DanceCommander6
Member
Good day all,
My first attempt at scripting anything, so it's probably not up to scratch. Tried to include a fix for just about any loophole I could come up with, and make it as interactive as possible.
Due to the way that the girl/E.M.U. adventures seem to work, no attempt to run -combat is made.
The script assumes that the user can handle the combats, but if he can't, appropriate hints are given.
Pardon HatrackCheck(), but I've got some fuzzy memories of mafia not working with the hatrack like it should.
Various versions ran on almost ten accounts, worked.
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Change Log (as it seems probable I may tweak this):
v0.7:
- change adventuring from visit_url() to adventure(), and set up the choice adventures accordingly
v0.6:
- add user flexibility for olfaction, suggested form in CCS printout
- fixed guild unlock... bah, why so many noncombats
v0.5:
- added support for the freshly rolled vanilla KoL timer things
- sniffing map-dropping monsters in the consult script... once some mafia issues get worked out, the main script will do the sniffing
- apparently I forgot about the hatrack-less who have feasts, silly me
- temporary solution in the combat consult, as the alien formulas aren't implemented yet
- more code clean-up
v0.4:
- the code got cleaned up a little
- tweak in the consult script to factor in Bale's suggestions (normal weapon attack if possible, and aborting on muscles with ranged weapons)
v0.3:
- dealing with semi-rare counters, auto-aborting... don't ask
- suggesting users turn off any ML they may be running, reinforced if they can't handle it
- filling a certain contains_text, the lack of filling didn't bail the script due to its context
- SGCombatAid remains unaltered from v02, so it stays as v02 for now
v0.2:
- option to have the script set you up for combat
- find/make good chefstaff as mysticality class if asked to help prepare for combats
- if a Sauceror with sauce glove, equip the E.M.U. unit in a different slot (if a collision is detected)
- SGCombatAid.ash - consult script. The script spits out an appropriate combat macro to key in
v0.1:
- initial release
My first attempt at scripting anything, so it's probably not up to scratch. Tried to include a fix for just about any loophole I could come up with, and make it as interactive as possible.
Due to the way that the girl/E.M.U. adventures seem to work, no attempt to run -combat is made.
The script assumes that the user can handle the combats, but if he can't, appropriate hints are given.
Pardon HatrackCheck(), but I've got some fuzzy memories of mafia not working with the hatrack like it should.
Various versions ran on almost ten accounts, worked.
-------------------------------------------------------------------
Change Log (as it seems probable I may tweak this):
v0.7:
- change adventuring from visit_url() to adventure(), and set up the choice adventures accordingly
v0.6:
- add user flexibility for olfaction, suggested form in CCS printout
- fixed guild unlock... bah, why so many noncombats
v0.5:
- added support for the freshly rolled vanilla KoL timer things
- sniffing map-dropping monsters in the consult script... once some mafia issues get worked out, the main script will do the sniffing
- apparently I forgot about the hatrack-less who have feasts, silly me
- temporary solution in the combat consult, as the alien formulas aren't implemented yet
- more code clean-up
v0.4:
- the code got cleaned up a little
- tweak in the consult script to factor in Bale's suggestions (normal weapon attack if possible, and aborting on muscles with ranged weapons)
v0.3:
- dealing with semi-rare counters, auto-aborting... don't ask
- suggesting users turn off any ML they may be running, reinforced if they can't handle it
- filling a certain contains_text, the lack of filling didn't bail the script due to its context
- SGCombatAid remains unaltered from v02, so it stays as v02 for now

v0.2:
- option to have the script set you up for combat
- find/make good chefstaff as mysticality class if asked to help prepare for combats
- if a Sauceror with sauce glove, equip the E.M.U. unit in a different slot (if a collision is detected)
- SGCombatAid.ash - consult script. The script spits out an appropriate combat macro to key in
v0.1:
- initial release
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