There's a growing prevalence of scripts using either KoL's autoattack system, or passing in macro strings or functions to
The big consequence of this design is that all the scripts using this system want to set KoLmafia's builtin CCS to do nothing. The solution right now to do that is to distribute your own empty CCS file, with a line like
While I think KoLmafia will generate its own default.ccs file, I imagine a lot of users are accustomed to actually modifying it when writing their own combat macros so relying on that isn't a viable solution. Instead, I propose that KoLmafia that needs a preference to disable the builtin custom combat system and graphically show the user it is disabled when they look at that tab.
adv1
and runCombat
. Personally I'm a big fan of the design to passing in a macro to adv1/runCombat since it lets you keep all combat code in one logical grouping there's no surprise how combat functions get called back from KoLmafia.The big consequence of this design is that all the scripts using this system want to set KoLmafia's builtin CCS to do nothing. The solution right now to do that is to distribute your own empty CCS file, with a line like
scrollwhendone
or twiddle
. This is not really a problem now, but I don't think it's a very good scalable solution. Users will find themselves with an ever growing list of CCS files that do nothing as they download these projects.While I think KoLmafia will generate its own default.ccs file, I imagine a lot of users are accustomed to actually modifying it when writing their own combat macros so relying on that isn't a viable solution. Instead, I propose that KoLmafia that needs a preference to disable the builtin custom combat system and graphically show the user it is disabled when they look at that tab.