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Thread: PirateRealm

  1. #1
    Senior Member
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    Default PirateRealm

    PirateRealm
    Farms fun points in PirateRealm.

    Installation
    Run this command in the graphical CLI:
    Commands
    any: default, which is key key / isla gublar / signal/tiki island
    keyonly: only collect the daily dungeon key quickly, no other islands

    Sail to specific islands:
    battle: Battle Island
    cemetary: Cemetery Island
    crab: Crab Island
    dessert: Dessert Island
    dinosaurs: Isla Gublar
    fortress: Red Roger's Fortress
    glass: Glass Island
    jungle: Jungle Island
    key: Key Key
    prison: Prison Island
    signal: Signal Island
    skull: Skull Island
    storm: Storm Island (script will break)
    temple: Temple Island
    tiki: Tiki Island
    trash: Trash Island

    Multiple islands are supported, e.g. piraterealm glass trash tiki

    You'll have to unlock things by hand, alas.

    PirateRealm will require a recent daily build of mafia.

    Github: https://github.com/Ezandora/PirateRealm/
    Contact me in-game: Ezandora (#1557284)

  2. #2

    Default

    Cool! Is this like your FantasyRealm script, where the script chooses the appropriate outfit and attack for you, or do we need to have a specifically named outfit saved, or a specific auto-attack set?

    ~Aramada

  3. #3
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    Default

    If you have less than 40 adventures left trying to adventure in the PirateRealm you get the following message "It takes around 40 Adventures to truly appreciate a day at PirateRealm." If I run your script with less than 40 adventures left it equips items and then stops.

    Suggestion: Let the user know what happened in the gCLI.

  4. #4
    Senior Member
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    Default

    Cool! Is this like your FantasyRealm script, where the script chooses the appropriate outfit and attack for you, or do we need to have a specifically named outfit saved, or a specific auto-attack set?

    ~Aramada
    Originally Posted by Aramada View Post
    Yes. It also handles combat, so long as you have stuffed mortar shell, saucegeyser, weapon of the pastalord, or saucestorm.

    If you have less than 40 adventures left trying to adventure in the PirateRealm you get the following message "It takes around 40 Adventures to truly appreciate a day at PirateRealm." If I run your script with less than 40 adventures left it equips items and then stops.

    Suggestion: Let the user know what happened in the gCLI.
    Originally Posted by Magus_Prime View Post
    It... already does this?
    Code:
    > piraterealm any
    
    PirateRealm v1.0.1
    You'll need forty adventures to start.

  5. #5
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    Default

    Hmmm....I tried "piraterealm keyonly" and the script changed my equipped items and then exited without comment. I'll try it again later today.

  6. #6

    Default

    Yes. It also handles combat, so long as you have stuffed mortar shell, saucegeyser, weapon of the pastalord, or saucestorm.
    Originally Posted by Ezandora View Post
    Outstanding! This will be incredibly helpful. Thanks!

    ~Aramada

  7. #7
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    Default

    You're right. I missed it the first time.
    Code:
    PirateRealm v1.0.1
    Taking off everything...
    Everything removed.
    You'll need forty adventures to start.
    Would it make more sense to check to see if adventuring in PirateRealm is even possible before proceeding?
    Last edited by Magus_Prime; 07-23-2019 at 11:21 AM.

  8. #8
    Developer fronobulax's Avatar
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    Default

    Thank you.

    Is there a reason why your any (default) is not what the wiki says is the way to gain the maximum number of fun points (i.e. end with Red Roger)?

    Would you consider reporting how many FunPoints were gained by running the script? Getting the number when it starts, when it stops and printing the difference would suffice.

  9. #9
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    Default

    Is there a reason why your any (default) is not what the wiki says is the way to gain the maximum number of fun points (i.e. end with Red Roger)?
    Originally Posted by fronobulax View Post
    When I wrote it, I didn't notice that part of the wiki, and picked islands that looked okay. I thought about changing it, but, that means I'd have to run the numbers myself on how optimal everything is.

  10. #10
    Developer Veracity's Avatar
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    Default

    When I wrote it, I didn't notice that part of the wiki, and picked islands that looked okay.
    Originally Posted by Ezandora View Post
    I think ending with fortress is preferred since the plastic pirates all give a lot of Fun points, as does Red Roger. When running PirateRealm by hand, I always did that. When I eventually get back to doing more of it, I expect I'll use this script and say

    PirateRealm skull cemetary fortress

    PirateRealm will require a recent daily build of mafia.
    Originally Posted by Ezandora View Post
    If you have a particular revision that you need use, you can do this:

    since r19439;

    Either a "daily built" of that revision or later or a point release that I build that includes it will pass.
    Ph'nglui mglw'nafh Cthulhu
    R'lyeh wgah-nagl fhtagn.

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