With the advent of autoVillains, I'm realising that I've probably missed a few other functional elements of the modern script. I've had a poke around but I can't seem to find where the variables are actually stored. Is there a straightforward way of taking stock of what I have and have not set...
I have recently gotten around to finally doing some Zombie Master runs, long after the fact. I'm consistently running into an error whereby CounterChecker notes that I should eat a fortune cookie, but correctly recognises that "(usable quantity of fortune cookie is limited to 0 by it not being...
Thanks for all of the clarifications about this.
So, to review, my current understanding of events is that something caused (or the SVN perceived) an alteration to batbrain.ash that led to the creation of the divergent .ash.mine copy, which was then copied to /scripts as the actively referenced...
Well that's interesting; I don't recall making any changes to my local version of BatBrain. Does the existence of batbrain.ash.mine (or any .ash.mine for that matter) simply supersede the default .ash file? If that is the case, why would the version checking consult the unused default file...
There are only two files located in /kolmafia and its subdirectories name batbrain.ash - the two the I have previously mentioned. There are a handful of others with additional extensions, however; batbrain.ash.tmp in /svn/batbrain/.svn/tmp and batbrain.ash.mine, batbrain.ash.r22 and...
I've manually checked the SVN and the live version is r25. I've downloaded that version and overwritten the current version in the relevant local svn folder and called an svn update, which insists that my local version is r25. The error persists.
... or at least it did, until, for surety's...
As a DB, I can no longer make us of any combat scripts that consult BatBrain as I am confronted with this error:
Using WHAM and verbosity 10, this is the relevant equation that kicks up the error:
The same equation and error results regardless of the combat script being used which, in...
Why is it that SS is using entangling noodles and black bottle-rockets regardless of whether or not I surpass the safety threshold? Would it not make more sense to utilise an orange bottle-rocket when I am in the clear, or a cheaper alternative?
Wow. Running 3.0 I noticed that SS appeared to be having trouble detecting available stasis methods (I noted a message about Category II: item 825. A dictionary was avaliable, but not utilised.) before swapping out my BBB and then… well…
Evaluating '0'...
Evaluating '0.5'...
Evaluating...
Huh, back to normal. I'm absolutely certain that, at some stage earlier today, his website had some funky things going on. All is well with the world once again.
Ocean Destination choice selection freeze
When attempting to change the default handling for the Ocean Destination via the Choice Advs tab, Kolmafia becomes entirely unresponsive. This has occurred both on my home PC and laptop.
Running build 8800.
It has been a while since I have run into it, as I have in-pane links disabled, but I'm fairly sure that I ran into the same issue with Mr. Script's old-style links. If you've got Mr. Script, yueli, I'd wager that's the source of your issue.
Where is the logic in having the script abort once you reach Level 30? Simply modifying the 'setvar("autoBasement_break_on_level"' variable doesn't seem to alleviate the problem either.