I have published BeachComber.ash to SVN. Use it like this:
BeachComber 0
Use all of your remaining free walks to go to random sections of beach to comb the "best" thing it finds there
BeachComber 10
Use up free walks, as above, and then spend 10 turns going to 10 more random sections of beach and combing
It uses the properties that KoLmafia automatically sets for you when you visit a section of beach - _beachMinutes and _beachLayout
Edit 1:
I changed the name to BeachComber and released it via svn:
(No longer available; use GIT)
It has two configurable properties:
VBC.Priorities is a list of square types in priority order:
W - a beached whale
? - unknown
C - a sand castle
r - rough sand
c - combed sand
H - a beach head
Default:
set VBC.Priorities=W,?,C,r,c
VBC.PickStrategy specifies the strategy use to pick a square on the random beach:
first - pick the leftmost square closest to the sea with the highest available type
random - pick a random square that contains the hight available type
Edit 2:
Migrated to GIT"
Default:
set VBC.PickStrategy=first
BeachComber 0
Use all of your remaining free walks to go to random sections of beach to comb the "best" thing it finds there
BeachComber 10
Use up free walks, as above, and then spend 10 turns going to 10 more random sections of beach and combing
It uses the properties that KoLmafia automatically sets for you when you visit a section of beach - _beachMinutes and _beachLayout
Code:
[color=green]> set VBC.PickStrategy=random[/color]
VBC.PickStrategy => random
[color=green]> BeachComber 4[/color]
Encounter: Comb the Beach
Submitting option 5 for choice 1388
Combed 0 patches of beach using no turns.
Encounter: Comb the Beach
Submitting option 2 for choice 1388
Encounter: Comb the Beach (1229 minutes down the beach)
2 squares in beach 1229 contain combed sand
88 squares in beach 1229 contain rough sand
Combing the square at coordinates 8,12283 which contains rough sand
Encounter: Comb the Beach
You acquire an item: beach glass bead
You acquire grain of sand (3)
Submitting option 2 for choice 1388
Encounter: Comb the Beach (9497 minutes down the beach)
1 squares in beach 9497 contain combed sand
89 squares in beach 9497 contain rough sand
Combing the square at coordinates 7,94962 which contains rough sand
Encounter: Comb the Beach
You acquire an item: bunch of sea grapes
You acquire grain of sand (3)
Submitting option 2 for choice 1388
Encounter: Comb the Beach (4160 minutes down the beach)
2 squares in beach 4160 contain combed sand
88 squares in beach 4160 contain rough sand
Combing the square at coordinates 3,41598 which contains rough sand
Encounter: Comb the Beach
You acquire an item: kelp
You acquire grain of sand (4)
Submitting option 2 for choice 1388
Encounter: Comb the Beach (9623 minutes down the beach)
90 squares in beach 9623 contain rough sand
Combing the square at coordinates 7,96225 which contains rough sand
Encounter: Comb the Beach
You acquire an item: bunch of sea grapes
You acquire grain of sand (4)
Submitting option 5 for choice 1388
Combed 4 patches of beach using turns.
Edit 1:
I changed the name to BeachComber and released it via svn:
(No longer available; use GIT)
It has two configurable properties:
VBC.Priorities is a list of square types in priority order:
W - a beached whale
? - unknown
C - a sand castle
r - rough sand
c - combed sand
H - a beach head
Default:
set VBC.Priorities=W,?,C,r,c
VBC.PickStrategy specifies the strategy use to pick a square on the random beach:
first - pick the leftmost square closest to the sea with the highest available type
random - pick a random square that contains the hight available type
Edit 2:
Migrated to GIT"
Code:
git checkout Veracity0/beach
Default:
set VBC.PickStrategy=first