What is so cool with the bar-skin whip that you want to check for it? The only thin I ever do with my barskins are bucklers...
int need_bar = - closet_amount($item[bar skin]);
if(have_skill($skill[Armorcraftiness]))
need_bar += 1 - available_amount($item[barskin buckler]);
if(have_skill($skill[Super-Advanced Meatsmithing]))
need_bar += have_skill($skill[Double-Fisted Skull Smashing])? 2: 1 - available_amount($item[bar whip]);
if(need_bar > 0 && item_amount($item[bar skin]) > 0)
put_closet(min(item_amount($item[bar skin]), need_bar), $item[bar skin]);
void skeeball() {
if(can_interact() || item_amount($item[Game Grid token]) < 1) return;
int count_spleen = item_amount($item[Game Grid ticket])/ 10;
foreach key in $items[Not-a-pipe, Glimmering roc feather, Agua de vida, coffee pixie stick]
count_spleen += item_amount(key);
if(count_spleen < ((spleen_limit() - my_spleen_use())/ 4))
for i from 1 to min((spleen_limit() - my_spleen_use())/ 4- count_spleen, item_amount($item[Game Grid token]))
visit_url("arcade.php?action=skeeball&pwd");
}
boolean need_temple() {
if(item_amount($item[mosquito larva]) > 0) return true;
foreach key in $items[tree-holed coin, spooky sapling, Spooky Temple map, Spooky-Gro fertilizer]
if(is_goal(key)) return true;
return false;
}
case $location[spooky forest]:
int need_bar = - closet_amount($item[bar skin]);
if(have_skill($skill[Armorcraftiness]))
need_bar += 1 - available_amount($item[barskin buckler]);
if(have_skill($skill[Super-Advanced Meatsmithing]))
need_bar += have_skill($skill[Double-Fisted Skull Smashing])? 2: 1 - available_amount($item[bar whip]);
int closet_bar = min(item_amount($item[bar skin]), need_bar);
if(closet_bar > 0) {
vprint("Closeting "+closet_bar+" bar skin"+(closet_bar > 1? "s": ""), "olive", 3);
put_closet(closet_bar, $item[bar skin]);
}
if(is_goal($item[mosquito larva])) {
friendlyset(502, 2, "Get mosquito larva");
friendlyset(505, 1, "Get mosquito larva");
friendlyset(507, 1, "Get mosquito larva");
return;
}
// Unlock Hidden Temple
if(hidden_temple_unlocked()) return;
if(need_temple() && item_amount($item[tree-holed coin]) < 1 && item_amount($item[spooky temple map]) < 1) {
friendlyset(502, 2,"Get tree-holed coin.");
friendlyset(505, 2,"Get tree-holed coin.");
} else if(item_amount($item[tree-holed coin]) > 0) {
friendlyset(502, 3,"Get spooky temple map.");
friendlyset(506, 3,"Get spooky temple map.");
friendlyset(507, 1,"Get spooky temple map.");
} else if(item_amount($item[spooky temple map]) > 0) {
if(item_amount($item[Spooky-Gro fertilizer]) < 1) {
friendlyset(502, 3,"Get Spooky-Gro fertilizer.");
friendlyset(506, 2,"Get Spooky-Gro fertilizer.");
} else if(item_amount($item[spooky sapling]) < 1) {
friendlyset(502, 1,"Get spooky sapling.");
friendlyset(503, 3,"Get spooky sapling.");
friendlyset(504, 3,"Get spooky sapling.");
} else {
use(1, $item[spooky temple map]);
vprint("The Hidden Temple has been found!", "blue", 1);
}
}
return;
I also included all of Bale's previously posted goodies except the bit with the hipster, because I don't know enough about that to decide if it's inhibitive to anyone's playstyle.
int need_bar = - closet_amount($item[bar skin]);
if(have_skill($skill[Armorcraftiness]))
need_bar += 1 - available_amount($item[barskin buckler]);
if(have_skill($skill[Super-Advanced Meatsmithing]))
need_bar += have_skill($skill[Double-Fisted Skull Smashing])? 2: 1 - available_amount($item[bar whip]);
int closet_bar = min(item_amount($item[bar skin]), need_bar);
if(closet_bar > 0) {
vprint("Closeting "+closet_bar+" bar skin"+(closet_bar > 1? "s": ""), "olive", 3);
put_closet(closet_bar, $item[bar skin]);
}
Ah. An improvement!Updated. Also added Bale's auto-bar-skin-closeting, but only if the choiceadvs are set to get a spooky sapling.
That was a nice dream. Maybe you were planning to add that to zlib.Related: I could have sworn ASH had an equippable_amount( item ), returning the number of that item which your character can equip, taking into consideration dual-wielding and Hand/Hatrack. Was I only dreaming this?