New Content - Implemented Black Forest revamp

Theraze

Active member
May 19
The Black Forest got jiggleshifted. It's like getting shufflejuggled, but more... subtle.
While this was a bit ago, haven't seen a thread on it yet. Basically, the Black Market unlock is now done by adventuring in the Black Forest. More NC options appear as you adventure more - Blackberries, Blacksmith, Mine, Church - and then you unlock the Black Market itself. It would be nice to track how many points of 'unlock' have happened, both for the purposes of giving proper spoilers on NC adventures and not erroring when someone has a future adventure set, as well as to detect without additional server hits if the Black Market has already been unlocked.
 
The black magic woman's little black book does not have stats in mafia:

Code:
> ash string_modifier("little black book","modifiers")

Returned:

Info from the wiki:

Type: off-hand item
Mysticality Required: 65
Selling Price: 145 Meat.

Enchantment:
Spell Damage +15
Regenerate 5-6 MP per adventure

In-game plural: little black books
 
While this was a bit ago, haven't seen a thread on it yet. Basically, the Black Market unlock is now done by adventuring in the Black Forest. More NC options appear as you adventure more - Blackberries, Blacksmith, Mine, Church - and then you unlock the Black Market itself. It would be nice to track how many points of 'unlock' have happened, both for the purposes of giving proper spoilers on NC adventures and not erroring when someone has a future adventure set, as well as to detect without additional server hits if the Black Market has already been unlocked.
Not tracking progress in non-combats, but r14280 changes to manual control if you have a decision which isn't possible rather than getting stuck in a loop, and spoilers are already handled. Black Market has been unlocked if questL11MacGuffin is on step 1 or later.

Is there another reason for adding the tracking of each stage of the non-combat unlock, or is this done now ?
 
Is there another reason for adding the tracking of each stage of the non-combat unlock, or is this done now ?

Because, if you tracked the progress of the unlock I could add a section to my preAdventureScript that changes the value of choiceAdventure923 accordingly. Then, when I'm feeling lazy, it would be possible for me to simply auto-adventure in the Black Forest and be sure it will automatically do what I want without it having to keep aborting for instruction when it hits the noncom. This would be helpful to me.

That's the reason it would be helpful if the non-combat unlock was tracked. I'd be very happy if we had a preference blackForestProgress that goes from 0 to 5.

0: Nothing unlocked yet. Set lastBlackForestReset to current ascension number and blackForestProgress to 0 when Black Forest is first entered.

1: You find a row of blackberry bushes so thick that you can't even see what's on the other side. It's probably just more blackberries, but just in case, you mark the location on your black map.

2: You find a cozy black cottage nestled deep in the forest. From the smoke and anvil noises, you conclude that it's probably either a blacksmith's cottage or an anvil-testing facility with liberal workplace smoking rules. Assuming it's the former, you mark its location on your black map.

3: In a secluded valley surrounded by towering black trees, you spot a mineshaft sunk deep into the black depths of the earth. You mark its location on your black map.

4: In a copse that would be idyllic if it weren't so dark, you find a church that would be picturesque if it wasn't so sinister. You mark its location on your black map, in case you ever want to go to a scary church for some reason. Like if Halloween falls on a Sunday, maybe.

5: At long last, you discover the trail leading to the Black Market. Frustrated that it took so long, you wonder why they didn't just put up a sign. But then you remember what a black market is, and realize why that would have been a bad idea.
 
Last edited:
r14282 adds blackForestProgress, which resets on ascension so lastBlackForestReset isn't needed.

In practice scripts will be more robust checking for questL11MacGuffin > started rather than testing for blackForestProgress = 5, as this is set in fewer places.
 
Thank you. I'll finally get to add that code to my preAdventureScript! :D

First Draft:
Code:
	case $location[the black forest]:
		switch(get_property("blackForestProgress")) {
		case "5":
		case "4":
			if(available_amount($item[black kettle drum]) == 0) {
				friendlyset(923, 4, "Get a black kettle drum");
				friendlyset(927, 3, "Get a black kettle drum");
				break;
			}
		case "3":
		case "2":
		case "1":
			friendlyset(923, 1, "Blackberries are where it is at!");
			if(available_amount($item[blackberry]) < 3)
				friendlyset(924, 1, "Blackberries are where it is at!");
			else 
				friendlyset(924, 2, "Ready to make some shoes");
			if(available_amount($item[blackberry galoshes]) == 0)
				friendlyset(177,4,"Get blackberry galoshes.");
			break;
		}
		if(get_property("questL11Black") == "started" && available_amount($item[blackberry galoshes]) > 0 && equipped_amount($item[blackberry galoshes]) < 1)
			abort("Need to equip my blackberry galoshes!");
		return;
 
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