New Content Comprehensive Cartographic Compendium - October 2020 IotM

Magus_Prime

Active member
Code:
--------------------
10644	Comprehensive Cartographic Compendium	888457946	cccbook.gif	usable	t	0
# Item Comprehensive Cartographic Compendium: Imparts deep cartographic knowledge
Item	Comprehensive Cartographic Compendium	Free Pull
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When used it grants a passive skill: "Comprehensive Cartography" that is marked HC Permanent.
Code:
use 1 Comprehensive Cartographic Compendium
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10645	Comprehensive Cartographic Compendium (well-read)	234229420	cccbook.gif	usable		0
# Item Comprehensive Cartographic Compendium (well-read): Imparts deep cartographic knowledge
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You acquire an item: Comprehensive Cartographic Compendium (well-read)

When looking at the skill description:
Code:
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196	Comprehensive Cartography	cccbook.gif	0	0	0
# Skill Comprehensive Cartography: You know how to find things
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After winning a combat I, periodically, got five turns of a buff:
Code:
After Battle: "Source of Health," you remember reading on the map, and follow the mental route to a spot somewhere.

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2602	Cartographically Rooted	cccbook.gif	e32bae43b054695fd4e2c1b0b3c141fc	neutral	none
Effect	Cartographically Rooted	Maximum HP Percent: +20, HP Regen Min: 6, HP Regen Max: 12
--------------------

After Battle: A mental X marks the spot in line for brunch where you find a cache of mystical energy.

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2600	Cartographically Charged	cccbook.gif	69fc775608852c35e28b1eafa32ba87f	neutral	none
Effect	Cartographically Charged	Maximum MP Percent: +10, MP Regen Min: 3, MP Regen Max: 6
--------------------

After Battle: You spot an opponent hiding in the bottom of a filthy rollercoaster car and prepare yourself to get the jump.

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2601	Cartographically Aware	cccbook.gif	ca5cbe045400b9be1d084424a408cf74	neutral	none
Effect	Cartographically Aware	Initiative: +30
--------------------

It also seems to grant periodic items after combat. Here's what I found today:

Code:
After Battle: You remember that the map shows a pirate grave <different location description> nearby and find a bottle marking the spot.
You acquire an item: bottle of rum

Where <different location description> was one of the following:
Code:
underneath the rollercoaster tracks
in an angry tourist's pocket
inside one of the line stanchions
in a half-eaten bowl of rice
somewhere

According to GD there are also meat drops and new non-combats in certain locations.
 
Last edited:

Veracity

Developer
Staff member
I added the item and the effects and the skill.
I probably won't actually try out the skill or see the new non-combats until the next time I ascend.
Once the NCs are known, we should presumably make the choice options configurable.
Are they zero-turn choices, a la the Wiener Dog?
 

Ryo_Sangnoir

Developer
Staff member
Are they zero-turn choices, a la the Wiener Dog?

Not consistently.

Checking my logs:
* Oh Yeah! -- took a turn, outfit
* The Hidden Junction -- didn't take a turn, screambat took a turn (meat took no turns)
* Your Neck of the Woods -- gathering, took a turn
* No Nook Unknown -- didn't take a turn (eyes)
* Ghostly Memories -- didn't take a turn, baron took a turn
* Here There Be Giants -- didn't take a turn, nc took a turn
* Mob Maptality -- didn't take a turn, bench took a turn
* Billiards Room Options -- took a turn, ool took a turn
 

gausie

D̰͕̝͚̤̥̙̐̇̑͗̒e͍͔͎͈͔ͥ̉̔̅́̈l̠̪̜͓̲ͧ̍̈́͛v̻̾ͤe͗̃ͥ̐̊ͬp̔͒ͪ
Staff member
I added support for Map the Monsters in r20449 which includes: making the skill available if you have Cartographically Concerned (or whatever it is), tracking daily casts with _monstersMapped and tracking if you currently have the flag set with mappingMonsters
 

gausie

D̰͕̝͚̤̥̙̐̇̑͗̒e͍͔͎͈͔ͥ̉̔̅́̈l̠̪̜͓̲ͧ̍̈́͛v̻̾ͤe͗̃ͥ̐̊ͬp̔͒ͪ
Staff member
Veracity, I'd be interested on your thoughts on something remaining with this. At the moment parseChoice doesn't work on the Map the Monsters noncombat, and thus it fails attempts to verify choice selection.

This is because

Code:
			if ( !form.contains( "choice.php" ) )
			{
				continue;
			}

in ChoiceUtilities fails on

Code:
 <form method="post">
     <input type="hidden" name="option" value="1" />
     <input type="hidden" name="pwd" value="" />
     <input type="hidden" name="whichchoice" value="1435" />
     <input type="hidden" name="heyscriptswhatsupwinkwink" value="156" />
     <input type="submit" class="button" value="a big creepy spider" />
  </form>
  <form method="post">
     <input type="hidden" name="option" value="1" />
     <input type="hidden" name="pwd" value="" />
     <input type="hidden" name="whichchoice" value="1435" />
     <input type="hidden" name="heyscriptswhatsupwinkwink" value="157" />
     <input type="submit" class="button" value="a completely different spider" />
  </form>
  <form method="post">
     <input type="hidden" name="option" value="1" />
     <input type="hidden" name="pwd" value="" />
     <input type="hidden" name="whichchoice" value="1435" />
     <input type="hidden" name="heyscriptswhatsupwinkwink" value="158" />
     <input type="submit" class="button" value="a drunken half-orc hobo" />
  </form>
  <form method="post">
     <input type="hidden" name="option" value="1" />
     <input type="hidden" name="pwd" value="" />
     <input type="hidden" name="whichchoice" value="1435" />
     <input type="hidden" name="heyscriptswhatsupwinkwink" value="159" />
     <input type="submit" class="button" value="a rushing bum" />
  </form>

  <form method="post">
     <input type="hidden" name="option" value="2" />
     <input type="hidden" name="pwd" value="" />
     <input type="hidden" name="whichchoice" value="1435" />
     <input type="submit" class="button" value="The Exit (1)" />
  </form>

as there is no appearance of choice.php in the separate forms.

I'm not sure exactly what types of form this is trying to defend against but the most basic fix is to add something like

Code:
&& !text.contains( "name=\"whichchoice\"" )
to the check.

It's weird because it will show you two choices regardless of the number of monsters you can fight and it will always be named after the first available monster.

It is a good workaround though because you can then do something like

Code:
set choiceAdventure1435 = 1&heyscriptswhatsupwinkwink=159

and successfully automate the adventure
 

VladYvhuce

Member
It would be nice if there was choice adventures options for the Comprehensive Cartography skill in mafia. Currently, it just breaks automation when you run into CC choice adventures (such as being able to advance the quest by 1 or 2 steps in dark neck of the woods).
 

Tokoeka

New member
It would be nice if there was choice adventures options for the Comprehensive Cartography skill in mafia. Currently, it just breaks automation when you run into CC choice adventures (such as being able to advance the quest by 1 or 2 steps in dark neck of the woods).
So they're not avilable in drop down lists, but I do believe if you find the adventure number (by going to the wiki page for the adventure where it's in the top right corner, or searching the wiki list(s) of choice adventures by number - eg. https://kol.coldfront.net/thekolwiki/index.php/Choice_Adventures_by_Number_(1400-1499) ), you can set your own choice for it by entering "set choiceAdventure[number] = [value]"

for example, if you wanted to advance the quest by 2 in the dark neck of the woods, you could "set choiceAdventure1428 = 2"
 

VladYvhuce

Member
So they're not avilable in drop down lists, but I do believe if you find the adventure number (by going to the wiki page for the adventure where it's in the top right corner, or searching the wiki list(s) of choice adventures by number - eg. https://kol.coldfront.net/thekolwiki/index.php/Choice_Adventures_by_Number_(1400-1499) ), you can set your own choice for it by entering "set choiceAdventure[number] = [value]"

for example, if you wanted to advance the quest by 2 in the dark neck of the woods, you could "set choiceAdventure1428 = 2"
I'll work on doing that, then. That would be a huge help. Thanks for the advice.
 
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