bumcheekcend.ash - A zero setup semi-automated ascension script!

Speculating is definitely a better way of doing it. Also, are you doing seperate safe moxie checks for the Barrr when levelling and when insulting?
 
Embarraassed is based on base (unbuffed) moxie. Example with 67 base moxie and 100 buffed moxie:
Code:
> ash cli_execute("speculate up Embarrassed; quiet"); print(numeric_modifier("_spec", "Buffed Moxie"));

79.0
Returned: void
Since what you're looking for is 93 total moxie + monster adjustments, you'd want:
Code:
cli_execute("speculate up Embarrassed; quiet");
if(numeric_modifier("_spec", "Buffed Moxie")>=93+monster_level_adjustment()){
     Hit_the_Barrr();}
Edit: Another thing to consider is if you have all 8 insults collected or already have the F'c'le open, you don't need to worry about Embarrassed anymore.
Re-edit: And before anyone goes "What if you already have Embarrassed?" here's an example of what "speculate up" gives if you already have the effect (in this example, Butt-Rock Hair, which is part of the 100 buffed moxie mentioned above):
Code:
> ash cli_execute("speculate up Butt-Rock Hair; quiet"); print(numeric_modifier("_spec", "Buffed Moxie"));

100.0
Returned: void
 
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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.



EDIT: After I manually finished out the staff of Ed I fired up the script again and it did not do this weird MP restore behavior in the pyramid.
 
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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.

It is running restoring on MP and HP in the hidden city since Mafias normal restoration do not get called there I believe.
 
Posted here for completeness I guess:

The relay script appears to version checking the wrong script. The output in the CLI is:
Code:
There is a new version available - go download the next version of bumcheekascend.ash at http://kolmafia.us/showthread.php?t=4963!

But its thread is 5470 (and also there appears to only be one version, which isn't within <b>-tags which means there is nothing to check for)
 
BCC, if you want normal recovery limits to be called on manual adventuring with visit_url, you can use these...
HP:
PHP:
 if (to_float(my_hp()) / my_maxhp() < to_float(get_property("hpAutoRecovery")))
  restore_hp(0);
MP:
PHP:
 if (to_float(my_mp()) / my_maxmp() < to_float(get_property("mpAutoRecovery")))
  restore_mp(0);
Using these should make it only recover if below the recovery line, just like with normal adventuring, and reduce some of the... wha? tickets. :)
 
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.
******************
Ascending Starting
******************
BCC: Getting an Accordion before we start.
You need 1 more chewing gum on a string to continue.

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.
 
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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.
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'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.

That being said, I'm fine with the script as is (although improvement is always nice), even if I have to watch Mafia while it's running -- if it aborts, I can hop in, autosell a bunch of junk, and reboot the script. That's another nice thing about the script -- it can be stopped and restarted without resulting in much headache/inefficiency. Thanks for this script!
 
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.

Chewing gum costs 50 meat. You will have less than that or not have turned on mall purchases.

I've added the speculating, and changed the restore settings.
 
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 script will NEVER case ur-kel's. And for olfaction, set your CCS up. Mine is just a pickpocket/attack with a few olfactions thrown in.
 
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.
 
The rat sometimes attacks, and thus has the same issue as elemental faeries in that a few combats could get really borked if your familiar kills the monster (Adding machine & gremlins being notable examples).
 
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.

A smiling rat is exactly the same as a volleyball. Why would you want to use it OVER a volleyball?

Though you make a good point. You could want some other Mr. Store volleys and fairies. My thinking on familiars is:

Volley: Volleychaun, Bander, Volleyball
Fairies: Spanglerack, hound dog (unless -combat needed), Dandy Lion, volleyfairies, baby gravy fairy.

Anyone want to chime in on this?
 
I'd suggest the rat as a volleyball alternative, mostly due to BM ascensions and the like. On a BM run, I'm moderately likely to end up with a smiling rat. The volleyball is a (slight) drain on my nonexistent meat and therefore generally gets skipped.
 
I think that setup of familiars look quite nice. I'm also thinking of getting myself a hatrack. It seems like it could be useful :)

So far I've set my script to switch to my Baby Sandworm when my level is above 9 because that's roughly when I think that the bonus from teh sombrero overtakes the volleyball.
 
I asked because I have a Hunchbacked Minion, which does volley functions and leprechaun functions. So I can score extra meat while I stat-gain. For anyone else that has the same kind of Mr. Store familiar, I'm sure they'd think the same. (Plus I love the flavor of having my own Igor. I named him Mr. Limp!) So I think they should be added to the list. Which you have as volleychaun. Whoops. I missed that the first time around.

The other reason is flavor of course. Who wants a plain old volleyball when you can have an awesome Smiling Rat?

I understand and appreciate all the effort you're putting forth to build this script, and its totally awesome! I <3 it so very much.


Oh, I also thought of this. Maybe just a line in the relay script, similar to the 100% option, where you can manually type the certain name of your fav for each kind of familiar.
 
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