I just looked at canadv. I see the following:
Code:
case "Manor0": return levelcheck(11) && itemcheck($item[your father's macguffin diary]) && qprop("questL11Manor","step2");
I think there's a lot of redundancy there; the one and only thing which determines if you can get into the Spookyraven Cellar is whether you have gotten the "We'll All Be Flat" non-combat in the Ballroom - which will only happen after you've reached level 11 and read the diary. But really, the quest progress is the only thing that matters.
Looking at questlog.txt, I see this:
Code:
questL11Manor In a Manor of Spooking Find your way into the cellar of Spookyraven Manor. Investigate the cellar of Spookyraven Manor. Gather the mortar-dissolving ingredients: Enter the chamber and confront Lord Spookyraven. You defeated Lord Spookyraven and recovered the Eye of Ed. Huzzah!
That says that we "In a Manor of Spooking" quest log to quest steps like this:
Find your way into the cellar of Spookyraven Manor. = started
Investigate the cellar of Spookyraven Manor. = step1
Gather the mortar-dissolving ingredients: = step2
Enter the chamber and confront Lord Spookyraven = step3
You defeated Lord Spookyraven and recovered the Eye of Ed. Huzzah! = finished
Given that, you have access to the cellar as soon as the quest is at step1; you don't HAVE to have looked at the wall and gotten the mortar-dissolving solution recipe in order to adventure in the cellar locations, right?
So, that is a bug in canadv. However, I guess the next question is: do we track the steps of questL11Manor as they occur, or do we set them based only on the quest log? They would go like this:
started - when you read the diary
step1 - when you get You'll All Be Flat
step2 - when you get (read?) the mortar-dissolving solution recipe
step3 - when you dissolve (or blow up) the mortar
finished - when you defeat Lord Spookyraven
Looking at the code:
When you read the diary: QuestDatabase.setQuestIfBetter( Quest.MANOR, QuestDatabase.STARTED );
When you take choice 921 (We'll All Be Flat): QuestDatabase.setQuestProgress( Quest.MANOR, "step1" );
When you acquire the mortar-dissolving recipe: QuestDatabase.setQuestIfBetter( Quest.MANOR, "step2" );
When you acquire the wine bomb: QuestDatabase.setQuestProgress( Quest.MANOR, "step3" );
When you acquire the Eye of Ed: QuestDatabase.setQuestProgress( Quest.MANOR, QuestDatabase.FINISHED );
Obviously, the "step3" thing is not quite right; it should go there when you click on the wall and it either dissolves or blows up. That's easy enough, now that I have PlaceRequest.php: we log "Inspecting Suspicious Masonry" when you go to "place.php?whichplace=manor4chamberwall" or "place.php?whichplace=manor4chamberwalllabel". We should look at the responsetext when you do that and, if you've blown it open, advance the quest.
But that is not THIS bug. The problem here is that canadv says you can't adventure in Spookyraven Cellar locations until step2, whereas the locations are actually available at step1.
Things you can check?
- Next time you get We'll All Be Flat, check questL11Manor and verify that it says step1.
- How far along on that quest are you now? What is the quest setting?
- DID you look at the Suspicious Masonry after We'll All Be Flat before adventuring in the Laundry Room?
Edit: Well, Theraze pointed out the CounterChecker bug. CanAdv still has the issue I described - but I, too, was mislead when I looked at CounterChecker and saw it calling a function called "canadv".