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Crossing Training Settings
Trains your non-combat skills in town. You list the skills in crossing_training, and each time round it picks the one with the lowest mindstate and trains it, usually by running that skill's own script (;appraisal, ;athletics, ;locksmithing and so on). When every skill is at crossing_training_max_threshold, it waits in your training room, playing your instrument, until one drops. It keeps going until you stop it. Training Manager runs it between hunts.
Before each skill, it casts the town-training set in your waggle_sets with ;buff town-training, if you have one.
When it starts, it opens your storage_containers and releases any cyclic spells. Each time round, it throws away any trash in your hands that isn't part of your gear.
Some routines use Crossing rooms: hiding for Stealth, and the default safe_room, compost_room and outdoor_room. Set your own rooms if you train elsewhere.
crossing_training:
- Appraisal
- Athletics
- Locksmithing
- Scholarship
- Augmentation
crossing_training_max_threshold: 28
training_rooms:
- 851| Setting | Default | Purpose |
|---|---|---|
| crossing_training | The skills to train, spelled as the game shows them. The order doesn't matter: it always trains the ready skill with the lowest mindstate. | |
| crossing_training_max_threshold | 28 | It leaves alone a skill at this mindstate or above. When every skill is there, it idles (see When everything is trained). |
| training_rooms | Rooms to train in. It picks one at random when it starts. Without it, your safe_room. |
|
| safe_room | 851 | The training room when you don't set training_rooms. |
| Skill | What it does |
|---|---|
| Alchemy | Remedies work orders, with Remedies in train_workorders (see Work orders). Otherwise it says "*** NOT YET IMPLEMENTED ***" and drops Alchemy. |
| Appraisal |
;appraisal, in your training room. From 250 ranks it plays your instrument as well. |
| Arcana |
;sanowret-crystal run, or research (see Research). |
| Astrology |
;astrology. |
| Athletics |
;athletics. |
| Attunement |
;attunement, or research. |
| Augmentation, Warding, Utility, Debilitation | Casts the skill's spell from training_spells, once you have 40 mana. With train_with_spells: false, uses the skill's training_nonspells instead. Or research (see Research). |
| Life Magic, Holy Magic, Lunar Magic, Elemental Magic, Arcane Magic | Research only. Only list these with use_research: true, or it says "Tried to use spell research to train skill with it disabled, please correct YAML." over and over. |
| Empathy | PERCEIVE HEALTH in your hometown's rooms for it, from base-town.yaml. The average of your Empathy and Attunement ranks must be at least 75, or it says "***UNABLE TO TRAIN EMPATHY DUE TO LOW RANK, REMOVING IT FROM THE TRAINING LIST***". |
| Enchanting | Artificing work orders, with Artificing in train_workorders. Otherwise ;craft enchanting. |
| Engineering | Shaping or Carving work orders, with either in train_workorders. Otherwise ;craft engineering. |
| First Aid |
;faskinner if you set fa_skinning_trainer, then ;first-aid while First Aid is below 30. |
| Forging | Blacksmithing or Weaponsmithing work orders, with either in train_workorders. Otherwise ;craft forging. |
| Instinct |
;scouting. |
| Locksmithing |
;locksmithing, in your lockpick_room_id (or training room). If that took more than 15 seconds, it runs ;sell-loot afterwards. |
| Outdoorsmanship |
;outdoorsmanship, in your training room. Or ;mining-buddy, with mine_for_outdoorsmanship: true. |
| Outfitting | Tailoring work orders, with Tailoring in train_workorders. Otherwise ;craft outfitting. |
| Perception |
;outdoorsmanship perception, in your training room. |
| Performance | Plays a song and waits for it to end. If it can't play, it says "***UNABLE TO TRAIN PERFORMANCE, REMOVING IT FROM THE TRAINING LIST***". |
| Scholarship | In Crossing, unless you're a Necromancer: ;study-art scholarship. Anywhere else, it studies pages 1 to 14 of chapter 6 of your blacksmithing book until Scholarship is 30. Without the book: "***UNABLE TO TRAIN SCHOLARSHIP, REMOVING IT FROM THE TRAINING LIST***". |
| Sorcery |
;sorcery. It needs crossing_training_sorcery set, or a runestone while Sorcery is 50 ranks or less; otherwise "***UNABLE TO TRAIN SORCERY, REMOVING IT FROM THE TRAINING LIST***". See Sorcery Settings. |
| Stealth | Hides and unhides in five Crossing rooms: 851, 850, 764, 5992 and 992. Only below 30 ranks. After that only train_with_burgle trains it. |
| Summoning | Summons a weapon and breaks it. From circle 4 it also uses PATHWAY FOCUS DAMAGE. |
| Theurgy |
;theurgy. |
| Thievery |
;steal. With hide_to_steal: true, it stops playing first. |
| Trading | Work orders in whichever of your work_order_disciplines has the lowest crafting mindstate. With sell_pouches_for_trading: true, it first runs ;sell-pouches while Trading is below 5. |
| Mechanical Lore | It's no longer in the game: it warns and drops it. |
- A dropped skill is gone for the rest of the run, and back the next time it starts.
- Any other skill: "skill not implemented yet", then a 15-second pause.
- With
train_with_burgle: true, it runs;burgle startbefore Athletics, Locksmithing, Stealth and Thievery, and skips the skill if the burglary got it to 30.
exp_timers:
Attunement: 130
First Aid: 400
Locksmithing: 600
Stealth: 300
Theurgy: 720
Thievery: 600After training a skill, it waits this many seconds before training that skill again. Skills you don't list wait 14 seconds. These are the base.yaml defaults. Your own exp_timers replaces the whole list, so copy any you want to keep. The timers are saved between runs. T2 reads the same setting.
When no skill is ready, it idles the same as when everything is trained.
train_workorders:
- Tailoring
- Shaping
work_order_disciplines:
- Tailoring
- Shaping
sell_pouches_for_trading: false| Setting | Default | Purpose |
|---|---|---|
| train_workorders | Disciplines to train with work orders instead of ;craft: Tailoring (Outfitting), Shaping or Carving (Engineering), Blacksmithing or Weaponsmithing (Forging), Artificing (Enchanting) and Remedies (Alchemy). |
|
| work_order_disciplines | For Trading: the disciplines to do work orders in. Any of Blacksmithing, Weaponsmithing, Armorsmithing, Tailoring, Shaping, Carving or Remedies. Without it, each time it tries Trading it beeps and says "SELECT DISCIPLINES FOR TRADING TRAINING WITH work_order_disciplines:". |
|
| sell_pouches_for_trading | false | For Trading: sell gem pouches with ;sell-pouches first, while Trading is below 5. |
- Each work order needs 5,000 copper on hand (20,000 for Artificing). It withdraws it from your bank if it has to. If it can't, it says "Low on funds, removing skill from training".
- It runs
;workorders <discipline>, then;sell-loot, then walks back. See Workorders Settings for the work order settings.
train_with_spells: true
training_spells:
Augmentation:
abbrev: ease
mana: 5
Warding:
abbrev: maf
mana: 5
Utility:
abbrev: gaf
mana: 5
training_nonspells:
Augmentation: Khri Focus
kneel_khri: false| Setting | Default | Purpose |
|---|---|---|
| train_with_spells | true | Train Augmentation, Warding, Utility and Debilitation by casting training_spells. Set to false to use training_nonspells instead. |
| training_spells | One spell per magic skill, set up like a spell in a waggle set. See Magic Training Settings and training_spells. | |
| training_nonspells | For guilds without spells: the command to use for each skill, such as Khri Focus or berserk avalanche. A command with Khri in it is activated as a khri; one with berserk in it is followed by BERSERK STOP. |
|
| kneel_khri | false | Kneel to activate khri. |
| symbiosis_learning_threshold | 2 | For a spell with symbiosis: when a cast teaches fewer mindstates than this, it adds mana next time. |
| compost_room | 991 | For a Compost spell: it walks here and, if there are no NPCs, warns the room and casts. |
| outdoor_room | 793 | For a spell with moon: where to go to see the moons when it's inside. |
- It uses your cambrinth settings (
cambrinth_items, or the oldercambrinth,cambrinth_capandstored_cambrinth), plusdedicated_camb_use,cambrinth_invoke_exact_amountandcustom_spell_prep, the same as other scripts that cast. - For a Locate spell, it casts Clear Vision first if it isn't up.
- After each cast, if you have nerve or skin damage (twitching, numbness, a rash), it runs
;safe-room forceto get healed, then walks back.
cyclic_training_spells:
Warding:
abbrev: ghs
mana: 5
Utility:
abbrev: revelation
mana: 5
cyclic_cycle_skills:
- Warding
- Utility| Setting | Default | Purpose |
|---|---|---|
| cyclic_training_spells | A cyclic spell for each skill. Set this and cyclic_cycle_skills together.
|
|
| cyclic_cycle_skills | The skills to rotate between. Every 5 minutes, it casts the cyclic spell for whichever has the lowest mindstate, or releases your cyclics once that skill is at 32 or above. |
use_research: true
research_skills:
- Arcana
- Attunement
- Utility| Setting | Default | Purpose |
|---|---|---|
| use_research | false | Train magic skills with RESEARCH. |
| research_skills | The skills to research. Arcana and the five magic skills (Life, Holy, Lunar, Elemental and Arcane Magic) research FUNDAMENTAL, Attunement researches STREAM, and Augmentation, Warding and Utility research their own name. Anything else: "You have skill listed as a research skill, which is not a valid research option". |
- It starts a project only while the skill is below 18 (Arcana and the magic skills) or below 9 (Attunement, Augmentation, Warding and Utility).
- It keeps Gauge Flow up, casting GAF until it has more than 20 minutes left.
- While a project runs, it only trains skills that won't break it: Summoning, Attunement, Outdoorsmanship, Perception, Empathy and Theurgy, leaving out any you research. With
crafting_training_spellsset, Outdoorsmanship and Perception wait too. - When a project is interrupted, it carries on with it. When every skill is trained during a project, it checks RESEARCH STATUS every 30 seconds.
- When Training Manager stops it, it finishes the project first.
listen: true
listen_observe: false
classes_to_teach:
- Scholarship
- Appraisal| Setting | Default | Purpose |
|---|---|---|
| listen | false | Join a class someone in your training room is teaching: the one in the skill you have the lowest mindstate in. If there isn't one, it looks again in 5 minutes. |
| listen_observe | false | Listen with LISTEN TO teacher OBSERVE. |
| classes_to_teach | Skills to teach to everyone in your training room. It moves on to the next skill every 10 minutes. It doesn't teach while it's listening to a class, and once it's taught, it stops looking for classes. |
It only checks classes before skills that don't leave the training room (see Staying in one room).
crossing_training_requires_movement:
- Alchemy
- Appraisal
- Athletics
- Attunement
- Empathy
- Engineering
- Forging
- Outfitting
- Instinct
- Sorcery
- Stealth
- Thievery
- Theurgy
- Trading
crossing_training_stationary_skills_only: false| Setting | Default | Purpose |
|---|---|---|
| crossing_training_requires_movement | (the list above) | Skills whose training leaves the room. Before any other skill, it walks back to your training room and checks classes. |
| crossing_training_stationary_skills_only | false | Only train skills that aren't in that list. |
tithe: true
tithe_almsbox:
pray_to_chadatru: true
use_tessera_during_crossing_training: true
osrel_amount: 50
osrel_no_harness: false| Setting | Default | Purpose |
|---|---|---|
| tithe | false | Paladins every 4 hours, Clerics every 10 minutes: withdraws 5 silver, runs ;pay-debt, then puts the silver in the almsbox. Leave it off for any other guild: it would tithe every time round.
|
| tithe_almsbox | The almsbox's room. Without it, your hometown's almsbox from base-town.yaml. |
|
| pray_to_chadatru | false | Paladins: kneel and pray to Chadatru at your hometown's altar once an hour. In a town with no altar listed it says "***CHADATRU PRAYER SUPPORT NOT YET IMPLEMENTED IN town, REMOVING CHADATRU PRAYER***". |
| use_tessera_during_crossing_training | false | Traders: ASK your tessera ABOUT INVEST every 11 minutes. |
| osrel_amount | Clerics: while Osrel Meraud is up, infuse it with this much mana every 2 minutes. | |
| osrel_no_harness | false | Infuse Osrel Meraud without harnessing mana first. |
storage_containers:
- backpack
dump_junk: false
dump_item_count: 9
exit_on_skills_capped: false
train_with_burgle: false
hide_to_steal: true
mine_for_outdoorsmanship: false
fa_skinning_trainer:
lockpick_room_id:
instrument:| Setting | Default | Purpose |
|---|---|---|
| storage_containers | Containers to open when it starts. | |
| dump_junk | false | DUMP JUNK when the room has more than dump_item_count items in it, at most every 5 minutes. |
| dump_item_count | 9 | See dump_junk. |
| exit_on_skills_capped | false | Quit the game when every skill is trained. |
| train_with_burgle | false | Run ;burgle start before Athletics, Locksmithing, Stealth and Thievery. See Burgle Settings. |
| hide_to_steal | true | Stop playing before ;steal. |
| mine_for_outdoorsmanship | false | Train Outdoorsmanship with ;mining-buddy. |
| fa_skinning_trainer | Run ;faskinner before ;first-aid. See Faskinner Settings. |
|
| lockpick_room_id | Where to train Locksmithing. Without it, your training room. | |
| instrument | A held instrument to play. Without it, it plays your worn_instrument. |
|
| worn_instrument | zills | The worn instrument it plays when you don't set instrument. |
| worn_trashcan, worn_trashcan_verb | A worn trash container, for the trash it throws away. |
- It plays your instrument while it idles, while it trains Performance and Scholarship, and during Appraisal from 250 ranks, but not once Performance is at 28 or while researching. If the game says "Play on what instrument", it stops trying for the rest of the run.
When every skill is at crossing_training_max_threshold, or none is ready (see Skill timers), it walks to your training room, plays a song, shows your TDPs, and checks again 30 seconds later. With exit_on_skills_capped: true, it quits the game instead.
| Argument | Purpose |
|---|---|
| name | Also load <character>-<name>.yaml on top of your setup file, so you can keep a second training setup. ;crossing-training town loads Mychar-town.yaml. You can give more than one. |
;crossing-training
;crossing-training town
For debug messages, ;vars set crossing_trainer_debug=true. Setup Aliases' ;ct alias starts it, or stops it if it's running.
Training Manager runs crossing-training between hunts and stops it when your skills are trained or it's time to hunt.
Don't put it in a T2 training_list. It never finishes on its own, so T2 would wait forever. T2 runs each skill's own script instead.
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