New Content - Implemented Advent 2011

I have everything pretty much set up except for the coinmaster's name. I called it "Fudge Wand" but I'm no good at naming. /clan is suggesting "Fudge Packer". Any more ideas?

With the current patch:

- Using the Coinmaster frame to buy 2 fudge cubes:
Code:
Visiting the Fudge Wand (1 of 2)...
You acquire an item: fudge cube
Visiting the Fudge Wand (2 of 2)...
You acquire an item: fudge cube
Fudge Wand successfully looted!

- Buying a fudge cube via the Relay Browser:
Code:
You acquire an item: fudge cube

In both cases, the correct amount of fudgecules is processed.

I'll let Veracity have a good, hard look at this before submitting :)
 

Attachments

OK. I have no idea why my patch program doesn't work well, but I manually applied the patch and examined everything.

A few comments:


1) The comment in coinmasters.txt in front of the fudge concoctions says "Things you can buy with A. W. O. L. commendations". I can see where you cut and pasted from. :) However, it should be fudgecules...

2) FudgeWandRequest.accessible() has an error message: "You don't have any fugecules". That should be "fudgecules"

3) in CoinMasterRequest.buyStuff, there is no need to move

Code:
		int itemId = StringUtilities.parseInt( itemMatcher.group( 1 ) );

up in the routine. Leave it where you need it, not in a place where it might get discarded unused.

Code:
		int itemId = StringUtilities.parseInt( itemMatcher.group(1) );
		String storageAction = data.getStorageAction();
		boolean storage = storageAction != null && urlString.indexOf( storageAction ) != -1;

		CoinMasterRequest.buyStuff( data, itemId, count, storage );
	}

4) In CoinMasterRequest.completePurchase, do not insert an extra blank line in front of

Code:
		AdventureResult tokenItem = data.getItem();
		String tradeAll = data.getTradeAllAction();

I am not completely happy that we have duplicated code in CoinMasterRequest.completePurchase( final CoinmasterData data, final String urlString ) and CoinMasterRequest.completePurchase( final CoinmasterData data, final int itemId, final int count, final boolean storage ). In particular, we have to get tokenItem, property, items, item, name, prices, and price in both places, since the first one needs them to calculate the count, and the second one needs them to actually manipulate the property and storage and inventory lists. But, I don't see an easy solution. So, fine.

I tested by buying 1 fudge bunny and 1 fudge cube through the Coinmasters Frame. It worked fine. But, the session log says:

use 1 wand of fudge control

trading 1000 fudgecules for 1 fudge bunny
You acquire an item: fudge bunny

use 1 wand of fudge control

trading 343 fudgecules for 1 fudge cube
You acquire an item: fudge cube

Can we suppress the "use 1 wand of fudge control" messages?

Overall, nice job!
 
Thanks, the changes have been made.

Here is what the gCLI looks like when buying 4 fudge cubes from the Coinmaster frame (with only enough fudgecules to buy 2).
Code:
Visiting the Fudge Wand (1 of 2)...
You acquire an item: fudge cube
Visiting the Fudge Wand (2 of 2)...
You acquire an item: fudge cube
Fudge Wand successfully looted!
Exiting the Fudge Wand
and the session log:
Code:
Visiting Fudge Wand

trading 343 fudgecules for 1 fudge cube
You acquire an item: fudge cube

trading 343 fudgecules for 1 fudge cube
You acquire an item: fudge cube

Using the wand and buying a fudge cube from the Relay Browser results in this in the gCLI:
Code:
You acquire an item: fudge cube
Exiting the Fudge Wand
and in the session logs:
Code:
Visiting Fudge Wand

trading 343 fudgecules for 1 fudge cube
You acquire an item: fudge cube

However, trying to use the ASH command to buy a fudge cube:
Code:
> ashq buy( $coinmaster[ Fudge Wand ], 2, $item[ fudge cube ] );

[color=red]You can't buy fudge cube from Fudge Wand[/color]
but this isn't limited to the new coinmaster, and there is a (very unclear) bug report for this here.

Perhaps related, "acquire 1 fudge cube" doesn't work, although both "create 1 fudge cube" and using the Purchase tab to buy one from the Fudge Wand works.

In any case, here is the updated patch.
 

Attachments

Using the fix you proposed and I approved in the other bug report - removing the null check for buyAction - I get this:

> ashq buy( $coinmaster[ Fudge Wand ], 1, $item[ fudge cube ] );

Visiting the Fudge Wand...
You acquire an item: fudge cube
Fudge Wand successfully looted!

> inv fudge cube

fudge cube (2)

> acquire 3 fudge cube

Verifying ingredients for fudge cube (1)...
Purchasing fudge cube (1 @ 343 fudgecules)...
Visiting the Fudge Wand...
You acquire an item: fudge cube
Fudge Wand successfully looted!
Successfully created fudge cube (1)

I say add that bug fix and submit. And perhaps mark that other bug report fixed as well.
 
Sure thing.

EDIT: should I keep the "Exiting the Fudge Wand" message?
And no-one came up with a better name than "Fudge Wand"?
 
Day 16: New Zone

Gummi Mines. Right now the only drops appear to be gummi ingots and candy gems from the lollipop forest.

Ingots - these are all marked as usable and meatsmithing ingredients.

--------------------
5455 green gummi ingot usable all 300
5455 578465854 gummiingotsmall.gif green gummi ingot
# green gummi ingot
--------------------
--------------------
5454 red gummi ingot usable all 300
5454 992812754 gummiingotsmall.gif red gummi ingot
# red gummi ingot
--------------------
--------------------
5456 yellow gummi ingot usable all 300
5456 743292189 gummiingotsmall.gif yellow gummi ingot
# yellow gummi ingot
--------------------

Smithing 2 ingots of the same type together will create a giant ingot. Requires Super-Advanced Meatsmithing to craft. These are all flagged as usable.

--------------------
5473 giant red gummi ingot usable all 600
5473 850315657 gummiingot.gif giant red gummi ingot
# giant red gummi ingot
--------------------
--------------------
5474 giant green gummi ingot usable all 600
5474 901120665 gummiingot.gif giant green gummi ingot
# giant green gummi ingot
--------------------
--------------------
5475 giant yellow gummi ingot usable all 600
5475 472799701 gummiingot.gif giant yellow gummi ingot
# giant yellow gummi ingot
--------------------


Potions:
Using an (normal sized) ingot will turn it into a potion.

Yellow-> Canary, Green-> Snake, Red -> Salamander
--------------------
5476 gummi salamander usable all 300
5476 955549057 gummisal.gif gummi salamander
gummi salamander Effect: "Gummiheart"
--------------------
--------------------
970 Gummiheart gummiingot.gif 1e11027e2a3fe7fdd01e22ab0821fa35 use 1 gummi salamander
Gummiheart Muscle: +100
--------------------
--------------------
5477 gummi snake usable all 300
5477 486564447 gummisnake.gif gummi snake
gummi snake Effect: "Gummibrain"
--------------------
--------------------
971 Gummibrain gummiingot.gif 4410d6172a525c649103763b99e45465 use 1 gummi snake
Gummibrain Mysticality: +100
--------------------
--------------------
5478 gummi canary usable all 300
5478 489569362 gummican.gif gummi canary
gummi canary Effect: "Gummiskin"
--------------------
--------------------
972 Gummiskin gummiingot.gif 9021166372a1e2f5ba448deda1762403 use 1 gummi canary
Gummiskin Moxie: +100
--------------------


Food:

Using a giant ingot will yield a gummi bear, which is marked as (EPIC) food. Also a cocktailcrafting ingredient.
--------------------
5479 giant red gummi bear food all 600
5479 340597823 gummibear.gif giant red gummi bear
# giant red gummi bear
--------------------
--------------------
5480 giant green gummi bear food all 600
5480 324939639 gummibear.gif giant green gummi bear
# giant green gummi bear
--------------------
--------------------
5481 giant yellow gummi bear food all 600
5481 829917146 gummibear.gif giant yellow gummi bear
# giant yellow gummi bear
--------------------

Booze:
Mixing a gummi bear with a bottle of vodka will yield booze:
--------------------
5482 red drunki-bear food all 600
5482 837752850 drunkibear.gif red drunki-bear
# red drunki-bear
--------------------
--------------------
5483 green drunki-bear food all 600
5483 531778289 drunkibear.gif green drunki-bear
# green drunki-bear
--------------------
--------------------
5484 yellow drunki-bear food all 600
5484 150067631 drunkibear.gif yellow drunki-bear
# yellow drunki-bear
--------------------
 
It turns out the drunki-bears add drunkness as well as fullness. The drunkness gain should be correctly processed by Mafia, but we need to check whether it can make you overdrunk before eating the drunki-bear.
 
I did find it odd that something made from sugar and booze should not increase your drunkeness, but did not test it :)
 
r10136 adds day 17 items and concoctions.

Note that gummi ingots are considered as ingredients for gummi trilobite/ammonite/belemnite, so don't be surprised if something like this happens:
Code:
> use 1 belemnite candy mold

Using 1 belemnite candy mold...
[color=red]Using 1 belemnite candy mold doesn't make anything interesting.[/color]
You need to create a gummi belemnite:
Code:
> create 1 gummi belemnite

Verifying ingredients for gummi belemnite (1)...
Searching for "red gummi ingot"...
Search complete.
Purchasing red gummi ingot (10 @ 2,100)...
You acquire red gummi ingot (10)
Purchases complete.
Searching for "green gummi ingot"...
Search complete.
Purchasing green gummi ingot (10 @ 2,000)...
You acquire green gummi ingot (10)
Purchases complete.
Searching for "yellow gummi ingot"...
Search complete.
Purchasing yellow gummi ingot (10 @ 2,200)...
You acquire yellow gummi ingot (10)
Purchases complete.
Creating gummi belemnite (1)...
You acquire an item: gummi belemnite
Successfully created gummi belemnite (1)

EDIT: Just to be clear, the "Using 1 belemnite candy mold doesn't make anything interesting" message means that you didn't have enough ingots in your inventory. If you do have enough, doing "use 1 belemnite candy mold" works.
 
Last edited:
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