Touch.
*tier# - Perform action if you are at the corresponding tier. (!tier3) don't do it if you are at tier3. (tier2) do it if you are tier2
* '''tailwind''' - Checks for the Tailwind buff from Breeze.
*censer - Attempt to cast 320 before your command checking mana and cooldown. 309(censer), 335(censer mob3), attack(censer)
*ancient - Checks for grizzled/ancient creatures
* '''shout''' - Checks for the Empowered buff from Shout.
*animate - Checks for if you have an animate present or not
* '''yowlp''' - Checks for Yertie's Yowlp buff from Yowlp.
*rebuke - Checks for Righteous Rebuke buff
* '''holler''' - Checks for Horland's Holler buff from Holler.
*scourge - Checks for Ardor of the Scourge buff
* '''voidweaver''' - Checks for the Voidweaver buff from Implosion (720).
* '''justice''' - Checks for charges of Swift Justice. <CODE>(justice)</CODE> acts with charges; <CODE>(!justice)</CODE> acts with no charges.
*momentum - Checks for Glorious Momentum buff
*coupdegrace - Checks for Empowered buff.
* '''surge''' - Checks for Surge of Strength buff.
* '''rebuke''' - Checks for Righteous Rebuke buff.
*essence# - checks you have the required Shadow Essence
* '''scourge''' - Checks for Ardor of the Scourge buff.
*splashy - checks if the room is "splashy" via Room.tags, useful to not do lightning attacks in wet rooms
* '''momentum''' - Checks for Glorious Momentum buff.
**If command is a spell, will only cast censer if you have the mana for censer and the spell you intend.
* '''coupdegrace''' - Checks for the Empowered buff from Coup de Grace.
**If command is not a spell, will only check you have enough mana for the censer.
* '''animate''' - Checks for whether you have an animate present.
* '''buffXX''' - Fires the ability when the buff duration is <= XX seconds. Supported for barrage, bearhug, coupdegrace, fury, flurry, pummel, thrash, shout, yowlp, garrote.
* '''censer''' - Attempts to cast 320 before your command, checking mana and cooldown. Examples: <CODE>309(censer)</CODE>, <CODE>335(censer mob3)</CODE>, <CODE>attack(censer)</CODE>
** If the command is a spell, censer only casts if you have mana for both 320 and the spell.
** If the command is not a spell, censer only checks you have enough mana for 320.


===Example Attack Routines===
===Example Attack Routines===
<PRE>wait 10, kill (x3)</PRE>
<PRE>wait 10, kill (x3)</PRE>
Waits 10 seconds for the monster to swing or cast, then counter-attacks from your specified attack stance. Swings three times, then goes back to defensive and waits again.

Waits 10 seconds for the monster to swing or cast and then immediately counter attacks from the specified attack stance set in the Hunting tab. Swings a total of three times before going into Defensive stance and waiting 10 seconds again.


<PRE>wait 15, incant 505, incant 903 (xx)</PRE>
<PRE>wait 15, incant 505, incant 903 (xx)</PRE>
Waits 15 seconds, then INCants 505 (Hand of Tonis) to knock down or stun the target. Follows up with repeated casts of 903 (Minor Water) until the target is dead (up to 5 times).

Waits 15 seconds before INCANTing 505 (Hand of Tonis), hopefully knocking down or stunning the target. Following this, Bigshot casts 903 (minor water) repeatedly until the target is dead (up to 5 times).


<PRE>stance defensive and incant 1615, kill (x100)</PRE>
<PRE>stance defensive and incant 1615, kill (x100)</PRE>
Casts 1615 (Divine Strike) from defensive stance, then uses KILL continuously until the target is dead or 100 swings (whichever comes first).

Casts 1615 (Divine Strike) at the target from Defensive stance, possibly forcing the target to kneel. Then, uses the kill verb to swing continuously until the target is dead or 100 times..whichever happens first.


<PRE>force feint until 101, kill (x2)</PRE>
<PRE>force feint until 101, kill (x2)</PRE>
Uses FEINT against the target until a successful endroll, then hits twice before trying FEINT again.

Uses the Combat Maneuver FEINT against the target until a successful end roll and then hits the target twice before trying to FEINT again.


<PRE>stance defensive and hide, ambush left leg</PRE>
<PRE>stance defensive and hide, ambush left leg</PRE>
Hides from defensive stance, then ambushes the target's left leg. Repeats (hides again) after roundtime.

Hides from Defensive stance and then ambushes that the target's left leg. Once round-time is up, repeats (ie HIDES again from defensive stance).


<PRE>incant 720(m50), incant 708, incant 702 channel(xx)</PRE>
<PRE>incant 720(m50), incant 708, incant 702 channel(xx)</PRE>
Casts 720 (Implosion) if you have 50+ mana, then INCants 708 (Limb Disruption) at the default aim location, then channels 702 (Mana Disruption) up to 5 times or until dead.

Casts 720 (Implosion) at the target if your character has 50 or more mana. Then, INCANTs 708 (Limb Disruption) at the target, using the default AIM location (if set). Finally, casts 702 (Mana Disruption) at the target up to (5) times or until it is dead.


<PRE>prep 708, cast at left leg / prep 708 channel at left leg, incant 719 (m50)(x1), incant 702 (xx)</PRE>
<PRE>prep 708, cast at left leg / prep 708 channel at left leg, incant 719 (m50)(x1), incant 702 (xx)</PRE>
Prepares 708 and CASTs at the left leg. The second variant prepares and CHANNELs at the left leg. Then casts 719 (Dark Catalyst) once if 50+ mana. Finally, INCants 702 until the creature is dead.

Prepares 708 (Limb Disruption) and CASTs it at the target's left leg. The second prepares the same spell and then CHANNELs it at the target's left leg. It will then cast 719 (Dark Catalyst) if there is at least 50 mana, and will only cast one time. The last will incant 702 until the creature is dead.


<PRE>wait 30, unarmed punch</PRE>
<PRE>wait 30, unarmed punch</PRE>
Waits 30 seconds or until the target attacks, then begins UAC combat using Punch to tier up.

Waits 30 seconds or until your target attacks. Begins attacked with UAC combat using Punch to tier up.


<PRE>shield charge (s15 prone), ambush, mstrike</PRE>
<PRE>shield charge (s15 prone), ambush, mstrike</PRE>
Shield charges the target if you have 15+ stamina and the target is NOT prone. Then ambushes based on Attacking tab settings (cycling through configured aim locations). Then MSTRIKEs — focused if below the creature threshold, unfocused if at or above it. Use <CODE>mstrike target</CODE> to always focus, or set unfocused threshold very high.

Will shield charge the target if your character has 15 or more stamina and the target is NOT prone.

The second command will then ambush based on the settings in the "Attacking" Tab - in this case a custom order of head, neck, right leg, back was given so Bigshot will first try to Ambush the head unless the head is too injured or the head cannot be reached followed by the neck then right leg then back.

Bigshot will then focus mstrike the target unless the creature count is equal to or greater than the setting in the MSTRIKE Tab, in which case it will open mstrike instead. If you put "mstrike target", Bigshot will always focused mstrike regardless of the settings in the MSTRIKE Tab. Alternatively, you can set the "Unfocused MSTRIKE when creatures equal or greater" to a large number, to always focus your mstrikes (or set it to 1 to always open mstrike).


<PRE>bellow all, wblade(mob3), flurry(!flurry), attack</PRE>
<PRE>bellow all, wblade(mob3), flurry(!flurry), attack</PRE>
AOE bellows, then Whirling Blade if 3+ targets. Flurries if the Slashing Strikes buff is not active. Falls back to basic attack.

Will aoe bellow, then whirling blade if there are at least 3 targets. The third command will flurry if you don't have the slashing strikes buff. Finally it will attack and continue to attack until one of the previous attacks become available.


<PRE>holler, shield throw(mob3), flurry, thrash, attack</PRE>
<PRE>holler, shield throw(mob3), flurry, thrash, attack</PRE>
Taunts with Holler, Shield Throws if 3+ targets, Flurries on cooldown, Thrashes on cooldown, and attacks as a fallback.

Will open up with a taunt from holler, then shield throw if there are at least 3 targets. Third command will flurry on cooldown. Fourth will thrash on cooldown. Finally we will attack if everything else ends up on cooldown or we run out of stamina.


<PRE>shroud(s35 !hidden mob2), divert (s25 hidden mob2), ambush(hidden), flurry, attack</PRE>
<PRE>shroud(s35 !hidden mob2), divert (s25 hidden mob2), ambush(hidden), flurry, attack</PRE>
If 2+ mobs: hides with Shroud (35 stamina, not already hidden), then Diverts one target (25 stamina, must be hidden). Ambushes if hidden, Flurries on cooldown, attacks as fallback.

If there is more than one mob, it will hide with shroud and divert one of the targets. Third command will ambush if hidden. Fourth will flurry on cooldown followed up with attack to finish anything off.


<PRE>surge(!surge), bullrush, bearhug, pummel, attack</PRE>
<PRE>surge(!surge), bullrush, bearhug, pummel, attack</PRE>
Keeps Surge active (casting only when not on cooldown). Bullrush to apply vulnerable, Bearhug (faster on vulnerable targets), Pummel on cooldown, attack as fallback.

Will cast surge when not on cooldown, and bullrush to bust up and apply vulnerable, then bearhug which is faster if target is vulnerable. Third we will pummel on cooldown and attack when nothing else is available.


<PRE>surge, shout(buff10), shield strike, pummel(buff60), attack(x2)</PRE>
<PRE>surge, shout(buff10), shield strike, pummel(buff60), attack(x2)</PRE>
Keeps Surge active (casting even during cooldown for 60 stamina). Shouts when less than 11 seconds remain on the buff. Shield Strikes, Pummels once per minute, finishes with 2 attacks.

Will keep surge active, casting during cooldown for 60 stamina. Next it will shout and refresh shout when there is less than 11 seconds left on the duration. Third it will shield strike followed up with a pummel once every minute. It will finish off with 2 attacks.


<PRE>pindown(mob4), volley(mob2), weed(!vigor !reflex), barrage(!barrage), incant 616 (m16 reflex), fire</PRE>
<PRE>pindown(mob4), volley(mob2), weed(!vigor !reflex), barrage(!barrage), incant 616 (m16 reflex), fire</PRE>
Pin Down if 4+ targets, Volley if 2+ targets. Tangleweed if missing Vigor and Reflex buffs. Barrage if missing Enhanced Dexterity. Spike Thorn (616) if 16+ mana and Arcane Reflex is active. Fire as fallback.

Will open up with pin down if there are at least 4 targets, then will volley if there are at least 2 targets. The third command will cast tangleweed if you do not have the tangleweed vigor buff or the arcane reflex buff. Our fourth command will barrage unless we have the enhanced dexterity buff from barage. Fifth we will cast a 1 second spike thorn if we do have 16 mana and do have the arcane reflex buff. Finally we will fire until one of our other commands become available.


===Hunting Target Examples===
===Hunting Target Examples===
All of the examples below will work for both the 'valid targets' and 'quickhunt targets' entries.
All examples below work for both "valid targets" and "quickhunt targets."

* A hunting option only using the default command (a) for each creature in an area:
A simple target list using default commands (a) for each creature:
<pre>crazed zombie, niirsha, sacristan spirit</pre>
<PRE>crazed zombie, niirsha, sacristan spirit</PRE>
* A hunting option using custom hunt commands depending on the creature. In this case it will use command (a) for a [[crazed zombie]] and a [[sacristan spirit]], while using (b) for a [[niirsha]]:

<pre>crazed zombie(a), niirsha(b), sacristan spirit(a)</pre>
Using different command sets per creature — (a) for zombies and spirits, (b) for niirsha:
* A hunting option that will include the [[:Category:Boss creatures|Boss Creatures]] variations as valid targets:
<PRE>crazed zombie(a), niirsha(b), sacristan spirit(a)</PRE>
<pre>(?:adroit |afflicted |apt |barbed |belligerent |blurry |canny |combative |dazzling |deft |diseased |drab |dreary |ethereal |flashy |flexile |flickering |flinty |frenzied |ghastly |ghostly |gleaming |glittering |glorious |glowing |grotesque |hardy |illustrious |indistinct |keen |lanky |luminous |lustrous |muculent |nebulous |oozing |pestilent |radiant |raging |ready |resolute |robust |rune-covered |shadowy |shielded |shifting |shimmering |shining |sickly green |sinuous |slimy |sparkling |spindly |spiny |stalwart |steadfast |stout |tattooed |tenebrous |tough |twinkling |unflinching |unyielding |wavering |wispy )?crazed zombie, niirsha, sacristan spirit</pre>

* Some additional advanced options for identifying valid targets:
Including [[:Category:Boss creatures|Boss Creature]] variations as valid targets using regex:
<pre>
<PRE>(?:adroit |afflicted |apt |barbed |belligerent |blurry |canny |combative |dazzling |deft |diseased |drab |dreary |ethereal |flashy |flexile |flickering |flinty |frenzied |ghastly |ghostly |gleaming |glittering |glorious |glowing |grotesque |hardy |illustrious |indistinct |keen |lanky |luminous |lustrous |muculent |nebulous |oozing |pestilent |radiant |raging |ready |resolute |robust |rune-covered |shadowy |shielded |shifting |shimmering |shining |sickly green |sinuous |slimy |sparkling |spindly |spiny |stalwart |steadfast |stout |tattooed |tenebrous |tough |twinkling |unflinching |unyielding |wavering |wispy )?crazed zombie, niirsha, sacristan spirit</PRE>

Advanced regex for Grimswarm hunting with different commands per class:
<PRE>
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:dissembler|sorcerer|sorceress|warlock|witch)(a)
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:dissembler|sorcerer|sorceress|warlock|witch)(a)
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:barbarian|blackguard|fighter|marauder|soldier|warrior)(b)
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:barbarian|blackguard|fighter|marauder|soldier|warrior)(b)
Line 416: Line 443:
(?:shopkeeper|innkeeper|bartender|patrol leader|bandit lord|bandit lady|gypsy queen|gypsy king|guard captain|wall captain|drill sergeant|stable hostler|dungeon master|master torturer|butler|cook|
(?:shopkeeper|innkeeper|bartender|patrol leader|bandit lord|bandit lady|gypsy queen|gypsy king|guard captain|wall captain|drill sergeant|stable hostler|dungeon master|master torturer|butler|cook|
knight captain|foreign dignitary|royal prince|royal princess|royal jester|royal emperor|royal empress)(f)
knight captain|foreign dignitary|royal prince|royal princess|royal jester|royal emperor|royal empress)(f)
</pre>
</PRE>

* To attack everything in the room <code>(?:.*)</code>
To target everything in the room: <CODE>(?:.*)</CODE>

==Boon Creatures Tab==
Boss creatures (also called the Boss Creature System) upgrades newly created creatures into bosses, minibosses, or packs. Upgraded creatures have their level and basic stats boosted, and are granted a number of special abilities called '''boons''', which are denoted by a special adjective in the creature's name. Players have alternatively called these "glam critters," "gifted creatures," or "boosted critters."

Additional details are available on the GemStone Wiki: [https://gswiki.play.net/Category:Boss_creatures Category:Boss creatures]

The Boon Creatures tab provides granular control over how Bigshot handles each boon ability. Bigshot uses the ASSESS verb to identify which boons a creature has, then checks your configuration to decide how to respond.

===How It Works===
For each boon ability, you can choose one of three actions:
* '''Common''' - Treat as a normal target and fight it. Uses your hunting commands to kill. Still requires proper valid target matching to engage. This is also the default behavior if no selection is made.
* '''Ignore''' - Skip this creature entirely; do not engage it.
* '''Flee''' - Immediately flee from the room when this boon type is detected.

===Master Toggle===
At the top of the tab is an '''All Boon Creatures''' section with Common, Ignore, and Flee checkboxes. These act as master toggles — checking one will set every individual boon ability across all groups to that action. If all individual items are already set to the same action and you uncheck the "All" toggle, everything gets unchecked.

===Boon Groups===
The individual boon abilities are organized into four collapsible groups, each with its own group-level toggle row ("Entire Group") and individual per-ability rows:

====Immunity====
Boons that make the creature resistant or immune to certain damage types or effects.
{| class="wikitable"
! Boon !! Adjectives !! Notes
|-
| Crit Death Immune || resolute, unflinching || Similar to constructs or golems
|-
| Damage Padding || flinty, tough ||
|-
| Elem Negation || sparkling, shining || Absorbs elemental magic attacks
|-
| Magic Resistance || rune-covered, tattooed || Reduces magic damage by 50%
|-
| Physical Negation || indistinct, nebulous || Physical damage resist shield
|-
| Stun Immune || steadfast, unyielding ||
|}

====Offensive====
Boons that enhance the creature's offensive capabilities.
{| class="wikitable"
! Boon !! Adjectives !! Notes
|-
| Boosted Offense || combative, belligerent ||
|-
| Cheat Death || glorious, illustrious || Raises self after death
|-
| Counter Attack || apt, ready || SMR counter-attack
|-
| Crit Weighting || shimmering, gleaming ||
|-
| Dmg Weighting || barbed, spiny ||
|-
| Dispelling || dazzling, flashy || Spirit Dispel (119) and Elem Dispel (417)
|-
| Elemental Flares || glittering ||
|-
| Frenzy || raging, frenzied ||
|-
| Mind Blast || canny, keen ||
|-
| Parting Shot || dreary, drab || Deals damage one last time upon death
|-
| Poisonous || sickly green, oozing || SMR poison gas cloud
|}

====Defensive====
Boons that enhance the creature's defensive capabilities.
{| class="wikitable"
! Boon !! Adjectives !! Notes
|-
| Blink || flickering, wavering || Temporary phase ability
|-
| Bolt Shield || shielded ||
|-
| Boosted Defense || sinuous, flexile || High damage padding (+12 CER)
|-
| Confuse || blurry, shifting || May give hard RT for casting at them
|-
| Crit Padding || stout, hardy ||
|}

====Stats / Misc====
Boons that affect the creature's stats, resistances, or grant miscellaneous special abilities.
{| class="wikitable"
! Boon !! Adjectives !! Notes
|-
| Boosted HP || robust, stalwart ||
|-
| Boosted Mana || luminous, lustrous ||
|-
| Diseased || pestilent, afflicted, diseased ||
|-
| Extra Spells - Elem || glowing ||
|-
| Extra Spells - Spirit || radiant ||
|-
| Extra Spells - Other || twinkling ||
|-
| Ethereal || ethereal, wispy, ghostly || Noncorporeal undead. No Sheer Fear.
|-
| Jack of All Trades || adroit, deft ||
|-
| Regeneration || slimy, muculent || Similar to Troll's Blood (1125)
|-
| Soul Stealing || tenebrous, shadowy || May possess 1204, 1601, and 1712
|-
| Terrifying || ghastly, grotesque || Pre-attack SMR can force player into defensive
|-
| Weaken || spindly, lanky || Weaker creature than normal
|}

===Usage Tips===
* If you are a melee character who struggles with '''Stun Immune''' or '''Crit Death Immune''' creatures, set those to Ignore or Flee while leaving others on Common.
* Casters may want to Flee from '''Dispelling''' and '''Magic Resistance''' boons.
* '''Weaken''' is actually beneficial — the creature is weaker than normal, so leaving it on Common is usually best.
* '''Cheat Death''' creatures will revive after dying; consider Ignore if your build cannot handle killing them twice.
* The configuration is saved per profile, so you can have different boon strategies for different hunting areas.


== Misc Tab==
== Misc Tab==
Various specialized config options
Various specialized configuration options.


===UAC Options===
===UAC Options===
The various options for configuring how UAC works:
Options for configuring Unarmed Combat (UAC):
* '''Tier 3 Attack''' - The attack used when you have reached "excellent" positioning. Options: jab, punch, grapple, or kick.
* '''Tier 3 Attack'''
* '''Aim at location (head, etc)''' - Used for aimed UAC combat, which requires ambush training to be effective. Leave blank if you do not want to aim.
** The attack used when you have reached excellent in the UAC tier
* '''MSTRIKE when creatures equal or greater''' - How many creatures must be present before using MSTRIKE during UAC.
** Options are jab, punch, grapple, or kick
* '''Use Voln SMITE?''' - Will perform a Voln SMITE on [[Non-corporeal]] undead.
* '''Aim at location (head, etc)'''
** Used for aimed UAC Combat, which requires ambush training to be effective
** Leave blank when you don't want to aim.
* '''MSTRIKE when creatures equal or greater'''
** Determines how many creatures must be present before using MSTRIKE
* '''Use Voln SMITE?'''
** Will perform a Voln SMITE on [[Non-corporeal]] undead


Frequently, people have trouble setting up Bigshot to work with Unarmed Combat. Bigshot only requires minimal configuration to ensure UAC works well.
'''Quick Setup:''' Bigshot only requires minimal configuration for UAC to work well:
#UAC tab: Input your '''Tier 3 Attack''' (jab, punch, grapple, or kick)
# '''UAC options:''' Set your '''Tier 3 Attack''' (jab, punch, grapple, or kick).
#Commands tab: Input your '''hunting commands(a)''' option as '''unarmed jab'''
# '''Commands tab:''' Set your '''hunting commands (a)''' to '''unarmed jab'''.


Important notes to keep in mind on how UAC works in Bigshot:
Important notes about UAC in Bigshot:
* The hunting option '''unarmed jab''' can be replaced by any UAC attack type (e.g. '''unarmed punch''')
* <CODE>unarmed jab</CODE> can be replaced with any UAC attack type (e.g., <CODE>unarmed punch</CODE>).
* UAC follow up strikes will be selected over the base or tier 3 attack
* UAC follow-up strikes take priority over the base or Tier 3 attack.
* Tier 3 attacks will be used only when positioning is excellent
* Tier 3 attacks are only used when positioning is "excellent".
* There is almost no reason to use anything other than <CODE>unarmed jab</CODE> as the hunting command and either <CODE>grapple</CODE> or <CODE>kick</CODE> as the Tier 3 attack.

There is almost no reason to ever use anything other than '''unarmed jab'' as the hunting command, and either '''grapple''' or '''kick''' as the Tier 3 attack.


===MSTRIKE Options===
===MSTRIKE Options===
MSTRIKE attack now has options for when it should be used.
Options for when and how MSTRIKE should be used:
* '''MSTRIKE during cooldown stamina requirement'''
* '''MSTRIKE during cooldown stamina requirement''' - How much stamina you need before Bigshot will MSTRIKE during the MSTRIKE cooldown period. Be careful setting this too low, as it can pop your muscles. Leave blank to use your max stamina.
** Allows you to specify how much stamina you want before it will MSTRIKE during the MSTRIKE Cooldown
* '''QUICKSTRIKE stamina requirement''' - Stamina required for using QUICKSTRIKE during the MSTRIKE routine.
* '''Unfocused MSTRIKE when creatures equal or greater''' - Number of creatures in the room before Bigshot uses an unfocused (AOE) MSTRIKE instead of a focused one. Default is 2.
** Be careful when setting this too low as it can pop your muscles
* '''MSTRIKE during cooldown''' - Toggle to allow MSTRIKEing during the cooldown period.
** Leave blank for it to use your max stamina.
* '''QUICKSTRIKE stamina requirement'''
* '''Use QUICKSTRIKE for MSTRIKE''' - Toggle to use QUICKSTRIKE instead of normal MSTRIKE.
** Like above but instead for using QUICKSTRIKE during the MSTRIKE routine.
* '''Unfocused MSTRIKE when creatures equal or greater'''
** Number of creatures in room before you do an unfocused mstrike. Default is 2.
* '''MSTRIKE during cooldown'''
**Toggle for MSTRIKEing during its cooldown period
* '''Use QUICKSTRIKE for MSTRIKE'''
** Toggle for using QUICKSTRIKE when you MSTRIKE



===Ammo/Wands===
===Ammo/Wands===
Here you find the settings to tell Bigshot where you keep all of your nifty wands and bolts and arrows. If your attack routine involves FIRE or WAND verbs, these fields must be set lest Bigshot hang up.
Settings for ammunition and wand management. If your attack routine uses FIRE or WAND verbs, these fields must be configured or Bigshot will hang.
* find ammo in this container: - Leave BLANK if having Bigshot use FIRE without getting ammo out (Archery 2020 Update). Rather self explanatory, this field holds the location of your ammunition storage, be it a wand harness, a quiver or just your backpack.
* use this ammo type: - Leave BLANK to have Bigshot use FIRE without getting any ammo (Archery 2020 Update). Again, like specifying monsters, Bigshot is most sensative about the NOUNs that you use here. If you
* fresh wand container: - Bigshot looks in this container to find fesh wands to WAVE.
* dead wand container: - ...And then will deposit the used up wands in this container.
* use this wand type: - Here you specify which particular wand type you want to use. Bigshot will then pull only these kinds for WAVEing. Can have multiple types listed. Seperate each one with a comma. Example: "aquamarine wand, bloodwood wand, etc"
* Hide while waiting to pick up ammo - Checking this box will have Bigshot hide when gathering up your spent arrows and bolts.
* Use wands when out of mana - Bigshot will pull whatever wand you have specified in the use this wand type field and automatically stance to your attacking stance and WAVE your wand at valid targets until you are out of wands OR hit your resting conditions.


* '''find ammo in this container''' - The container holding your ammunition (quiver, backpack, etc.). Leave BLANK if using FIRE without retrieving ammo (post-Archery 2020 Update).
* '''use this ammo type''' - The noun of your ammo type. Leave BLANK to use FIRE without retrieving ammo. Be precise with the noun — Bigshot is sensitive to exact naming here.
* '''fresh wand container''' - The container Bigshot checks for fresh wands to WAVE.
* '''dead wand container''' - The container where Bigshot deposits used-up wands.
* '''use this wand type''' - The specific wand type(s) to use. Bigshot only pulls these for WAVEing. Separate multiple types with commas. Example: <CODE>aquamarine wand, bloodwood wand</CODE>
* '''Hide while waiting to pick up ammo''' - Bigshot will hide when gathering spent arrows and bolts.
* '''Use wands when out of mana''' - When out of mana, Bigshot pulls the specified wand type, stances to your attack stance, and WAVEs at valid targets until out of wands or resting conditions are met.


===MA Grouping===
===MA Grouping===
Multi-account grouping options:
* Enter the name of the looter in Head/Tail configuration
* '''Looter name''' - The name of the character designated as the looter in Head/Tail configuration.
* '''No-looting list''' - Comma-separated list of characters who should never be assigned looting duty.
* '''Random looting''' - Distributes looting randomly based on encumbrance rather than assigning a fixed looter.
* '''Leader final loot''' - Allows the leader to perform a final loot pass before leaving a room.
* '''Travel TO hunting grounds independently''' - When enabled, group members travel to the hunting area on their own rather than as a group. Bigshot will disband the group and force GROUP OPEN after disbanding.
* '''Travel FROM hunting grounds independently''' - When enabled, group members return from the hunting area on their own.
* '''Stop for dead group members''' - Pauses the group if a follower dies during a hunt.


==Monitoring Tab==
==Monitoring Tab==
Options for safety, interaction monitoring, and debugging.
* Monitor interaction - Running scripts automates most functions and happens rather mechanically. Most anyone can tell if you are scripting just by watching you. Checking this box will pop up a window whenever Bigshot thinks that someone or something is trying to interact with you.
* Engage deadman's switch - Selecting this option will force Bigshot to quit Gemstone IV when your character is at less than 40% health, allowing you to log back on and assess the situation manually later.
* Depart/rerun if dead - Enabling this option will force a DEPART, causing your character to wake up in the Temple with low spirit. Following this, Bigshot will re-start, starting a fresh hunt. If you do not have a Check Spirit value set in your Should_hunt? tab, you will start hunting without recuperating lost stats.
* Quiet followers - Followers will wait until leader is done with both actions and resting scripts to begin using their own.


* '''Monitor interaction''' - Pops up a window whenever Bigshot detects that someone or something is trying to interact with you. Customizable monitor strings and safe strings can be configured.
* '''Engage deadman's switch''' - Forces Bigshot to quit GemStone IV when your character drops below 40% health, allowing you to log back on and assess the situation manually.
* '''Depart/rerun if dead''' - Forces a DEPART (waking up in the Temple with low spirit), then restarts Bigshot for a fresh hunt. Make sure your "CHECK spirit >=" value in Should Hunt? is set high enough to recover before the next hunt.
* '''Quiet followers''' - Followers wait until the leader finishes both actions and resting scripts before beginning their own.
* '''Ignore disk objects''' - Ignores disk objects when evaluating room claims and other checks.


===Debugging:===
===Debugging===
Bigshot provides detailed debug options for troubleshooting. Use these commands in-game:
<pre{{log2}}>
<pre{{log2}}>
+---------------------------------------------------------------------------+
+---------------------------------------------------------------------------+
| Bigshot Debug Help v5.8.5 |
| Bigshot Debug Help v5.11.4 |
+---------------------------------------------------------------------------+
+---------------------------------------------------------------------------+
| Debug options have changed to be more helpful. |
| Debug options have changed to be more helpful. |
Line 501: Line 642:
| ;bigshot debug combat commands status <true/false> |
| ;bigshot debug combat commands status <true/false> |
+---------------------------------------------------------------------------+
+---------------------------------------------------------------------------+
</pre>

Debug log files are stored in your Lich5 logs directory under <CODE>debug/<Game>-<CharacterName>/bigshot.log</CODE> and rotate daily.


==Ingame Screenshot==
==Ingame Screenshot==

Revision as of 18:57, 7 February 2026

Lich:Script Bigshot is a third party script and is not maintained by Simutronics. Simutronics is not responsible for the accuracy of the information presented on this page, nor is it liable for issues stemming from the use of the application on players' personal devices.

Bigshot is a fully automated hunting script for GemStone IV. It handles combat routines, movement to and from hunting areas, target selection, and attack execution. AFK scripting on any server other than Shattered is a violation of game policy.

Changelog

About Bigshot

What Does Bigshot Do?

Using a series of menus and command inputs, Bigshot lets you create a modular, customizable, and fully automated hunting script. With just a few clicks and tweaks, you can go from scripting rats to the Rift.

How Do I Get It?

Grab it from the repository: ;repository download Bigshot

How Do I Make It Go?

Initial setup is accessed through ;bigshot setup. This opens a configuration window with several tabs for setting up your hunting routine.

As with most scripts, the SETUP command opens a graphical user interface. Use ;bigshot setup to open the dialog. The window contains the following tabs:

  • Profile - Save and load profile configurations. Profiles are saved to your \Lich5\data\<GSServer>\<charname>\bigshot_profiles directory (e.g., \Lich5\data\GSIV\Rinualdo\bigshot_profiles). Note: if you previously used Bigshot, the file location has changed from the old \Lich5\scripts\bigshot_profiles folder. You can copy/paste your old profiles to the new location.
  • Resting - Configure your resting routine, rest location, and conditions that trigger resting.
  • Hunting - Create a hunting map using boundaries, set your starting room, configure attack/wander stances, and define pre-hunt behavior.
  • Attacking - Configure ambush aiming, flee conditions, bless behavior, weapon reactions, and similar combat flags.
  • Commands - Define your valid targets and associated attack routines. See sample routines below.
  • Boon Creatures - Configure how Bigshot handles boss/boon creatures on a per-ability basis (fight, ignore, or flee).
  • Misc - UAC options, MSTRIKE options, ammo/wand configuration, and MA grouping settings.
  • Monitoring - Interaction monitoring, deadman's switch, depart behavior, and debug options.

Each tab is covered in detail further on.

Other Commands

Beyond the setup GUI, Bigshot has several command-line options:

  • ;bigshot quick - A special hunting mode that kills everything in your current room, then quits. It will not wander or attempt to rest. Uses its own separate hunting commands and targets (configured on the Commands tab).
  • ;bigshot head / ;bigshot tail - Multi-account hunting on a single computer. All characters must be set up for the same hunting area. Following characters run ;bigshot tail, then the leader runs ;bigshot head. The leader can optionally specify the expected group size, e.g., ;bigshot head 3. Head and tail can be started in any order.
  • ;bigshot display - Shows all your current settings.
  • ;bigshot reset - Resets your targetable and untargetable lists. Useful if Bigshot will not target something it should.
  • ;bigshot ranger or ;bigshot companion - Resets the ranger companion setting so you can reconfigure it. Use this when you change your companion.
  • ;bigshot profile save <name> - Saves a profile in YAML format to your character's profile folder. Also accessible via the Profiles tab.
  • ;bigshot profile load <name> - Loads a profile from your character's profile folder. Also accessible via the Profiles tab.
  • ;bigshot single - Executes a single hunting routine, returns to your resting location, and then exits.
  • ;bigshot list - Displays all initialized variable values (useful for troubleshooting).
  • ;bigshot test <method> <args> - Runs a specific internal method for testing purposes.
  • ;bigshot <creature> - Any input that does not match the above commands defaults to ranger tracking (e.g., ;bigshot single giant rat will track and hunt a giant rat).

The Profile Tab

  • Load Profile - Load an existing saved profile. The dropdown will be empty if no profiles have been saved yet.
  • Current Profile - Displays the name of the currently loaded profile.
  • Save Profile - Enter any name for your profile and click Save. Once saved, the profile will appear in the Load Profile dropdown.
  • Notes - A freeform text area for any notes you want to associate with the profile.

The Resting Tab

This tab controls where and how Bigshot rests between hunts. During rest mode, Bigshot checks your mind state, hit points, wound status, mana, and spirit. Once all conditions defined in the "Should Hunt?" section are met, Bigshot leaves rest mode and begins a new hunt.

Where to Rest

  • room id - The room Bigshot returns to for resting. Uses room numbers from Map/Go2. Supports both Lich IDs and SimuIDs (prefix SimuIDs with "u", e.g., 228 for Town Square Central or u7120).
  • return waypoints - Optional intermediate room IDs that Bigshot will pass through when returning to rest. Separate multiple waypoints with commas.
  • pre-rest commands - Commands executed before entering rest mode. Example: shea, wear shield, sit, stance offensive, rest. This will sheathe your weapon, wear your shield, sit down, enter offensive stance, and use the REST verb. You can also call scripts here using the script prefix, e.g., script go2 place.
  • active resting scripts - Scripts that run upon entering rest mode for between-hunt tasks such as selling loot, spelling up, or healing. Example: eloot sell, waggle, eherbs. This will sell via eloot, spell up via waggle, then use herbs from your PACK to heal wounds.
  • Fog Option - Determines how Bigshot returns to rest. Options include:
    • None - Walk normally (no teleportation).
    • 130 - Uses Spirit Guide (130) first; falls back to Symbol of Return if it fails.
    • Symbol of Return - Uses Voln Symbol of Return first; falls back to 130 if it fails.
    • Traveler's Song (1020) - Attempts Traveler's Song (1020) once, then continues.
    • Familiar Gate (930) - Attempts Familiar Gate (930) to summon a portal and walk through it. Will perform a mana pulse if not enough mana is detected.
    • Sigil of Escape - Uses Sigil of Escape.
    • Custom - Allows a comma-separated list of custom commands to perform.
  • Fog ONLY if wounded or encumbered - When checked, Bigshot will only use the fog option if you are actually wounded or encumbered. Otherwise it walks normally.
  • Fog twice from the Rift - When checked, Bigshot will double-cast the fog spell when returning from the Rift (useful since the Rift requires two uses to escape).

Should Rest?

Bigshot evaluates these conditions to decide when to leave a hunt and return to rest.

  • when percent mind >=
    • Triggers resting when your mind has reached this threshold. Generally set to 100 (fried). Default is 100.
  • and extra kills >=
    • The number of additional monsters to kill after reaching your "when percent mind" threshold and after LTE boosts are used. Set to 0 to rest immediately upon reaching the mind threshold.
  • and used lte boosts >=
    • The number of LTE (Long-Term Experience) boosts Bigshot will attempt to use after reaching the mind threshold. Set to 0 to skip LTE boosts entirely.
  • or percent mana <=
    • Forces Bigshot to rest when your mana percentage is at or below this value. Can be set to 0, but leaving a small buffer is useful (e.g., for Unlock (406) to open the WL Graveyard gate). If you encounter an "OOM" error, try setting this to 1.
  • or percent encumbrance >=
    • Forces Bigshot to rest when your encumbrance reaches or exceeds this percentage.
  • or wounded eval
    • Allows you to set a Ruby evaluation expression to determine if you are too wounded to continue. Can trigger on bleeding, specific wound levels, inability to cast, scars, and more.

The following is a wounded evaluation that will rest whenever you have any level II wounds:

XMLData.injuries.any?{|key,value| value["wound"] > 1} || Char.percent_health <= 70

The following is a wound evaluation that will take you home if you can no longer cast (bleeding, nerves, level 2 head/eyes, bad scars, etc.):

bleeding? || Char.percent_health <= 25 || [Wounds.head, Scars.head, Wounds.leftEye, Scars.leftEye, Wounds.rightEye, Scars.rightEye, Wounds.nsys, Scars.nsys].max > 1 ||  [Wounds.leftArm, Wounds.leftHand, Wounds.rightArm, Wounds.rightHand, Scars.leftArm, Scars.leftHand, Scars.rightArm, Scars.rightHand].max > 2 || ([Wounds.leftArm, Wounds.leftHand, Scars.leftArm, Scars.leftHand].max + [Wounds.rightArm, Wounds.rightHand, Scars.rightArm, Scars.rightHand].max) >= 3

The following can be appended to either wound evaluation above to also rest upon having popped muscles:

|| Effects::Debuffs.active?("Overexerted")
  • when creeping dread >=
    • Forces Bigshot to rest when your creeping dread level reaches or exceeds this value.
  • when crushing dread >=
    • Forces Bigshot to rest when your crushing dread level reaches or exceeds this value.
  • Wall of Thorns Poison
    • Forces Bigshot to rest when you are affected by Wall of Thorns poison.
  • Confusion Debuff
    • Forces Bigshot to rest when you are affected by the non-dispellable Confusion debuff.
  • Box in hand
    • Forces Bigshot to rest if looting leaves a box in your hand.

The Hunting Tab

This tab controls when and where Bigshot hunts, any pre-hunt preparation, and the map boundaries for wandering.

The Hunting Map

Your hunting map consists of Boundaries (rooms Bigshot will never enter) and a Starting Room (the first room Bigshot moves to when a hunt begins). These function similarly to the boundaries in the ;Wander script, but are stored in Bigshot's own configuration files.

  • starting room ID - The first room Bigshot travels to when beginning a hunt. Set this to any room within your boundaries.
  • boundary rooms - Rooms that act as walls. Bigshot will never enter a boundary room.
X-X-B - A - 0 - 0 - 0
|   |
X-X-X

In the diagram above, "B" is a boundary room and "A" is outside the hunting area. Rooms marked "0" are the huntable area. Bigshot will wander freely among the "0" rooms but never cross into "B" or "A".

Boundary room IDs are separated by commas. Some popular examples:

Rift Boundaries:

Plane 1: 2635, 12101, 12208
Plane 2: 2605, 2635, 12093
Plane 3: 2635, 12089, 12152
Plane 4: 12122, 12207, 12235
Plane 5: 2579
North Scatter: 12151, 12254, 12256, 12249, 12247, 12241
South Scatter: 12151, 12219, 12217, 12233, 12237, 12239

Maaghara Boundaries:

9734

Confluence Boundaries:

2300, 3519, 228, 188, 1932, 10855, 3668, 1438, 1005

Imagine a hunting area that is a six-room square. To enter this square, you must GO DOORWAY from room A. You would set room A (outside the square, before the doorway) as a boundary. Then set room B (just inside the square) as the starting room. Bigshot will move to room B and wander within the bounded area until your "Should Rest?" conditions are met.

  • rally point rooms - Optional intermediate room IDs Bigshot will pass through on the way to the hunting area. Separate multiple rooms with commas.

Hunting Settings

  • wait before wandering to another room - Time in seconds Bigshot waits before leaving a room to look for creatures. Default is 0.3. Set to 0 for fastest (but spammy) movement.
  • attack stance - The stance Bigshot switches to when issuing attack commands. Bigshot remains in defensive stance until an attack is triggered, then stances to your specified attack stance. Recognizes all game stances from Offensive through Defensive.
  • wander stance - The stance Bigshot uses while moving between rooms. Defaults to Defensive.
  • stand up stance - The stance Bigshot enters when standing up after being knocked down. Defaults to Defensive.
  • pre-hunt commands - Commands executed before Bigshot uses Go2 to travel to your starting room. Example: gird, stance defensive. This ensures your weapon is readied and you are in defensive stance before traveling. Use this line for short-lived combat spells like 1605 (Arm of the Arkati).
  • active hunting scripts - Scripts that run while Bigshot is in hunt mode. Use these for complex behaviors that Bigshot does not natively support (e.g., keeping certain spells active or executing CMANs based on conditions).
  • society abilities/spells/cmans - Abilities Bigshot keeps active during a hunt. Enter numerical designations separated by commas. For example, entering 506 keeps Haste up, recasting whenever it wears off. Hover over this field in the GUI for a list of supported values. Supported options include spells that can be ignored by rapidfire cooldown: e.g., 515 (ignore) or rapidfire (ignore).
  • loot script - The script Bigshot calls to loot your kills (e.g., eloot). Make sure the loot script is properly configured via its own SETUP command, or Bigshot may error.
  • wracking spirit >= - If your spirit is greater than or equal to this value, Bigshot will WRACK for mana. Setting it to 6 will wrack down to 5 spirit. Only functions when the wracking checkbox is enabled.
  • Use sign of wracking/sigil of power - Checkbox to enable wracking.
  • Check for favor before using Voln symbols - Checkbox to verify you have sufficient favor before casting Voln society symbols.
  • Priority hunt - When enabled, Bigshot targets creatures in the order listed in your valid targets field. If a higher-priority creature enters the room, Bigshot switches to it. When using ;bigshot quick, quickhunt targets take priority, followed by any remaining targets in room order.
  • Delay looting - Delays the looting of creatures in a room.
  • Defensive stance before looting - Switches to defensive stance before looting begins.
  • Pull players to feet - Attempts to pull players to their feet when passing them.
  • Stop for dead players - Pauses Bigshot if you encounter a dead player.
  • Troubadour's Rally - Enables the use of Troubadour's Rally during hunts.
  • Sneaky Sneaky - Sneak around while moving through the hunting area.

Should Hunt?

Bigshot evaluates these conditions to determine if you are ready to begin a hunt from rest.

  • when percent mind <=
    • Setting this to 51 will wait until "Clear". Setting it to 65 will wait until "Muddled".
  • and percent mana >=
    • The percentage of your maximum mana that must be present before hunting. Setting below 50 results in short hunts if you cast frequently. Generally set to 95 or higher.
  • and CHECK spirit >=
    • Bigshot checks that your current spirit value is at least this amount. Make sure this is high enough that Bigshot will not immediately hunt after DEPARTing if you have the "Depart / re-run" option enabled on the Monitoring tab.
  • and percent stamina >=
    • The percentage of your maximum stamina that must be present before hunting. Useful for melee-heavy builds that rely on stamina for CMANs and MSTRIKEs.

The Attacking Tab

This tab controls aiming, flee conditions, and various combat behavior toggles.

  • Ambush aiming locations (head, etc) - The order Bigshot aims when ambushing. Default is head, right leg, left leg, chest. Bigshot cycles through these and skips locations that are too injured or unreachable.
  • Archery aiming locations (head, etc) - The order Bigshot aims when using archery attacks. Loops through your aiming list.
  • flee if enemy count is > - Flees the room if the total number of enemies exceeds this value. Set to 1 to engage only single targets.
  • ...but don't count these - Bigshot ignores these monsters when evaluating flee count. Useful when low-level monsters are mixed into your hunting area.
  • ...and always flee from - Bigshot immediately flees from these monsters. Useful when your hunting area has higher-level or dangerous monsters mixed in.
  • flee from environment message - Bigshot flees whenever the game sends a message matching this text (uses XML regex matching).
  • wait before wandering to another room - Time in seconds before moving to a new room. Default is 0.3. Set to 0 to move instantly (can be spammy for others in the area).
  • Approach lone targets only - Forces Bigshot to only begin combat against creatures that are alone in a room.
  • Bless weapon? - Performs a Consecrate (1604), then a Cleric Bless or Voln Bless on any weapon that loses its bless during hunting. If unable to bless during hunting, Bigshot returns to the rest area and quits.
  • Activate weapon reactions - Initiates reactive strikes when the opportunity presents itself.
  • Flee from clouds - Flees from cloud spells such as 125 (Call Lightning/Ominous Cloud), 1704 (Stun Cloud), and 1713 (Death Cloud).
  • Flee from vines - Flees from vine spells such as 610 (Tangle Weed).
  • Flee from webs - Flees from webs.
  • Flee from voids - Flees from voids.

Commands Tab

This is the core of Bigshot — where you define your attack routines.

Hunting Commands

  • hunting commands (a) - The primary commands Bigshot executes when in a room with a valid target. Commands are separated by commas. Bigshot recognizes most hunting verbs; unrecognized commands are sent directly as-is via fput. The following are recognized hunting commands:
    • kill - Attacks using the KILL verb.
    • incant <spell number> - Casts the specified spell with INCANT. Automatically stances into offensive for bolt and stance-sensitive spells. You can CHANNEL via INCANT SET CHANNEL <spell> (a standard GSIV verb) or by setting SET ChannelIncant ON, which will CHANNEL an INCanted spell if you are in a stance higher than neutral.
    • channel <spell number> - Channels the specified spell at the target. Requires a stance higher than neutral to have effect.
    • <spell number> - Casts the specified spell using PREPARE and CAST.
    • wand - Gets a wand from your specified container and WAVEs it at the target.
    • wandolier - Similar to wand, but designed for wandoliers. Gets a wand from the fresh wand container and waves it; rubs the container if no wands are found. Default waves in offensive stance. Use wandolier defensive to wave in a different stance.
    • fire - Gets ammunition from your specified container and FIREs at the target. Aims based on Archery aiming settings on the Attacking tab.
    • aim <location> - Aims at the specified body location.
    • ambush - Uses the AMBUSH verb to attack, aiming based on Attacking tab settings. Can also aim dynamically: ambush head overrides default settings for that attack.
    • wait - Stance dances by going into Defensive stance for the specified time (in seconds). Bigshot will exit early if the target swings or casts, then evaluate the rest of the attack routine from your attack stance.
    • mstrike - Executes MSTRIKE based on cooldown and stamina. Has its own options page under the Misc tab. Can also be used with UAC: mstrike punch.
    • berserk - Executes the BERSERK verb and waits until it fades.
    • throw - Empties hands, attempts throw, then retrieves the items you emptied.
    • weed/kweed - Casts 610 at the target. Using kweed forces EVOKE 610, ensuring the damage version.
    • curse <type> - Preps 715 and uses the specified curse type. Valid types: Clumsy, Weakness, Darkness, Itch, Hex, Pox, Nightmare, Star. Skips "curse star" if the buff is already active.
    • unarmed <type> - Uses the Bigshot UAC routine. Valid types: punch, jab, kick, grapple. The routine uses appropriate attacks to rank up and applies MSTRIKE based on MSTRIKE options. Example: unarmed jab.
    • smite - Performs an Order of Voln Smite on the target until successful.
    • leech - Performs a Mana Leech (516) on the target if cooldown is under 15 minutes.
    • script <script name> - Executes a specified custom attack script.
    • hide - Repeatedly attempts to hide until successful or gives up.
    • sleep <nostance> - Pauses Bigshot for the specified number of seconds. Example: sleep 10 or sleep 10 nostance. Useful for timed hunting, e.g., 410, sleep 15 will E-wave, then wait 15 seconds before re-evaluating.
    • stance <stance> - Changes stance. Example: stance defensive.
    • nudgeweapons - Moves all weapons on the ground to an adjacent room. Useful for casting Implosion (720).
    • force <cmd> until <endroll> - Repeats a command until a desired endroll is achieved. Example: force incant 1002 until 101. Only works for standard swings/spells/CMANs.
    • eachtarget <cmd> - Issues the command against each valid target in the room.
    • efury <fire|cold> - Casts Earthen Fury (917) on the target and waits for the DOT to end or 12 seconds to pass.
    • caststop <spell> - Casts the spell and immediately stops it after casting.
    • wield <noun> <left|right> - Wields a new item in the specified hand and stores the current item.
    • store - Stores items in left, right, or both hands (only if something is in those hands).
    • tether <recast> - Casts 706 with built-in wait logic. The optional recast flag will auto-recast 706 on creature death and transfer DOTs to a new target.
    • unravel <spell> - Casts 1013 (Song of Unravelling). Optionally specify a spell number to target against the creature.
    • depress - Casts 1015 (Song of Depression) with built-in logic.
    • phase - Force-casts 704 (Phase) using PREP/CAST, required for NPC targeting to convert non-corporeal to corporeal undead.

Additional Command Sets

  • hunting commands (b) through (j) - Additional attack routines tied to creature flags. When you flag a creature in your valid targets (e.g., niirsha(b)), Bigshot uses the matching command set. This allows different attack strategies for different creature types.
  • fried hunting commands - Commands executed specifically when your mind is fried. Useful in group hunting where you still want to contribute.
  • quick hunting commands - Commands executed when using ;bigshot quick.
  • valid targets - The monsters you are hunting. Bigshot works best with creature NOUNs (e.g., ogre instead of a large ogre). Use commas to separate multiple targets: manticore, thrak. If left blank, Bigshot will target everything in the room. Supports regex for advanced matching.
  • quickhunt targets - Designated targets for the ;bigshot quick option.

PSM3 Integration

Bigshot supports weapon/shield skills and warcries. Assaults wait until they finish or are interrupted. The following are recognized PSM3 commands:

Assaults (wait until completed/interrupted):

  • barrage, flurry, fury, gthrusts, pummel, thrash
  • fury can specify a default attack: fury punch or fury kick (defaults to jab)

Setups (execute on cooldown — pair with prone/stun/root checks):

  • charge, cripple, dizzyingswing, pindown, twinhammer

AOE (execute on cooldown — limit with mob checks):

  • clash, cyclone, pulverize, volley, wblade, whirlwind

Warcries:

  • shout - Performs warcry Shout. Must use a command check or it will shout every loop: shout(!shout) or shout(buff10 s25)
  • yowlp - Performs warcry Yowlp. Must use a command check: yowlp(!yowlp) or yowlp(buff10 s10)
  • holler - Performs warcry Holler, taunting all mobs. Example: holler(s60)
  • bellow, growl, cry - Offensive warcries. Use with target for single target or all for AOE.

Shield Skills:

  • shield bash, shield charge, shield pin, shield push, shield strike, shield trample, shield throw

Combat Maneuvers:

  • surge - Keeps Surge of Strength active. surge or surge(surge) casts even on cooldown; surge(!surge) only casts when not on cooldown.
  • bearhug, bullrush, coupdegrace, cpress, cutthroat, dirtkick, disarm, dislodge, divert, eviscerate, exsanguinate, eyepoke, feint, footstomp, garrote, gkick, hamstring, haymaker, headbutt, kifocus, kneebash, leapattack, mblow, mug, nosetweak, sattack, sblow, scleave, shroud, spunch, sthieve, subdue, sunder, sweep, swiftkick, tackle, templeshot, throatchop, trip, truestrike, vaultkick
  • dislodge <location> - Dislodge from the specified location: dislodge eye neck
  • stomp - Performs a stomp attack. Channels 909 if not already active. You can also add 909 to the society abilities field to keep it active.
  • dhurl - Hurls your weapon and recovers it. Works with weapon bonding auto-return and the RECOVER verb.
  • assume <aspect> <aspect/evoke> - Cycles between two aspects, or evokes a single aspect. Also works in the society abilities box: 650 <aspect> <aspect/evoke>
  • briar <weapon> - Activates the AS buff on briar weapons. Tracks weapon charge and uses on cooldown.
  • stance perfection - Put 10, 20, 30, etc. in your attack stance box to take advantage of stance perfection.
  • chastise, excoriate - Performs the FEAT if available and affordable.
  • rebuke - Performs Righteous Rebuke.
  • scourge - Performs Ardor of the Scourge.
  • momentum - Performs Glorious Momentum.

Gemstone Activation

To use a gemstone-activated ability, use jewel <mnemonic>. Bigshot automatically avoids usage if the ability is on cooldown. Supported gemstone mnemonics:

  • bloodboil - Blood Boil
  • spellblade - Spellblade's Fury
  • arcascend - Arcanist's Ascendancy
  • geospite - Geomancer's Spite
  • forceofwill - Force of Will
  • arcaneintensity - Arcane Intensity
  • arcaneopus - Arcane Opus
  • bloodsiphon - Blood Siphon
  • bloodwell - Blood Wellspring
  • epossess - Evanescent Possession
  • manawellspring - Mana Wellspring
  • spiritwell - Spirit Wellspring
  • stamwell - Stamina Wellspring
  • terrortribute - Terror's Tribute
  • arcblade - Arcanist's Blade
  • arcwill - Arcanist's Will
  • imaerabalm - Imaera's Balm
  • reckless - Reckless Precision
  • unearthchains - Unearthly Chains
  • witchhunt - Witchhunter's Ascendancy
  • manashield - Mana Shield
  • arcaneaegis - Arcane Aegis

You may need to run SKILLS FULL, CMAN INFO, WEAPON INFO, or SHIELD INFO if you have recently changed training or if skills are being skipped.

Additional Options

  • haste or 506 - Placing this in front of any command casts 506 (Haste) before executing the command. Only casts if Haste is not currently active or has less than 3 seconds remaining.
wait 10, haste kill (x3)
  • slayer or 240 - Placing this in front of any command casts 240 before executing. Will not recast if already active.
slayer 302 (x99)

Command Checks

Command checks let you add conditions to any command. The format is: COMMAND (CHECKS)(REPETITIONS)

Example: hamstring (mob1 prone)(x2). The (x#) repetition must be in a separate set of parentheses. Note that (xx) is shorthand for (x5), not unlimited.

Checks can be combined inside a single set of parentheses with spaces between them. Example: kill(m20 s5 e20)

Each check also has an inverse — prefix with ! to negate. Example: kill(!m20 !s5 !e20)

Resource and Status Checks:

  • s# - Requires at least # stamina.
  • m# - Requires at least # mana.
  • h# - Requires health to be at or above #% (percentage, not fixed).
  • v# - Requires at least # spirit.
  • e# - Requires encumbrance percentage to be at or below #.
  • essence# - Requires at least # Shadow Essence (Sorcerer).

Creature Checks:

  • mob# - Requires at least # NPCs in the room. Only useful for 2 or more creatures.
To further clarify the mob# implementation:
1 mob, mob2: 1 IS less than 2 — attack does NOT proceed.
2 mobs, mob2: 2 IS NOT less than 2 — attack CAN proceed.
1 mob, !mob2: 1 IS NOT more than 2 — attack CAN proceed.
2 mobs, !mob2: 2 IS NOT more than 2 — attack CAN proceed.
3 mobs, !mob2: 3 IS more than 2 — attack does NOT proceed.
  • valid# - Like mob#, but only counts valid targets you are actively targeting in current settings.
  • tier# - Checks your current UAC tier (1, 2, 3). Performs the command if your tier is equal to or greater than #. (!tier3) skips the command at tier 3.
  • prone - Checks that the target is NOT sleeping, webbed, stunned, kneeling, sitting, lying down, prone, frozen, or held in place. Performs the command if none of those apply.
  • frozen - Similar to prone but broken out separately. Useful for archers against non-corporeal creatures that deflect ranged attacks. Corporeal creatures that are stunned will break this check.
  • undead - Performs the command if the target is undead.
  • flying - Performs the command if the target is flying.
  • rooted - Performs the command if the target is rooted.
  • noncorporeal - Performs the command if the NPC is non-corporeal undead.
  • ancient - Checks for grizzled/ancient creatures.

Self Checks:

  • hidden - Performs the command if you are currently hidden.
  • poison - Performs the command if you are currently poisoned.
  • disease - Performs the command if you are currently diseased.
  • pcs - Performs the command if there are PCs in the room that are not in your group.
  • outside - Performs the command if the room is outdoors.
  • splashy - Checks if the room is "splashy" (wet) via Room.tags. Useful for avoiding lightning attacks in wet rooms.

Timing Checks:

  • once - Performs the command once per target. Resets on room change.
  • room - Performs the command once per room. Resets on room change.

Buff Checks:

  • barrage - Checks for the Enhanced Dexterity buff from Barrage.
  • fury - Checks for the Enhanced Constitution buff from Fury.
  • flurry - Checks for the Slashing Strikes buff from Flurry.
  • pummel - Checks for the Concussive Blows buff from Pummel.
  • thrash - Checks for the Forceful Blows buff from Thrash.
  • vigor - Checks for the Tangleweed Vigor buff.
  • reflex - Checks for the Arcane Reflex buff from Nature's Touch.
  • tailwind - Checks for the Tailwind buff from Breeze.
  • shout - Checks for the Empowered buff from Shout.
  • yowlp - Checks for Yertie's Yowlp buff from Yowlp.
  • holler - Checks for Horland's Holler buff from Holler.
  • voidweaver - Checks for the Voidweaver buff from Implosion (720).
  • justice - Checks for charges of Swift Justice. (justice) acts with charges; (!justice) acts with no charges.
  • surge - Checks for Surge of Strength buff.
  • rebuke - Checks for Righteous Rebuke buff.
  • scourge - Checks for Ardor of the Scourge buff.
  • momentum - Checks for Glorious Momentum buff.
  • coupdegrace - Checks for the Empowered buff from Coup de Grace.
  • animate - Checks for whether you have an animate present.
  • buffXX - Fires the ability when the buff duration is <= XX seconds. Supported for barrage, bearhug, coupdegrace, fury, flurry, pummel, thrash, shout, yowlp, garrote.
  • censer - Attempts to cast 320 before your command, checking mana and cooldown. Examples: 309(censer), 335(censer mob3), attack(censer)
    • If the command is a spell, censer only casts if you have mana for both 320 and the spell.
    • If the command is not a spell, censer only checks you have enough mana for 320.

Example Attack Routines

wait 10, kill (x3)

Waits 10 seconds for the monster to swing or cast, then counter-attacks from your specified attack stance. Swings three times, then goes back to defensive and waits again.

wait 15, incant 505, incant 903 (xx)

Waits 15 seconds, then INCants 505 (Hand of Tonis) to knock down or stun the target. Follows up with repeated casts of 903 (Minor Water) until the target is dead (up to 5 times).

stance defensive and incant 1615, kill (x100)

Casts 1615 (Divine Strike) from defensive stance, then uses KILL continuously until the target is dead or 100 swings (whichever comes first).

force feint until 101, kill (x2)

Uses FEINT against the target until a successful endroll, then hits twice before trying FEINT again.

stance defensive and hide, ambush left leg

Hides from defensive stance, then ambushes the target's left leg. Repeats (hides again) after roundtime.

incant 720(m50), incant 708, incant 702 channel(xx)

Casts 720 (Implosion) if you have 50+ mana, then INCants 708 (Limb Disruption) at the default aim location, then channels 702 (Mana Disruption) up to 5 times or until dead.

prep 708, cast at left leg / prep 708 channel at left leg, incant 719 (m50)(x1), incant 702 (xx)

Prepares 708 and CASTs at the left leg. The second variant prepares and CHANNELs at the left leg. Then casts 719 (Dark Catalyst) once if 50+ mana. Finally, INCants 702 until the creature is dead.

wait 30, unarmed punch

Waits 30 seconds or until the target attacks, then begins UAC combat using Punch to tier up.

shield charge (s15 prone), ambush, mstrike

Shield charges the target if you have 15+ stamina and the target is NOT prone. Then ambushes based on Attacking tab settings (cycling through configured aim locations). Then MSTRIKEs — focused if below the creature threshold, unfocused if at or above it. Use mstrike target to always focus, or set unfocused threshold very high.

bellow all, wblade(mob3), flurry(!flurry), attack

AOE bellows, then Whirling Blade if 3+ targets. Flurries if the Slashing Strikes buff is not active. Falls back to basic attack.

holler, shield throw(mob3), flurry, thrash, attack

Taunts with Holler, Shield Throws if 3+ targets, Flurries on cooldown, Thrashes on cooldown, and attacks as a fallback.

shroud(s35 !hidden mob2), divert (s25 hidden mob2), ambush(hidden), flurry, attack

If 2+ mobs: hides with Shroud (35 stamina, not already hidden), then Diverts one target (25 stamina, must be hidden). Ambushes if hidden, Flurries on cooldown, attacks as fallback.

surge(!surge), bullrush, bearhug, pummel, attack

Keeps Surge active (casting only when not on cooldown). Bullrush to apply vulnerable, Bearhug (faster on vulnerable targets), Pummel on cooldown, attack as fallback.

surge, shout(buff10), shield strike, pummel(buff60), attack(x2)

Keeps Surge active (casting even during cooldown for 60 stamina). Shouts when less than 11 seconds remain on the buff. Shield Strikes, Pummels once per minute, finishes with 2 attacks.

pindown(mob4), volley(mob2), weed(!vigor !reflex), barrage(!barrage), incant 616 (m16 reflex), fire

Pin Down if 4+ targets, Volley if 2+ targets. Tangleweed if missing Vigor and Reflex buffs. Barrage if missing Enhanced Dexterity. Spike Thorn (616) if 16+ mana and Arcane Reflex is active. Fire as fallback.

Hunting Target Examples

All examples below work for both "valid targets" and "quickhunt targets."

A simple target list using default commands (a) for each creature:

crazed zombie, niirsha, sacristan spirit

Using different command sets per creature — (a) for zombies and spirits, (b) for niirsha:

crazed zombie(a), niirsha(b), sacristan spirit(a)

Including Boss Creature variations as valid targets using regex:

(?:adroit |afflicted |apt |barbed |belligerent |blurry |canny |combative |dazzling |deft |diseased |drab |dreary |ethereal |flashy |flexile |flickering |flinty |frenzied |ghastly |ghostly |gleaming |glittering |glorious |glowing |grotesque |hardy |illustrious |indistinct |keen |lanky |luminous |lustrous |muculent |nebulous |oozing |pestilent |radiant |raging |ready |resolute |robust |rune-covered |shadowy |shielded |shifting |shimmering |shining |sickly green |sinuous |slimy |sparkling |spindly |spiny |stalwart |steadfast |stout |tattooed |tenebrous |tough |twinkling |unflinching |unyielding |wavering |wispy )?crazed zombie, niirsha, sacristan spirit

Advanced regex for Grimswarm hunting with different commands per class:

(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:dissembler|sorcerer|sorceress|warlock|witch)(a)
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:barbarian|blackguard|fighter|marauder|soldier|warrior)(b)
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:adept|archmage|elementalist|mage|warmage)(c)
(?:seasoned |grizzled |battle-scarred |weathered |veteran |hulking |haggard )?Grimswarm (?:giant|troll|orc) (?:hunter|huntmaster|huntmistress|ranger)(d)
(?:seasoned )?(?:dwarven|elven|halfling|erithian|human|giantman|half-krolvin|gnomish|half-elven) (?:thief|rogue|bandit|mugger|outlaw|highwayman|marauder|brigand|thug|robber)(e)
(?:shopkeeper|innkeeper|bartender|patrol leader|bandit lord|bandit lady|gypsy queen|gypsy king|guard captain|wall captain|drill sergeant|stable hostler|dungeon master|master torturer|butler|cook|
knight captain|foreign dignitary|royal prince|royal princess|royal jester|royal emperor|royal empress)(f)

To target everything in the room: (?:.*)

Boon Creatures Tab

Boss creatures (also called the Boss Creature System) upgrades newly created creatures into bosses, minibosses, or packs. Upgraded creatures have their level and basic stats boosted, and are granted a number of special abilities called boons, which are denoted by a special adjective in the creature's name. Players have alternatively called these "glam critters," "gifted creatures," or "boosted critters."

Additional details are available on the GemStone Wiki: Category:Boss creatures

The Boon Creatures tab provides granular control over how Bigshot handles each boon ability. Bigshot uses the ASSESS verb to identify which boons a creature has, then checks your configuration to decide how to respond.

How It Works

For each boon ability, you can choose one of three actions:

  • Common - Treat as a normal target and fight it. Uses your hunting commands to kill. Still requires proper valid target matching to engage. This is also the default behavior if no selection is made.
  • Ignore - Skip this creature entirely; do not engage it.
  • Flee - Immediately flee from the room when this boon type is detected.

Master Toggle

At the top of the tab is an All Boon Creatures section with Common, Ignore, and Flee checkboxes. These act as master toggles — checking one will set every individual boon ability across all groups to that action. If all individual items are already set to the same action and you uncheck the "All" toggle, everything gets unchecked.

Boon Groups

The individual boon abilities are organized into four collapsible groups, each with its own group-level toggle row ("Entire Group") and individual per-ability rows:

Immunity

Boons that make the creature resistant or immune to certain damage types or effects.

Boon Adjectives Notes
Crit Death Immune resolute, unflinching Similar to constructs or golems
Damage Padding flinty, tough
Elem Negation sparkling, shining Absorbs elemental magic attacks
Magic Resistance rune-covered, tattooed Reduces magic damage by 50%
Physical Negation indistinct, nebulous Physical damage resist shield
Stun Immune steadfast, unyielding

Offensive

Boons that enhance the creature's offensive capabilities.

Boon Adjectives Notes
Boosted Offense combative, belligerent
Cheat Death glorious, illustrious Raises self after death
Counter Attack apt, ready SMR counter-attack
Crit Weighting shimmering, gleaming
Dmg Weighting barbed, spiny
Dispelling dazzling, flashy Spirit Dispel (119) and Elem Dispel (417)
Elemental Flares glittering
Frenzy raging, frenzied
Mind Blast canny, keen
Parting Shot dreary, drab Deals damage one last time upon death
Poisonous sickly green, oozing SMR poison gas cloud

Defensive

Boons that enhance the creature's defensive capabilities.

Boon Adjectives Notes
Blink flickering, wavering Temporary phase ability
Bolt Shield shielded
Boosted Defense sinuous, flexile High damage padding (+12 CER)
Confuse blurry, shifting May give hard RT for casting at them
Crit Padding stout, hardy

Stats / Misc

Boons that affect the creature's stats, resistances, or grant miscellaneous special abilities.

Boon Adjectives Notes
Boosted HP robust, stalwart
Boosted Mana luminous, lustrous
Diseased pestilent, afflicted, diseased
Extra Spells - Elem glowing
Extra Spells - Spirit radiant
Extra Spells - Other twinkling
Ethereal ethereal, wispy, ghostly Noncorporeal undead. No Sheer Fear.
Jack of All Trades adroit, deft
Regeneration slimy, muculent Similar to Troll's Blood (1125)
Soul Stealing tenebrous, shadowy May possess 1204, 1601, and 1712
Terrifying ghastly, grotesque Pre-attack SMR can force player into defensive
Weaken spindly, lanky Weaker creature than normal

Usage Tips

  • If you are a melee character who struggles with Stun Immune or Crit Death Immune creatures, set those to Ignore or Flee while leaving others on Common.
  • Casters may want to Flee from Dispelling and Magic Resistance boons.
  • Weaken is actually beneficial — the creature is weaker than normal, so leaving it on Common is usually best.
  • Cheat Death creatures will revive after dying; consider Ignore if your build cannot handle killing them twice.
  • The configuration is saved per profile, so you can have different boon strategies for different hunting areas.

Misc Tab

Various specialized configuration options.

UAC Options

Options for configuring Unarmed Combat (UAC):

  • Tier 3 Attack - The attack used when you have reached "excellent" positioning. Options: jab, punch, grapple, or kick.
  • Aim at location (head, etc) - Used for aimed UAC combat, which requires ambush training to be effective. Leave blank if you do not want to aim.
  • MSTRIKE when creatures equal or greater - How many creatures must be present before using MSTRIKE during UAC.
  • Use Voln SMITE? - Will perform a Voln SMITE on Non-corporeal undead.

Quick Setup: Bigshot only requires minimal configuration for UAC to work well:

  1. UAC options: Set your Tier 3 Attack (jab, punch, grapple, or kick).
  2. Commands tab: Set your hunting commands (a) to unarmed jab.

Important notes about UAC in Bigshot:

  • unarmed jab can be replaced with any UAC attack type (e.g., unarmed punch).
  • UAC follow-up strikes take priority over the base or Tier 3 attack.
  • Tier 3 attacks are only used when positioning is "excellent".
  • There is almost no reason to use anything other than unarmed jab as the hunting command and either grapple or kick as the Tier 3 attack.

MSTRIKE Options

Options for when and how MSTRIKE should be used:

  • MSTRIKE during cooldown stamina requirement - How much stamina you need before Bigshot will MSTRIKE during the MSTRIKE cooldown period. Be careful setting this too low, as it can pop your muscles. Leave blank to use your max stamina.
  • QUICKSTRIKE stamina requirement - Stamina required for using QUICKSTRIKE during the MSTRIKE routine.
  • Unfocused MSTRIKE when creatures equal or greater - Number of creatures in the room before Bigshot uses an unfocused (AOE) MSTRIKE instead of a focused one. Default is 2.
  • MSTRIKE during cooldown - Toggle to allow MSTRIKEing during the cooldown period.
  • Use QUICKSTRIKE for MSTRIKE - Toggle to use QUICKSTRIKE instead of normal MSTRIKE.

Ammo/Wands

Settings for ammunition and wand management. If your attack routine uses FIRE or WAND verbs, these fields must be configured or Bigshot will hang.

  • find ammo in this container - The container holding your ammunition (quiver, backpack, etc.). Leave BLANK if using FIRE without retrieving ammo (post-Archery 2020 Update).
  • use this ammo type - The noun of your ammo type. Leave BLANK to use FIRE without retrieving ammo. Be precise with the noun — Bigshot is sensitive to exact naming here.
  • fresh wand container - The container Bigshot checks for fresh wands to WAVE.
  • dead wand container - The container where Bigshot deposits used-up wands.
  • use this wand type - The specific wand type(s) to use. Bigshot only pulls these for WAVEing. Separate multiple types with commas. Example: aquamarine wand, bloodwood wand
  • Hide while waiting to pick up ammo - Bigshot will hide when gathering spent arrows and bolts.
  • Use wands when out of mana - When out of mana, Bigshot pulls the specified wand type, stances to your attack stance, and WAVEs at valid targets until out of wands or resting conditions are met.

MA Grouping

Multi-account grouping options:

  • Looter name - The name of the character designated as the looter in Head/Tail configuration.
  • No-looting list - Comma-separated list of characters who should never be assigned looting duty.
  • Random looting - Distributes looting randomly based on encumbrance rather than assigning a fixed looter.
  • Leader final loot - Allows the leader to perform a final loot pass before leaving a room.
  • Travel TO hunting grounds independently - When enabled, group members travel to the hunting area on their own rather than as a group. Bigshot will disband the group and force GROUP OPEN after disbanding.
  • Travel FROM hunting grounds independently - When enabled, group members return from the hunting area on their own.
  • Stop for dead group members - Pauses the group if a follower dies during a hunt.

Monitoring Tab

Options for safety, interaction monitoring, and debugging.

  • Monitor interaction - Pops up a window whenever Bigshot detects that someone or something is trying to interact with you. Customizable monitor strings and safe strings can be configured.
  • Engage deadman's switch - Forces Bigshot to quit GemStone IV when your character drops below 40% health, allowing you to log back on and assess the situation manually.
  • Depart/rerun if dead - Forces a DEPART (waking up in the Temple with low spirit), then restarts Bigshot for a fresh hunt. Make sure your "CHECK spirit >=" value in Should Hunt? is set high enough to recover before the next hunt.
  • Quiet followers - Followers wait until the leader finishes both actions and resting scripts before beginning their own.
  • Ignore disk objects - Ignores disk objects when evaluating room claims and other checks.

Debugging

Bigshot provides detailed debug options for troubleshooting. Use these commands in-game:

+---------------------------------------------------------------------------+
|                       Bigshot Debug Help v5.11.4                          |
+---------------------------------------------------------------------------+
| Debug options have changed to be more helpful.                            |
+--------------------------------------+------------------------------------+
| ;bigshot debug file                  | Toggles logging to a file <on/off> |
| ;bigshot debug all <true/false>      |  Toggles true/false all the things |
| ;bigshot debug check                 |       Lists current debug settings |
| ;bigshot debug combat <true/false>   |         Combat and Creature Status |
| ;bigshot debug commands <true/false> |     Attacking and Casting Commands |
| ;bigshot debug status <true/false>   |    Status Checks of your Character |
| ;bigshot debug system <true/false>   |                   System processes |
|                                      |                                    |
| Options can be combined:                                                  |
|           ;bigshot debug combat commands status <true/false>              |
+---------------------------------------------------------------------------+

Debug log files are stored in your Lich5 logs directory under debug/<Game>-<CharacterName>/bigshot.log and rotate daily.

Ingame Screenshot

Reference

Third-Party Software - edit
Lich Installation: Lich
Downloadable Lich Scripts: Go2 | Map | Repository | Popular Scripts
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