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  1. S

    Feature Casting limited skill/day assumes MP is used

    Mafia tracks if you cast Conjure Cheese. It was out of synch with KoL, but if you don't cast it outside of Mafia this doesn't happen. In any case, your MP is updated at each charpane refresh, which happens very frequently. If the failure message when failing to cast a limited-use skill is...
  2. S

    New Content - Implemented Manuel got some new tricks.

    Should we remove all reference to the $phylum object, and use $category ? At least it would be a clean script-breaking change.
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    New Content - Implemented that gum you like gives sugar rush effect

    Not anymore, that was changed because of Sugar Rush. Now multiple sources for the same effect show up like this: use 1 Angry Farmer Candy (+20) ...or use 1 Tasty Fun Good rice candy (+20) ...or use 1 Crimbo candied pecan (+20) ...or acquire & use Crimbo fudge (+20)
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    BatBrain -- a central nervous system for consult scripts

    Non-ASCII Naked Flying Anime Kitty Plox ? This is starting to sound like Apple software.
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    New Content - Implemented Shop revamp

    Merged. Here are the rows up to now: // FDKOL Requisitions Tent // inv_use.php?which=3&whichitem=5707 3 FDKOL tattoo 4 fireman's helmet 7 fire axe 8 enchanted fire extinguisher 9 Hjodor's Guide to Arctic Dalmatians 11 fire hose 12 bottle of fire // The Trapper's Cabin //...
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    Calculating how many bander/boots runs are available

    Sorry, my snippet only used your familiar's base weight, without taking into account other weight modifiers. This should work: int fam_weight() { return familiar_weight( my_familiar() ) + numeric_modifier("familiar weight") ; } int remainingRuns() { return fam_weight() / 5 - get_property(...
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    How to check if familiar equipment is present on familiar in terrarium?

    Did you try available_amount() ? EDIT: There's also familiar_equipped_equipment(). You can do something like this: boolean equipped_in_terrarium( item itm ) { if ( itm.available_amount() == 0 ) { // no need to check the Terrarium return false; } foreach fam in $familiars[] { if (...
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    New Content - Implemented Monsters in the Mer-kin Deepcity

    From the first post:
  9. S

    Modifier maximizer expression help

    is different from In the first case, you want at most 100 mox mox, 100 max, item drop was the correct expression.
  10. S

    Bug - Fixed typo in equipment.txt

    I fixed the "Fixed" :D
  11. S

    Modifier maximizer expression help

    mox, 100 min, item I added the commas to separate clearly the "<weight> <keyword>" sequences, but they can be removed. I thought the Limits part in the Maximizer help was clear enough. Any suggestions to make it clearer are welcome: Limits Any numeric modifier keyword can be followed by...
  12. S

    New Content - Implemented Monsters in the Mer-kin Deepcity

    Thanks again, Darzil. Most of this was added in r12032. I haven't added any choice adventure spoilers yet, and I'm not sure how to handle the Round N° scaling. I guess the scaling should be handled in FightRequest, by adding +30 Atk/Def and +50 hp at the beginning of each round. I want to...
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    Bug - Fixed typo in equipment.txt

    Thanks, r12032
  14. S

    Bug - Fixed Making Jarlsberg Staves does not deduct ingredients

    Sorry, I thought Jarlsberg stuff was working. What does your session log say around the time you crafted the staff? EDIT: I'm looking for something like "Using 1 XXX + 1 YYY to make 1 staff of ZZZ"
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    Bug - Fixed few more item data mishaps

    There was an extra space, so I assumed it was a typo :) In this case, KoL's typo, then.
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    Bug - Fixed Making Jarlsberg Staves does not deduct ingredients

    What revision of Mafia are you using? You can see it in the title of the main Mafia window: KoLmafia v15.9 r12028 Main Interface (slyz)
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    New Content - Implemented sea updates March 2013

    r12029 handles cozy weapons.
  18. S

    New Content - Implemented sea updates March 2013

    Perfect, thanks.
  19. S

    New Content - Implemented sea updates March 2013

    r12028 adds all the items and effects above. I am working on adding code that: tracks cozy counters recognizes when the equipment breaks The Kol Wiki states that when, for example, your cozy scimitar breaks, you loose the cozy scimitar and acquire a fish scimitar. In that case, does a...
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