Weatherboy
Member
Is there a property for the hippy stone that I could use as a switch in my logoff script to maximize pvp fights rather than advs? Could we get one?
Thanks.10997 updates swagger after you attack. I think that all the necessary page parsing is done now.
What is this?*Coinmaster stuff
Never looked at it. Is it really tied to the old system?*Delete (or update, but probably not) the Flower Hunter window
Considering that flowers are still a mini, I'm going for flowers, both in-run and in aftercore. I'm actually winning that mini some of the time now. Maybe it's time to switch to fame...*Get a command working where you can provide a list of targets. Go for fame while in run, items in aftercore?
Apparently not. Last time I looked at it, I thought I would have to do something fancy stuff to get ResultProcessor to parse the page in addition to PeeVPeeRequest. However, I just realized that ResultProcessor is already parsing stuff because "You gain a little swagger" is printed after every fight (automated or relay). The message is in the form ofWhen I lost fights, I lost substats. My question: do we notice that loss?
so I think a check forlostcalpolydude lost 2 Fortitude.
in ResultProcessor.processNextResult() and AdventureResult.parseResult() would do it. Since that code is called many times in a typical session, I wonder if the check for pvp stat loss should be its own function in PeeVPeeRequest instead. I'm not really sure which is better for performance, code maintainability, and such.KoLCharacter.getUserName() + " lost "
Based on your previous post, I assumed there was still stuff to do without really checking.What is this?
The primary use is finding people based on criteria relevant to the current minis, I think. Even if most of the minis could have relevant information displayed there (verbosity, current fame (only indirectly related to a mini), and slimy eyeballs are the only ones that could be checked), it will change every 2 months. But mostly, who is using search to find specific people to attack? It seems like you either have targets in mind for some reason (I don't pretend to understand the club mentality) or you want to attack random targets to maximize swagger.Never looked at it. Is it really tied to the old system?
I tried to imagine what someone specifying their target(s) would want, since I didn't really feel like adding a way to specify what to take. I expect that both fame and flowers will rotate out as minis at least sometimes.Considering that flowers are still a mini, I'm going for flowers, both in-run and in aftercore. I'm actually winning that mini some of the time now. Maybe it's time to switch to fame...
We also correctly detect flowers you pick, so, yeah.Apparently not. Last time I looked at it, I thought I would have to do something fancy stuff to get ResultProcessor to parse the page in addition to PeeVPeeRequest. However, I just realized that ResultProcessor is already parsing stuff because "You gain a little swagger" is printed after every fight (automated or relay). The message is in the form of so I think a check for in ResultProcessor.processNextResult() and AdventureResult.parseResult() would do it. Since that code is called many times in a typical session, I wonder if the check for pvp stat loss should be its own function in PeeVPeeRequest instead. I'm not really sure which is better for performance, code maintainability, and such.
Oh, right. I forgot about that.Based on your previous post, I assumed there was still stuff to do without really checking.
I agree with that. We do not want to have to update every two months and yes, I suspect that attacking a specific player will be used by people who have specific targets in mind, rather than looking for, essentially, random-but-named prey in order to get less swagger.The primary use is finding people based on criteria relevant to the current minis, I think. Even if most of the minis could have relevant information displayed there (verbosity, current fame (only indirectly related to a mini), and slimy eyeballs are the only ones that could be checked), it will change every 2 months. But mostly, who is using search to find specific people to attack? It seems like you either have targets in mind for some reason (I don't pretend to understand the club mentality) or you want to attack random targets to maximize swagger.
Yeah, I don't really care. I don't expect I'll ever attack a specific target.I tried to imagine what someone specifying their target(s) would want, since I didn't really feel like adding a way to specify what to take. I expect that both fame and flowers will rotate out as minis at least sometimes.
I can't find anything in the code that could possibly explain it. And for comparison:> ash get_ingredients($item[ferret bait])
Returned: aggregate int [item]
4-dimensional guitar => 1
> ash get_ingredients($item[huggler radio])
Returned: aggregate int [item]
none => 50
You can buy a ferret bait at the Dimemaster for 1 dime. The 4-dimensional guitar uniquely matches a dime, it seems.> ash get_ingredients($item[ferret bait])
Returned: aggregate int [item]
4-dimensional guitar => 1
You are explaining what you do to work around KoLmafia's deficiency, rather than explaining why we shouldn't fix it.I just always get enough buffs for all of my fights...