The script currently (0.14 related though, so may have been changed in 0.15) enters the battle with the guardian and then aborts telling you to fight him yourself since automation is hard. Would it be possible to avoid entering the battle so that you may prepare however you want and not with whatever the script used before that?
I generally want to cast Snarl of the Timberwolf to increase my elemental damage but when I'm already in the fight it is rather hard...
A not unreasonable suggestion. Done in 0.16.
When using this script as a Moxie class something I have noticed is that it maximises Moxie with a pretty much carte blanche attitude. There are times when it is adding Moxie well beyond the safe moxie limit for the area.
Instead it could get Moxie to the safe number and then equip for other useful effects. e.g. +Item drops or for the hidden city +elemental damage.
One of the main problems with plinking is the sheer number of turns you expose yourself to potential criticals (and failing to ever kill those damn nurses in the battlefield!). If you can get the fight over in half the rounds but still be over safe moxie it could save quite a few turns from the ascension.
Likewise today using it for a Muscle class it maximises Muscle but ignores Moxie. So it takes lots of damage when there is plenty of scope to get Moxie to the safe limit and keep Muscle high for doing damage. In fact I think it runs better, at the moment, in Moxie mode for Muscle classes. The only issue I had with 0.14 as a muscle class was that it couldn't work out how to improve muscle to enter certain areas.
Perhaps the maximize calls can be adjusted to something like '+mox $safemox min +mainstat' for general use? That would work for the majority of the content. For something like item drops a string like '+mox $safemox min +10item' gives enough weight to item drop to help.
A reasonable compromise for critters resistant to certain damage types seems to be '+mox $safemox min +5<type> dmg'
I know, and whilst I accept that it's nowhere near optimal to maximize moxie in locations where you're above safe Moxie levels, it's just so much easier to keep it that way. And muscle classes only began being supported in 0.15. Even if you were using 0.15 and made a typo, Hero is pretty much necessary. Hero-plus-shield means you can play muscle classes like moxie classes by only raising one stat.
There's something odd going on with the backfarmin of ninja stars:
It appears that the Mafia name for that area is just "Ninja Snowmen" and lo_location("Lair of the Ninja Snowmen") returns 'none'.
Nothing odd going on now in 0.16
I'm wondering if buMax() should always apply -melee for moxie classes and +melee +shield for muscle classes. Otherwise, calls like buMax("+outfit hippy") or buMax("+1000 stench res") will equip melee weapons for moxie classes. Talking of which, it looks like you've also got a hardcoded "mox -melee" in the Junkyard, which might cause muscle classes trouble.
Already encountered that problem and fixed it in 0.16.
This is maybe a more general question, but my between battle script equips sugar shirts sometimes. When mafia can no longer replace my sugar shirt it aborts adventuring but doesn't abort everything, and (sometimes) bumcheekcend.ash continues going on as if the conditions from adventuring were met. This sometimes causes trouble. Surely, the answer isn't to check the conditions of adventuring after every call to adventure(). Is there some mafia preference I'm missing somewhere to prevent this abort?
At the bottom of the "Adventure" tab, choose "Choice Advs", then "Item" to the left, then "re-equip from inventory, or previous" for the "Breakable Equipment" option.
It never actually opens the picnic baskets so it will spend all the remaining adventures in the black forest looking for this item.
As an aside, I find the black pepper to be one of the difficult items that I usually consider using a wand to acquire; which may be worth it if the script isn't using the wand other then for the NS tower.
In 0.16, I'm going to have it not get the black pepper, actually. That, the NG and wussiness potion will need some more thought.
Hmm, maybe I should clarify. As far as I see it, there are three options:
A) don't use the telescope at all.
B) use the telescope to get items mid-run.
C) use the telescope to get items pre-tower.
The original script did (A) xor (B) depending on the value of the telescope flag. My change is to do (B) if and only if the telescope flag is set, but to always do (C). My argument is that (A) is not a useful option and that there's no reason not to do (C).
You make a good point. I'm adding an option bcasc_telescopeAsYouGo which will call the scope bit before level 13 if true.