If you're running mafia in 'nix, calling scripts is case-sensitive; so be sure that you type the filename exactly as you saved it. Unless you renamed it, that means all the B's are capital, like so: "BestBetweenBattle"
Would this script be the appropriate place to auto-use things like Old Coin Purse? (items that do nothing but give meat).
If so, implement! (with option to disable of course)
Awesome script though
Gausie
while(this)
adventure(1,$location[Thugnderdome]);
Visit to MoxSign: Thugnderdome in progress...
[2430] Thugnderdome
Encounter: Gnomester Blomester
Round 0: Luxovius the Great wins initiative!
Round 1: Luxovius the Great attacks!
Round 1: gnomester blomester takes 131 damage.
You gain 7 Strengthliness
You gain 1 Magicalness
You gain 3 Smarm
Visit to MoxSign: Thugnderdome in progress...
[2431] Thugnderdome
Encounter: gnarly gnome
Round 0: Luxovius the Great wins initiative!
Round 1: Luxovius the Great attacks!
Round 1: gnarly gnome takes 131 damage.
You gain 6 Strengthliness
You gain 3 Enchantedness
You gain 3 Roguishness
Visit to MoxSign: Thugnderdome in progress...
[2432] Thugnderdome
Encounter: vicious gnauga
Round 0: Luxovius the Great wins initiative!
Round 1: Luxovius the Great attacks!
Round 1: Grog sucks some blood out of your opponent and injects it into you.
Round 1: vicious gnauga takes 134 damage.
You gain 7 hit points
You gain 4 Beefiness
You gain 5 Enchantedness
You gain 5 Roguishness
Visit to MoxSign: Thugnderdome in progress...
[2433] Thugnderdome
Encounter: gnasty gnome
Round 0: Luxovius the Great wins initiative!
Round 1: Luxovius the Great attacks!
Round 1: Grog sucks some blood out of your opponent and injects it into you.
Round 1: gnasty gnome takes 149 damage.
You gain 6 hit points
You gain 9 Muscleboundness
You gain 2 Sarcasm
Visit to MoxSign: Thugnderdome in progress...
[2434] Thugnderdome
Encounter: Gnomester Blomester
Round 0: Luxovius the Great wins initiative!
Round 1: Luxovius the Great attacks!
Round 1: gnomester blomester takes 129 damage.
You gain 5 Fortitude
You gain 3 Wizardliness
You gain 3 Sarcasm
Preparing to tame a turtlemail bits...
Internal checkpoint created.
temp => turtlemail bits|Mosquito
Holding turtling rod...
Equipment changed.
Purchasing turtle pheromones (1 @ 50)...
You acquire an item: turtle pheromones
You spent 50 Meat
Purchases complete.
Using 1 turtle pheromones...
You acquire an effect: Eau de Tortue (duration: 10 Adventures)
Finished using 1 turtle pheromones.
Condition added: turtlemail bits
turtlemail bits
Visit to MoxSign: Thugnderdome in progress...
[2435] Thugnderdome
Encounter: gnu jack gnome
Round 0: Luxovius the Great wins initiative!
Round 1: Luxovius the Great attacks!
Round 1: gnu jack gnome takes 125 damage.
You gain 6 Strongness
You gain 5 Wizardliness
[COLOR=Red]Conditions not satisfied after 1 adventure.[/COLOR]
Holding misfit dolly...
Equipment changed.
Visit to MoxSign: Thugnderdome in progress...
[2436] Thugnderdome
Encounter: gnefarious gnome
Round 0: Luxovius the Great wins initiative!
Round 1: Luxovius the Great attacks!
Round 1: Grog sucks some blood out of your opponent and injects it into you.
Round 1: gnefarious gnome takes 129 damage.
You gain 3 hit points
You gain 6 Muscleboundness
You gain 3 Magicalness
You gain 2 Chutzpah
[COLOR=Red]
Conditions not satisfied after 1 adventure.[/COLOR]
@Ninj: seems like there must be a better method for detecting when you've gotten your turtle than adding the zone's available turtle to your goals, but I haven't thought of it yet. Simply tracking inventory would be iffy.
In the meantime, capture the return value of adventure() if possible. Even an empty block would work, i.e. if (adventure(1,loc)) {}
This does bring up an intriguing idea:
A "meat recovery" script, which attempts to keep your available meat above a specified threshold (which would perhaps be a function of your level). It would work exactly like a recovery script but fire every time your meat drops below a certain point. The script would maintain liquid meat by 1) taking available meat from other accessible locations, 2) (creating and) using meat-containing items, and finally 3) autoselling expendable inventory.
import <auto_quest.ash>
int safemeat;
if(my_level() > 10)
safemeat = 750;
else if(my_level() > 5)
safemeat = 500;
else if(my_level() <= 5)
safemeat = 100;
if(my_meat() < safemeat)
farm(safemeat,"to ensure enough meat is on hand for restoratives");
import <EatDrink.ash>;
void main()
{
eatdrink(fullness_limit(), inebriety_limit(), spleen_limit(), false, false);
while (adv > 0)
{
cli_execute("cast * Summon brickos");
adventure (1, $location["Giant's Castle"]);
}
eatdrink(fullness_limit(), inebriety_limit(), spleen_limit(), true, false);
cli_execute("use 5 bricko brick");
cli_execute("csend 1 bricko bat to zarqon");
}
Is there some reason you do it this way rather than, say, "create( 1, $item[BRICKO bat] )"?cli_execute("use 5 bricko brick");