New Content CyberRealm keycode - 2025 item of the year

Yeah. That's a result of a chat I had with cannonfire40, who raised the issue in /dev.

My KoLmafia settings came 4 days earlier - and allowed me to actually play the new content, as opposed to being literally unable to read it. :)
 
Could have a vise command to destroy more than one at a time, eg vise 11 cyburger
That's how I'm doing it. This is essentially coded - except I disabled the actual call to choice.php so I could debug the interaction between the command and the request class.

From the PR:

Code:
> vise

[count] <item> [, <another>]... - use your hashing vise to smash schematics into bits.

> vise fish

'fish' matches no schematics

> vise digit

'digit' matches 22 schematics

> vise rom

'rom' matches 3 schematics

> vise 2 beer, 2 burger

(hashable quantity of dedigitizer schematic: cybeer is limited to 1 by availability in inventory)
Hashing dedigitizer schematic: cybeer
Hashing complete.
Hashing dedigitizer schematic: cyburger
Hashing dedigitizer schematic: cyburger
Hashing complete.

I think you'll like it. I need to write some more tests before I release it.

 
Did my first tests with OVERCLOCK (10).

- There is nothing in the html of the fight result saying this was a free fight. No FREEFREEFREE
- Nevertheless, the fight was free.
- I went through the turn-10 "HALF-WAY" noncombat- and it took no turn, as always.
- I took another fight and it took a turn.
The KoL bug fir that still exists.

FREEFREEFREE would be nice, but we can work around its absence,
 
The "vise" command to interact with the hashing vise is complete and released in r28289.

Code:
> vise 2 beer, 2 burger
(when I only had 1 beer schematic in inventory) logs in the session log like this:

Code:
use 1 hashing vise
vise dedigitizer schematic: cybeer
You acquire 0 (5)
You acquire 1 (11)
vise dedigitizer schematic: cyburger
You acquire 0 (15)
You acquire an item: 1
vise dedigitizer schematic: cyburger
You acquire an item: 0
You acquire 1 (15)

As it happens, that is exactly how it would have logged had you used the vise in the Relay Browser; hashing a schematic logs as if it were a 'vise' command.
 
I see that there are a number of skills that can only be used in the Cyber Realm.
They all have a "RAM Cost" - as opposed to MP or blue mana or HP or whatever other skill costs we have.

Code:
7542    Throw Cyber Rock
RAM Cost: 0

7543    Brute Force Hammer
RAM Cost: 3
brute force hammer equipped

7544    Inject Malware
RAM Cost: 1
malware injector equipped

7545    Encrypted Shuriken
RAM Cost: 2
encrypted shuriken equipped

7546    Refresh HP
RAM Cost: 1
wired underwear equipped

7547    Launch Logic Grenade
RAM Cost: 0
logic grenade in inventory

7548    Deploy Glitched Malware
RAM Cost: 0
glitched malware in inventory

7554    Thrust your geofencing rapier
RAM Cost: 7
geofencing rapier equipped?

You start with 3 RAM. There is stuff which will increase it.

Code:
Item    cybervisor    RAM: +3
Item    datastick    RAM: +1
Effect    Cyber Memory Boost    RAM: +3

That is a modifier we support.

- Does available RAM reset each turn? (I assume so)
- If you use a skill which costs RAM, does that decrease your available RAM until end of fight? (I assume so.)
- Can you use a RAM skill against a hacker? (I don't know, although, why would you? Normal combat works fine for them.)
- Do we care enough to support this: Track RAM in combat, add/remove combat skills based on available RAM, items, and equipment?

I'm not sure I personally care about this; with the tanktop and a Mu (Prismatic Damage +1) and throwing cyber rocks, combat against processes is completely trivial. But it's not my call to tell other people how to play.
 
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