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    Help wanted with auto-combats using custom combat script, and bees

    I was playing around with this some more over the weekend, and noticed something else which would have been adding to my confusion. I was making my changes with an external text editor, so of course, they weren't being picked up. Just throwing that out there as something else that may trip up...
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    Help wanted with auto-combats using custom combat script, and bees

    I couldn't really test it till today (no more adventures) but the abort line seems to be working fine. Now it uses the auto-attack script against easy stuff, and asks what to do about the unusual stuff. Perfect. :) Thanks for the help.
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    Help wanted with auto-combats using custom combat script, and bees

    Hm. So the default ccs used by mafia isn't the one I set as the autoattack in KoL. In that case, how -is- it working for non-bee combats? I'm trying to understand the process flow here. The default script looks like this: [ default ] special action attack with weapon So it sounds like I...
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    Help wanted with auto-combats using custom combat script, and bees

    I am having an issue with Mafia's autofights when a Bee fight comes up, and I'm hoping one of you can point me at the settings I need to make this work. I have the KoL Autoattack set to a specific custom combat script I've written, and Mafia autoadventure set to 'custom combat script'. When I...
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