I really liked what
rlbond86 did for the bhh page, and I wanted to have it applying through the gCLI, so I modified the attached version of bounty to include an 'optimal' keyword. This works as per the quote:The hippy camp isn't the hardest... that would be the sky, so I can't use bounty hard. Knoll and Sky both tie for bounty small, and bounty best would take the sky as well... However, at -5% combat rate, rags will take 50.5 adventures, dreadlocks take 33 adventures, and stardust takes 49.5 adventures. Hard choice there... or not.
bounty optimal will use this line:
Code:
bestBounty[i].adventures = average_turns(bountyDB[it], combat_rate_modifier(), have_skill($skill[Transcendent Olfaction]), false, 0);
to set how many adventures it should take, on average, based on your current combat modifier and whether or not you possess TO already, to complete the bounty. It then should sort the bounty records based on this, pick the best available one, and set you loose. If you want to automatically collect them, bounty * or bounty go will move onwards. If you disagree with the choice, bounty cancel will let you pick something else.
Note that, as mentioned above, this DOES require
rlbond86's bhh.ash relay script be included... somewhere... in your mafia folder. Mine is happily in the relay folder overriding the normal bounty page, so I can tell why the script makes the decisions it does, as well as see his useful notes. If you don't want optimal-adventure guessing, just keep using the 142 version of bounty.ash.
Also, disabled the safe moxie check, because with Boris and Zombie runs, the safe moxie level generally isn't where you actually kill the monsters. Generally.