Thanks, I'll give that a shot tomorrow.
(I just got my tome yesterday, so I'm excited to try all these Oflaction scripts out).
EDIT: FYI, it didn't work today. It choked on the choiceadventures in the Airship. So the script borks on choiceadvenures, whether or not they are "no cost" choice adventures.
My first adventure was the Random Lack on an Encounter choiceadventure, and I properly got the Mech via the chioceadventure. Olfaction wasn't cast, but I'd expect the script to work that way and only cast Olfaction at the start of a normal combat adventure and not a choice adventure. But after the combat, the script aborted. I thought my session log would contain the error message, but alas, it doesn't, and I've forgotten it. I'll try again
Anyway, I am at a loss. I played around some, calling the go_adventure function on the poop deck and Olfacting the wealthy pirates. That worked fine, and handled the choice adventure fine, getting me El Vibrato Spheres in accord with my choiceadv preference. (I'm using the daily builds, obviously, since a 12.2 hasn't rolled out yet to deal with the KoL item-screen changes).
So, to sum, as it appears to me, adventure(1, here) (and presumably Paragon's cli-execute) appears to handle some choiceadventures fine. But, at least in the context of this script, it doesn't handle those that choose a combat encounter or those that choose a no-adventure-loss option. I can't figure out why. Am I crazy and missing something?
If Veracity is reading this script, I saw somewhere (maybe the main forums) that she thought it would be reasonable to program mafia to not cast Olfaction if On The Trail is up. I haven't seen that in the daily build summaries, but if that programming does make it in, it probably obviates the problem here, since a mature ccs could then handle Olfaction.