Recent content by Kyrinia

  1. K

    New Content - Implemented July 2019 IotM - Beach Comb

    Mafia thinks using the etched hourglass uses it up and removes it from inventory screens (and trying to use it again before doing an inventory refresh has mafia try to make a new one)
  2. K

    New Content - Implemented 2019 IOTM Fourth of May Cosplay Saber

    Mafia isn't seeing the Use the Force skill by default (going into a combat wielding the saber is required for it to Mafia to see the new skill, and doing a have_skill check dies to bad skill name before that as well), I'm using latest that has the Force prefs, but still no joy.
  3. K

    sl_ascend - a cc_ascend fork

    minor: new install creates/overwrites /cc_ascend/standard.ash (which I would imagine will break a current cc_ascend install)
  4. K

    Bug Spooky Forest Noncombat choices

    I tend to set things with ashq set_property("xxx",123); I verified it was changing with prefref 505 (and the relay browser underlining changed when I changed it to and from 0) I also set 502 to 2 the same way when I went to set 505 by cli, and that part worked, it just always looted shrooms...
  5. K

    Bug Spooky Forest Noncombat choices

    I tried that first, expecting it to be what I wanted, and it did not, I could not find any of the dropdown choices would select the middle one either, which is why I moved on to setting properties directly. (I was doing this in aftercore as a sealclubber, chasing the demon name, I completed the...
  6. K

    Bug Spooky Forest Noncombat choices

    No matter what number I set the spooky forest second adventure (505, Consciousness of a Stream) it defaults to and selects the first choice. I have 502 the first choice set to 1, and that works, setting 505 to 0 gives the manual prompt, but any other number makes it default to choice 1 get 3...
  7. K

    Bug Combat filter not being passed back after mood trigger

    I'm not certain if this is an actual bug or working as intended and I'm trying to be too fiddly with my scripts, but if I start an adventure from a script and give it a combat filter function, if my mood (which has an unconditional trigger to call a seperate script when an effect expires...
  8. K

    Feature - Implemented random_attributes not being passed to consult scripts

    Not to dredge up an old thread, but I can't seem to get this to work while using the ocrs reward items, foe.random_attributes is returning invalid field name, even with just the example code listed here Invalid field name 'random_attributes' (randomconsult.ash, line 5) This is in aftercore...
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