Theraze
Active member
There we go... think (again) I finally found the ingredient bug that was plaguing me. Short summary is when checking for creatable items, it would pass back the modified stack as the total 'to try to get' stack. So eventually it would decide that it was possible, if it could reduce the loop by even a single item. So with 1 bottle of whiskey in inventory, and needing 2, it would be possible, because first the stack goes to needing 1 bottle of whiskey that needs to be created, and then you reuse that first bottle of whiskey during the 'can I create another bottle?' query and it decides that yes, you can create a second bottle even though it lied...
Second bug, discovered by adding that... on creatable items that you can't actually make at the time (for example, alcohol if not on a frat war run) it would loop forever to try to make the item. Put a loop-check that if you're already trying to make an item, don't check to see if you can make the item again. When I saw this, it was looping forever trying to make a bottle of whiskey.
Added feature/zlib variable: EatDrink_accordionGet, defaults to false. If false, it will calculate accordion turns based on your best accordion. If true, it will try to get a stolen accordion using chewing gum if you don't have one of the top 3 accordions. If you have at least 2 adventures left, it will try to get a RnR Legend.
Fixed bug: Milk turns needed was adding the value of the currently eaten item, multiplied by how many items were being eaten. So in a 11 stack, where the first item has 5 fullness and the other 10 were 1 fullness, it would calculate out at 55 fullness total. Fixed to properly add the fullness count for each item in the stack instead. Also applying this to the ode stack, now that there is one, which leads to...
Added function: ode_does_liver_good. This checks for if ode is possible to cast, and prices out how much it's worth to you based on your VOA. It also adds Ode summary information.
Goals remaining: Coinmaster features. Otherwise, I think this should be good...
Second bug, discovered by adding that... on creatable items that you can't actually make at the time (for example, alcohol if not on a frat war run) it would loop forever to try to make the item. Put a loop-check that if you're already trying to make an item, don't check to see if you can make the item again. When I saw this, it was looping forever trying to make a bottle of whiskey.
Added feature/zlib variable: EatDrink_accordionGet, defaults to false. If false, it will calculate accordion turns based on your best accordion. If true, it will try to get a stolen accordion using chewing gum if you don't have one of the top 3 accordions. If you have at least 2 adventures left, it will try to get a RnR Legend.
Fixed bug: Milk turns needed was adding the value of the currently eaten item, multiplied by how many items were being eaten. So in a 11 stack, where the first item has 5 fullness and the other 10 were 1 fullness, it would calculate out at 55 fullness total. Fixed to properly add the fullness count for each item in the stack instead. Also applying this to the ode stack, now that there is one, which leads to...
Added function: ode_does_liver_good. This checks for if ode is possible to cast, and prices out how much it's worth to you based on your VOA. It also adds Ode summary information.
Goals remaining: Coinmaster features. Otherwise, I think this should be good...
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