New Content - Implemented bottle of lovebug pheromones

Bale

Minion
I saw that. I believe it happened to me because cyrptCrannyEvilness was -1. I'm not sure why that happened. Probably should error check for such odd numbers.
 

Veracity

Developer
Staff member
Probably should peg it at 0. Looking at the code which inserts the Evilometer image, it has:

Code:
		if ( Preferences.getInteger( "cyrptTotalEvilness") == 0 )
		{
			return;
		}
Which is to say, it will always display it if the Cyrpt is not clear - although, the Quest Tracker says that the evilness is 999 when it's nothing but the Bonerdagon left. I haven't looked at the actual Evilometer to see what it says in that case.

My guess is that our internal tracking has counted down cyrptTotalEvilness to -1 - which is not == 0, so it shows the Evilometer with all quadrants clear.

I see the following in my session log:

Code:
[298] The Defiled Niche
Encounter: dirty old lihc
Round 0: Veracity wins initiative!
Round 1: Veracity attacks!
Round 2: dirty old lihc takes 162 damage.
Round 2: Veracity wins the fight!
After Battle: Either way, your Evilometer beeps three times.
After Battle: A love moon bug blinks near you, making the niche seem slightly brighter and less evil. Your Evilometer beeps once, as if to confirm this.

[299] The Defiled Niche
Encounter: gargantulihc
Round 0: Veracity wins initiative!
Round 1: Veracity attacks!
Round 2: gargantulihc takes 162 damage.
Round 2: Veracity wins the fight!
After Battle: As the gargantulihc fades away into nothingness, your Evilometer emits a single loud beep.

[300] Haert of the Cyrpt
Encounter: The Haert of Darkness
Took choice 527/1: fight the Bonerdagon
choice.php?pwd&whichchoice=527&option=1
Encounter: The Bonerdagon
Round 0: Veracity wins initiative!
Round 1: Veracity attacks!
Round 2: The Bonerdagon takes 143 damage.
Round 2: Veracity wins the fight!
I got a love bug on the last battle before the sub-boss.
 

Darzil

Developer
I got a love bug on the last battle before the sub-boss.
I don't think that should have caused it. However, a beep on any sub-boss would cause it (but r15360 changing increment a negative to decrement a positive with a min of 0 should fix that).
 

heeheehee

Developer
Staff member
Mafia apparently was slightly off in my evilometer tracking -- I encountered a wandering Modern zombie in the nook (skeleton zone) and got a lovebug message from that fight which explicitly said nook. When I later looked at my evilometer, the nook read 25 (instead of 24), and the alcove read 34 (instead of 35).
 

lostcalpolydude

Developer
Staff member
Mafia apparently was slightly off in my evilometer tracking -- I encountered a wandering Modern zombie in the nook (skeleton zone) and got a lovebug message from that fight which explicitly said nook. When I later looked at my evilometer, the nook read 25 (instead of 24), and the alcove read 34 (instead of 35).

15381
 

psly4mne

Member
I'm getting "Unexpected error, debug log printed." after every combat in the nook after 15381.

java.lang.NullPointerException
at net.sourceforge.kolmafia.request.FightRequest.handleEvilometer(FightRequest.java:5805)
at net.sourceforge.kolmafia.request.FightRequest.processNode(FightRequest.java:5031)
at net.sourceforge.kolmafia.request.FightRequest.processNode(FightRequest.java:5160)
at net.sourceforge.kolmafia.request.FightRequest.processNode(FightRequest.java:5160)
at net.sourceforge.kolmafia.request.FightRequest.processNode(FightRequest.java:5160)
at net.sourceforge.kolmafia.request.FightRequest.processNormalResults(FightRequest.java:4710)
...
 

Bale

Minion
Tracking for evil is still not working.

Code:
[COLOR="#808000"]> get cyrptNicheEvilness[/COLOR]

47

[COLOR="#808000"]> use evilometer[/COLOR]

Using 1 Evilometer...
Finished using 1 Evilometer.

[COLOR="#808000"]> get cyrptNicheEvilness[/COLOR]

46

Here's the unrecognized HTML:

HTML:
<!--WINWINWIN--><p><p>Your Evilometer emits a single beep.  The air in this part of the crypt smells slightly less evil...<p><!--familiarmessage--><center><table><tr><td align=center valign=center><img src="/images/itemimages/lb_firefly.gif" width=30 height=30></td><td valign=center>A love moon bug blinks near you, making the niche seem slightly brighter and less evil.  Your Evilometer beeps once, as if to confirm this.</td></tr></table></center><p>The Portlybella does a truffle shuffle, making you feel better through the healing power of laughter.<center><table><tr><td><img src="/images/itemimages/hp.gif" height=30 width=30></td><td valign=center class=effect>You gain 18 hit points.</td></tr></table></center><!--familiarmessage--><center><table><tr><td align=center valign=center><img src="/images/itemimages/jungman.gif" width=30 height=30></td><td valign=center><b>Onegai Marie gains a pound!</b></td></tr></table></center><!--familiarmessage--><center><table><tr><td align=center valign=center><img src="/images/itemimages/jungman.gif" width=30 height=30></td><td valign=center>Onegai Marie says, "dancing is an expression of several base human urges, sublimated into a more socially acceptable form of expression," as he does a few pirouettes.</td></tr></table>
 
I just bought some pheromones, then ascended as Ed, and have used the lovebug skills in combat. but Mafia isn't recognizing that I've got the skills. r15745.

> ashq print(have_skill($skill[summon love mosquito]))

false (expected since I'm Actually Ed)

> ashq print(have_skill($skill[summon love scarabs]))

false

> ashq print(have_skill($skill[summon love stinkbug]))

false

> ashq print(have_skill($skill[summon love gnats]))

false

Log out/in didn't fix it.
 

Veracity

Developer
Staff member
Were you in the middle of a combat when you did those ASH calls?

Edit: to clarify:

When you are in a fight, certain skills can become available or cease to be available. Therefore, we create a list of "available" combat skills by parsing the "use skill" dropdown on each fight page. Therefore, I fully expect the lovebug skills to be "available" exactly when KoL says that they are available and not be "available" when KoL says they are not available. Have you noticed, for example, that once you have summoned love gnats, that skill is no longer available during that combat?

So, if you were not in a fight when you did those ASH calls, I see no bug in what you reported.
If you were in a fight and had not yet used those skills, that would be a problem.

If you would like have_skill() to return true for those skills outside of a consult script, please explain exactly why that would be useful.
 
Last edited:
I was. They return false whether I'm in combat, or not. I originally noticed this bug (Ha ha! Get it? Because they're lovebugs!) when I tried to use the skills via a consult script, and they wouldn't fire since Mafia doesn't recognize that I have 'em.

Is there a way to refresh the skills list? I tried "refresh skills", but no dice.
 

Veracity

Developer
Staff member
You should probably open a new Bug report then.

Looking at the code, the only thing that looks at availableCombatSkills is the stationary buttons, which add or delete buttons based on what KoL says you have available during this round of the fight.
 
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