Search results

  1. B

    Feature - Implemented Add _lastCombatLost Preference

    After getting back into scripting recently, I still think a "_lastCombatLost" preference would be a valuable addition to mafia.
  2. B

    Bug - Fixed clockwork maid not in get_campground()

    On r27428, `get_campground()` does not include a clockwork maid despite having one in my campsite (viewable using the magnifying glass icon). This started happening approximately 2 weeks ago.
  3. B

    Feature RFC: Pre-Rollover Script Concept

    This would be a lovely feature.
  4. B

    Feature Track stocking mimic bag of many confections

    This already exists: > prefref _bagOfCandy
  5. B

    Feature - Implemented Add _lastCombatLost Preference

    Yeah either implementation would surface the needed information for scripters. A single preference would be useful if they added a RUNRUNRUN flag or other combat-ending flags in the future.
  6. B

    Feature - Implemented Add _lastCombatLost Preference

    Similar to the _lastCombatWon preference that was added, it would be valuable to know when the previously combat was lost. This information is now accessible via the LOSELOSELOSE tag (see image below). I suggest adding a similar preference called "_lastCombatLost".
  7. B

    Feature Track combat loss when adventuring

    LOSELOSELOSE was just recently added :)
  8. B

    Feature Adding "stop" for scripts to gracefully stop

    I second what rever said.
  9. B

    Feature Track combat loss when adventuring

    Unfortunately that doesn't solve my use case but I'm glad more information is accessible, thank you!
  10. B

    Feature Track combat loss when adventuring

    As a scripter, I want to know when a user loses a combat that my script started since it is a failure state. This information can be parsed from the result of run_combat() but is not available from adv1(), which is what I and many other scripters use to automate adventuring. Losing a combat can...
  11. B

    Bug - Fixed Unable to fetch TCRS data, fetches empty files

    On a clean install of the latest mafia (r26765), fetching the TCRS data for a given class and moon results in empty files being fetched. > tcrs fetch pastamancer, vole Local file TCRS_Pastamancer_vole.txt does not exist. Local file TCRS_Pastamancer_vole_cafe_booze.txt does not exist. Local...
  12. B

    Bug Mafia does not prompt to smash Hippy Stone when running pvp command

    Just paste `peevpee.php?action=smashstone&confirm=on` in the CLI.
  13. B

    Bug - Fixed Decorating Crimbo Shrub is marked as successful when it shouldn't be

    Attempting to decorate a Crimbo Shrub via visit_url without actually having obtained the decorations (by equipping the Crimb Shrub) results in mafia thinking it was successful despite it not being actually decorated. You don't have that item. Preference _shrubDecorated changed from false to...
  14. B

    Feature Count ascensions since rollover

    Proper mafia support for this would be amazing. I've been using the following function that parses the session log to count ascensions: import { fileToBuffer, myName, todayToString, } from "kolmafia"; export function ascensionsToday(): number { const sessionLog =...
  15. B

    Feature - Implemented Custom combat disable for fully scripted KoLMafia users

    I'll add my unsolicited two cents as a slightly below average scripter. I, like several others, would like the ability to handle combat exclusively within my scripts without ever falling back to my regular CCS (as @katyarn said, this is often detrimental). I have been able to achieve this by...
  16. B

    Bug - Fixed Mafia will not adventure without acquiring an anti-anti-antidote

    On r26488, mafia will not adventure in The Skeleton Store without acquiring an anti-anti-antidote. However, it fails to do so since I have 0 meat. To reproduce, have 0 meat and run the following: > ash my_meat() Returned: 0 > get autoAntidote 0 > ash adv1($location[The Skeleton Store], -1...
  17. B

    Feature - Rejected Get Equipment

    All good points, thanks for considering! For those who do want this functionality, this is what I came up with in TS: function getEquipment(): { [item: string]: number } { const items = [...new Set(Slot.all().map((slot) => equippedItem(slot)))]; return items.reduce((obj, item) => { if...
  18. B

    Feature - Rejected Get Equipment

    My particular use case is cataloging every item a player has in their possession for tracking items earned over a period of time. I think it should be included because there are functions to get a player's items from every other source (display case, shop, inventory, storage, campground...
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