EatDrink.ash: Optimize your daily diet (and see how your old diet stacks up).

Wtf?
something went wrong with getting sangria del diablo for 260. Recalculating.
Pass 2: Drink.
Drink: At 0, consuming to 19.
Getting 1 cherry bomb in 3 seconds
countdown: 3 seconds...
Countdown: 2 seconds...
Countdown: 1 second...
Waiting completed.
Searching for cherry bomb...
Search complete.
Autobuypricelimit => 25000.0
searching for old-fashioned...
Search complete.
Searching for fermenting powder...
Search complete.
Searching for cob of corn...
Search complete.
Verifying ingredients for cherry bomb (1)...
Using cached search results for old-fashioned...
Purchasing biddy cracker's old-fashioned cookbook (1 @ 9,200)...
You acquire an item: Biddy cracker's old-fashioned cookbook

I am amused that ED thinks I need a cookbook even if I already have the associated skill. I do notice both the old and new versions are having problems getting a cherry and I wonder if this might be a factor.

Actually now that I look at it the cookbook may also be related to the same feature. Until r9624 is explained or reverted, I'd suggest that ED users not use it or anything newer.
 
"Until 9624 is explained or reverted". Are you sure those are the only two choices? How about "Until a bug revealed (or inserted) by 9624 is fixed"?

Try 9627. Sheesh.
 
"Until 9624 is explained or reverted". Are you sure those are the only two choices? How about "Until a bug revealed (or inserted) by 9624 is fixed"?

Try 9627. Sheesh.

Not trying to yank your chain, but when I wrote that I really wanted to know more about why r9624 was made before I passed any further judgment. I was not willing to use the word "bug" until I had a better understanding. The difference between you and me on this project is that if I had committed code that broke what has been reported, I would have immediately reverted it and confessed yet another incident where I didn't seem to know what I was doing. You, on the other hand knew what you were doing and that opens up possibilities for you that I am not yet aware of.
 
o.k., here is some data :D

I guess I might have it set up incorrectly some how, but I have no idea why it would do this when I use harvest, but not do it when I use neocowfarm:

******************************************
Now, to recap...
******************************************
Starting EatDrink.ash (version 3.1.3).
Consuming up to 15 food, 19 booze, and 15 spleen and then finishing off with the stiffest drink we can find.
Considering food from inventory Hagnk's the mall. Per-item budget cap is 25000.0.
Price will be a factor if you own it already. Hagnk's pulls (if enabled) will cost 3000 meat each.
An adventure has the value of 800 meat. Moxie subpoint is 0.0. Nonprime stat subpoint is 0.0.
food: At 0, consuming to 15.
Best find was none with a value of 0. That's no good, so not consuming and moving on.
drink: At 0, consuming to 19.
1: dusty bottle of Muscat lev:1 gain:2.0 adv:6.0 musc:12.5 myst:12.5 mox:12.5 meat:210 own:0 value:2295
2: dusty bottle of Muscat lev:1 gain:2.0 adv:6.0 musc:12.5 myst:12.5 mox:12.5 meat:210 own:0 value:2295
3: dusty bottle of Muscat lev:1 gain:2.0 adv:6.0 musc:12.5 myst:12.5 mox:12.5 meat:210 own:0 value:2295
4: dusty bottle of Muscat lev:1 gain:2.0 adv:6.0 musc:12.5 myst:12.5 mox:12.5 meat:210 own:0 value:2295
5: dusty bottle of Muscat lev:1 gain:2.0 adv:6.0 musc:12.5 myst:12.5 mox:12.5 meat:210 own:0 value:2295
6: dusty bottle of Muscat lev:1 gain:2.0 adv:6.0 musc:12.5 myst:12.5 mox:12.5 meat:210 own:0 value:2295
7: dusty bottle of Muscat lev:1 gain:2.0 adv:6.0 musc:12.5 myst:12.5 mox:12.5 meat:210 own:0 value:2295
8: dusty bottle of Muscat lev:1 gain:2.0 adv:6.0 musc:12.5 myst:12.5 mox:12.5 meat:210 own:0 value:2295
9: dusty bottle of Muscat lev:1 gain:2.0 adv:6.0 musc:12.5 myst:12.5 mox:12.5 meat:210 own:0 value:2295
Best find was none with a value of 0. That's no good, so not consuming and moving on.
spleen: At 0, consuming to 15.
Best find was Hatorade with a value of -100. That's no good, so not consuming and moving on.
At drunkenness of 18. Overdrinking.
1: dusty bottle of Muscat lev:1 gain:2.0 adv:6.0 musc:12.5 myst:12.5 mox:12.5 meat:252 own:0 value:4548
choc: Checking non-filling crimbo chocolates - all 3 kinds
Best find was chocolate disco ball with a value of -1100. That's no good, so not consuming and moving on.
Finished.
Spent 2290 meat. Gained Fullness: 0. Inebriety: 20. Spleen: 0. Adventures: 62. Muscle: 131. Moxie: 130. Mysticality: 152.
Eating, drinking, and spleening complete. Commence merrymaking (at your own discretion).

CCS set to ncfmeatfarm
(but battle action is currently set to attack with weapon)
eatdrink failed to fill your organs completely

this is before adventuring, so I have ~120 adventures after this. Also, no idea why it is drinking muscat instead of a good drink.
 
Okay, 1055 seemed to work for the most part... here's the next bit, the "partial retrieval failure" system.

Remaining goals:
1) We need better ingredient knowledge still... it's still one off during creation, but it's close. Just makes the simulation a bit less accurate.
2) Also, need to make it consider the hermit on a preference.
3) Might use the item proxy settings to try to detect other coinmaster items as well, but not sure if/how to value them out though.
 

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Well, no other people slipped words of failure in after the last post, so here's what I'm using for today... the latest addition is that, when simulating, it keeps track of the simulated items so it doesn't think it can reuse them. It was mostly doing that on the overdrink... but sometimes in the others as well. It still needs a bit more cleanup in the ingredient tracking, but it actually had the same predicted best-overdrink after going to 15/19 as it did at 0/0, so that's a lovely improvement. If I can get ingredients completely sorted, I think we can probably call it better than the current in that you can use hermit ingredients as well.

But yeah, this one should simulate a bit better. :)

Edit: Before fighting ingredients some more, I think the next goal will be making WANTS_ODE actually respect whether or not it's fiscally viable. The basic steps as I'm envisioning here is I need to predict how many turns you'll get (so a quick accordion check) and then divide 50 by that amount, and use the _meatpermp if set and 17 meat if not to multiply against the mana cost per turn of ode, which should tell us how much we're paying for each adventure. Even at worst case, 50*17 is 850 meat and if you're only getting 5 adventures with a stolen accordion, you're looking at 170 meat per adventure, so it should always be considered as a possibility... but the big adventage is that we can predict whether or not it should be able to cast that next ode, and not burn off your meat if you're poor, trying and failing to reach 50 mana again.
 

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VERY excited to say that I think I finally tracked down and killed the ingredient bug. [Actually not, but it's better. More below.] Two different bugs that made the issue more... interesting.

1) I was only adding items to the "NEED!" stack if the ingredient was being created, not if it was bought, from inventory, the closet, etc. That meant that it thought it could reuse items... The only point that crafting would actually stop is if you tried to make more than was possible in a single step. Finding this means I have now removed the garbage code that made it parse through ingredients twice on checking for new possibilities.
2) I was subtracting the existing stack when I wanted negative numbers, and adding it when I wanted positive numbers. After sorting the stack properly, discovered the problem is that the end-stack is the amount counted against your current, so the final result is negative... Once this was tracked down and with numbers reversed, it's working properly.

Third, unrelated bug solved:
3) Discovered that speculative item creation was also considering the existing item stack as counting against its possible ingredients. This meant that speculative items were almost never considered to be a good choice (though I did have it take a VOA of 900 instead of 1000 once last week, but that's the second or third time it's chosen it) even when they should have been. With this bug fixed, speculative VOA through item creation actually becomes potentially useful again.

Remaining to be done:
1) It still sometimes thinks that it can use more than it has. It just tried to make 2 tangos, 1 roll, 1 ducha, 1 sump'm. The end-creation after it ran out of umbrellas was 2 tangos, 1 roll, 2 oceans. I was hoping the above changes would fix that completely, but apparently not. I'll work on that some more tomorrow probably, since my one character with room remaining is incredibly meat poor. At this stage. :)
2) Ode needs to be more aware of how things work. It currently just calls use_skill on ode to booze, if you have enough max_mp and know the skill.
2a) It should definitely not try to restore mp if it's not going to be able to fully reach it. Basically, if you have less than (50 - my_mp())*17 meat, cancel casting ode. Example: 20 mp means 30 needs to be restored - need at least 510 meat for automatic ode casting. This should stop EatDrink from draining HC characters down to <20 meat if you were running poor at the start of the consumption.
2b) It should be aware of whether or not you have an accordion and not try to call the skill if you don't have one. Optionally, it should use your given retrieval settings to get the best accordion it can.
2c) Potentially on a preference, it could upgrade a stolen accordion to a legend automatically. This would need to be on a preference so-as not to destroy black cat preparation runs. We'll probably run retrieve_item to get the clover for this, so it will respect whatever preferences you've set. Alternatively, we could use some form of Bale's getrock alias to account for mafia closetting your clovers during bee runs, etc.
3) Coinmasters... we need to be more aware that Veracity has provided us with excellent tracking on this, along with a new preference. As such, EatDrink should be aware that the hermit is not a normal NPC and use the coinmaster preference for this instead. Don't think we have any other coinmasters that provide consumables currently, so this would just be transitioning to using the preference and keeping exactly the same code as normal on the acquisition of his stuff.

So that's what I'm considering for new stuff. Any other requests, problems, feedback? If not, I'll consider my list to be good and work through it in whatever order hits me at the time. :) Ingredients or Coinmasters are my current priority... 1 because it's the actual major bug, 3 because it's easy. The various stuff in 2 is my "wouldn't THAT be nice" bits.
 

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The alice's army card-shoppe is a coinmaster that sells consumables in the form of booze and food if you have a voucher. It would be cool if that could be included, possibly also the coffee pixie sticks if you have enough tickets (it should probably not use tokens to get tickets, but if you have them buying sticks might be a good idea).
 
Okay... if we're including more coinmasters, I'll actually have to *gasps* make coinmaster handling code in the script. Hopefully shouldn't be too bad... Can probably do something like:
> ash available_amount($item[coffee pixie
stick].seller.item)


Returned: 0
Problem with that is it still won't get worthless items, since you get worthless items by using chewing gum. At least, with NPC and Coinmasters turned on and >1000 meat, it should always be possible, and, well:
> ash available_amount($item[jabanero
pepper].seller.item)


Returned: 0
So that will take some decisions.

Easy solution: Use retrieve_item if we decide to use a coinmaster, if we have enough and it decides it's the best choice for an item. Have special code for retrieving worthless items for the hermit before it checks if there's enough.

Harder solution: Somehow figure out how to make them all use the same check-code. This means that either mafia's understanding of how many worthless items are 'available' should consider based on using chewing gum, since it just costs meat, and collect worthless items when retrieve_item is run, or we need more script functions to parse coinmaster item availability and retrieving them, should it have a 'unique' pattern.

I'm torn on which of these to suggest... actually, it seems mafia has an inconsistency in worthless item retrieval. Let me go report that, and it should make it all easier. :)
 
Nice work. I look forward to running it after rollover.

I know it is your lowest priority but I would not worry too much about Ode. In particular, I would look to see how many turns are needed and how many are available using existing equipment and restore options. I would not upgrade an accordion to a Legend although I might print a note to the user that manually doing so might be helpful. Considering the number of people who take offense at the fact that mafia will automatically obtain one under a known set of circumstances doing it in a script just does not seem worth the effort.
 
How about something like this:
PHP:
boolean acquire_token( int num, coinmaster seller )
{
        if ( seller.item != $item[ none ] ) return retrieve_item( num , seller.item );
        else
        {
                // logic for selling items to gain tokens
        }
        return false;
}

boolean acquire_from_coinmaster( int num, item it )
{
        if ( it.seller == $coinmaster[ none ] ) return false;
        if ( !acquire_token( num * sell_price( it.seller, it ), it.seller ) ) return false;
        return buy( it.seller, num, it );
}

item it = $item[ jabanero pepper ];
int num = 3;

acquire_from_coinmaster( num, it );
Code:
    [COLOR=olive]> call test.ash[/COLOR]

Removing items from     closet...
You acquire an item: worthless gewgaw
Searching for     "chewing gum on a string"...
Search complete.
Purchasing     chewing gum on a string (2 @ 50)...
You acquire chewing gum on a string     (2)
You spent 100 Meat
Purchases complete.
Placing items into     closet...
Using 2 chewing gum on a string...
You acquire an item:     worthless gewgaw
You acquire an item: worthless knick-knack
Finished     using 2 chewing gum on a string.
Removing items from closet...
You     acquire an item: worthless gewgaw
Visiting the Hermit...
Searching     for "hermit permit"...
Search complete.
Purchasing hermit     permit (2 @ 100)...
You acquire hermit permit (2)
You spent 200 Meat
Purchases     complete.
Visiting the Hermit...
You acquire jabañero pepper (3)
Hermit     successfully looted!
Hermit successfully looted!
 
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Yeah... I'm mostly just thinking if I have it in there as a default-disabled preference, I can have it take care of it for me automatically and not have to remember it. :D Especially since getting the accordion will cost at most 900 meat (for gum) + 200 meat (2 permits if you need for clover) + 110 meat (casino pass and entry fee) for a total of 1210 meat and 2 adventures. Though if you're speeding for min-adventures, that might be important. It does save ~1700 meat per day (at Galaktik rates) though, so definitely worthwhile if you can spare those adventures, or if you'd lose them anyways because of not being able to afford to cast ode 4* instead of twice.

But yeah, that's the "would be nice" part of the ode handling. The stuff I might do earlier would be making it more aware about if it can actually cast before and skip the error message if it can't cast. Or maybe have a clearer error message... anyways, stuff to consider.

Edit:
slyz, the problem with that is precisely with the example you used... when simulating, we need to consider based on how many tokens are available. The problem with the hermit is, his count is based on how many worthless items you have, which is probably 0 unless you got stuck fighting lobsterfrogmen. We can't use available_amount($item[jabanero pepper].seller.item) because his 'item' is the pseudo-item which mafia isn't actually aware about, so predicting it in any sort of consistent way for simulations is... difficult.
 
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Oh, I think you will have to hardcode several things for simulation anyway. Calculating the cost of getting a worthless item isn't straightforward, so that will need to be hardcoded, at least.
 
True... but with the new awesome code that Veracity did for making it so available_amount at least returns the amount of worthless items currently in your inventory, we should be able to judge how many we currently have and how many more we need, and use 14-starteritems*50 as the cost to retrieve initial additional items, with 50 more meat per worthless item needed. This is nice. :)
 
14-starteritems*50 as the cost to retrieve initial additional items

Hmm.. that doesn't seem right. That's the cost to retrieve all of the starter items and at least one worthless item (but more likely, two or three). To get the average cost to acquire the next item, you need to apply the binomial distribution...

there are 3 worthless items (W) and 13 starter items (S). Assuming a uniform distribution, the probability of getting a W when you have n starter items is W/W+(S-n).

Normally you'd plug that into the right side of the binomial probability mass function , set the left side to .5, and solve for k (the number of trials). But in this case your probability changes with every trial, so a closed form solution is not feasible; it needs to be solved numerically.

That's a lot of words to say "you still need a lookup table." :)
 
But we don't care about average cost... we care about guaranteeing that we can craft whatever we attempt to craft. If we plan on crafting 5 painful penne pastas, we need to know that we can afford all 5, or we need to consider what else will best use the fullness. Discrepencies between simulation and actual consumption is to be avoided as much as possible. If we end up cheaper? Great! But let's try to avoid planning on 'average' or best-case scenarios. If I wanted to potentially screw the players like that, I'd just set the cost for any hermit item at 50 meat and say that you should really have bought all the starter items and have hacked the hermit already. Or have left it as it was before, where it would only craft the painful penne pasta if you had the items already in your inventory... Not very useful.
Bottom line here is that I'd rather the estimate be pessimistic, at least to start. Have 3 of the starter items? It'll consider the guaranteed cost at 550. Have 10 of them? 200 to start. Will we probably end up better off? Yep!

Anyways, found another double-subtraction today. The inbudget function used con.have - con.using, but con.have has already subtracted con.using so it was only actually giving us half of our items. That explains why I needed to run eatdrink 3 times on my food-poor new ascension character. Uploaded the fixed version, so it should be less weird.
 

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Amusingly, I was told I wasn't thinking about things pessimistically enough a while ago here. At least, I found it rather amusing since that's not what most would tell me. :)

Anyways, new version, hope this fixes the issues, etc, etc. Here's the pre-output of simulation.
<snipped because it's way too long, but it used 5 tangos>
As you can see, it uses 5 total tangos, using 5 of my 4 little paper umbrellas. Not good. Here's the attached version running:
Simulating only; no purchases or food/drink/spleen consumption.
food: At 2, consuming to 15.
1: nutty organic salad lev:11 gain:3.0 adv:13.5 musc:0.0 myst:35.5 mox:0.0 meat:1800 own:1 value:4018
2: nutty organic salad lev:11 gain:3.0 adv:13.5 musc:0.0 myst:35.5 mox:0.0 meat:1800 own:1 value:4018
3: nutty organic salad lev:11 gain:3.0 adv:13.5 musc:0.0 myst:35.5 mox:0.0 meat:1800 own:1 value:4018
4: nutty organic salad lev:11 gain:3.0 adv:13.5 musc:0.0 myst:35.5 mox:0.0 meat:1800 own:1 value:4018
5: blackberry lev:2 gain:1.0 adv:2.5 musc:3.0 myst:3.0 mox:3.0 meat:140 own:3 value:2402
drink: At 0, consuming to 19.
1: horizontal tango lev:4 gain:4.0 adv:12.0 musc:0.0 myst:35.0 mox:0.0 meat:980 own:0 value:2842
2: horizontal tango lev:4 gain:4.0 adv:12.0 musc:0.0 myst:35.0 mox:0.0 meat:980 own:0 value:2842
3: horizontal tango lev:4 gain:4.0 adv:12.0 musc:0.0 myst:35.0 mox:0.0 meat:980 own:0 value:2842
4: horizontal tango lev:4 gain:4.0 adv:12.0 musc:0.0 myst:35.0 mox:0.0 meat:980 own:0 value:2842
5: black & tan lev:7 gain:2.0 adv:6.5 musc:11.0 myst:11.0 mox:11.0 meat:1200 own:-1 value:2727
6: thistle wine lev:10 gain:1.0 adv:3.0 musc:0.0 myst:0.0 mox:45.0 meat:500 own:4 value:2590
spleen: At 0, consuming to 15.
At drunkenness of 19. Overdrinking.
1: ocean motion lev:4 gain:4.0 adv:12.0 musc:26.0 myst:9.0 mox:0.0 meat:1017 own:1 value:11125
choc: Checking non-filling crimbo chocolates - all 3 kinds
Best find was chocolate pasta spoon with a value of -249. That's no good, so not consuming and moving on.
Finished.
Spent 280 meat for a value of 13977 meat. Gained Fullness: 13. Inebriety: 23. Spleen: 0.
Adventures: 149. Muscle: 40. Moxie: 59. Mysticality: 303.
Eating, drinking, and spleening complete. Commence merrymaking (at your own discretion).
As you can see, it changed to an ocean motion. Here's the logic part considering what it could use (which I'll remove before attaching, so-as not to spam people like mad:
Pass 4: drink.
At drunkenness of 19. Overdrinking.
Before: -4 boxed wine
Before: -4 handful of walnuts
Before: -4 little paper umbrella
Before: -4 mixed wildflower greens
Before: -4 soda water
Trying: -4 boxed wine
Trying: -4 handful of walnuts
Trying: -4 little paper umbrella
Trying: -4 mixed wildflower greens
Trying: -4 soda water
Trying: -1 bottle of rum
Trying: -1 coconut shell
Trying: -1 grapefruit
Trying: -1 thistle wine
simulating retrieval of one ocean motion.
1: ocean motion lev:4 gain:4.0 adv:12.0 musc:26.0 myst:9.0 mox:0.0 meat:1017 own:1 value:11125
So yes, it does know what it needs for creation and what it has, and it's eliminating the items as it goes. Hopefully this is the last ingredient fix needed... we'll see. I'm feeling good about this though. :)

Also, just fixed another one after that display... I have 4 handfuls of walnuts, but as you can see it was using 5 total... 4 salads plus a walnut after. In my latest run, it now plans to eat a blackberry for that last point instead. Success! I hope...

Sidenote: I really need to figure out how to get the forums to stop badly wrapping quotes... it's a new 'feature' since the upgrade. Bah.

Added: Got it... changed from 'enhanced' to 'standard' editing interface and that made it stop caring about the fact that EatDrink bolds various bits and just paste the stupid text in there. :) Replaced my second example with a nice text box, but the first and third examples are off my console now. :(

Just to spam a bit more, finally ran EatDrink after all this tweaking and here's the simulating and actual run:
Simulating only; no purchases or food/drink/spleen consumption.
food: At 2, consuming to 15.
1: nutty organic salad lev:11 gain:3.0 adv:13.5 musc:0.0 myst:35.5 mox:0.0 meat:1800 own:1 value:4018
2: nutty organic salad lev:11 gain:3.0 adv:13.5 musc:0.0 myst:35.5 mox:0.0 meat:1800 own:1 value:4018
3: nutty organic salad lev:11 gain:3.0 adv:13.5 musc:0.0 myst:35.5 mox:0.0 meat:1800 own:1 value:4018
4: nutty organic salad lev:11 gain:3.0 adv:13.5 musc:0.0 myst:35.5 mox:0.0 meat:1800 own:1 value:4018
5: blackberry lev:2 gain:1.0 adv:2.5 musc:3.0 myst:3.0 mox:3.0 meat:140 own:3 value:2402
drink: At 0, consuming to 19.
1: horizontal tango lev:4 gain:4.0 adv:12.0 musc:0.0 myst:35.0 mox:0.0 meat:980 own:0 value:2842
2: horizontal tango lev:4 gain:4.0 adv:12.0 musc:0.0 myst:35.0 mox:0.0 meat:980 own:0 value:2842
3: horizontal tango lev:4 gain:4.0 adv:12.0 musc:0.0 myst:35.0 mox:0.0 meat:980 own:0 value:2842
4: horizontal tango lev:4 gain:4.0 adv:12.0 musc:0.0 myst:35.0 mox:0.0 meat:980 own:0 value:2842
5: black & tan lev:7 gain:2.0 adv:6.5 musc:11.0 myst:11.0 mox:11.0 meat:1200 own:-1 value:2727
6: thistle wine lev:10 gain:1.0 adv:3.0 musc:0.0 myst:0.0 mox:45.0 meat:500 own:4 value:2590
spleen: At 0, consuming to 15.
choc: Checking non-filling crimbo chocolates - all 3 kinds
Best find was chocolate pasta spoon with a value of -249. That's no good, so not consuming and moving on.
Finished.
Spent 420 meat for a value of 12960 meat. Gained Fullness: 13. Inebriety: 19. Spleen: 0.
Adventures: 133. Muscle: 14. Moxie: 59. Mysticality: 294.
Eating, drinking, and spleening complete. Commence merrymaking (at your own discretion).

food: At 2, consuming to 15.
EatDrink encountered an error: You don't have 1 milk of magnesium and you're not able to shop.
1: nutty organic salad lev:11 gain:3.0 adv:13.5 musc:0.0 myst:35.5 mox:0.0 meat:1800 own:1 value:4018
2: nutty organic salad lev:11 gain:3.0 adv:13.5 musc:0.0 myst:35.5 mox:0.0 meat:1800 own:1 value:4018
3: nutty organic salad lev:11 gain:3.0 adv:13.5 musc:0.0 myst:35.5 mox:0.0 meat:1800 own:1 value:4018
4: nutty organic salad lev:11 gain:3.0 adv:13.5 musc:0.0 myst:35.5 mox:0.0 meat:1800 own:1 value:4018
5: blackberry lev:2 gain:1.0 adv:2.5 musc:3.0 myst:3.0 mox:3.0 meat:140 own:3 value:2402
drink: At 0, consuming to 19.
1: horizontal tango lev:4 gain:4.0 adv:12.0 musc:0.0 myst:35.0 mox:0.0 meat:980 own:0 value:2842
2: horizontal tango lev:4 gain:4.0 adv:12.0 musc:0.0 myst:35.0 mox:0.0 meat:980 own:0 value:3092
3: horizontal tango lev:4 gain:4.0 adv:12.0 musc:0.0 myst:35.0 mox:0.0 meat:980 own:0 value:3342
4: horizontal tango lev:4 gain:4.0 adv:12.0 musc:0.0 myst:35.0 mox:0.0 meat:980 own:0 value:3592
5: black & tan lev:7 gain:2.0 adv:6.5 musc:11.0 myst:11.0 mox:11.0 meat:1200 own:-1 value:2727
6: thistle wine lev:10 gain:1.0 adv:3.0 musc:0.0 myst:0.0 mox:45.0 meat:500 own:4 value:2590
spleen: At 0, consuming to 15.
Finished. You had -Ode to Booze in effect. Adventures listed above does not reflect that, but this does:
Spent 280 meat. Gained Fullness: 13. Inebriety: 19. Spleen: 0.
Adventures: 126. Muscle: 16. Moxie: 58. Mysticality: 328.
Eating, drinking, and spleening complete. Commence merrymaking (at your own discretion).
 

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Not quite ready to release this version (want to see if people run into any problems with the prior one before I start to cause new problems for myself) but here's a snippet from what I've been doing today...
Pass 4: drink.
At drunkenness of 14. Overdrinking.
cloverProtectActive => false
Removing items from closet...
You acquire an item: ten-leaf clover

Visit to Casino: Lemon Party in progress...

[278] Lemon Party
Encounter: big rock
You acquire an item: big rock

cloverProtectActive => true
Verifying ingredients for Rock and Roll Legend (1)...
Verifying ingredients for heart of rock and roll (1)...
Verifying ingredients for hot buttered roll (1)...
Purchasing chewing gum on a string (1 @ 50)...
You acquire an item: chewing gum on a string
You spent 50 Meat
Purchases complete.
Using 1 chewing gum on a string...
You acquire an item: worthless trinket
Finished using 1 chewing gum on a string.
Purchasing hot buttered roll (1 @ 1 worthless item)...
Visiting the Hermit...
Purchasing hermit permit (1 @ 100)...
You acquire an item: hermit permit
You spent 100 Meat
Purchases complete.
Visiting the Hermit...
You acquire an item: hot buttered roll
Hermit successfully looted!
Hermit successfully looted!
Successfully created hot buttered roll (1)
Creating heart of rock and roll (1)...
You acquire an item: heart of rock and roll
Successfully created heart of rock and roll (1)
Creating Rock and Roll Legend (1)...
You acquire an item: Rock and Roll Legend
Successfully created Rock and Roll Legend (1)
Invoking Ode to Booze.
Casting The Ode to Booze 1 times...
You acquire an effect: Ode to Booze (duration: 10 Adventures)
The Ode to Booze was successfully cast.
 
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