I will, in PM. Not where everybody is going to copy. I bet $5000 that there is NO error. And it is the duck’s AI error.
Then JUST POST YOUR CODE IN A PM.
Ok, you test it out, NO such ERROR. THE DUCK’S AI ERROR.
Just have a bet, I will get nothing even if I’m correct if there is no bet.
PosT. YOUR coicde.
fdgvaffa
Just have a bet. Okay?
JUST POST YOUR CODE IN A SF PM/
Ffwsfsf
With a bet, bet with piggy coins.
DUDE WHAT IS YOUR PROBLEM/ I’m not betting.
so you don’t want anyhelp.
Nope, my code has no problem.
No bet, idc. I just want that duck to stop blabbing when everything is going well.
Look, I can even summon. There’s no error.
I closed the duck’s stupid post, but it will pop out again every time I re-run.
I would help if you posted your code.
But I gotta eat rn.
Post your code, the duck ONLY shows when there is an error dude.
Eric’s trying to help @Coder3, post your code and he will. Vanessa’s right. The duck only shows when there’s an error.
Yes, AND think.If you post your CURRENT code online, nobody will copy it because it is faulty.If you post your RESULT code, it will be different situation.
I’m in this level, CodeCombat - Coding games to learn Python and JavaScript
And my code:
summonOrder = ["trapper","paladin","paladin","paladin","paladin","necromancer","paladin","paladin","paladin","librarian","paladin","paladin","paladin","knight"]
summonIndex = 0
enemyBoss = hero.findByType("wizard-ninja", hero.findEnemies())[0]
if hero.team == "humans":
targetPos = {"x": 72, "y": 32}
safePos = {"x": 30, "y": 13}
knightPos= {"x": 22,"y": 42}
else:
targetPos = {"x": 10, "y": 32}
safePos = {"x": 68, "y": 10}
knightPos= {"x": 58,"y": 13}
def goliathLogic(goliath):
enemy = goliath.findNearestEnemy()
if enemy:
if goliath.isReady("hurl"):
hero.command(goliath, "hurl", enemy)
# The hero has access to "stomp" and "warcry" as well:
if goliath.isReady("stomp"):
hero.command(goliath, "stomp", enemy)
if goliath.isReady("warcry"):
hero.command(goliath, "warcry", self)
else:
hero.command(goliath, "attack", enemy)
def trapperLogic(trapper):
targets = hero.findByType("archer")
nearest = hero.findNearest(targets, hero.findEnemies())
assassin = hero.findNearest(hero.findByType("assassin"), hero.findEnemies())
griffin = hero.findNearest(hero.findByType("griffin"), hero.findEnemies())
trapper = hero.findNearest(hero.findByType("trapper"), hero.findEnemies())
enemy = trapper.findNearestEnemy()
if enemy:
if trapper.distanceTo(enemy)<35:
if trapper.isReady("scattershot"):
hero.command(trapper, "scattershot", enemy)
elif trapper.isReady("throw"):
if nearest:
hero.command(trapper, "throw", nearest)
elif griffin:
hero.command(trapper, "throw", griffin)
elif assassin:
hero.command(trapper, "throw", assassin)
else:
hero.command(trapper, "throw", enemy)
else:
hero.command(trapper, "attack", enemy)
else:
hero.command(trapper, "defend", safePos)
def knightLogic(knight):
enemy = knight.findNearestEnemy()
ready = knight.isReady("cleave")
ready1 = knight.isReady("bash")
if enemy and knight.distanceTo(enemy)<20:
if ready and knight.distanceTo(enemy)<10:
hero.command(knight, "cleave")
elif ready1 and knight.distanceTo(enemy)<10:
hero.command(knight, "bash", enemy)
else:
hero.command(knight, "shield")
else:
hero.command(knight, "move", knightPos)
def assassinLogic(assassin):
enemy = assassin.findNearestEnemy()
if enemy:
if assassin.isReady("phase-shift"):
hero.command(assassin, "phaseShift", enemyBoss)
# The hero has access to "stomp" and "warcry" as well:
if assassin.isReady("wall-of-darkness"):
hero.command(assassin, "wallOfDarkness", [assassin.pos, enemyBoss.pos])
if assassin.isReady("shadow-vortex"):
targets = hero.findByType("knight")
nearest = hero.findNearest(targets, assassin.findFriends)
enemy = hero.findNearestEnemy()
hero.command(assassin, "shadowVortex", enemy.pos, enemyBoss.pos)
else:
hero.command(assassin, "defend", safePos)
def necromancerLogic(necromancer):
enemy = necromancer.findNearestEnemy()
if necromancer.canCast("summon-undead"):
hero.command(necromancer, "cast", "summon-undead")
if enemy:
# The hero has access to "stomp" and "warcry" as well:
if necromancer.canCast("sacrifice"):
hero.command(necromancer, "cast", "sacrifice", enemy)
if necromancer.isReady("soul-link"):
hero.command(necromancer, "cast", "soul-link", enemy)
if necromancer.distanceTo(enemy)<20:
hero.command(necromancer, "attack", enemy)
else:
hero.command(necromancer, "defend", safePos)
def paladinLogic(paladin):
enemy = paladin.findNearestEnemy()
leastHealth = 9999
friendIndex = 0
friends = hero.findFriends()
if paladin.canCast("heal"):
if hero.health<1734:
hero.command(paladin, "cast", "heal", hero)
else:
while (friendIndex < friends.length):
friend = friends[friendIndex]
if (friend.health < leastHealth and friend.health != 30):
leastHealth = friend.health
weakestFriend = friend
friendIndex += 1
hero.command(paladin, "cast", "heal", weakestFriend)
if enemy:
hero.command(paladin, "attack", enemy)
def librarianLogic(librarian):
hero.command(librarian, "move", safePos)
enemy = librarian.findNearestEnemy()
targets = hero.findByType("archer",hero.findFriends())
nearest = hero.findNearest(targets)
targets1 = hero.findByType("goliath",hero.findFriends())
nearest1 = hero.findNearest(targets1)
highestHealth = 1
friendIndex = 0
friends = hero.findFriends()
while (friendIndex < friends.length):
friend = friends[friendIndex]
if (friend.health > highestHealth and friend.health != 30):
highestHealth = friend.health
strongestFriend = friend
friendIndex += 1
if enemy:
if librarian.canCast("haste") and nearest:
hero.command(librarian, "cast", "haste", nearest)
# The hero has access to "stomp" and "warcry" as well:
if librarian.canCast("grow") and strongestFriend:
hero.command(librarian, "cast", "grow", strongestFriend)
if librarian.isReady("force-bolt") and enemy and librarian.distanceTo(enemy)<10:
hero.command(librarian, "cast", "force-bolt", enemy)
else:
hero.command(librarian, "defend", safePos)
hero.summon("assassin")
hero.summon("knight")
targets = hero.findByType("knight")
knight = hero.findNearest(targets, hero.findFriends())
hero.command(knight, "move", knightPos)
while True:
nextUnit = summonOrder[summonIndex % summonOrder.length]
if hero.costOf(nextUnit) <= hero.gold:
hero.summon(nextUnit)
summonIndex += 1
friends = hero.findFriends()
for friend in friends:
if friend.type == "goliath":
goliathLogic(friend)
elif friend.type == "assassin":
assassinLogic(friend)
elif friend.type=='necromancer':
necromancerLogic(friend)
elif friend.type=='knight':
knightLogic(friend)
elif friend.type=='paladin':
paladinLogic(friend)
elif friend.type=='librarian':
librarianLogic(friend)
elif friend.type=='trapper':
trapperLogic(friend)
else:
if friend.findNearestEnemy() and friend.type!='skeleton':
hero.command(friend, "attack", friend.findNearestEnemy())
Any bugs? I tested a few times and the duck said same thing.
If you battle someone, say dreadthief908. That bug will appear.