Hm. Nope. At r41, still not doing it for the mime skills.
It does olfact the monster so if I sneak the skill into line 1 of the combat script enough log parsing happens that I can tell the quest is progressing, so no real big, but I figured it was worth bringing up.
Kind of a weird interaction here. I'm bumming around in aftercore with some mime skills permed and occasionally the New-You club wants me to use a mime combat skill like Silent Knife or Silent Treatment. I can see it getting set correctly in the _newYou related properties, but SmartStasis...
What kind of information do we need to provide to get the dog's choice adventures supported? I could see setting them up in the items tab. Right now I've got them in log as follows:
Encounter: Wooof! Wooooooof!
choice 1106/1: Pet him
choice 1106/2: Teach him some tricks
choice 1106/3: Throw a...
Not sure whether this is WHAM or SmartStasis or guyy's auto-trick-or-treat script at work, but something weird is happening when I run the auto-trick-or-treat script. It looks like it thinks SmartStasis killed the monster and then gave up? This is verbosity 9 output.
Encounter: kid who is too...
All the sourcebooks for the Burning Wheel RPG are called * Burner. Character Burner, Adventure Burner, Magic Burner, Monster Burner.
So mafia's inbuilt functionality to spend surplus MP on renewing all my buffs and/or summons became the MP Burner.
Yeah, sorry about the confusion, this is just general "maintain what I've got on me" stuff.
In my defense, I've read way too much Burning Wheel recently.
I'm not sure if this is a bug per se but it's definitely undesired behavior.
The ittah bittah hookah can stick any buff effect in the game on your character, and I usually run with it since it's also a +5 weight familiar item and I really don't have any better IotM stuff.
This includes...
It's actually throwing errors to the debug log when it gets to a composite ten-digit number, for example a scaling monster fought with high stats. I think because of limits on integer parsing. 4294967295 is the maximum storable integer, so if you're dealing with something with 1000 attack...
I'm seeing this same behavior, just from typing "gong bird" fresh: opening up the relay browser reveals it's sitting at a decorated choice adventure (with how many turns each form will last).
Alright, I turned logging on and verbosity up to 10. Here's a combat where it runs over limit. (I've included the end where I finish it off.}
DAM does seem to be calling it multiple times near the end there.
I'm running this and Destroy All Monsters but I'm not getting the "Destroy All Monsters" starts here message so I guess it's to do with stasis - when I get free castings of Saucy Salve mafia counts the rounds anyway, and if it gets to the point that mafia "thinks" 30 rounds have passed...
Any noncombat adventure, including the red pill/blue pill style choice adventures, is aborting auto-adventuring in the basement with the message "Failed to pass basement test."
This shows up in builds since 10243, but not 10241.
Sorry, I should have clarified what I did with the familiar-swapping bit. I subtracted the maximum number of drops (or drop-equivalents) from everything, and then tested for less than zero, instead of just taking the number of drops today and testing for less than 5.
if...
I've tweaked the famitems block slightly to account for the xenomorph and mini-hipster, thus:
if (have_effect($effect[absinthe-minded]) == 0) dfams[$familiar[green pixie]] = to_int(get_property("_absintheDrops")) - 5;
dfams[$familiar[baby sandworm]] = to_int(get_property("_aguaDrops")) -...