Why not set it to Mainstat by default if I'm a muscle or Moxie class?You can configure this by typing zlib autoBasement_combat_stat = moxie in the gCLI
Because generally you don't need to maximize your mainstat for the cheapest combat strategies, but Muscle or Myst.Why not set it to Mainstat by default if I'm a muscle or Moxie class?
EDIT2: Hmm, editing the Break_on_level setting to a higher level than 30 dont seem to have any effect on the running of the script.
"Current character level (30) >= autoBasement_break_on_level (30), quitting" even though I set it to 50.
Ahh well there you go. Another sign that I'm not really playing as optimal as possible =)Because generally you don't need to maximizing your mainstat for the cheapest combat strategies, but Muscle or Myst.
Yop, got that command from a clanie. At least I learned about that now to (hopefully) not make the same mistake again! But who am I kidding..Once a zlib setting is set, changing it in the script that set it is pointless. "zlib break_on_level = 50" in the CLI is what you want.
Once a zlib setting is set, changing it in the script that set it is pointless. "zlib break_on_level = 50" in the CLI is what you want.
When I do this, I get the message "No setting named 'break_on_level' exists."
Unrecognized keyword: none
'twas working before. I think updated to a newer build (r8891) and the problem started then.
Items and effects initialization complete!
mpAutoRecovery => -0.05
mpAutoRecoveryTarget => -0.05
Basement level 1: Monster
Maximizing...
1260 combinations checked, best score 310.0
Putting on hardened slime hat...
Equipment changed.
Wielding pygmy spear...
Equipment changed.
Holding polyalloy shield...
Equipment changed.
Putting on black greaves...
Equipment changed.
Putting on Mr. Accessory...
Equipment changed.
Putting on headhunter necktie...
Equipment changed.
Putting on Elmley shades...
Equipment changed.
Putting Spudlesby the Levitating Potato back into terrarium...
Taking Gronaldlesby the Hovering Sombrero out of terrarium...
tiny maracas is better than (none). Switching items...
Putting on tiny maracas...
Equipment changed.
[6445] Fernswarthy's Basement (Level 0)
Encounter: 99 Bottles of Beer on a Golem
Round 0: flyingsaucer1 wins initiative!
Round 1: flyingsaucer1 executes a macro!
KoLmafia thinks it is round 2 but KoL thinks it is round 1
Round 2: flyingsaucer1 executes a macro!
KoLmafia thinks it is round 3 but KoL thinks it is round 1
[ bottles of beer on a golem ]
item chloroform rag
item love song of smoldering passion
[6445] Fernswarthy's Basement (Level 0)
Encounter: 99 Bottles of Beer on a Golem
Round 0: flyingsaucer1 wins initiative!
Adjusted combat item count: divine blowout (-1)
Round 1: flyingsaucer1 executes a macro!
Round 2: flyingsaucer1 executes a macro!
Round 3: flyingsaucer1 executes a macro!
...
Round 127: flyingsaucer1 executes a macro!
Round 128: flyingsaucer1 tries to steal an item!
Round 129: flyingsaucer1 uses the divine blowout and uses the plot hole!
Round 130: 99 bottles of beer on a golem takes 302 damage.
You gain 18 Chutzpah
After Battle: Gronaldlesby bends its brim into an approximation of a smile.
You gain 2 Strengthliness
You gain 1 Wizardliness
You gain 2 Cheek
Yeah, I saw this myself yesterday testing out the purported CCS + consult script "round 1" bug. I set up a CCS that used an item I didn't have, and KoLmafia macrofied it, and looped, just as you say. Before macrofication, I think we simply skipped using items we didn't have when executing a CCS. We should probably omit the item usage from the macrofication - or abort it - the the CCS includes a missing item.CCS for this monster is what was used for the Sauceror runbut no chloroform rags were on hand.Code:[ bottles of beer on a golem ] item chloroform rag item love song of smoldering passion