I think I downloaded the latest version.
It has this line near the bottom:
check_version("AutoBasement","AutoBasement","2.0",3113);
Well, I'm happy to report that the new version collected 2 of everything except gongs within about 125 advs today. It appears gongs won't be collected until all of the others reach 5 ?
Also, I used the script with another character who has no spleen familiars, so naturally I set the drops setting to false, which had the effect of never using the hovering sombrero. Once I set the drops setting to true, the script used the sombrero.
Thanks for the update Winterbay ! I started my scopes long ago and never finished them just because the task was so tedious. Now that I have discovered this script I will finally have some fully upgraded scopes. Thanks to you !
Ahh yes, the new version uploaded should take care of both the problem of the Sandworm not being used and the fact that it didn't get used until all the others were done.
int numdrops = 5 ;
int[familiar] drop_familiars ;
drop_familiars[$familiar[rogue program]] = get_property("_tokenDrops").to_int() ;
drop_familiars[$familiar[astral badger]] = get_property("_astralDrops").to_int() ;
drop_familiars[$familiar[green pixie]] = get_property("_absintheDrops").to_int() ;
drop_familiars[$familiar[llama lama]] = get_property("_gongDrops").to_int() ;
drop_familiars[$familiar[baby sandworm]] = get_property("_aguaDrops").to_int() ;
drop_familiars[$familiar[Li'l Xenomorph]] = get_property("_transponderDrops").to_int() ; #'
drop_familiars[$familiar[Pair of Stomping Boots]] = get_property("_pasteDrops").to_int() ;
familiar choose_fam() {
record{familiar fam; string drop;}[int] to_consider ;
int index = 0;
foreach fam in drop_familiars
if ( have_familiar(fam) && drop_familiars[fam] < numdrops ) {
to_consider[index].fam = fam ;
to_consider[index].drop = drop_familiars[fam] ;
index += 1;
}
if ( index == 0 ) return $familiar[none] ;
sort to_consider by value.drop ;
return to_consider[0].fam;
}
familiar spleenie = choose_fam();
if ( get_familiar_drops && spleenie != $familiar[ none ] )
{
use_familiar( spleenie );
}
if (have_effect(equalizer[my_primestat()].e) == 0)
{
use(1, equalizer[my_primestat()].i);
switch (check)
{
case "hp": if(my_maxhp() > goal) return true;
case "mp": if(my_maxmp() > goal) return true;
default: if(my_buffedstat(s) >= goal) return true;
}
}
record _item {
item i;
effect e;
float absolute_mod;
float percent_mod;
int cost;
int duration;
int effective_stats;
};
_item [stat] equalizer;
equalizer[$stat[Mysticality]].i = $item[oil of expertise];
equalizer[$stat[Mysticality]].e = $effect[Expert Oiliness];
equalizer[$stat[Muscle]].i = $item[oil of stability];
equalizer[$stat[Muscle]].e = $effect[Stabilizing Oiliness];
equalizer[$stat[Moxie]].i = $item[oil of slipperiness];
equalizer[$stat[Moxie]].e = $effect[Slippery Oiliness];
Depending on what version of AutoBasement you use, it might be an old problem. Winterbay posted a new version with a solution to it somewhere in the post.Hello, I'm extremely new at using scripts or anything of this sort and I'm having trouble using the basement script in the second post. It keeps telling me "Unable to meet all requirements via equipment changes", and just stops working. I've tried redownloading the script without changing anything, but it still doesn't seem to work for me. I have no idea if I have to manually set that I want it to use Scrolls of Unspeakable Evil or Divine Favors or what, and it's just making me extremely frustrated. I'm currently manually doing the basement, but any help would be awesome since I'm only on my second telescope piece.
I definitely have the required equipment/potions/skills/meat to do all levels to 500, but the script doesn't seem to want to play nice.
I have installed the zlib thing and have both of them in my scripts folder for kolmafia.
Kudos for any help!
edit: also I've tried it on the last 10 daily builds of kolmafia, and they all seem to not work for me