Feature - Implemented Hermit - Auto use chewing gum

bumcheekcity

Active member
I think it would be helpful if mafia auto-used chewing gum on a string when you select to get clovers from the hermit (as many as needed).
 

Theraze

Active member
It appears that the code disagrees with the recollection?
Code:
	public static final int getAcquirableWorthlessItemCount()
	{
		int count = HermitRequest.getWorthlessItemCount( true );
		if ( Preferences.getBoolean( "autoSatisfyWithNPCs" ) )
		{
			int cost = InventoryManager.currentWorthlessItemCost();
			count += KoLCharacter.getAvailableMeat() / cost;
		}
		return count;
	}
From HermitRequest.
 

Bale

Minion
In breakfast I have this line of code:

Code:
(my_path() != "Way of the Surprising Fist" && my_meat() > 2000 && !in_bad_moon() && hermit(5, $item[ten-leaf clover]));

Every day that automatically buys and uses chewing gum to get the trinkets then trades them for clovers. (Every day that the conditions are met.) I find it unlikely that the CLI version would behave differently. I suspect that Theraze is correct and bumcheekcity needs to change his preference for autoSatisfyWithNPCs.
 

Alhifar

Member
Maybe it should, but it doesn't.
Code:
> prefref autoSat

autoSatisfyWithCloset     (global, now 'false', default false)
autoSatisfyWithCoinmasters     (global, now 'true', default false)
autoSatisfyWithMall (global, now     'true', default false)
autoSatisfyWithNPCs (global, now 'true', default     false)
autoSatisfyWithStash (global, now 'false', default false)
autoSatisfyWithStorage     (global, now 'true', default true)

> inv     worthless

> hermit * clover

Visiting     the Hermit...
[color=red]The hermit kept his stuff.[/color]
 

Theraze

Active member
Any chance the issue is that you're asking for * clovers rather than 5 or a specific number? It's possible that the * works based on your current count rather than meaning all available, whereas Bale is running with 5 and that just works.

A failure of expectations rather than mafia actually disallowing what you want.
 

bumcheekcity

Active member
Confirmed by visiting the hermit manually that he had three clovers (I was in Ronin).

I had one worthless gewgaw and one worthless knicknack.

Code:
> hermit * clover

Visiting the Hermit...
Purchasing hermit permit (1 @ 100)...
You acquire an item: hermit permit
You spent 100 Meat
Purchases complete.
Visiting the Hermit...
You acquire ten-leaf clover (2)
Using 2 ten-leaf clover...
You acquire disassembled clover (2)
Finished using 2 ten-leaf clover.
Hermit successfully looted!
Hermit successfully looted!

> hermit * clover

Visiting the Hermit...
The hermit kept his stuff.

> hermit 1 clover

Purchasing chewing gum on a string (1 @ 50)...
You acquire an item: chewing gum on a string
You spent 50 Meat
Purchases complete.
Using 1 chewing gum on a string...
You acquire an item: pasta spoon
Finished using 1 chewing gum on a string.
Purchasing chewing gum on a string (1 @ 50)...
You acquire an item: chewing gum on a string
You spent 50 Meat
Purchases complete.
Using 1 chewing gum on a string...
You acquire an item: worthless trinket
Finished using 1 chewing gum on a string.
Visiting the Hermit...
You acquire an item: ten-leaf clover
Using 1 ten-leaf clover...
You acquire an item: disassembled clover
Finished using 1 ten-leaf clover.
Hermit successfully looted!

Interesting. It seems the case is that looking for all the clovers causes the problem. I'm happy to note this and accept it if it's considered not to be a bug. I assume I can always just write "hermit 5 clover" and get them all.
 

Bale

Minion
Confirmed by visiting the hermit manually that he had three clovers (I was in Ronin).

I had one worthless gewgaw and one worthless knicknack.

Code:
> hermit * clover

Visiting the Hermit...
Purchasing hermit permit (1 @ 100)...
You acquire an item: hermit permit
You spent 100 Meat
Purchases complete.
Visiting the Hermit...
You acquire ten-leaf clover (2)
Using 2 ten-leaf clover...
You acquire disassembled clover (2)
Finished using 2 ten-leaf clover.
Hermit successfully looted!
Hermit successfully looted!

> hermit * clover

Visiting the Hermit...
The hermit kept his stuff.

> hermit 1 clover

Purchasing chewing gum on a string (1 @ 50)...
You acquire an item: chewing gum on a string
You spent 50 Meat
Purchases complete.
Using 1 chewing gum on a string...
You acquire an item: pasta spoon
Finished using 1 chewing gum on a string.
Purchasing chewing gum on a string (1 @ 50)...
You acquire an item: chewing gum on a string
You spent 50 Meat
Purchases complete.
Using 1 chewing gum on a string...
You acquire an item: worthless trinket
Finished using 1 chewing gum on a string.
Visiting the Hermit...
You acquire an item: ten-leaf clover
Using 1 ten-leaf clover...
You acquire an item: disassembled clover
Finished using 1 ten-leaf clover.
Hermit successfully looted!

Interesting. It seems the case is that looking for all the clovers causes the problem. I'm happy to note this and accept it if it's considered not to be a bug. I assume I can always just write "hermit 5 clover" and get them all.

Interesting I suspect that visit( $coinmaster[hermit] ) would serve the purpose so that you can use the asterisk if you really desire it. :)
 

Veracity

Developer
Staff member
Revision 13285 changes how the "hermit" command interprets "*".
For clovers, it means all that he currently has available.
For anything else, it means however many worthless items you currently have.

Which would resolve this, except for the completely unrelated report about "make bjorn's ha" not getting an item from the hermit, which has nothing to do with the "hermit" command. I'm going to split that into a separate bug report.
 
Top