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Thread: Veracity's Gingerbread City.ash

  1. #31
    Developer Veracity's Avatar
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    Revision 76 does not assume that an unexpected non-combat/non-choice spent a turn in the Gingerbread City.
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  2. #32
    Developer Veracity's Avatar
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    I think I forgot my principle that not everybody wants to run the way I do.

    Revision 77 adds the following:

    Code:
    // Should we abort the script for an unexpected NC (presumably a counter)?
    //
    // Ideally, you'd set up a Counter Script and it would handle it and
    // allow the script just continue, but if you want this script to abort
    // to let you to handle the counter manually, set this to true. You can
    // continue the script by simply running it again.
    
    boolean vgc_abort_for_counters = define_property( "VGC.AbortForCounters", "boolean", "false" ).to_boolean();
    I haven't actually tested this yet, although I will after rollover.
    What could go wrong?
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  3. #33
    Developer Veracity's Avatar
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    Yeah, it works. If you set that property to true, it stops on the semirare counter and tells you to run the script again when you have dealt with the counter.
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  4. #34
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    Code:
    > call scripts\Gingerbread City.ash
    
    Advance the clock by five minutes
    Adventure for 3 turns in Gingerbread Upscale Retail District
    Look for "candy" in the Gingerbread Train Station on turn 5
    Adventuring in The Gingerbread City stops.
    That plan requires 6 turns but you only have 4 left.
    It actually only uses 3 turns. Where it gets 6 from I have no idea. There's only 5 things it's doing so even if it was somehow counting the NC's as costing turns it still pulls another from somewhere.

  5. #35
    Developer Veracity's Avatar
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    Code:
        // Make sure we have enough turns left to execute the plan
        int available = my_adventures();
        int needed = vgc_last_turn - vgc_ginger_turns_used;
        if ( available < needed ) {
    	// *** Perhaps user_confirm() to allow executing partial plan.
    	string message = "That plan requires " + needed + " turns but you only have " + available + " left.";
    	print( message );
    	return;
        }
    It doesn't account for non-combats being free. I'll fix it, by and by.
    Ph'nglui mglw'nafh Cthulhu
    R'lyeh wgah-nagl fhtagn.

  6. #36

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    Hey! Trying to run the script but its having trouble equipping outfits with foldable items that are not in their required state.

  7. #37

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    I'm probably just being an idiot by not working this out, but whenever I try to run the script, it just displays the following:

    "Adventuring in The Gingerbread City stops.
    Farming sprinkles
    Gained 0 sprinkles in 0 turns. Sprinkles/Adventure = 0
    Cumulative = 0 sprinkles in 0 turns. Sprinkles/Adventure = 0
    Spent 0 sprinkles. Cumulative = 0"

    Nothing I do seems to be making it actually adventure. Anyone have any idea why?

  8. #38
    Developer Veracity's Avatar
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    The script has a big section in the front labelled "Configuration" which tells you which settings you need to think about.
    You can also choose a "quest", which will override noon and/or midnight, as appropriate, to do certain things for you.

    The script comes with a configureVGC.ash script which lets you choose a "plan". It prompts you. If you don't select one, it prints your choices and tells you what you have now. It says this for me:

    Code:
    Available plans:
    
    alligators - bigger alligators, adventure in sewer
    candy - advance clock, adventure in retail district, get candy
    gingerbeard - adventure in retail district, banish tech bro
    gingerservo - adventure in industrial zone, banish mugger
    robbery - activate vigilantes
    
    VGC.AdvanceClock=false
    VGC.Morning=Gingerbread Upscale Retail District
    VGC.Noon=candy
    VGC.Afternoon=Gingerbread Upscale Retail District
    VGC.Midnight=counterfeit city
    VGC.Night=Gingerbread Upscale Retail District
    VGC.Banishes=gingerbread tech bro
    VGC.AbortForCounters=false
    VGC.Outfit=Gingerbread City
    VGC.Familiar=Chocolate Lab
    VGC.Quest=blackmail+raygun
    
    Validating current plan using today's remaining turns (1-30):
    Day 1 of quest "blackmail+raygun"
    Overriding midnight choice: "counterfeit city" -> "Muscle"
    Adventure for 9 turns in Gingerbread Upscale Retail District
    Look for "candy" in the Gingerbread Train Station on turn 10
    Adventure for 9 turns in Gingerbread Upscale Retail District
    Look for "Muscle" in the Gingerbread Train Station on turn 20
    Adventure for 10 turns in Gingerbread Upscale Retail District
    Adventuring in The Gingerbread City stops.
    Ph'nglui mglw'nafh Cthulhu
    R'lyeh wgah-nagl fhtagn.

  9. #39
    Developer Veracity's Avatar
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    Revision 111 should do something reasonable if your Hallowiener Dog shows up at Noon or Midnight.

    Which is to say, it will take whatever option you have configured for the dog and will try again for your Noon or Midnight choice.

    The dog does not take a turn and does not seem to advance time in the Gingerbread City, unlike turtle taming.

  10. #40
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    Thanks for the script.

    I thought it bears mentioning. If you want to manually customize the settings after using the configuration option to set a plan, then us the CLI command
    Code:
    set VGC.Outfit = gingerbread
    where gingerbread is the setting I want, and VGC.Outfit is an example variable to change.
    you will know it worked if mafia then prints
    Code:
    VGC.Outfit => gingerbread
    ---
    also, would be great if there was an option to specify a separate outfit for enlarged alligator fighting. Since they are quite tough

    ---
    also, I suggest the script abort in case you lose a combat by taking more than 30 rounds. (wasted 2 adventures in sewers before catching it and manually aborting, happened because i forgot to adjust my CSS). maybe also a CSS setting for which CSS to use with it?

    ---
    for queue manipulation, gingerbread is pretty limited. You have licorice rope that banishes only the people. Insta kills actually advance time even if they don't take adventures. And any form of olfaction and banish does not work.
    However, I found a queue manipulation thing that does work, macrometeorite
    http://kol.coldfront.net/thekolwiki/...Macrometeorite
    Lets you switch which enemy you are facing, without costing any extra gingerbread time.
    Just in case you want to integrate it into the script. (oh, idea! it could be handled via the CSS! just set it to use macrometeorite if encountering pigeons or rats! would go well with the setting of a CSS name for use with this script)
    Last edited by taltamir; 10-09-2018 at 06:53 AM.

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