Theraze
Active member
Yeah, I'm just trying to describe things and generally don't go back to prior posts for the specific language.
What I'm asking is, there are some locations where items can be stored that retrieve_item will always use. We cannot control those, if we use retrieve_item. We know, if we call retrieve_item, what order mafia should use to get items, but if something goes wrong and mallprices are high or something, we end up falling to another step. We can do what I've currently done, setting autoBuyPriceLimit temporarily to our max cost, but that doesn't help if something weird happens like the script wanting to go buy ingredients instead of pulling.
Bottom line, I can't guess why it's failing without being able to replicate it myself, or having you put in lots and lots and lots of additional spam to make it say exactly what's happening when (not just verbose2, but little custom bits that generally get deleted after I fix a replicable problem). No clue why the BW stir-fry failed. Currently I get a mall_price of 3200, but it might have spiked up a bit and if there was a difference between the data for prices that new and legacy were using...
Summary of above:
1) Not enough information to fix either of the 2 reported issues.
2) We have reasons proposed to go back to custom code instead of retrieve_item. Do we have any reason to avoid custom retrieval code if we still use mafia's preferences for the ones that have them?
Edit: Veracity has graciously provided the autoSatisfyWithStorage preference. As such, we can now fully use mafia preferences for target locations (except for inventory, since that doesn't make sense in the mafia sense to skip). This doesn't remove the question posed above regarding whether we want full control regarding how we get what, but it does make using mafia's retrieve_item a bit more tempting. Custom code still has the benefit of easily allowing changing your mind without changing us needing to change their preferences and try to restore them after, and knowing how we're going to get stuff instead of just having retrieve do its magical thing.
Basically, if it works right, retrieve_item should be more efficient. Custom code is easier to troubleshoot since we can output messages during the execution instead of just doing it before/after full execution.
Edit2: Love seeing this... two days in a row on my character with pretty drinks.
What I'm asking is, there are some locations where items can be stored that retrieve_item will always use. We cannot control those, if we use retrieve_item. We know, if we call retrieve_item, what order mafia should use to get items, but if something goes wrong and mallprices are high or something, we end up falling to another step. We can do what I've currently done, setting autoBuyPriceLimit temporarily to our max cost, but that doesn't help if something weird happens like the script wanting to go buy ingredients instead of pulling.
Bottom line, I can't guess why it's failing without being able to replicate it myself, or having you put in lots and lots and lots of additional spam to make it say exactly what's happening when (not just verbose2, but little custom bits that generally get deleted after I fix a replicable problem). No clue why the BW stir-fry failed. Currently I get a mall_price of 3200, but it might have spiked up a bit and if there was a difference between the data for prices that new and legacy were using...
Summary of above:
1) Not enough information to fix either of the 2 reported issues.
2) We have reasons proposed to go back to custom code instead of retrieve_item. Do we have any reason to avoid custom retrieval code if we still use mafia's preferences for the ones that have them?
Edit: Veracity has graciously provided the autoSatisfyWithStorage preference. As such, we can now fully use mafia preferences for target locations (except for inventory, since that doesn't make sense in the mafia sense to skip). This doesn't remove the question posed above regarding whether we want full control regarding how we get what, but it does make using mafia's retrieve_item a bit more tempting. Custom code still has the benefit of easily allowing changing your mind without changing us needing to change their preferences and try to restore them after, and knowing how we're going to get stuff instead of just having retrieve do its magical thing.
Basically, if it works right, retrieve_item should be more efficient. Custom code is easier to troubleshoot since we can output messages during the execution instead of just doing it before/after full execution.
Edit2: Love seeing this... two days in a row on my character with pretty drinks.
This shows in the summary like this:Since 62.0 is more than 54.0 we are using a speculative stack of 900.
Starting EatDrink.ash (version 3.1.4).
Consuming up to 0 food, 19 booze, and 15 spleen
Considering food from inventory Hagnk's Coinmasters NPCs. Per-item budget cap is 12500.0.
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 1000 meat. Moxie subpoint is 10.0. Nonprime stat subpoint is 2.0. Hagnk pulls are limited and their 'cost' is incorporated.
drink: At 0, consuming to 19.
0: Ode to Booze price: 0 value: 10000
0: Ode to Booze price: 578 value: 8422
1: slap and tickle lev:4 gain:4.0 adv:12.0 musc:0.0 myst:9.0 mox:26.0 meat:1400 own:1 value:2419
2: slap and tickle lev:4 gain:4.0 adv:12.0 musc:0.0 myst:9.0 mox:26.0 meat:1400 own:1 value:3719
3: Neuromancer lev:6 gain:4.0 adv:16.0 musc:26.0 myst:0.0 mox:18.0 meat:5555 own:0 value:2269
4: vodka stratocaster lev:6 gain:4.0 adv:16.0 musc:26.0 myst:0.0 mox:18.0 meat:5650 own:0 value:2245
5: fine wine lev:1 gain:1.0 adv:2.0 musc:0.0 myst:0.0 mox:4.0 meat:132 own:1 value:1708
6: fine wine lev:1 gain:1.0 adv:2.0 musc:0.0 myst:0.0 mox:4.0 meat:132 own:1 value:2908
7: fine wine lev:1 gain:1.0 adv:2.0 musc:0.0 myst:0.0 mox:4.0 meat:132 own:1 value:2908
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 998 meat. Gained Fullness: 0. Inebriety: 19. Spleen: 0.
Adventures: 77. Muscle: 53. Moxie: 109. Mysticality: 18.
On step 2 your best value was recalculated as 900.
Eating, drinking, and spleening complete. Commence merrymaking (at your own discretion).
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