Page 2 of 2 FirstFirst 1 2
Results 11 to 14 of 14

Thread: Mercenary Mood -- choiceadv adjustment as you go, modifier maintenance, etc.

  1. #11
    Developer fronobulax's Avatar
    Join Date
    Feb 2009
    Location
    Central Virginia, USA
    Posts
    4,256

    Default

    Not sure whether this is MM, BBB or something else.

    SC, Standard. I pulled 4 rusty hedge trimmers in anticipation of the Twin Peak. Something immediately used them. While I appreciate the attempt at convenience, the character was not prepared to meet all of the prerequisites so the net effect is that the trimmer use was wasted. I obviously can avoid this in the future. I'd be all right with never automatically using the trimmers but the ideal solution would be to only use them if there was one unmet condition that was satisfied. It is certainly possible I have missed a configuration option but...

    Feature Request - a toggle that defaults to false. When it is true and a character is about to adventure in an area with a new latte ingredient the mug will be equipped and the latte ingredient added to conditions. I do not expect this to work for the verge of war frat house and hippy camp but most of the other areas should support this.

    Feature Request - I very much admire and appreciate the way Veracity's Meatfarming Script handles voting monsters. I would be very glad if similar functionality were (optionally) available for all scripts and semi-manual adventuring. That sounds like a job for MM.

  2. #12
    Senior Member zarqon's Avatar
    Join Date
    Nov 2007
    Location
    Seoul, Korea
    Posts
    3,638

    Default

    Hmmm. BBB's code for using rusty trimmers is:

    PHP Code:
       if (!qprop("questL09Topping") && get_property("twinPeakProgress") != "15" && !($strings[0,6contains get_property("choiceAdventure606")) && item_amount($item[rusty hedge trimmers]) > && be_good($item[rusty hedge trimmers]))
          use(
    1,$item[rusty hedge trimmers]); 
    It's an if rather than a while, so it should use at most one of them at once. It also checks that the choiceadv property is set to one of the tests (which happens here in MM before BBB is called), so if you have 4 trimmers and go to autoadventure at Twin Peak, you should ostensibly keep using trimmers so long as you have a valid choice. I don't generally play SC so I've never tried this with multiple trimmers at once, though. Did you have MM active?

    Also hmmm... this presents a situation in which BBB will not function correctly without MM, yet it does not require MM as a dependency. I'll have to do something about this. I'd prefer to keep them independent if possible.

    FR1: I could definitely see auto-equipping the latte, but I don't think I'll add it to conditions. I expect people would go out of their way for certain important ingredients; but for less important ones you'd probably just want to gather whichever you happen to find along the way, without adding extra turns.

    FR2: I believe that would probably be the job of a counterScript. Unfortunately the primary counterScript on these forums is not presently being maintained, so I added this to said script (which will still need some attention; I simply added this as a patch to help me get factoids):

    PHP Code:
       case "Vote Monster": if (my_location() == $location[through the spacegate]) return true;
          if (
    have_equipped($item["I Voted!&quotsticker])) return true;
          
    cli_execute("checkpoint; equip acc3 i voted sticker");
          (!
    adv1(my_location(), -1""));
          
    cli_execute("outfit checkpoint");
          return 
    true
    Perhaps you can take that and make it complete!
    Sig by JakAtk
    My scripts: Prefref Plus | Skillref Plus | One-Click Wossna | Om*****st (??) | Psychose-a-Matic | RandBot
    Combat suite: Best Between Battle | Mercenary Mood | SmartStasis | BatMan | BatMan RE
    For script authors: ASH Wiki | ZLib | BatBrain | CLI Links | Drag-n-Drop Inventories | CanAdv | Script Registry | Map Manager
    If you appreciate my work, help me become BAT KING OF THE WORLD! Thanks to all donators!

  3. #13
    Senior Member
    Join Date
    Feb 2010
    Posts
    1,001

    Default

    I'm trying my first run with only Mercenary Mood as my mood and I'm noticing a few things that I wish were different but didn't take careful notes. I will do so on my next run. The things that really struck me as odd are:

    • When fighting the Haunted Boiler with the unstable fulminate equipped Mercenary Mood didn't take advantage of character skills to boost ML.
    • When searching for tomb ratchets Mercenary Mood didn't take advantage of character skills to boost +item.
    • While there were a few areas where I noticed Mercenary Mood manipulating +/- combat there were other locations where I didn't see it. Whitey's Grove, when looking for ingredients for Wet Stunt Nut Stew, comes to mind.

    Most of the desired changes involve either swapping Accordion Thief songs around or casting, low MP cost, buffs.

  4. #14
    Developer
    Join Date
    Apr 2006
    Posts
    933

    Default

    MercMood seems to be setting The Neverending Party choices to a state that causes an abort, here's the snipped log from yesterday:
    Code:
    [5634] The Neverending Party
    Took choice 1322/1: accept quest
    choice.php?whichchoice=1322&option=1&pwd
    > MM: Choice 1324: Go to the kitchen for food stuff.
    > MM: Choice 1326: Ask the kitchen lady which food to collect.
    
    
    [5634] The Neverending Party
    Encounter: "plain" girl
    
    
    [5634] The Neverending Party
    Encounter: jock
    
    
    [5634] The Neverending Party
    Encounter: biker
    
    
    [5634] The Neverending Party
    Encounter: jock
    
    
    [5634] The Neverending Party
    Encounter: burnout
    
    
    [5634] The Neverending Party
    Encounter: "plain" girl
    
    
    [5634] The Neverending Party
    Encounter: biker
    
    
    [5634] The Neverending Party
    Encounter: It Hasn't Ended, It's Just Paused
    Took choice 1324/2: to kitchen
    choice.php?whichchoice=1324&option=2&pwd
    Encounter: Gone Kitchin'
    Took choice 1326/3: find out food to collect
    choice.php?whichchoice=1326&option=3&pwd
    
    
    use 1 van key
    You acquire nailswurst (3)
    You acquire black forest cake (2)
    
    
    [5634] The Neverending Party
    Encounter: party girl
    
    
    
    
    [5634] The Neverending Party
    Encounter: "plain" girl
    
    
    [5668] The Neverending Party
    Encounter: jock
    
    
    [5669] The Neverending Party
    Encounter: jock
    
    
    [5670] The Neverending Party
    Encounter: jock
    
    
    [5671] The Neverending Party
    Encounter: biker
    
    
    [5672] The Neverending Party
    Encounter: party girl
    
    
    [5673] The Neverending Party
    Encounter: It Hasn't Ended, It's Just Paused
    Took choice 1324/2: to kitchen
    choice.php?whichchoice=1324&option=2&pwd
    Encounter: Gone Kitchin'
    Encounter: Gone Kitchin'
    Encounter: Gone Kitchin'
    Encounter: Gone Kitchin'
    > Redirected to a page other than main.php
    Encounter: Gone Kitchin'
    > Redirected to a page other than main.php
    My guess here is that it went to the kitchen once to get the quest food then hit the choice adventure again without having the required food and the option to finish the quest wasn't available. I had all my van keys in the closet so BBB wasn't able to use enough to finish the quest.
    Last edited by Rinn; Yesterday at 07:19 PM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •