Should just be some form of:
That's a tweakish version of the Cyrus test from Wossname...
It should be. It is terrible if you restart in the middle though, and it DOES use a clover, and there's the possibility of screwing up the Cyrus fight and then everything goes a bit weird. Basically it's more complicated than the GMoB and because of the way clovers are used, it's rare to have them there, and I want to save one for gum anyway.
I'll revisit it later, but I've been getting too many bug reports about Cyrus to spend more time on it. It'll have to be GMoB or done manually.
If the player has managed to for some reason collected an antique hand mirror could the fight with the gmob take this into account?
Yes. In 0.10. I've implemented the code fragment you gave.
Maybe at runtime you should have it read the mafia "buy from NPC stores" preference and whine if it's off. It would stop a lot of the error reports you're getting.
edit: Gremlin stasis seems to only work for one round -
The gremlins would probably benefit from a bespoke maximize command and mood too - casting Absorption and/or Pointiness if you have them, and the maximize focussing more on DA/DR/HP than Moxie. Forcing MCD=0 might be nice too.
- Agreed. Does anyone know what that setting is/
- I'm not able to replicate the Gremlin stasis error. It's always stasised (?) them correctly for me.
- Agreed. I'm going for "mox +DA +10DR -melee", and forcing MCD=0 in 0.10.
I just completed all Island sidequests up to, and including, the Orchard, but the script did not complete the Arena. I only killed the GmoB and went on to the next sidequest.
In the Battlefield I killl 8 hippies per adventure and the Island had no big red F on it. Once I clicked the Arena and handed it in, it got marked as completed with the F and I now kill 16 hippies per adventure.
I think I've found the bug with this and fixed it in 0.10.
I also got this problem when I wanted the script to do the Nuns:
and at this point the script abort instead of using another familiar boosting Meat. After checking the script now I see that I got that setting when I edited the case-setting for the IsleWar
I haven't seen the error you described before, and can't see where the script should be causing it. Is anyone else able to confirm this?
I noticed that it did not say that it got me any items so I went to the Coin Masters window in Mafia and all the items were greyed out as they are when I do not have enough quarters and the list of items for me to sell was empty. I checked the KoLMafia list of my inventory for quarters and found nothing, so I manually went to the Frat House to check and I still had all the hippy items. Apparently the script only make KoLMafia think that it have sold the items when in reality it have not sold anything.
Actually, as I'm aborting for the Boss anyway, I'm not going to have it sell the items.
First, what is this dod item? I assume Dungeon of Doom but as the other items are named properly, do the same with the DoD potion?
Also, how come it can not get the items? The script got me the wand so I have Dungeon of Doom opened, I have the Junkyard adventurable and I don't see why I should be prevented from adventuring at the South of the Border. Manually adventuring in each 3 zones work fine.
The Level 13 is incredibly buggy. It's generally fine once you get through the first gate manually, but identifying the potions is quite tricky and I'm not sure of the best way. It's not been a high priority since it's pretty well automated by mafia anyway.
The bat hole logic can get stuck in an infinite loop. If I don't have enough myst to equip the air freshener, then it won't let me adventure in guano junction, and it just loops infinitely trying to use a clover.
0.10 should abort if it can't get stench resist using the air freshener or other means. It won't do this if you have the passive permed, so I won't be able to test this.
Shiny. Currently using latest version 0.9. Let's see...
* Its been mentioned before, but on level 5 routine when looking for Filthy Hippy set, it said my current familiar wasn't a HeBo so it decided to make a pumpkin bomb. Then AFTER it made the pumpkin bomb, it checked for and equipped the HeBo as my familiar.
No harm done though as I was able to untinker the Pumpkin bomb.
This is fixed in 0.10.
Starting the script just before beating the boss bat (Just after lair is open) it actually unset the MCD device so that I didn't get the pants.
* Also had the issue where it said it turned in all my war items for quarters, when in fact it hadn't. On the other hand, I didn't want it to anyway since I usually smash the equipment later.
Maybe that's not optimal but i was out of ronin when I had tried it, so it was trying to turn in 200+ Bejeweled Pledge pins ect. Since it stops before you fight "The Man" anyway should it really auto turn in all your war equipment?
* When the program decides to level in the hidden temple, should it check for and equip the mini hipster if you have it?
1) Fixed in 0.10, the problem with the Boss Bat MCD.
2) 0.10 won't turn these in at all.
3) Could do, but ah, effort.
Gah! After it got the Steel Margarita, it tried to get it again...
Fixed in 0.10.