New Content - Implemented Two Crazy Random Summer

VinnyB

Member
In hardcore, if you want the maximizer to use twinkly nuggets, you have to actually have some in inventory.
Let me see if I understand this correctly:
If there is no direct source found for a maximizer-relevant effect, then the effect will be listed, but grayed out.
If there is a direct source found, and it's in inventory or <CRITERIA?>, then the effect will be listed, and will be selectable/actionable.
If there is a direct source found, and it's not in inventory and not <CRITERIA?>, then the effect will simply not show up.

(where CRITERIA includes being a potential pulverize yield, and/or being in one's closet but not inventory, and/or other stuff?)

If the above is correct, what are your thoughts on having the third case show up as grayed out, rather than be excluded?
 

Saklad5

Member
Let me see if I understand this correctly:
If there is no direct source found for a maximizer-relevant effect, then the effect will be listed, but grayed out.
If there is a direct source found, and it's in inventory or <CRITERIA?>, then the effect will be listed, and will be selectable/actionable.
If there is a direct source found, and it's not in inventory and not <CRITERIA?>, then the effect will simply not show up.

(where CRITERIA includes being a potential pulverize yield, and/or being in one's closet but not inventory, and/or other stuff?)

If the above is correct, what are your thoughts on having the third case show up as grayed out, rather than be excluded?
Not quite. You can configure the maximizer to create items (which encompasses all creation methods), and otherwise acquire items through the mall, NPC stores, Hagnk’s, etc. As far as KoLmafia is concerned in this context, twinkly nuggets can only be created by using the Malus of Forethought with five twinkly powders. If you don’t have access to the Malus, or you don’t have five twinkly powder available, there is no source. That’s the criteria for you.

You can see all of the recipes by looking at data/concoctions.txt in KoLmafia’s source code. Note that this is distinct from the data folder in a compiled instance. For twinkly nuggets, the relevant line is

Code:
twinkly nuggets MALUS   twinkly powder (5)
As for the third case you describe, that would mean thousands of things showing up. It is unlikely to prove useful, but I could write you a patch that disables the filter if you really want.
 
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VinnyB

Member
As for the third case you describe, that would mean thousands of things showing up. It is unlikely to prove useful, but I could write you a patch that disables the filter if you really want.
I'm not following what the thousands of listings would be? Even for maximizing something as generic as, say, moxie, there are at most hundreds of relevant effects, many of which are already listed.

For example, with regard to "moxie experience percent" modifiers, I compared the maximizer list to the wiki list, found the other effects were also missing ("Perception", "The Best a Pirate Can Get", "Tiki Temerity", "Stuck That Way", and "So Fresh and So Clean"), and looked them up in the relevant PlasticLobster spreadsheet. AFAICT, the things that aren't showing up are:
Code:
Perfect Hair, from twinkly nuggets (37)
Perception, from runproof mascara (47)
Perception, from virgin jello shot (61)
The Best a Pirate Can Get, from compressed air canister (36)
The Best a Pirate Can Get, from coal contact lenses (44)
The Best a Pirate Can Get, from warehouse walkie-talkie (59)
Tiki Temerity, from disco horoscope (Scorpio) (48)
Stuck That Way, from Mer-kin smartjuice (43)
So Fresh and So Clean, from temporary teardrop tattoo (44)
Is there any way to get those to show up in the list while still in hardcore?
(This would perhaps be most relevant with regard to maximizing on +item, since knowing where to look for large +item% potions could be enormously helpful to determining one's routing.)

Perhaps an important point I should have mentioned from the get-go is that I do have the "Show all, effects with no direct source, skills you don't have, etc." option checked in the maximizer preferences.
 

Saklad5

Member
Perhaps an important point I should have mentioned from the get-go is that I do have the "Show all, effects with no direct source, skills you don't have, etc." option checked in the maximizer preferences.
Huh. Yeah, that sounds like it should be working, then. My mistake.

If you want to see a truly exhaustive (and semi-automatically maintained) list of things with specific modifiers, look at the “data/modifiers.txt” file. There appear to be 27 things with the “Experience Percent (Moxie)” modifier attached to them.
 
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Veracity

Developer
Staff member
Cosmetic issue in the session log:

You gain 1000 Meat.Huh. You expected more Meat. They must have spent the rest on weird items to see what they do.

That's actually two lines in the node that is tagged with meat.gif.

Code:
        <p>
          <center>
            <table>
              <tbody>
                <tr>
                  <td align="center" valign="center">
                    <img src="https://s3.amazonaws.com/images.kingdomofloathing.com/itemimages/meat.gif" width="30" height="30">
                  <td valign="center">
                    You gain 1000 Meat.
                    <p>
                      Huh. You expected more Meat.  They must have spent the rest on weird items to see what they do.
 

Veracity

Developer
Staff member
Maximizing for muscle, it suggests "use 1 gun cleaning kit", which it labels as (3 adv, +36).
In TCRS Accordion Thief/Blender, that item grants "Ack! Barred!" which grants Muscle +30%.

"In your past cockroach life, you died from falling into a trap. The complex and unfathomable workings of karma mean that in this life, your body is stronger, as if fortified with iron bars."

It apparrently assumes you get that by spending 3 turns in Roachform from a llama lama gong. The non-TCRS way to get that effect is "gong roach muscle". In this TCRS run:

Code:
[color=green]> ash $effect[ Ack! Barred! ][/color]

Returned: Ack! Barred!
default => gong roach muscle
note =>
all => aggregate boolean [string]
  gong roach muscle => true
  use 1 gun cleaning kit => true
image => bars.gif
descid => ce21463be85ec37958385d67bdc71f52
candy_tier => 0
That is still the "default" way to get the effect (for some reason), but why is it not looking at the actual proposed technique, rather than the default?
 

Veracity

Developer
Staff member
I looked at that a bit.

Code:
				else if ( cmd.startsWith( "gong " ) )
				{
					item = ItemPool.get( ItemPool.GONG, 1 );
					advCost = 3;
					duration = 20;
				}
That is in a loop, looking at all the sources for an effect. "advCost" and "duration" are outside the loop, So are lots of other things, like mpCost.
Revision 19379 puts those things into the loop so they get initialized for each source.

Now I'm wondering why I see:

Code:
use  1 gun cleaning kit (+36)
use 1 lynyrd musk (+30)
use  1 steampunk potion (+15)
use 1 sharkfin gumbo (+12)
for example. Notice the varying number of spaces following the verb...
 

Crowther

Active member
I'm guessing this is a TCRS issue, my imitation White Russian has fullness instead of inebriety.
Code:
> ash $item[imitation White Russian]

Changing "imi white rus" to "imitation White Russian" would get rid of this message. ()
Returned: imitation White Russian
name => imitation White Russian
plural => imitation White Russians
descid => 116179552
image => whiterussian.gif
smallimage => whiterussian.gif
levelreq => 6
quality => EPIC
adventures => 5
muscle => 0
mysticality => 0
moxie => 0
fullness => 1
inebriety => 0
spleen => 0
minhp => 0
maxhp => 0
minmp => 0
maxmp => 0
dailyusesleft => 0
notes => Unspaded
quest => false
gift => false
tradeable => true
discardable => true
combat => false
combat_reusable => false
usable => false
reusable => false
multi => false
fancy => false
candy => false
candy_type => none
chocolate => false
seller => none
buyer => none
name_length => 23
noob_skill => Ribosomes
tcrs_name => purple imitation White Russian
KoL still considers it a drink and I am running r19830 (I also logged out and back in with no improvement).
 

Veracity

Developer
Staff member
Miss message from The Big Wisniewski: “He starts to attack, but someone bumps his arm, spilling his White Canadian. He shouts "hey, careful, man, there's a beverage here!!"”

I wasn’t quoting, per se, as much as responding in the style of.
 
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Ryo_Sangnoir

Developer
Staff member
It looks like Mafia believes the Pantogram has whatever stats you've set it up to have instead of whatever stats TCRS replaces it with, at least for -combat. Does it indeed have the stats TCRS replaces it with and not what you've set? I didn't think to check while I was still in-run.
 
Pantogram pants are affected and replaced, except for the hilarity effect from sacrificing a clover (you get that one on top of the 2crs enchantments, if you do so).
 

Veracity

Developer
Staff member
I'm in an Accoridion Thief/Blender TCRS run.
I wanted to maximize Moxie and the Maximizer suggested I use 1 body spradium (for a lot of moxie).
I did that and it gave me Dancin' Fool. That gave me Item Drop +20 and no Moxie.

Code:
1609	Dancin' Fool	dancingshoes.gif	57f460f9d9ae98f086c984a6491e3386	# choosing The Dance Class at The Haunted Gallery after first time
Effect	[1609]Dancin' Fool	Item Drop: +20
1910	Dancin' Fool	dance2.gif	36348033db6b570a60a7fd2dc360153d	play 0 - The Fool
Effect	[1910]Dancin' Fool	Moxie Percent: +200
Here's what the description says:

Code:
distilled narrow shaking olive body spradium

Boxers sweat a lot, so this can of aerosol deodorant will help keep you from smelling bad. And since it glows in the dark, you'll always know when it's worn off.
 
Type: spleen item (good)
Toxicity: 1
Effect: Dancin' Fool (40 Adventures)+20% Item Drops from Monsters
Cannot be traded or discarded
It says the effect name, the duration, and the modifiers. When we parse a description for an item which grants an effect, we get the effect name and duration and ignore the modifiers, since you can just look those up from the effect, right? Well, no.

The description has this:

Code:
Effect: <b><a class=nounder href="desc_effect.php?whicheffect=57f460f9d9ae98f086c984a6491e3386" >Dancin' Fool</a></b> (40 Adventures)
The effect is clickable, so we have the effect's descid available - which means we can get the effectid.

This is slightly tricky since we learn new effects from item descriptions, and won't know the effectid until we register the new effect.

Given the effectid, we should register the "Effect" modifier on the item with a disambiguating effectid, if necessary.
 
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