Rinn's Quest Scripts

Theraze

Active member
Refactored the Level 7 quest to use Veracity's shiny new Evilometer tracking. When the quest executes, it should use the Evilometer if you have it (to initialize the Evil tracking levels), and then keep fighting until the Evil in a zone reaches 0. Once it does, it should go to the next zone. The main benefit of this is that it skips the attempts to visit cleared zones, or at least it should, if it works as I hope... :)

Should get to test it within a day or two, but it's up in the dropbox.

Edit: Verified as working today. Only problem is that evil eye usage isn't tracked, so the nook may say that there is still evil left when you should be done. Re-running the script should fix the issue, as the first thing it does before deciding which of the defiled areas to adventure in is use the evilometer, which should get the accurate nook defilement counter.
 
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having an issue with future.ash.

> call scripts/Future.ash

Internal checkpoint created.
Conditions list cleared.
Condition added: Ruby Rod
Ruby Rod
You don't have a Baby Sandworm for a familiar.
Didn't acquire the ruby rod.

Sorry to be a n00b, but how do I fix this? I don't even know how to edit any options or anything.
 

Theraze

Active member
Did you follow the directions in bright red in the first post to read through Questlib.ash? Specifically, the options at the top of it, like change_familiar = true...
 
Did you follow the directions in bright red in the first post to read through Questlib.ash? Specifically, the options at the top of it, like change_familiar = true...

The ~READ QUESTLIB.ASH FIRST.TXT file was blank for me. When I tried to open Questlib.ash, it opened in terminal, and I got this:

alisha-smiths-macbook:~ gothictranquility$ /Users/gothictranquility/Downloads/quests\ 3/QuestLib.ash ; exit;
/Users/gothictranquility/Downloads/quests 3/QuestLib.ash: line 1: syntax error near unexpected token `;'
/Users/gothictranquility/Downloads/quests 3/QuestLib.ash: line 1: `import <Find 'dventure.ash>;
 

Theraze

Active member
The read file was just telling you to open Questlib.ash first and edit values in there. You'll need to do that in some sort of text editor.
 

Theraze

Active member
For the record, updated the Dropbox with new (read, working) versions of all the scripts I have, regarding in_<stat>_sign bits. ZLib, Untinker, all of those should work properly, from the Dropbox. 23 modified scripts. :)

As well, the version of EatDrink in there is the one I'm working on currently. It does have Veracity's be_good function included there, since I'm not sure if it will eventually become part of zlib or mafia, but at least it can be used if you're doing a bee run. :)
 
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jeseravi

New member
hidden temple quest

Alright well this script requires me to manually complete the 3 choice adventure at the hidden temple quest. Is it possible to make it so the script automatically does the ENTIRE quest without me needing to manually complete the 3 choice adv?
 

Theraze

Active member
Is there a new choice adventure? Or are you using the zipped version instead of the one on the dropbox maybe? If neither of these is the case, can you please provide specific details on your problem? Thank you. I've used the dropbox version in the last week to successfully unlock the temple from automation...
 

jeseravi

New member
well here is a picture of what kolmafia is saying along with my scripts folder... http://tinypic.com/r/x6bwwg/7

Everything is where it should be and the script executes... it's just that when I get to the 3 choice adventure it says I have to manually do the adventure. I don't know what the difference between zipped and dropdown is...

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edit
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Okay well for some reason when I deleted pretty much everything in questlib.ash it started working just fine >_<
 
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Theraze

Active member
Note that in your screenshot, Unlock Temple is from 5/17/09. This is not the version found in the Dropbox, last updated 6/18/11. Use the right version of the script, and it should work. ;)
 

Theraze

Active member
Additions to the functions of Level 3 and Level 4.

Level 3 now uses the 'tavern' function to do the main quest. The Baron quest has been split into its own function, and checks the other accomplishments to see if you've killed him yet. That means you can run Level 3 later and have it actually set MCD for your quest reward.

Level 4 now uses the quest map instead of looking for specific rooms. It stopped updating properly for me using the specific check, and this works properly including during beecore.
 

Southwest

New member
Hey there.

I downloaded your Hyboria script and have used it fairly successfully in the past, but today something happened that I can't understand.

The script was running through the Forgotten City when:

Code:
[1678] The Jungles of Ancient Loathing
Encounter: Entrance to the Forgotten City
battleAction => attack with weapon
Encounter: City Center
Encounter: East Side of the City
Encounter: Northern Abandoned Building
Encounter: Northern Building (Basement)
Encounter: giant spider
Round 0: southwest wins initiative!
Round 0: southwest tries to steal an item! (auto-attack)
Round 2: southwest executes a macro!
Round 2: southwest attacks!
KoLmafia thinks it is round 3 but KoL thinks it is round 2
Round 3: giant spider takes 34 damage.
You lose 8 hit points
You acquire an effect: Really Quite Poisoned (duration: 10 Adventures)
Round 3: southwest attacks!
You lose 20 hit points
Round 4: southwest attacks!
You lose 22 hit points
Round 5: southwest attacks!
Round 6: giant spider takes 38 damage.
Round 6: southwest attacks!
You lose 4 hit points
You lose 22 hit points
Round 7: southwest attacks!
You lose 21 hit points
Round 8: southwest attacks!
You lose 21 hit points
Round 9: southwest attacks!
You lose 21 hit points
Round 10: southwest attacks!
You lose 21 hit points
Round 11: southwest attacks!
You lose 22 hit points
CUSTOM_HyboriaStep => 7
battleAction => custom combat script
Mood swing complete.
Using soft green whatever...
Beaten Up removed.
Using 1 anti-anti-antidote...
Finished using 1 anti-anti-antidote.
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ran out of empty agua de vida bottles

This is weird to me because when I started running the script, I had over 30 empty agua de vida bottles. The "Session Results" pane says I've spent 38 adventures today, and lost 34 empty agua de vida bottles. If I had worn the bottles out through adventuring, I would expect to see that in the adventures spent/empty bottles lost, since each bottle lasts 10 adventures before crumbling, and I'm not using any free runaways.

The empty bottles can't be autosold or discarded, to my knowledge, so they didn't go there. I checked my outbox and didn't see anything weird there, and they're not in my mall store or closet. "/count empty agua" gives me nothing.

I tried running the script again, and this is what I saw in the CLI:

Code:
> call scripts\Hyboria.ash

Mood swing complete.

[1679] The Jungles of Ancient Loathing
Encounter:
Mood swing complete.

[1679] The Jungles of Ancient Loathing
Encounter:
Mood swing complete.

[1679] The Jungles of Ancient Loathing
Encounter:
Mood swing complete.

[1679] The Jungles of Ancient Loathing
Encounter:
Mood swing complete.

[1679] The Jungles of Ancient Loathing
Encounter:
Mood swing complete.

[1679] The Jungles of Ancient Loathing
Encounter:
Mood swing complete.

[1679] The Jungles of Ancient Loathing
Encounter:
Mood swing complete.

[1679] The Jungles of Ancient Loathing
Encounter:
Mood swing complete.

[1679] The Jungles of Ancient Loathing
Encounter:
Mood swing complete.

[1679] The Jungles of Ancient Loathing
Encounter:
Mood swing complete.

[1679] The Jungles of Ancient Loathing
Encounter:
Mood swing complete.

[1679] The Jungles of Ancient Loathing
Encounter:
Mood swing complete.

[1679] The Jungles of Ancient Loathing
Encounter:
Mood swing complete.

[1679] The Jungles of Ancient Loathing
Encounter:
Mood swing complete.

[1679] The Jungles of Ancient Loathing
Encounter:
Mood swing complete.

[1679] The Jungles of Ancient Loathing
Encounter:
Mood swing complete.

[1679] The Jungles of Ancient Loathing
Encounter:
Mood swing complete.

[1679] The Jungles of Ancient Loathing
Encounter:
Mood swing complete.

[1679] The Jungles of Ancient Loathing
Encounter:
Mood swing complete.

[1679] The Jungles of Ancient Loathing
Encounter:
Mood swing complete.

[1679] The Jungles of Ancient Loathing
Encounter:
Mood swing complete.

[1679] The Jungles of Ancient Loathing
Encounter:
Mood swing complete.
KoLmafia declares world peace.

[1679] The Jungles of Ancient Loathing
Encounter:

I stopped it there.

Am I missing something? How could my bottles have vanished if I didn't wear them out through adventuring?
 

Theraze

Active member
Do you have an auto-attack set in KoL? If so, and you die first round, the adventure never displays... it's a KoL bug, not a mafia bug, but unfortunately it isn't one that's been fixed yet. The depressing thing is when it hits and burns a ton of great stuff because of it.

Solution? Don't use KoL's auto-attack currently. Use mafia's combat handling instead.
 

Southwest

New member
Do you have an auto-attack set in KoL? If so, and you die first round, the adventure never displays... it's a KoL bug, not a mafia bug, but unfortunately it isn't one that's been fixed yet. The depressing thing is when it hits and burns a ton of great stuff because of it.

Solution? Don't use KoL's auto-attack currently. Use mafia's combat handling instead.

I did have KoL's autoattack set, and I'll keep that in mind in the future. This sounds like a plausible explanation, except that if I was dying to monsters, I would be losing turns, right? One adventure for each lost combat? My adventure count in the relay browser matches what I would expect after only 38 adventures. I started the day at 200, spleened to 221, and consumed 38 turns, which left me at 183.

Or is the bug that dying on a first-round autoattack never consumes the adventure?
 

Theraze

Active member
If I understand properly, it never displays the page at all, so mafia can't process it. I'd suggest a refresh all if you haven't yet, and possibly an easy, guaranteed adventure somewhere like the treasury. Just to see if your adventure count jumps. It's quite likely that mafia is out of sync from reality if it's all in the same session, due to only getting what KoL gives it, which in the case of the auto-attack bug is... nothing. :) So mafia believes that you've spent no adventures, because it hasn't seen them. If you force a real adventure where you don't immediately die, that might display things properly again.
 

Southwest

New member
I did do some refreshing. Actually, when I posted, I had spent 39 adventures--the 39th was one of my own volition in an attempt to see if KoL and Mafia were out of sync. The results were highly informative: They were not. So if I lost 34 bottles' worth of combats, it didn't consume 34 bottles' worth of turns.

I've since spent a few more adventures testing the auto-attack thing. I unequipped everything, got beaten up by a monster, and then set my auto-attack to Pickpocket and adventured manually a number of times in the Sewers. Each time I got beaten up, my adventure count decremented by one, as expected, and Mafia's log of my turns spent incremented by one, also as expected. If there's a bug involved with dying on an autoattack round, I couldn't replicate it with the above procedure.

By the way, thanks for your help. It's incredibly obnoxious to lose so many items like that due to unexpected behavior, especially when there's no way to recoup them except by consuming about 11 days' worth of agua. Your assistance, even if we haven't figured anything out concretely, is really welcome and appreciated. :)
 
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lostcalpolydude

Developer
Staff member
The monster has to get the jump, kill you in 1 hit, and you have to have a combat macro set as your auto-attack. If you didn't have a combat macro set as your auto-attack then there was nothing that needed checking.
 

xKiv

Active member
Is it possible that the hyboria script was trying to submit a noncombat choice that didn't exist?
 

Southwest

New member
The monster has to get the jump, kill you in 1 hit, and you have to have a combat macro set as your auto-attack. If you didn't have a combat macro set as your auto-attack then there was nothing that needed checking.
Got it; that's reproducible, and is how I was adventuring, I think. In my testing, though, that still consumes an adventure, which is the last part of this occurrence that seems unsolved to me. If I was continually dying to the giant spider on autoattack, I would expect to lose tons of adventures, but that didn't happen.

I've submitted a couple KoL bug reports--one for the autoattack macro bug, and another explaining my item loss.
 
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