> ash cli_execute("speculate up Embarrassed; quiet"); print(numeric_modifier("_spec", "Buffed Moxie"));
79.0
Returned: void
cli_execute("speculate up Embarrassed; quiet");
if(numeric_modifier("_spec", "Buffed Moxie")>=93+monster_level_adjustment()){
Hit_the_Barrr();}
> ash cli_execute("speculate up Butt-Rock Hair; quiet"); print(numeric_modifier("_spec", "Buffed Moxie"));
100.0
Returned: void
Exploring square : 7 / 25
[971] Hidden City (Square 7)
Encounter: ancient protector spirit
Round 0: ferdinard wins initiative!
Round 1: ferdinard executes a macro!
Round 1: ferdinard attacks!
Round 2: ferdinard attacks!
Round 3: ferdinard attacks!
Round 4: ferdinard attacks!
Round 5: ferdinard attacks!
You lose 24 hit points
Round 6: ferdinard attacks!
Round 7: ferdinard attacks!
Round 8: ferdinard attacks!
Round 9: ferdinard attacks!
Round 10: ferdinard attacks!
Your familiar gains a pound: Stats, the 4 lb. Hovering Sombrero
You acquire an item: rough stone sphere
After Battle: Stats bends its brim into an approximation of a smile.
You gain 12 Muscleboundness
You gain a Muscle point!
You gain 24 Wizardliness
You gain 16 Roguishness
BCC: Finished the combat. Let's carry on.
spheres : 1 / 4
altars : 0 / 4
BCC: Continuing to adventure in the Hidden City.
Mood swing complete.
Restoring HP! Currently at 90 of 90 HP, 129 of 129 MP, current meat: 4381 ... Target HP = 90.
Restoring MP! Currently at 90 of 90 HP, 129 of 129 MP, current meat: 4381 ... Target MP = 129.
Exploring square : 8 / 25
[972] Hidden City (Square 8)
Encounter: boaraffe
Round 0: ferdinard wins initiative!
Round 1: ferdinard executes a macro!
Round 1: ferdinard tries to steal an item!
Round 2: ferdinard attacks!
You lose 19 hit points
Round 3: ferdinard attacks!
Round 4: ferdinard attacks!
Round 5: ferdinard attacks!
Round 6: ferdinard attacks!
You gain 173 Meat
After Battle: Stats bends its brim into an approximation of a smile.
You gain 10 Fortitude
You gain 19 Enchantedness
You gain 21 Chutzpah
BCC: Finished the combat. Let's carry on.
spheres : 1 / 4
altars : 0 / 4
BCC: Continuing to adventure in the Hidden City.
Mood swing complete.
Restoring HP! Currently at 71 of 90 HP, 129 of 129 MP, current meat: 4554 ... Target HP = 86.
Casting Disco Nap 1 times...
You gain 20 hit points
Disco Nap was successfully cast.
Restoring MP! Currently at 90 of 90 HP, 121 of 129 MP, current meat: 4554 ... Target MP = 122.
Searching for "black cherry soda"...
Purchasing black cherry soda (1 @ 80)...
You acquire an item: black cherry soda
You spent 80 Meat
Purchases complete.
Using 1 black cherry soda...
You gain 10 Mojo Points
I'm seeing some odd behavior. For some reason the script keeps restoring MP on me, even when I'm almost full of MP. It's wasting a ton of meat on black cherry sodas.
I'm seeing the problem in the hidden city, here's what my logs are showing.
Code:Exploring square : 7 / 25 [971] Hidden City (Square 7) Encounter: ancient protector spirit Round 0: ferdinard wins initiative! Round 1: ferdinard executes a macro! Round 1: ferdinard attacks! Round 2: ferdinard attacks! Round 3: ferdinard attacks! Round 4: ferdinard attacks! Round 5: ferdinard attacks! You lose 24 hit points Round 6: ferdinard attacks! Round 7: ferdinard attacks! Round 8: ferdinard attacks! Round 9: ferdinard attacks! Round 10: ferdinard attacks! Your familiar gains a pound: Stats, the 4 lb. Hovering Sombrero You acquire an item: rough stone sphere After Battle: Stats bends its brim into an approximation of a smile. You gain 12 Muscleboundness You gain a Muscle point! You gain 24 Wizardliness You gain 16 Roguishness BCC: Finished the combat. Let's carry on. spheres : 1 / 4 altars : 0 / 4 BCC: Continuing to adventure in the Hidden City. Mood swing complete. Restoring HP! Currently at 90 of 90 HP, 129 of 129 MP, current meat: 4381 ... Target HP = 90. Restoring MP! Currently at 90 of 90 HP, 129 of 129 MP, current meat: 4381 ... Target MP = 129. Exploring square : 8 / 25 [972] Hidden City (Square 8) Encounter: boaraffe Round 0: ferdinard wins initiative! Round 1: ferdinard executes a macro! Round 1: ferdinard tries to steal an item! Round 2: ferdinard attacks! You lose 19 hit points Round 3: ferdinard attacks! Round 4: ferdinard attacks! Round 5: ferdinard attacks! Round 6: ferdinard attacks! You gain 173 Meat After Battle: Stats bends its brim into an approximation of a smile. You gain 10 Fortitude You gain 19 Enchantedness You gain 21 Chutzpah BCC: Finished the combat. Let's carry on. spheres : 1 / 4 altars : 0 / 4 BCC: Continuing to adventure in the Hidden City. Mood swing complete. Restoring HP! Currently at 71 of 90 HP, 129 of 129 MP, current meat: 4554 ... Target HP = 86. Casting Disco Nap 1 times... You gain 20 hit points Disco Nap was successfully cast. Restoring MP! Currently at 90 of 90 HP, 121 of 129 MP, current meat: 4554 ... Target MP = 122. Searching for "black cherry soda"... Purchasing black cherry soda (1 @ 80)... You acquire an item: black cherry soda You spent 80 Meat Purchases complete. Using 1 black cherry soda... You gain 10 Mojo Points
I have my mafia settings set to only autorecover up to 10% MP but I don't know why the script keeps bringing me back to full and wasting tons of meat on sodas.
I definitely am planning to get this multi a slimeling ASAP. Without it the script blows a ton of meat on MP restores instead of doing a combat with a stasis now and then to refill buffs with the rogue program. Today I adventured some turns with smart stasis and the rogue program to bank a bunch of turns of buffs before I ran the script for this very reason, it seemed to favor MP restores over a turn with the rogue program to refill the MP pool. When you're under a certain amount of meat, I'd rather take a turn hit and stasis with the rogue program than have to figure out what I can autosell to buy the forged identity documents, can of paint, etc.
There is a new version available - go download the next version of bumcheekascend.ash at http://kolmafia.us/showthread.php?t=4963!
if (to_float(my_hp()) / my_maxhp() < to_float(get_property("hpAutoRecovery")))
restore_hp(0);
if (to_float(my_mp()) / my_maxmp() < to_float(get_property("mpAutoRecovery")))
restore_mp(0);
******************
Ascending Starting
******************
BCC: Getting an Accordion before we start.
You need 1 more chewing gum on a string to continue.
For me, the script doesn't feed my slimeling, so it doesn't give MP unless I do it manually. Also, it doesn't buff familiar weight, so I then have to cast Leash/Empathy (also manually) if I want my charges to give me a good amount of MP.I definitely am planning to get this multi a slimeling ASAP. Without it the script blows a ton of meat on MP restores instead of doing a combat with a stasis now and then to refill buffs with the rogue program.
So... I gave this a try and started a new run as a Disco Bandit. To be fair and give the script a chance to do things its own way I ran bumcheekascend-v0.13.ash as the first action and sat back to watch the fun.
Chewing gum costs 50 meat. I looked in my pocket and found none. I can only hope that the script gets better at math as it goes along.
I've been test-running this script for a few weeks, and it's not bad at all -- certainly does reduce the micromanagey ae pect of ascending. But it does burn through meat rather quickly, mostly on MP-restoring, it seems. There are unnecessary buffs being run at times (moxie when buffed moxie is 30 greater than safe moxie for the zone), and at others, not enough (e.g. familiar weight when using a fairy-type, Ur-kel's when killing monsters that are too easy). Of course, I think the biggest contributor is probably the lack of stasis, which in my past runs generated more than enough MP to run all my buffs.
Also, the script doesn't use Olfaction, especially in cases like the 8-bit realm, even if I have 40 MP prepped for that zone.
The rat sometimes attacks......
You can change your own familiars. Just edit the bcc_familiar_[purpose].txt file in your data folder.
Isn't that only in the Crown of Thrones? Thats what the wiki says at least.
Will future releases include better familiar options? Currently if you don't have a bander it defaults to the volleyball - and if you don't have a volleyball it quits. What if you'd rather use a Mr. Store Volley-type, or the Smiling Rat? Maybe the tiers should go:
Bander Check: Yes- Use[End Select] | No - Continue
Mr. Store Volley-Type Check: Yes- Use[End Select] | No - Continue
Volleyball/Smiling Rat Check
Or put in a dropdown in the relay select script so the user can choose which volley-type they'd like to use.
I'm tired of writing it in manually.