cheesecookie
Member
When changing an outfit, if your MP changes mafia is not aware of it:
Example:
My current MP and MaxMP are both 3550 and I have a libram that costs 3487 to cast.
I change my outfit to Vile Vagrant Vestments
Now my MP is 3417 and MaxMP is 3946 however, mafia is reporting the old numbers (it is reporting the correct adjusted cost of the libram at 3482)
So, my code:
It thinks I have enough MP but KoL reports that I don't and now the workaround for handling aborts no longer handles this case either (I'm guessing there are probably other workarounds).
As far as I can tell, if doing this step by step in the gCLI, it is not an issue, only when scripting do I have an issue and the recent changes to try/finally broken my method of ignoring this issue.
Example:
My current MP and MaxMP are both 3550 and I have a libram that costs 3487 to cast.
I change my outfit to Vile Vagrant Vestments
Now my MP is 3417 and MaxMP is 3946 however, mafia is reporting the old numbers (it is reporting the correct adjusted cost of the libram at 3482)
So, my code:
Code:
if(my_mp() > mp_cost($skill[Summon BRICKOs]))
{
try
{
if(use_skill(1, $skill[Summon BRICKOs]) {}
}
finally
{}
}
It thinks I have enough MP but KoL reports that I don't and now the workaround for handling aborts no longer handles this case either (I'm guessing there are probably other workarounds).
As far as I can tell, if doing this step by step in the gCLI, it is not an issue, only when scripting do I have an issue and the recent changes to try/finally broken my method of ignoring this issue.