Bug - Fixed mood fails to fire after counterScript

Bale

Minion
r8319: This has been bothering me for a while actually so it is not a recent bug. About bloody time I finally reported it. :(

When a counterScript fires, the mood does not activate afterwards. Since a counterScript frequently expends a turn it would be really good idea to have a mood check. The way it works is after the counterScript, mafia then goes on to the adventure that it would have had if the counter hadn't activated and then after that second adventure, there's finally a mood execute.
 

slyz

Developer
I have noticed that, when I am using Bale's counterChecker for absinth-stat goodness while automating the war, Mafia will let the counter script spend a turn, spend a turn on the battlefield, and then maintain my mood. Since I had Absinth-Minded in my mood, this caused the new absinth to be used a turn later than it could have been.

I'm all for this change, it would allow me to automate the war in one go instead of doing it by chunks of 9 advs =)
 

Bale

Minion
It would be appreciated if you could. Unlike some other old bug reports, this one still exists.

betweenBattleScripts also do not fire appropriately.
 

Veracity

Developer
Staff member
Revision 10471 should fix this. I made an effort to make sure that the adventuring location was restored properly to where you were trying to go when the counterScript interrupted, as the attached gCLI output shows. I also attempted to have the following adventure abort if the counter script or the between battle actions that follow it fail, but I did not test that heavily. Feel free to open bug reports if something doesn't work perfectly. :)

> get counterScript

CounterChecker.ash

> get betweenBattleScript

ashq print( "About to adventure in " + my_location() )

> counters

Last semirare found 174 turns ago (on turn 335366) in Outskirts of The Knob

Unexpired counters:
Fortune Cookie (1)

(Here I used the GUI to adventure twice in the Giant's castle)

Validating adventure sequence...

About to adventure in Giant's Castle

Request 1 of 2 (Beanstalk: Giant's Castle) in progress...

[335541] Giant's Castle
Encounter: Alphabet Giant
Strategy: brianna [default]
Round 0: Brianna wins initiative!
Round 1: Brianna executes a macro!
Round 1: Brianna tries to steal an item!
You acquire an item: original G
Round 2: Brianna attacks!
Round 3: alphabet giant takes 1241 damage.
Round 3: Brianna wins the fight!
After Battle: Gort winks at you.
You gain 378 Meat
You gain 10 Muscleboundness
You gain 8 Wizardliness
You gain 19 Cheek

About to adventure in Giant's Castle

Request 2 of 2 (Beanstalk: Giant's Castle) in progress...
Checking counters now.
Searching for "cube of billiard chalk"...
Search complete.
Getting a irradiated pet snacks which is currently selling in the mall for 12,400 meat.

About to adventure in Menagerie 2

Visit to Menagerie: Menagerie 2 in progress...

[335542] Menagerie 2
Encounter: Rokay, Raggy!
You acquire an item: irradiated pet snacks

Searching for "fortune cookie"...
Search complete.
Purchasing fortune cookie (1 @ 40)...
You acquire an item: fortune cookie
You spent 40 Meat
Purchases complete.
Eating 1 fortune cookie...
You gain 1 Adventure
Lucky numbers: 129, 272, 182
Lucky number 129 ignored - too soon to be a semirare.
Lucky number 272 ignored - too large to be a semirare.
Finished eating 1 fortune cookie.
About to adventure in Giant's Castle

[335543] Giant's Castle
Encounter: What are the Odds?
You acquire an item: plot hole
You acquire an item: chaos butterfly
 
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