There is currently no logic in the script to use free run-aways, I'd suggest adding that to the sourceforge page and it may be gotten to at some point
And, yes it was using the emilio due to it being your default familiar.
My character typically unequips a weapon and adds a time halo for rollover. On several occasions bccascend has not equipped a weapon and I have ended up having to rely on my bare hands. My hunch is that one of the many modifer expressions used won't equip a weapon if it doesn't contribute to the goal. Should I report at SF or gather more data?
I did day 1 manually and adventured once at the shore (to start the countdown).bcca_clioutput said:Unable to check shore progress (99% of the time, this is because you lack meat). I recommend you make the Dinghy manually.
string numTripsTaken = shore.group(1);
if (numTripsTaken == "no") numTripsTaken = "0";
else if (numTripsTaken == "one") numTripsTaken = "1"; // add this line
if (numTripsTaken < 5 && (my_meat() > 500*(5-to_int(numTripsTaken))))
cli_execute("adv "+(5-numTripsTaken.to_int())+" moxie vacation");
question for BCC - would you prefer the sourceforge page only get bug reports, or are improvement suggestions welcomed there also?
You decide.bumcheekcity's signature said:Please submit all bumcheekascend bugs here (can be done without needing a sourceforge account)
There's pretty much no chance whatsoever of getting a bug fixed or feature request without it being added to sourceforge.
question for BCC - would you prefer the sourceforge page only get bug reports, or are improvement suggestions welcomed there also? I only ask because although I post them in here I want to make sure you're seeing them where you're most likely to consider implementing. Thanks for keeping this script constantly evolving for the better.
Am I correct in assuming that you have in fact no ranged weapon in your inventory and is playing as a Moxie character?
Moxie correct. Absence of ranged, incorrect since the start weapon is ranged for both classes. In fact the string above came from the beginning of a run since nothing I did, scripted or otherwise, actually equipped a weapon after ascending.
0 beeosity, 0.5 mp regen max, mainstat 15 max, -melee -10 ml -tie +moxie experience +5 mp regen min +5 mp regen max is one maximizer string used by bccascend that does not seem to equip a weapon if none is equipped.
The script hadn't used your only ranged weapon to make an Epic you couldn't yet equip either, right?
Well, that's somewhat obvious... isn't it? Let's analyze - this will equip items if:
a) No beeosity - only eliminates items.
b) .5 mp regen max, +5 mp regen max (uses only the last one, so the first is overwritten) - any weapon that will regen mp, probably nothing.
c) mainstat 15 max - stops trying to equip items if their only benefit is mainstat and you already have 15 mainstat.
d) -melee - only eliminates the melee weapons.
e) -10 ml - eliminates anything with +ml and includes items with -ml, but there isn't much in this group besides the drowsy sword that you'll get in a standard ascension, which is already eliminated through the -melee of d.
f) -tie - only equip items if they're actually going to go towards our goal, which is NOT to have everything filled in, but only to meet the other items, which we'll look at later.
g) +moxie experience - equip the item if it gives us more moxie.
h) +5 mp regen min - equip the item if it gives us more mp regen, similar to b, except it's only defined once.
The problem, obviously, is in f and the other calls made which make f find no results. So let's see... the only items we're allowed to equip, once we get 15 moxie, are items that are not melee weapons that provide mp regen, drop non-combat ml, give moxie experience. Anything outside that category? Rejected.
Is there even a weapon that provides moxie experience that low?
Basically -alias mymax => ashq string maxstring = "0 beeosity, 4 item, 3 meat, 2 mainstat, .01 familiar weight, " + (my_primestat() == $stat[Moxie] ? "ranged damage, weapon damage, .1 initiative, -melee, " : my_primestat() == $stat[Muscle] ? "weapon damage, .1 initiative, melee, " : "spell damage, .1 initiative, ") + "%%"; maximize(maxstring, false);