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    Feature - Implemented Hide uy] from relay mall search if the store is in forbiddenStores

    Those are greyed out though, as you can see in the screenshot. I think removing the links would be more confusing there.
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    Feature - Implemented Hide uy] from relay mall search if the store is in forbiddenStores

    In this case the general use is to avoid buying from stores for various reasons. Such as for an example, a store that caters to newbies but you like buying that item. Or you have a mall bot that you don't want to buy from. My specific example is a multi I control for some functions with...
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    Feature - Implemented Hide uy] from relay mall search if the store is in forbiddenStores

    So I was thinking about making this a PR after accidentally using the wrong account to buy some items in relay. As shown in the below image, the [buy] buttons just disappear if the store is in your forbidden list. You can buy items inside the store as normal.
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    Bug Mafia does not gracefully handle calling a .js chatbotScript in the middle of an exceptional error

    To Reproduce 1. Create an empty javascript file in your scripts folder, then set the property chatbotScript to the path 2. Enter a choice adventure where your choice is set to 0 or an invalid option, I used unbreakable unbrella choice 3. Run ash adv1($location[The Tunnel of L.O.V.E.], 1, "") - I...
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    Feature - Rejected Mall search/buy results are ordered by quantity & name, ignores advertising budget completely.

    A serious question. Would you be opposed to a change where mafia still performs the same number of overall purchase requests, but respecting the mall order? For the mall search GUI, we leave that untouched. It still sorts by quantity. But the internals of mall purchases by mafia's API are...
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    Feature - Rejected Mall search/buy results are ordered by quantity & name, ignores advertising budget completely.

    When there are 50 shops all listing the same item for 100 meat. The shop with the most items purchasable will always be purchased from by mafia. I don't think this is intended behavior, as it effectively removes advertising budget from play. Checking mafia's internals, the PriceComparator is...
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    Feature Allow print_html to print output to the session log

    Implemented at https://github.com/kolmafia/kolmafia/pull/1039 To clarify, the implementation is opt-in for the script authors. Adds print_html(string, boolean) This doesn't change anything in the normal print_html function.
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    Feature Allow print_html to print output to the session log

    The session log is not related to the mirror thing in the manner you seem to believe. Calling print() explicitly logs to session log, the area which generally all gCLI logging is done is not connected to session log aside from having code in the same class. That is to say, there's no risk of...
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    Feature Log clan name/id to session log on login & clan switch

    Currently when you switch clans, or log into the game. Your session log does not inform you what clan you're in. That is, the only mention that we've switched clans is a few lines of output indicating we're checking rumpus room/vip. The reason I'm interested in this is because I wanted to...
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    Feature Allow print_html to print output to the session log

    Not sure if this is a bug or a feature request, but basically print will write to the session log, while print_html doesn't. Generally as a rule, scripts use print_html to print spammy stuff, stuff that you don't really care to see in session log. But sometimes it's still you do want to see...
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    Bug Chat scripts are not run in a thread safe manner

    Yeah, the worst part is that I even rewrote the post a few times to make it more understandable. I have a real problem with communicating my thoughts.
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    Bug Chat scripts are not run in a thread safe manner

    Not what I was getting at sorry. Here's an error I got yesterday, but the thing is. I have no idea why this error happened. My chat script should never have reached the state where it'd hit the modifiers. Which is why I'm reluctant to post it. Because I can't say why it got to that state...
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    Bug Chat scripts are not run in a thread safe manner

    Chat and gCLI are run in different threads, and are not thread safe. Which is a non-issue, until we introduce the chat script functionality. If asked I could whip up something to reproduce this. But generally that would just be a chat script spamming a pref modification while a script in gCLI...
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    Bug Using a macro with Replace Enemy + Use the Force = Wrong enemy saved in preferences

    I don't think this is actually fixable to be clear, I'm reporting it so it's known. I created this PR to track powerful glove as it wasn't obvious to me what was going originally. But basically, you can see in the snippet in the spoiler that I executed a macro that would cast replace enemy...
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    Bug Tests on kolmafia using Calendar are implemented incorrectly

    Eh. Looking at the implementation of the cleanup method, I'm not too sure on that. It specifically overrides methods that returns other timezones
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    Bug JUnit tests are not tested in a random order

    I'm not sure if this is a bug or not, but JUnit does not (At least on my local copy) run the tests in a random manner. I'm not really the best to talk about it, but while trying to track down an issue with a memory leak in LockableListModel (More visible elements than there are elements) I...
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    Bug Tests on kolmafia using Calendar are implemented incorrectly

    The following tests use Calendar and consistently fails when I run them. canDetectHoliday() obtainOysterEggOnWrongDay() obtainOysterEggOnWrongDayAndWithoutBasket() The reason for this is that the timezones of the test runner are not taken into account...
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    Feature - Rejected Add fallback choice support

    Because the default distribution of mafia doesn't come with said script. There's a lot of choices that players hit and are highly situational. There's also no purpose built way to pick one then the other without each player having to create and modify a script. And for some reason, I think...
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    Bug - Won't Fix Maximizer treats "mus experience percent" and "muscle experience percent" differently.

    I fully expect more people to be confused at "mus experience percent" not working, like I was. But yeah, looking into why it be like that, I see I misunderstood how the expressions are registered. Still don't like the design much, but it sounds like a hassle to correct for little gain.
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    Bug - Won't Fix Maximizer treats "mus experience percent" and "muscle experience percent" differently.

    Oh! I see what happened. I did the shorthand mus experience percent which is "valid" but tries to buff muscle instead. Edited this from a feature request to a bug report.
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