Version 14.5

Veracity

Developer
Staff member
The following is an abbreviated version of the Subversion commit message logs. Please keep in mind that these messages are intended for other developers and they take the files which were modified into context in order to limit the amount of verbage. In general, they are not intended for general audiences and should not be treated as "official" documentation -- they are informal and abbreviated, at best.

If you do not understand what something says, try looking at the full version of the revision by following the accompanying link for the revision. The only difference is that the files which were modified will be listed, and sometimes, you can guess what happened from file names (though not always). If you still have no idea what happened, that's okay -- it probably doesn't relate to what you're doing with KoLmafia. ^_~

Furthermore, not everything marked as "fixed" is guaranteed to be fixed, not all changes are guaranteed to have a change. This is due the fact that both time and turns are finite and only a limited number of things can be tested. Some changes go in untested, assuming they would work, when they actually don't due to erroneous assumptions; alpha testers occasionally will be able to give feedback, but it's not always possible.

For example, if you read the revision logs for what changed between 10.2 and 10.3, the plus sign choice adventure was meant to get a use link. Something as seemingly insignificant as KoL using two spaces instead of one space in the sentence "It's actually a book. Read it." would mean the change didn't actually work -- anyone can verify that, in fact, the change didn't work for this very reason. If you ever encounter something like that, a non-accusatory mention of it (non-accusatory meaning anything that neither implies "ZOMG FALSE ADVERTISING" nor "You guys said this was fixed, but...") somewhere will usually result in the problem getting addressed.

Finally, if you've got a bug to report, make sure you read up on how to post a detailed bug report. While the rules outlined apply specifically to bugs related to scripting, many of them are applicable to KoLmafia bug reports in general. Most importantly, I hate the words "annoying" and "frustrating". Never use them when describing a bug/feature. Ever. Thanks. The abridged revision logs follow.

Revision: 9001
Emergency account option fix:
On login, look at the Interface, Inventory, Combat, and Account tabs.
- The Interface tab tells what type of top menu you have and whether you have
a compact charpane
- The Inventory tab says whether you have compact autosell and whether unequip
all also strips your familiar
- The Combat tab tells you whether you have the CAB enabled and what your
autoattack is
- I think the Account menu tells you if you are in Bad Moon, whether you have
recalled skills, whether you are in Hardcore, and if you have any consimption
restrictions.
If you manually visit the options, reparse whichever tab you visit.
We do not yet recognize when you change something on one of the tabs, but if you
move to a different tab and back again, we will see the change.
The Bad Moon, Hardcore, and Consumption Restriction recognition almost certainly
does not work; I have no data about whether those things are really on the
Account Option tab or another one, or what the HTML looks like for the tab when
any of those features are active.

Revision: 9002
Clear romanticTarget at rollover.
Account option changes, take two:
- detect when you change any option of interest and update internal vars
- detect if you are Hardcore, Bad Moon, or on a path (untested)
- detect when you drop Hardcore, Bad Moon, or a path (untested)

Revision: 9003
Effect descriptions now contain the effect id as an html comment (Thanks, CDM!)
Therefore, we can now learn new effects straight from the charpane. Make it so.
"checkeffects" validates effect ids in our database.
Fix effect ID of Missing Kidney (!)
Technicolor Yawn, Er, Smile -> Sole Soul
Highland Flung -> Over the Ocean

Revision: 9004
The "newdata" command does not need to use an SGEEA to detect new effects any
more; a simple CharPane refresh will detect and register them.

Revision: 9005
If you a romantically attracted semirare monster shows up, don't reset the
semirare counter.

Revision: 9006
It only takes 5 arena wins to get a prize now

Revision: 9007
autoattack command needs to set the "value" field, not the "autoattack" field.
Move detection of recalling skills from RelayRequest to AccountRequest so we
will detect it even if you do it through visit_url and not in the relay browser

Revision: 9008
Whack how account.php page submissions are handled:
- rather than looking for "&ajax" to interpret an action, look for "action="
- based on debug lo for recalling skills, we SHOULD be able to notice
dropping into casual, dropping hardcore, dropping a path, dropping bad moon,
and recalling skills as they happen. Give a custom message for each of these
in session log:
Dropped into Casual. Slacker.
Dropped Hardcore. Wimp.
Dropped consumption restrictions.
Dropped Bad Moon. You fool!
Recalled ancient memories. Yowza!
None of those have been actually tested yet.

Revision: 9009
Fix tracing, value capturing, and parse tree printing for ASH ternary operator

Revision: 9010
Ternary operator does not capture the result it returns; just the condition.

Revision: 9011
Fix inability to startup KoLmafia with -Djava.awt.headless=true

Revision: 9012
Give System.getProperty a default so it will not return null

Revision: 9013
Don't log calls to account.php in the session log; specific calls will do their
own logging, as needed.

Revision: 9014
If Yossarian has told you (out of uniform) where to find one of his tools, but
you have not yet visited him in uniform, the junkyard helper tells you to visit
him in unform to get a molybdenum magnet.

Revision: 9015
Just as we confirm with the user before adventuring in the Degrassi Knoll to get
the screwdriver, confirm with user before adventuring in Beanbat Chamber to get
enchanted bean.

Revision: 9016
Knob Goblin Chef -> Knob Goblin Sous Chef

Revision: 9017
Add "remove from queue" button to Pulverize Helper

Revision: 9018
Experimental feature: read custom outfit page on login.
Notice when you rename or delete a custom outfit.
Add new ash function:
item [int] outfit_pieces( string outfit_name )
returns an array of the items which compose an outfit. This should work for both
KoL standard outfits and also custom outfits.

Revision: 9019
If you are in bad moon, you can use bookshelf skills as soon as you free the
king.
Upon freeing the king, if you are in bad moon, look at your bookshelf and your
telescope, to make them available for use without having to restart.

Revision: 9020
Added support for scaling monster stats: all numeric stats in monsters.txt
can now be an expression in square brackets (currently limited to the monster
expression dialect). Note that a normal monster's defense is, for historical
reasons, expected to be the raw database value, and gets reduced to 90% for
the effective defense value - but a defense expression is interpreted as the
effective defense value directly.
Also in progress:
* Added some more numeric monster stats, which can also be specified via
expressions: experience (for bosses that don't give stats equal to 1/4 of
their level), physical resistance, item block rate, skill block rate, spell
block rate. Only the experience value is used at all (the rest aren't even
being stored yet), but they are being parsed, so that the file format won't
have to change again when they're implemented.
* Added a BL value (for Basement Level) to the monster expression dialect, to
allow stats to be calculated for Fernswarthy's Basement monsters. This will
require some additional work to disambiguate the varying monster names in the
Basement before this will actually be useful.

Revision: 9021
First use of api.php: full out all of the account flags currently available on
it. Eliminate calling the Interface, Inventory, and Combat option tabs.

Revision: 9022
In ASH tokenizer, treat a tab character like a space character.
Read a couple more things from api.php and simplify initialization a bit.

Revision: 9023
Stupid quotation marks in HTML on the account tab of the options menu.

Revision: 9024
We've got a new forum thread. Update and augment links on Help menu.

Revision: 9025
Do not take an NPE looking for custom outfits on the equipment page if you have
no custom outfits.
Do not take an NPE trying to unequip a fake hand.
Process item costs even if we think the battle is over.
The pumpkin bomb is only consumed in battle some of the time.

Revision: 9026
Turn on logFamiliarActions, logMonsterHealth, and logStatusEffects by default

Revision: 9027
When the Guild Quest solver detects whether the guild store is already open,
look for store.php but exclude managestore.php.

Revision: 9028
ASH item and familiar values (and more types in the future) can now be
treated as read-only records, to access various attributes that previously
required reading a data file with file_to_map(). Example: for any item X,
X.inebriety is its amount of drunkenness, 0 for non-booze items. This
approach avoids the inevitable breakage of existing scripts that would have
occurred if I had added global functions for each of these attributes.
To find out what attribute fields are implemented for some datatype, just
display an arbitrary example of that type via the gCLI "ash" command:
"ash $item[hell ramen]" or "ash $familiar[cocoabo]" for example.
Also removed some lingering traces of a couple of former item use types.

Revision: 9029
Fix typo: a FamiliarProxy is a "familiar proxy", not an "item proxy"

Revision: 9030
Thick-SKinned thickens your HP, not your MP

Revision: 9031
Instead of loading request sync, load up the relay browser with the page by cheating and loading up game.php and intercepting the subsequent request for main.php.
In this evil plan, the request for main.php results in a redirect for the page that generated the error (though without any URL string data). This request is also intercepted and KoLmafia feeds the browser the response text that would have been shown in the request sync, except it gives KoLmafia a chance to at least try to reformat the response for the relay browser the way it usually does for other relay requests so that the user isn't left with the vanilla interface.

Revision: 9032
Sole Soul and Over the Ocean are the new names for previous status effects.
I changed the names in statuseffects.txt in revision 9003 but not change them in
modifiers.txt. Do so now.

Revision: 9033
Add proxy records for ASH skill, effect, and location values.

Revision: 9034
Added try..finally statement to ASH. This lacks the throw/catch (or
raise/except) mechanism that would normally accompany a 'try' statement, but
that would require more work than I'm willing to commit to, and 'finally' is
quite useful on its own - for example, to reset changed prefs, or print a
summary of what a script did, even if it was aborted for some reason.
Syntax is "try {block1} finally {block2}", where both blocks can (as usual)
either be a single statement, or multiple statements in curly braces. Block1
is executed as normal, and then block2 is executed - regardless of whether
block1 finished normally, generated an error, or encountered a 'return',
'break', or 'continue' statement. Whatever consequence there would normally
be to block1's completion is simply deferred until after block2 (unless
block2 exits abnormally, in which case its consequence replaces block1's).
Note that block2 has access to all local variables defined within block1,
however they may still have their default values if block1 exited before
reaching the point where they were initialized.

Revision: 9035
Call EquipmentManager.updateOutfits() whenever we parse the quipment page.

Revision: 9036
ASH get_related() now accepts "pulverize" for the second parameter, in which
case it returns the possible pulverization results. The numeric values are
the expected average number of each result item per pulverized item,
multiplied by one million - the scaling is needed to preserve accuracy for
the elemental gems, which can be produced at rates as low as 1/1200.
Added pulverization data for BRICKO equipment to the data file.

Revision: 9037
Restore missing "zap items" and "roll sushi" links on inventory pages

Revision: 9038
Fix panda command. Fix indentation.

Revision: 9039
If you are at a choice, pressing a number key activates KoLmafia's hotkey
handler and auto-selects that choice option. KoL does that itself, now.
Therefore, remove KoLmafia's javascript that duplicates standard functionality.

Revision: 9040
Get Ascension Count, King Liberated, and Skills Recalled flags from api.php.
This obviates loading the Account tab of the options and guarantees that KoL and
KoLmafia are in synch regarding King Ralph's freedom

Revision: 9041
Add recipe for pumpkin juice.

Revision: 9042
Fix power of Loathing Legion pizza stone
Fix counting of fake hand chain when visit page 2 of equipment.php
At startup, use api.php to get initial stats, current equipment, and stickers
When refresh inventory, instead of reading closet, three equipment pages, and
stickers, read closet and api.php?what=inventory.
When we detect an unknown item in equipment, stickers, or inventory from api.php
look it up using api.php?what=item and register an override.

Revision: 9043
Update chat_private to not require that the user you're sending the message to be a clan member to allow for larger clans to take advantage of the feature. Of course, you could technically flood someone, we'll hope that people act responsibly.
Add chat_notify command which prints the first parameter in the color specified by the second parameter. Note that internal chat has a limited number of colors that it accepts, though relay browser chat will theoretically accept anything. This feature allows personal scripts to notify the user's chat rather than only print messages to the gCLI where the user might not be looking.
Update internal message sending to also broadcast messages to relay chat by creating a fake chat history entry to be re-sent when sending received messages. This implementation is not sufficient to re-broadcast messages sent from the relay browser to other relay tabs (we're going to assume that it's more trouble than it's worth to give each browser an ID and there's no other way to really do it reliably).

Revision: 9044
Always use "freedralph" flag to fix a bogus value of kingLiberated.

Revision: 9045
Preliminary support for new Cobb's Knob
- New adventuring zones and/or snarfblats
- New monsters
- New items
- New recipe
- Additional mechanism for getting to Goblin King
- The Knob Dispensary replaces Laboratory as NPC store and doesn't require
uniform to access. We don't currently recognize when you've unlocked it.

Revision: 9046
Add a link to the gCLI and to chat when an abort state is encountered, rather than opening a popup window automatically.
Allow links in gCLI to be clicked (not sure what would actually use this other than the feature change, though).

Revision: 9047
If a fight is encountered on login and you finish the fight, do the initialization in a separate thread rather than lock up the relay browser.

Revision: 9048
Begin combat refactoring by splitting off the data tracking component for monsters into its own separate class.

Revision: 9049
Make monster data a top level class, rather than nest it inside of MonsterDatabase.

Revision: 9050
Move MonsterData to the correct package.

Revision: 9051
Supply a name of some sort for all uses of modifier & related expressions, so
that any error messages produced are more readable.

Revision: 9052
Change message to 'Click here to continue in the relay browser.'

Revision: 9053
Fix some typos: if you have no star weapon in inventory, make sure you can
create the kind of star weapon you will end up using, rather than always
checking if you can create a star sword

Revision: 9054
Add Bale's patch to recognize when the Cobb's Knob Dispensary is available.
This includes a new ASH function: boolean dispensary_available()

Revision: 9055
Item Drops for new CObb's Knob monsters
At drunken rats, etc. from Theraze's monster data patch

Revision: 9056
Use equals instead of starts with when checking for /trivia internal commands.

Revision: 9057
Don't attempt to style the 'click here to open relay browser' message.

Revision: 9058
Move relay browser classes to 'webui' package

Revision: 9059
Rename LocalRelayServer to RelayServer for consistency and point the 'click here to open relay browser' message to just be /main.php so that the port can get auto-populated.

Revision: 9060
You need the Cobb's Knob Lab key to get to areas on the Lab level.
You need the Cobb's Knob Menagerie key to get to areas on the Menagerie level.
Add some more item and meat drops for Cobb's Knob monsters.
time's arrow is a free pull from Hagnk's
Extract lots of CharPane stuff drom api.php?what=status. Unfortunately, that
doesn't have "extremely well fed" or Intrinsic Effects, so we can't get rid of
the inital call to charpane.php during login.

Revision: 9061
The dispensary is not open unless you not only know the password but have the
lab key

Revision: 9062
Fix 'click here = relay browser' link not working in KoLmafia's internal chat.
Use CSS classes in order to get links to color, which should work across platforms. Also remove quotes, in case there's a version of the internal JEditorPane that has trouble parsing whenever quotes are in the HTML text.

Revision: 9063
Update monster and consumption data for Cobb's Knob

Revision: 9064
Fix api.php request parsing in the event that KoL finds itself missing a variable

Revision: 9065
Print response text for api.php to debug log, since not everyone starts KoLmafia from the command line.

Revision: 9066
Ensure proper message formatting when broadcasting non-internal events.

Revision: 9067
Added new user preferences desktopHeight, desktopWidth and rememberDesktopSize. If rememberDesktopSize is false then the Desktop window is sized based upon the contents, as before. If it is true then the Desktop window is sized to desktopHeight and desktopWidth on creation and the current Desktop dimensions are stored in those preferences when the window is disposed of. rememberDesktopSize defaults to false and is changed by editing the _prefs.txt file.

Revision: 9068
Add plural of wet stunt nut stew

Revision: 9069
half-baked potion is not multiusable. Monster percentages in Lab. Knob Captain.

Revision: 9070
Check for leading slash on URL when opening a relay browser location

Revision: 9071
The "use" link for the Orcish Frathouse blueprints can't be inline. Untested.

Revision: 9072
Added debugging commands "itrace" and "ptrace". Given a comma-separated list
of item or preference names, respectively, they will begin tracking all
changes to inventory count or preference value, displaying to both the gCLI
and session log. If debug logging is enabled, there will additionally be a
stack trace generated that shows exactly where in the code the change
originated.
If a predefined macro was used in combat, the final page now has a button to
edit that specific macro, instead of the generic [edit macros] link.

Revision: 9073
Make it possible to automate the Spooky Forest mega-choice adventure reasonably:
If you reach choice 502 and it is set to take choice 2, examine where choice 503
will go. If it also goes to 2, you are trying to get a tree-holed coin. If you
already have a tree-holed coin, take choice 3, instead, in the expectation that
subsequent choices will take you to get a Spooky Temple map.
If you reach choice 504 (Tree's Last Stand), if you don't have a spooky sapling,
buy one. If you have a spooky sapling and have bar skins, sell them all. If you
have a spooky sapling and no bar skins, exit the choice.
Using the above, replace the barious choice options for the Spooky Forest on the
GUI with the following list:
show in browser
mosquito larva or spooky mushrooms
Spooky-Gro fertilizer
Spooky Temple map
spooky sapling & sell bar skins
meet vampire hunter
meet vampire
gain meat
loot Seal Clubber corpse
loot Turtle Tamer corpse
loot Pastamancer corpse
loot Sauceror corpse
loot Disco Bandit corpse
loot Accordion Thief corpse
Note that "meet vampire hunter" and "meet vampire" are additionally controlled
by other choices: trade in hearts or not, fight, etc.
Note also that "meet vampire hunter" will automatically get you some wooden
stakes, if you didn't have any in inventory before.

Revision: 9074
Items acquired during a chained choice adventure are now eligible for
deferred [use] links, just like items pickpocketed during combat.
The spooky sapling's [map] link has been restored, now that it will work.

Revision: 9075
Re-add quotes and remove leading forward slash in URL.

Revision: 9076
Add build and dist files to .gitignore in case the symlinks are added in linux rather than as Windows mklinks.

Revision: 9077
Use link for Orcish Frathouse blueprints can't use ajax, take 2

Revision: 9078
Add lastTempleUnlock preference to track whether the Hidden Temple is available
Add boolean hidden_temple_unlocked() ASH function
When you successfully use the Spooky Temple map, mark the Hidden Temple as open
When you visit woods.php, look at the map and mark the Hidden Temple as open, as
appropriate.
When you attempt to auto-adventure in the Hidden Temple, if we don't think it
is open, visit woods.php and check.
When adventuring in the Spooky Forest, if your preference is set to buy a
Spooky Sapling and sell bar skins, don't bother buying a sapling if you've
already unlocked the Hidden Temple. (We should still do it if you've added one
or more spooky saplings as conditions; we should buy as many as you asked for.
This is not done, yet, as I don't think conditions decrement in the middle of
choice adventures.)

Revision: 9079
Fix dwarven war mattock HP estimates from multiple-round macro results - they
were all being added together, due to a greedy regexp.

Revision: 9080
Accessories and off-hand items have a power rating, just like other equipment,
but it is not visible in the item description. However, api.php will reveal it
to you - if you happen to have the item in inventory or your closet.
When we look up an unknown item from one of those sources, fetch the power and
include it in the data override.
Add a "checkpowers" command which will look at all accessories and off-hand
items in closet and inventory and, if we have the power listed as 0, attempt
to register them with an override, which will look up the item in api.php.
I ran this on my main and found a bunch of accessory and offhand item powers.
Update equipment.txt with that data. Much more remains to be discovered.

Revision: 9081
Add more offhand and accessory powers, courtesy of slyz and fianor. Extrapolate.

Revision: 9082
Yet More powers for off-hands and accessories, courtesy of lostcalpolydude and
also my simply buying stuff in the Mall. For Science!

Revision: 9083
Still more item powers, from wrldwzrd89 and my on DC.

Revision: 9084
Pull macrofication into its own utility class to make it easier to understand what we're doing during macrofication, though this refactoring might have broken some features since a lot of automated fight logic got rearranged as a result. Shouldn't affect anyone using consult scripts, but might affect people who do not.

Revision: 9085
If there's a macro override set by an ASH adventuring script, always use it on the first round rather than wait until after the first request

Revision: 9086
Add power for spaghetti cultist robe (verified) and Counterclockwise Watch
(inferred). Use Mana Cost (combat) for Loathing Legion abacus

Revision: 9087
Add a few back slashes to make the patter for Mana Cost (combat) work.
When parsing a function call in ASH, don't take an exception if reach EOF

Revision: 9088
Fix null pointer exception when specifying non-macrofiable CCS.

Revision: 9089
Fix compile error.

Revision: 9090
Faxbot now has a backup location for its config file. If we fail to connect to
the primary config file, look in the backup site.

Revision: 9091
Add "checkshields" command which looks up every shield in inventory or closet
and compare's KoLmafia's idea of power with KoL's figure as revealed by api.php
Fix the power of 20 shields.

Revision: 9092
Using technique of checkshields, fix checkpowers to not write overrides for
items of power 0 which really do have power 0, according to api.php.
Fix power of 5 more shields, courtesy of slyz and wrldwzrd89

Revision: 9093
Add conditions remove command and remove_item_condition function.

Revision: 9094
When you adventure in the Hidden City, add one or two links to the adventure
result page: Adventure Again in These Ruins and, if there are unexplored ruins,
Explore Some Unexplored Ruins

Revision: 9095
Add extra Hidden City links before adding stationary buttons, so the "again"
button will do something reasonable.

Revision: 9096
Make sure that FightRequest.nextAction has the short name before it falls through to updateCurrentAction().

Revision: 9097
Combat filters might not generate real macros (they could just return CCS actions), so only treat them as macros if they contain a new line.

Revision: 9098
Also check for semicolons when guessing if something is a macro

Revision: 9099
You only need 12 bundles of receipts now. You can't get 17 any more.

Revision: 9100
Add a null check, in case hulking construct or adding machine aren't handled by the subroutines.

Revision: 9101
Add strange cube

Revision: 9102
Ignore Eclipse project-specific settings

Revision: 9103
Due to the addition of the global prefix and special actions, the CustomCombatManager is essentially the go-to resource for anything combat related. Therefore, rename it to CombatActionManager and bring it into the combat package and split CombatActionManager into four component pieces -- the actual manager that handles deciding what to do in a round, a strategy lookup which represents a CCS, an individual encounter strategy for use in custom combat, and the actual action that takes place.
This refactoring does result in some loss of functionality (though I'm not sure how often it was used). Previously, you could interleave CCS actions and combat macros by using lines that had certain macro keywords (usually codeblock flags) or by adding quotes at the start of a line. In doing so, you could then add in a line number later on within the same section after the macro to continue with standard KoLmafia CCS. This capability has been removed.
Instead, once a macro starts, everything is treated as a macro until the next open square brace appears at the start of a line (the usual flag for a new encounter key). This should allow you to copy your macros straight into CCS without having to fuss about how KoLmafia will try to parse it other than making sure that the first line contains something that KoLmafia can use to recognize that the remainder of the section will be a macro (you can even use a single quote on its own line).
At least, that's the plan. Since it wasn't tested very thoroughly (haha), there's always the possibility that it has no idea how to handle your macro.

Revision: 9104
Fix a possible bounds check problem where the index might exceed the end, but the end of CCS won't be flagged properly.
Use a " on its own line as a signal to close a macro, which re-adds the ability to interleave commands, but in a way that's not backwards compatible with the old strategy.

Revision: 9105
When you solve the strange cube, remove it from inventory.
You can learn a demon name from the strange cube.

Revision: 9106
Change search order in Tavern Quest solver

Revision: 9107
Handle each line of a macro separately (as we used to do) in order to narrow down what might have gone wrong between what used to happen before the refactoring and what happens after the refactoring.

Revision: 9108
Add 'macrotest' CLI command so I can debug what I broke without having to login.

Revision: 9109
Also commit the change that recognizes the 'macrotest' command.

Revision: 9110
Fix compile error.

Revision: 9111
Since round numbers are no longer really relevant, rewrite section handling so that it's treated as a complete subroutine of a CCS. This should also fix macro generation in simple cases.

Revision: 9112
Make sure macro actions are skipped if we couldn't macrofy combat.

Revision: 9113
Report errors for invalid references and recursive references, as we did before.

Revision: 9114
When clearing a combat node or updating it, also clear the action count cache.

Revision: 9115
When resetting the default action list, anything referencing it will also be out of sync, so go ahead and clear all count caches whenever you reset the default list.

Revision: 9116
Fix link replacement in event manager causing unbalanced tags, and update the chat buffer to close any still-open tags so that problems like this don't happen in the future.

Revision: 9117
Remove debug code causing CCS to revert to default for the first load of CCS.

Revision: 9118
Rather than eat up all available tags when we see unbalanced ones, track which ones we auto-appended and skip over those when we encounter them.

Revision: 9119
Add Lunch Break to the list of Breakfast possibilities.

Revision: 9120
Move FightRequest.macroUseAntidote to Macrofier.macroUseAntidote

Revision: 9121
Auto-use the Macguffin diary when you get it. Thanks, Bale.

Revision: 9122
Damn it.

Revision: 9123
Do not require The Jump in order to summon a Pasta Guardian

Revision: 9124
If you are a Pastamancer and have an active Pasta Guardian, add a "summon"
button to fights.

Revision: 9125
Don't try to macrofy before getting information about what monster we're fighting unless the user specifies a macro override, in case that interferes with auto-olfaction.

Revision: 9126
Spooky glove has power 60

Revision: 9127
If you visit the Hidden City map, update hiddenCityLayout with what you see,
in case you explored squares there outside of KoLmafia

Revision: 9128
Use 'R' for an unspecified altaR, since 'A' already means Archaeologist, 'L'
already means Lightning, and 'T' already means Temple

Revision: 9129
Remove debug print from hidden city. Simplify recording of Hidden City map when
you visit it. Make same simplification to Tavern Cellar map.

Revision: 9130
Move data file timestamp caching to a separate class and fix some files getting filled with null characters.

Revision: 9131
Allow ".." in file name to allow creation of a file that does not yet exist outside of the data folder, provided it stays within one of the folders that is usually allowed for scripts (the script folder, the relay folder, the data folder, and the KoLmafia root folder except for the settings folder). The logic is a little strange (normally you'd just check if the root folder was in the canonical path) in order to allow for people who symlink their scripts/data/settings folders to something like Dropbox without putting their whole KoLmafia installation there.

Revision: 9132
Beginning of support for Game Shoppe:
- new items (incomplete)
- new skill
- new Coin Master (mostly untested)

Revision: 9133
Fix Game Shoppe as a Coin Master

Revision: 9134
Foil cards can be traded in at the Game Shoppe for store credit

Revision: 9135
Treat auto-stops as auto-stops if your conditions contains a steaming evil.

Revision: 9136
Allow multiple steaming evils to represent multiple autostop adventures.

Revision: 9137
Daily Deeds update:
PhotocopyDaily requires a VIP key and should be rechecked after freeing the king, and not available in bad moon.
StillsDaily needs to be rechecked after an ascension to avoid showing when you no longer have the still available.

Revision: 9138
marble sodas are not multiusable.
Add status effects granted by marble sodas
The Game Shoppe Snacks are, essentially, another coin master: you exchange
tokens (free snack vouchers) for items. Add them to Coin Masters.
Big refactoring of CoinMasterRequest to encapsulate all the differences in
the various coin masters into a table, rather than having lots of if then else
chains to handle the differences.

Revision: 9139
Pull goal processing logic into one place, and change steaming evil condition to say 'autostop' for the condition string to avoid confusion.
Additionally, fix the problem where autostop conditions were being decremented before other conditions had been satisfied. Not sure if that's desirable, but that looks to have been the original motivation for adding 'steaming evil' as the item condition.

Revision: 9140
Fix substats handling and allow autostops to be decremented before the conditions list goes empty.

Revision: 9141
You can "acquire" snack items by trading in snack vouchers.
Add consumption data for snack items.

Revision: 9142
When checking items, use our own idea of power for all accessories and off-hands
At item desc ids for various Foil cards.
Fix level requirement for knob jelly donut
Update mall prices

Revision: 9143
Bump version to 14.5
 

Bale

Minion
Really? After those combat and goal changes it's stable?!

Awesome!

Jick will make a serverside change to break it in about 3 hours, but awesome.
 

Winterbay

Active member
Well, so far what's happened seem to be that he's lost Xly and nothing much else, at least not that I can find :)
 
Top