Bug - Not A Bug Drunksgiving monsters not being properly recognized in 9172

Jar of Jam

Member
For whatever reason, holiday monsters are a surprise to Mafia even with the latest build.

Here's the log with the monster combat:

Code:
[20577] Giant's Castle
Encounter: Soused Stuffing Golem
Strategy: C:\Program Files\KOLMafia\ccs\default.ccs [default]
Round 0: ezhuks wins initiative!
Round 1: ezhuks executes a macro!
Round 1: ezhuks attacks!
Unknown item found: breaded beer (5026, 710352481)
--------------------
5026 breaded beer drink all 300
5026 710352481 breaded beer
# breaded beer
--------------------
You gain 73 Meat.
You lose 54 hit points
Round 2: ezhuks attacks!
You lose 100 hit points
Round 3: ezhuks attacks!
Round 4: ezhuks attacks!
Round 5: ezhuks attacks!
Round 6: ezhuks attacks!
Round 7: ezhuks attacks!
Round 8: ezhuks attacks!
You lose 93 hit points
Round 9: ezhuks attacks!
Round 10: ezhuks attacks!
You lose 113 hit points
Round 11: ezhuks attacks!
Round 12: ezhuks attacks!
You lose 53 hit points
Round 13: ezhuks attacks!
Round 14: ezhuks attacks!
You lose 104 hit points
Round 15: ezhuks attacks!
You lose 1 hit point
Round 16: ezhuks attacks!
You lose 102 hit points
Round 17: ezhuks wins the fight!
You acquire an item: breaded beer
You gain 90 Strongness
You gain 86 Enchantedness
You gain 172 Cheek
Writing data override: C:\Program Files\KOLMafia\data\tradeitems.txt
Writing data override: C:\Program Files\KOLMafia\data\itemdescs.txt
Writing data override: C:\Program Files\KOLMafia\data\modifiers.txt
 
Last edited:

slyz

Developer
I didn't have any problem with r9170 and a CCS like this:
Code:
[ cranberry ]
section holyday

[ golem ]
section holyday

[ marshmallow ]
section holyday

[ tofurkey ]
section holyday

[ holyday ]
item divine noisemaker
 

Jar of Jam

Member
Alright, scratch the combat script part, it was actually my fault - I've edited the script and forgot to save it.
 

Veracity

Developer
Staff member
The fact that you had an "unknown item" proves that you didn't have the "latest build".
My CCS with the new monsters worked perfectly.
 

Bale

Minion
Heck, I didn't have a problem using a CCS for those monsters BEFORE Veracity added them. :) I was happy that V put out that build so fast, but mafia didn't need to know anything about those monsters to match their names in the CCS.
 

Veracity

Developer
Staff member
I had to change my CCS to match both the old and new ones. For example, I had "candied yam golem". In order to also match the "hammered yam golem", it was a simple matter of making it "yam golem". Your CCS, Bale, must have had shorter names to start with.

So, yeah - the only benefit of having the monsters in monsters.txt was so that we could show HP and item drops in the Relay Browser.

(I'm not convinced they had the same scaling formula as the Feat of Boris monsters. For example, the relay browser told me that one had over a thousand HP left, but I killed it with two Saucegeyers of 240 damage or so each.)
 
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