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    New Content - Implemented Crimboku

    Why do you need an event-driven script? this is just a breakfast/1-a-day activity, no? That hook already exist, fyi.
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    New Content - Implemented Crimboku

    This is semi-related, so forgive the thread-hijack - is there any appetite for a built-in chibibuddy management function, that manipulates the various options to try and auto-manage the various stats to keep the chibibuddy alive? This feels more appropriate to an ash script that folk can then...
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    Bug - Fixed r11688 - Maximizer issues with hot dmg vs. item

    Interesting fix. Cool! That does seem to have fixed it for me, in that I can run the same hot dmg 1 min, item and get at least one hot damage but also mostly item drops as they're overall "worth" more.
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    Bug - Fixed r11688 - Maximizer issues with hot dmg vs. item

    Ah, fascinating. So much still to learn. I will keep reading... I haven't seen anything like that yet - any idea where "N" is set (or what it's value is) to help me connect the dots? If not, no big deal, I'll keep digging. So, I think slyz agrees with my theory? Or at least doesn't disagree...
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    Bug - Fixed r11688 - Maximizer issues with hot dmg vs. item

    The problem may be here, in maximizer/Evaluator.java: case Modifiers.EXPERIENCE: val = mods.get( Modifiers.MUS_EXPERIENCE + KoLCharacter.getPrimeIndex() ); break; } if ( val < min ) this.failed = true; score += weight * Math.min( val, max ); } notably, where if val <...
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    Bug - Fixed r11688 - Maximizer issues with hot dmg vs. item

    Hmm. Couple of points, and my no means am I an expert/speaking from authority, this is just what I read of the code, I'm looking for clarity not to be right/prove anyone else wrong. caveat, caveat. - keep in mind the way the maximizer handles slots isn't exactly the same as the actual slot...
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    Bug - Fixed r11688 - Maximizer issues with hot dmg vs. item

    well, I still don't get it. Sorry! :) I've done a bunch of studying of the maximizer, so I'm really curious about this, and would like to understand. So, bear with me. - the dump keyword prints out all the slots, and for each slot what the suggestions are and what the prior equipped item is...
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    Bug - Fixed r11688 - Maximizer issues with hot dmg vs. item

    I apologize if you already know this - I'm not quite clear on the problem, but keep in mind as well all stats are not created equal - private static final String TIEBREAKER = "1 familiar weight, 1 familiar experience, 1 initiative, 5 exp, 1 item, 1 meat, 0.1 DA 1000 max, 1 DR, 0.5 all res, -10...
  9. I

    Feature - Implemented Add Taco Dan's Taco Stand Flier to Breakfast auto-use items

    Heh. I'd provide a patch for this (fairly trivial change), but I've yet to get a flier to be able to test.
  10. I

    Bug - Fixed Badge of authority is Single Equip

    Quick fix - Badge of authority is Single Equip, so please add to modifiers.txt. I'd supply a patch, but it would take more time to apply it than to do the change. :) Thanks!
  11. I

    New Content - Implemented October 2012 Event

    Excellent, as supposedly there's a fourth color (black) as well. :) Plus a bunch of new items I haven't gotten yet.
  12. I

    Bug - Fixed Getting NPE when trying to run "AdventureAdvisor"

    So, that "fixed" the issue, in that AdventureAdvisor now runs without error. Interestingly, the degrassi knoll listing that seemed to trigger the error is wrong, in that instead of linking to knoll.php, it's linking to http://127.0.0.1:60080/relay_AdventureAdvisor.ash - presumably as a side...
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    Bug - Fixed Getting NPE when trying to run "AdventureAdvisor"

    I'll tell you if that fixed it in a few minutes when we're out of maintenance. Or at least, stopped the NPE. fwiw, here's a "normal" call to to_url, from earlier in the same debug log: [NORMAL] <- true...
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    Bug - Fixed Getting NPE when trying to run "AdventureAdvisor"

    I tried using AdventureAdvisor today, and started getting NPEs. Here's the relevant snippit of the debug log, I can post the whole thing if it helps but it's pretty large (7.5 megs uncompressed). I started digging at the code, and got lazy since I haven't dealt much with the scripting engine or...
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    New Content - Implemented Zombie Skills, Horde as MP, Combat/Noncombat, etc.

    :) Even if you stored these in datafiles as 4-byte UTF strings w/ the words spelled out ("combat, noncombat, etc") ala prefs, we would barely impact the data usage footprint of kolmafia. Sorry, bitfields are a pet peeve of mine. They made sense when apps had 16k of memory and were written in...
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    New Content - Implemented Zombie Skills, Horde as MP, Combat/Noncombat, etc.

    Flags, good. Bitfields, noooo! Please, no bitfields. Bitwise math is really easy to get wrong for even good developers, of which I am not one.
  17. I

    Feature - Implemented display pulls remaining in maximizer when suggesting a pull

    Came out of ronin, found a problem with the patch where it didn't cover a set of pulls, so fixed that. Also validated that "unlimited pulls" properly shows up now.
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    Feature - Implemented display pulls remaining in maximizer when suggesting a pull

    Re: "remaining", shrug, easy change. It actually doesn't look as bad as I thought, given my extremely limited testing. Re the string return, thanks! I knew there was a better way to do it. v2 patch attached fixes both.
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    Feature - Implemented display pulls remaining in maximizer when suggesting a pull

    Once I realized you could make the maximizer pull items, I've been happily using that feature left and right - but was always concerned about the number of pulls I have remaining. So, patch attached - it adds the number of pulls you have remaining, like when maximizer suggests to buy items it...
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