Bug - Not A Bug Rave Combo Helper fails to learn any combos

Well that's annoying, because it's still not working for me.

[1482] Outside the Club
Encounter: breakdancing raver
Round 0: Morgoth1145 loses initiative!
Round 1: Morgoth1145 executes a macro!
Round 1: Morgoth1145 casts POP AND LOCK IT!
Round 2: Morgoth1145 casts RUN LIKE THE WIND!
Round 3: breakdancing raver uses a special move!
Round 3: Morgoth1145 casts BREAK IT ON DOWN!
KoLmafia thinks it is round 5 but KoL thinks it is round 4

At this point I know no combos, and have hit the random rave button. Same as you...almost. I wonder if KoL being confused about the round is why? Why would it be confused about the round, though?

Round 5: Morgoth1145 executes a macro!
Round 5: Morgoth1145 casts POP AND LOCK IT!
KoLmafia thinks it is round 6 but KoL thinks it is round 5
Round 6: Morgoth1145 casts RUN LIKE THE WIND!
Round 7: Morgoth1145 casts BREAK IT ON DOWN!

I hit random rave again, like you. Only, it doesn't work like yours did.

Round 8: Morgoth1145 casts RUN LIKE THE WIND!
KoLmafia thinks it is round 9 but KoL thinks it is round 8
KoLmafia thinks it is round 10 but KoL thinks it is round 8
Round 10: Morgoth1145 casts BREAK IT ON DOWN!
KoLmafia thinks it is round 11 but KoL thinks it is round 9
Round 11: breakdancing raver uses a special move!
Round 11: Morgoth1145 casts POP AND LOCK IT!
KoLmafia thinks it is round 12 but KoL thinks it is round 9
KoLmafia thinks it is round 13 but KoL thinks it is round 10
You gain 1 Fortitude
You gain 2 Sarcasm
KoLmafia thinks it is round 14 but KoL thinks it is round 10

I try another combo. KoLMafia doesn't learn it :/.

Round 14: Morgoth1145 casts BREAK IT ON DOWN!
KoLmafia thinks it is round 15 but KoL thinks it is round 11
KoLmafia thinks it is round 16 but KoL thinks it is round 11
Round 16: Morgoth1145 casts POP AND LOCK IT!
KoLmafia thinks it is round 17 but KoL thinks it is round 12
Round 17: Morgoth1145 casts RUN LIKE THE WIND!
KoLmafia thinks it is round 18 but KoL thinks it is round 12
KoLmafia thinks it is round 19 but KoL thinks it is round 13
You acquire an item: candy necklace
Round 19: breakdancing raver uses a special move!

I find Rave Steal! KoLMafia still doesn't know it :/.

KoLmafia thinks it is round 20 but KoL thinks it is round 13
Round 20: Morgoth1145 attacks!
KoLmafia thinks it is round 21 but KoL thinks it is round 14
Round 21: Morgoth1145 wins the fight!
You gain 5 hit points
You gain 4 Mojo Points
You gain 11 Muscleboundness
You gain 14 Enchantedness
You gain 21 Smarm
You gain a Moxie point!

And I end the fight.



Another fight, with me trying the rave steal combo from the beginning:
[1483] Outside the Club
Encounter: breakdancing raver
Round 0: Morgoth1145 loses initiative!
You lose 8 hit points
KoLmafia thinks it is round 2 but KoL thinks it is round 1
Round 2: Morgoth1145 casts BREAK IT ON DOWN!
KoLmafia thinks it is round 3 but KoL thinks it is round 2
KoLmafia thinks it is round 4 but KoL thinks it is round 2
Round 4: Morgoth1145 casts POP AND LOCK IT!
KoLmafia thinks it is round 5 but KoL thinks it is round 3
KoLmafia thinks it is round 6 but KoL thinks it is round 3
Round 6: Morgoth1145 casts RUN LIKE THE WIND!
KoLmafia thinks it is round 7 but KoL thinks it is round 4
You acquire an item: candy necklace
KoLmafia thinks it is round 8 but KoL thinks it is round 4
Round 8: Morgoth1145 uses the spectre scepter!
KoLmafia thinks it is round 9 but KoL thinks it is round 5
Round 9: breakdancing raver uses a special move!
Round 9: Morgoth1145 casts SUCKERPUNCH!
KoLmafia thinks it is round 10 but KoL thinks it is round 6
KoLmafia thinks it is round 11 but KoL thinks it is round 6
Round 11: Morgoth1145 attacks!
KoLmafia thinks it is round 12 but KoL thinks it is round 7
Round 12: Morgoth1145 wins the fight!
You gain 5 hit points
You gain 4 Mojo Points
You gain 8 Beefiness
You gain 8 Enchantedness
You gain 30 Smarm

Again, it doesn't learn the combo. The only difference taht I can see is that KoLMafia is still *really* confused about the round.



Later:
Then...I get the brilliant idea to turn off Greasemonkey. Don't know why I didn't think of that before:

[1484] Outside the Club
Encounter: running man
Round 0: Morgoth1145 loses initiative!
Round 1: Morgoth1145 casts BREAK IT ON DOWN!
Round 2: Morgoth1145 casts POP AND LOCK IT!
Round 3: running man uses a special move!
Round 3: Morgoth1145 casts RUN LIKE THE WIND!
You learned a new Rave Combo!
Break It On Down + Pop and Lock It + Run Like the Wind -> Rave Steal
You acquire an item: candy necklace

And it works correctly. So...apparently some script and KoLMafia aren't interacting very well...which I guess makes this *not* a KoLMafia problem. Sorry, I guess it never occurred to me that Greasemonkey could be breaking it... I don't expect that you guys would be willing to try to help me figure out which script, but if you are I'd be more than willing to list what I have installed.
 

Catch-22

Active member
Sorry, I guess it never occurred to me that Greasemonkey could be breaking it... I don't expect that you guys would be willing to try to help me figure out which script, but if you are I'd be more than willing to list what I have installed.

Sure, let us know. Community Discussion is probably the better place to ask for general help though. Given that it's related to a lot of what is in this thread though, I guess you can ask here. If a mod doesn't approve, they can move it.
 

Theraze

Active member
Probably Mr. Script or something like that. It causes a lot of interference and page modification and a moderate amount of 'mafia bugs' are actually from Mr. Script breaking things... :)
 

slyz

Developer
The greasemonkey script happens after Mafia has received, processed, and passed along the HTML. Unless Mr. Script or whatever you use causes server hits that make Mafia reset its combo counter, disabling it wasn't what made Mafia recognize the combo.
 
The greasemonkey script happens after Mafia has received, processed, and passed along the HTML. Unless Mr. Script or whatever you use causes server hits that make Mafia reset its combo counter, disabling it wasn't what made Mafia recognize the combo.

Well, *something* about disabling greasemonkey altogether made the thing work as packaged. I don't have Mr. Script installed. The scripts that I do have that are listed as active on a fight page:
Battlefield Counter Rewrite
KOL Consumption Tracker
Tard's KoL Scripts - Framework

DrEvi1's Raid Manager
JHunz's Insult Tracker
MonsterStats
Nun Meat
Run Away Confirmation Script
Trophy Checker
Way of the Surprising Fist Minder
WineScript
Wolffauer's Desert Safety
Clancey's Instruments
Obviously not all of those are dealing with fight pages. But with all of them unchecked, but Greasemonkey still running, it learns combos like normal.

After some trial and error, I narrowed it down to one script: Trophy Checker. Which...confuses me. Shouldn't that only be dealing with the character pane page? With everything enabled except that script, KoLMafia works fine and knows which round it is, but it gets severely confused with Trophy Checker enabled. Maybe it has to do with it trying to load the trophy hut and likely getting the "twiddling your thumbs" message? I'd check now, but I have work.
 
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Catch-22

Active member
Maybe it has to do with it trying to load the trophy hut and likely getting the "twiddling your thumbs" message? I'd check now, but I have work.

Perhaps you have an out of date version?

PHP:
// version 1.2.1
// - fix for sometimes wrongly detecting in-combat or not.

Although it's entirely possible it's not fixed, just what I noticed in the source of the latest available version.
 

Winterbay

Active member
Perhaps you have an out of date version?

PHP:
// version 1.2.1
// - fix for sometimes wrongly detecting in-combat or not.

Although it's entirely possible it's not fixed, just what I noticed in the source of the latest available version.

Yes, but if you look at the @version variable it still says 1.2 so I don't know...
 
Perhaps you have an out of date version?

Nope, that's the version that I have.

[1502] Outside the Club
Encounter: running man
Round 0: Morgoth1145 loses initiative!
Round 1: running man uses a special move!
Round 1: Morgoth1145 casts POP AND LOCK IT!
Round 2: running man uses a special move!
KoLmafia thinks it is round 3 but KoL thinks it is round 2
KoLmafia thinks it is round 4 but KoL thinks it is round 2
KoLmafia thinks it is round 5 but KoL thinks it is round 2
KoLmafia thinks it is round 6 but KoL thinks it is round 2
Round 6: Morgoth1145 attacks!
KoLmafia thinks it is round 7 but KoL thinks it is round 3
Round 7: Morgoth1145 wins the fight!
You acquire an item: Camp Scout pup tent
You gain 4 hit points
You gain 3 Mojo Points
You gain 14 Muscleboundness
You gain 9 Magicalness
You gain 27 Sarcasm

Those first 3 "KoLmafia thinks it is round x but KoL thinks it is round y" messages? Me clicking the Last Adventure link and getting the "you twiddle your thumbs" message. So there is a KoLMafia bug related to this; KoLMafia really shouldn't increment its round counter on that message.
 
Does twiddling your thumbs break disco combos still, on KoL's end?

I didn't realize that that was ever the case. No matter, let's find out:

[1534] McMillicancuddy's Farm
Encounter: mean drunk duck
Round 0: Morgoth1145 wins initiative!
Round 1: Morgoth1145 casts BREAK IT ON DOWN!
KoLmafia thinks it is round 3 but KoL thinks it is round 2
KoLmafia thinks it is round 4 but KoL thinks it is round 2
Round 4: Morgoth1145 casts POP AND LOCK IT!
KoLmafia thinks it is round 5 but KoL thinks it is round 3
KoLmafia thinks it is round 6 but KoL thinks it is round 3
Round 6: Morgoth1145 casts RUN LIKE THE WIND!
KoLmafia thinks it is round 7 but KoL thinks it is round 4
You acquire an item: bottle of whiskey
KoLmafia thinks it is round 8 but KoL thinks it is round 4
Round 8: Morgoth1145 attacks!
KoLmafia thinks it is round 9 but KoL thinks it is round 5
Round 9: Morgoth1145 wins the fight!
You gain 3 hit points
You gain 3 Mojo Points
You gain 326 Meat
You acquire an item: bottle of vodka
You acquire an item: bottle of tequila
You gain 18 Fortitude
You gain 16 Mysteriousness
You gain 27 Smarm

Rave combos don't get broken.

[1535] McMillicancuddy's Farm
Encounter: rotund duck
Round 0: Morgoth1145 wins initiative!
Round 1: Morgoth1145 casts DISCO DANCE OF DOOM!
KoLmafia thinks it is round 3 but KoL thinks it is round 2
KoLmafia thinks it is round 4 but KoL thinks it is round 2
Round 4: Morgoth1145 casts DISCO DANCE II: ELECTRIC BOOGALOO!
KoLmafia thinks it is round 5 but KoL thinks it is round 3
You acquire an effect: Disco Nirvana (duration: 1 Adventure)
KoLmafia thinks it is round 6 but KoL thinks it is round 3
Round 6: Morgoth1145 attacks!
KoLmafia thinks it is round 7 but KoL thinks it is round 4
Round 7: Morgoth1145 wins the fight!
You gain 4 hit points
You gain 5 Mojo Points
You gain 537 Meat
You gain 17 Strengthliness
You gain 12 Magicalness
You gain 30 Roguishness
You gain a Moxie point!

Disco combos don't get broken.



Even if they did get broken, though, incrementing the turn count wouldn't have been the right way to do it, since it breaks *all* following combos (for learning purposes, at least), as demonstrated above.
 

Catch-22

Active member
KoLMafia really shouldn't increment its round counter on that message.

I agree, if that's happening it should probably fixed. I don't know if I'd call it a bug exactly, but yeah, better handling for thumb twiddling would be nice (assuming what you say is true).

As for your GM script, is something that hits the trophy page every time there's a charpane refresh really something that you need..?
 
As for your GM script, is something that hits the trophy page every time there's a charpane refresh really something that you need..?

Is any GM script a script that somebody really needs? Or KoLMafia for that matter? Or KoL?

I never said that I *needed* the trophy minder script. However, it is a low overhead, nice to have script. I also never said that I couldn't just temporarily disable GM if I need to learn Rave Combos (now that I know that GM is causing KoLMafia's bug to surface.)

And yes, it is a bug. It breaks intended behavior: the ability to learn Rave combos, and it breaks an accurate count of the round number. If it were just cosmetic then I wouldn't necessarily say that it is a bug, just a defect, but it breaks behavior, and is thus elevated to bug status.
 

Bale

Minion
As for your GM script, is something that hits the trophy page every time there's a charpane refresh really something that you need..?

There's a script that hits the trophy page every time the charpane is refreshed?! That is a LOT of extra server hits! Talk about food for the lagmonster!


However, it is a low overhead, nice to have script.

It is not low overhead to require all those extra server hits.
 
There's a script that hits the trophy page every time the charpane is refreshed?! That is a LOT of extra server hits! Talk about food for the lagmonster!

Good point...I never considered the server hits. I may stop using the script anyway just for that reason.

It is not low overhead to require all those extra server hits.

I was meaning low overhead for my computer.
 

Catch-22

Active member
I came up with this patch which should hopefully stop KoLmafia's internal round counter from incrementing when all you do is twiddle your thumbs. I've tested it myself and I'm running in to no adverse behaviour (getting a lot less warnings about the internal counter being off though).

Unfortunately, I don't have any characters capable of actually testing whether or not this helps with learning rave combos, so if anyone is capable of applying the patch, building and testing, that would be appreciated. Alternatively, I guess I can post a link to the JAR I'm using at the moment, which has the patch applied.
 

Attachments

  • TwiddleHandling.patch
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Theraze

Active member
Question... does removing that make mafia more prone to infinite loops (and infinite server hits) when it tries to use an impossible item, since it will no longer abort due to over-turn-count?

By impossible item, I mean an item which passes mafia's validations but is, for some reason, rejected by KoL entirely causing a twiddling.
 

Catch-22

Active member
Question... does removing that make mafia more prone to infinite loops (and infinite server hits) when it tries to use an impossible item, since it will no longer abort due to over-turn-count?

By impossible item, I mean an item which passes mafia's validations but is, for some reason, rejected by KoL entirely causing a twiddling.

Well, at least in the case you have mentioned, doing something like that produces a different error. For example, if I try to throw a knob goblin scimitar at the enemy, it would say "That can't be used in combat." and if you try to use "Feed" when it's not available you get "You don't have that skill!".

The only way to twiddle your thumbs ad infinitum would be by constantly trying to visit URLs that aren't actually available when you're in combat (such as trying to go to the quest log constantly). In this case, KoLmafia would detect you are in combat (it doesn't need the round number to increment to know that you're in battle), so I would like to say that it's not likely to cause anything like that to happen. Valid question though.
 
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Theraze

Active member
I was more asking in terms of where you ask it to throw a spider web when you don't have any. Since I have a suspicion that's the bug being worked through in one of the other (non-mafia-bug) combat threads currently. :)
 
Unfortunately, I don't have any characters capable of actually testing whether or not this helps with learning rave combos, so if anyone is capable of applying the patch, building and testing, that would be appreciated. Alternatively, I guess I can post a link to the JAR I'm using at the moment, which has the patch applied.

I could test tomorrow. The jar would be helpful, I don't actually have any Java compilers installed.
 

Catch-22

Active member
Where you ask it to throw a spider web when you don't have any.
"You don't have that item."

I have thought of something though, if a user did have a bogus combat script trying to visit random URLs during combat, the user should at least know about it, so I have updated the above patch to print to the logger whenever you twiddle your thumbs.

The jar would be helpful, I don't actually have any Java compilers installed.

Here you go :)
 
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