It might thus be a better idea to check for the parts of the unit (and the unit) rather than relying on the quest log.
if (contains_text(questLogPage1,"Find and repair the shield generator on Hamburglaris."))
{
AssertHasItem($item[E.M.U. Unit]);
When going for the Unit, the script only ran with 1 adv. Restarting the script it also ran with just 1 adv. I ended up manually doing the adv until I got the Porko-minigame.
Yeah, and now it should detect the loss again so that code should work. The problem is if the script somehow manages to lose three times in the porko game the quest log will still show that you have gotten that far and if you don't have the unit the script will then exit rather than try again.
Also: I think a better solution might be to make sure it doesn't lose three times![]()
Try to catch the game text you get the first two times you loose.I will manually lose Porko and try to make my script recover.
Try to catch the game text you get the first two times you loose.
[1441] Hamburglaris Shield Generator
Encounter: Big-Time Generator
Encounter: Big-Time Generator
Probablities: 1.00:1.00:1.00:1.38:1.38:0.83:0.09:0.09:0.09
best choice is 4 at 1.38 ev.
Encounter: Big-Time Generator
Encounter: Big-Time Generator
Programmer error: Lost Porko. This should not happen and probably indicates a bug.
> prefref porko
lastPorkoBoard (user, now '2222331313311211323213211323112333331133133112211111112122212121212213131231333223332331321113212332113123331221221333212332212333212222', default )
lastPorkoExpected (user, now '1.00:1.00:1.00:1.38:1.38:0.83:0.09:0.09:0.09', default )
lastPorkoPayouts (user, now '022120013', default )
lastPorkoBoard (user, now '1213323322223111211122233113111233213131232312321311113322111113121113311121133323233122122331231212112311311133321211121122122211111113', default )
lastPorkoExpected (user, now '1.00:1.00:0.62:0.59:0.28:0.00:0.00:0.00:0.00', default )
lastPorkoPayouts (user, now '000010000', default )
I have no idea how the 1.38's showed up there.
How strange. KoLmafia only looks at the property to decide if it should decorate the Porko game in the relay browser; the actual solving has already happened when you visited the board - regardless of that property.2) If a user has arcadeGameHints=false then lastPorkoExpected is an empty string. Added a check for that case and abort. Also, I added a CYA check that if the best porko prob is anything other than 1.0, abort.
How strange. KoLmafia only looks at the property to decide if it should decorate the Porko game in the relay browser; the actual solving has already happened when you visited the board - regardless of that property.
What is the rationale behind using "-moxie" in this maximizer call?
outfit = "DA, DR, -moxie, 1 hand, +equip spooky little girl";
That makes it so that, at least during my myst runs, I end up wearing the Furry outfit with its wonderful effect on my moxie (last run I was down at 10 I think, this town it was "only" 39). Removing that keyword works excellent for mystclasses (well at least mine).
But since it lowers your moxie (and resistance to damage) as well, won't that only help players that currently have, and are using by virtue of muscle and shield combination, Hero of the Half Shell?
With a maximization without that (which lead to me getting lots of more spelldamage for whatever reason) I didn't get hit at all, with the -moxie thing I got hit all the time. After 4 adventures she was down to 35 from 50.