Crowther
Active member
I assumed he was worried about familiars with attacks. I switched it to always use my hound.1) Why do you have the character remove the familiar?
2) Would it possible or even worth it to put a limiter on the rounds spent. Say by Round 18 if using sing the molybdenum object has not dropped it is fairly certain it will not drop. So switch from using sing to all out attack.
Granted the turns lost to combat reaching 30 and ending in defeat are minimal at best.
I still manage to pull of 4 day HC runs with ease if I tweak day 1.
For me, I had to start attacking after round 15 to be sure I'd kill them. Here's my patch:
Code:
***************
*** 1207,1213 ****
print("BCC: The script is trying to use the moly magnet. This may be the cause of the NULL errors here.", "purple");
return "item molybdenum magnet";
} else {
! if (my_hp() < 50 && have_skill($skill[lasagna bandages])) {
//print("BCC: Let's cast bandages to heal you.", "purple");
return ((my_primestat() == $stat[Mysticality] && in_hardcore()) ? consultMyst(round, opp, text) : get_ccs_action(round));
//For some reason, this doesn't work at all and I can't work out why.
--- 1207,1215 ----
print("BCC: The script is trying to use the moly magnet. This may be the cause of the NULL errors here.", "purple");
return "item molybdenum magnet";
} else {
! if (round > 15) {
! print("BCC: Too many rounds", "purple");
! } else if (my_hp() < 50 && have_skill($skill[lasagna bandages])) {
//print("BCC: Let's cast bandages to heal you.", "purple");
return ((my_primestat() == $stat[Mysticality] && in_hardcore()) ? consultMyst(round, opp, text) : get_ccs_action(round));
//For some reason, this doesn't work at all and I can't work out why.
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