YayI'm increasingly finding this script indispensable.
Boo!I have a few minor criticisms:
Better decisions on 'equal' items is something i keep meaning on adding but keep getting distracted by shiny things... it is planned, and will probably be before version 2.0 (currently called 'modifier-weight-based-scoring killer of performance')I had a snake shield, so shouldn't it have chosen that in preference to a serpentine sword? Granted it would be the same ML, but it is generally better to have a shield. Here's another interesting choice:
....
In this instance I had an octopus' spade and the stat to use it. They have the same item bonus out of water, but the octopus' spade is a more powerful weapon.
Any idea how much better? If a sword gave +5 moxie but other 'equal' item was a shield (giving no other modifiers at all) how should i pick between them?it is generally better to have a shield
the plastic pumpkin bucket wasnt listed as a universal-familiar item on which ever wiki page i stole my familiar item list from, add it for next version... if you want to add it before the next version, open the script and search for 'wax lips' and add the lineThe problem is that I've got a Plastic Pumpkin Bucket for my familiar, but it isn't being chosen...
familiarItems[count(familiarItems)] = $item[plastic pumpkin bucket];
I havnt been able to reproduce this error but next version will add some more debugging options to aid tracking it down... One of these options will be part of a separate script I have been working on as part of an automated tester for new versions of equipt.ash which should help catch bugs before releaseYou can't equip an off-hand item while wielding a 2-handed weapon.
I am chasing down the bug with familiars being selected with the incorrect familiar item but im having difficulty reproducing it, I am hoping that the automated tester will aid in the search... it has already found the bug where a familiar will not be selected if it doesnt have any familiar items to wearfamiliar: Hobo Monkey
familiar item: Meat detector
The script has no buy support what so ever, any purchases would be part of mafia's decisions on where to get the item to wear... which, as the item was found with available_amount(), i would assume would first try and get it from the closet before auto-purchasing (which by default it would never do)Searching for "meat detector"...
Purchasing Meat detector (1 @ 5,499)...
You acquire an item: Meat detector
Purchases complete.
Putting on Meat detector...
...
And why did the script decide to buy another detector for me? Is there a variable I can set to disable "helpful" purchases?
As i understand the request... if you had 20 moxie and wanted to adventure where you needed 30 (CURRENTLY -fill[Moxie=10] will add atleast 10 moxie to your outfit using the least items) and you also want any +Monster Level added to be match with (atleast) equal +Moxie to cover the additional challenge? (and I assume someone will probably want the same added for Muscle so they can hit them)I have a feature request that I think is probably too hard, but I'll ask anyway.
Let's say my buffed moxie with my current outfit is 40, and I've calculated "safemox" for a zone to be 30 (using Z's scripts, for example - basically, at a mox of 30, I'm comfortable that I probably won't get hit adventuring there).
I'd like to shift around my outfit so that my moxie and the zone rating are as high as possible, while keeping moxie > rating. That means figuring out some optimal combination of +ML and +Moxie, which seems Hard.
I will see what i can doTall order, I realize, but I thought I'd ask.