Meelgra issue fixed. Pumpkin/KGF thing has been fixed. I've done absolutely no math whatsoever on the pumpkin bomb thing. If anyone wants to post it, I'll make a change.
OK, I did some rudimentary math:
Combat frequency in the knob is 80%. There are 4 combats and one drops the firecracker with 100% chance. So on average, it will take 5 turns to get one firecracker (4.5 with the combat++ skills.)
I'll arbitrarily assume that you would use the pumpkin for 3 beers, which you would all have room for in place of decent (2 adv/drunk) booze. So 3.5 adv/drunk, total 10.5 adventures
So let's assume an opportunity cost of ~15 adventures to get a pumpkin bomb.
There are 5 locations in which the script attempts to use a pumpkin bomb.
Code:
Area Combat% Mobs Tgts Drop Rates Avg Adv Adv Saved
harem 55% 2 1 15% 23% 16.16 14.89
hippy 100% 7 7 5% 5% 5% 8% 13.33 12.33
war hippy 80% 2 1.5 10% 10% 10% 15% 11.11 9.91
palindome 75% 7 1 35% 30% 49% 19.15 15.90
itz mine 70% 3 3 3% 3% 3% 5% 31.75 30.75
combat% = combat frequency without modifiers
mobs = how many different monsters in the area
tgts = how many of those monsters drop the needed item(s). ignored sniffing. assumed equal probability.
Avg = simply the average of the relevent drop rates x 1.5 (assumed 50% +item bonuses)
Adv = 1/avg
Adv saved = Adv - average number of adventures it will probably take you to get to the relevant mob to yellow ray.
For the harem, I assumed you would get the outfit from noncombats by the time you got a perfume. I also ignored the ability to get a perfume via clover, which is hard to value precisely.
The mine is a little hard to figure since there are also noncombats. Last ascension I spent 20 adv there.
For war frat/war hippy outfit, I put in 1.5 targets, since there are two targets of which one has a 10% drop rate and one a 5% rate. With olfaction you could bump this up a bit.
So, based on this it seems quite reasonable to use pumpkin bombs in most cases. It's slightly marginal when looking for the islewar outfits, depending on your +item bonuses. It's good in the palindome, except if you have olfaction or more than 200% +items, in which case it won't really save you any turns at all.
All in all, it is a reasonable move for this script to make. IMHO. Well done.