How about you just add a way to make the warning stick for an entire session?
How about you just add a way to make the warning stick for an entire session?
That seems a bit excessive. I've modified your code a bit.
That works nicely for me.Code:if( !to_boolean(get_property("kingLiberated")) && get_counters("Digitize Monster", 0, 4).contains_text("Digitize Monster") ) cli_execute( "counters warn Digitize Monster" );
Last edited by Bale; 01-07-2017 at 06:31 AM.
If people like my scripts, please send me stuffed Hodgmen.
Universal Recovery, OCD Inventory Control, CounterChecker, newLife, ChIT.
I've reconsidered lost's code. Now I understand the purpose of that last condition. I'm now using this:
Code:void warn_digitize() { if( !to_boolean(get_property("kingLiberated")) && get_counters("Digitize Monster", 0, 4).contains_text("Digitize Monster") && !get_counters("", 0, 4).contains_text("Digitize Monster") ) cli_execute( "counters warn Digitize Monster" ); }
Using the Orcish Frat House blueprints will start mafia's digitize counter. It does not, however, start the actual KoL digitize counter.
Mental note: General -> Preferences -> - Relay Browser -> "Run afterAdventureScript after manual Adventures" needs to be enabled (I think it's disabled by default). I just spent the first 2 days of a HC AoSP ascension trying to figure out why this wasn't working.
Also
Is missing the info on the 'warn' command.Code:> help counters counters [ clear | add number [title img] ] - show, clear, or add to current turn counters.
Time-Spinner's Adventure Way Back in Time appears to do the same (and also decrements delay counters in the last zone you adventured in which it shouldn't either).