[COLOR="Olive"]> equipt item drop[/COLOR]
Searching for Item Drop
[outfit: (none)] [hobo: (none)] [rate: 159.081]
[outfit: Bounty-Hunting Rig] [hobo: (none)] [rate: 169.081]
hat: bounty-hunting helmet
shirt: flaming pink shirt
pants: bounty-hunting pants
weapon: bounty-hunting rifle
offhand: (two handed weapon)
acc1: Order of the Silver Wossname
acc2: Baron von Ratsworth's monocle
acc3: Nickel Gamma of Frugality
familiar: Dandy Lion
familiar item: little box of fireworks
Putting Pakkun the Purse Rat back into terrarium...
Taking Ryntha the Dandy Lion out of terrarium...
annoying pitchfork is better than (none). Switching items...
Stealing annoying pitchfork from Pakkun the Purse Rat...
Putting on annoying pitchfork...
Equipment changed.
Wielding bounty-hunting rifle...
Equipment changed.
[COLOR="Red"]You can't equip an off-hand item while wielding a 2-handed weapon.[/COLOR]
I havnt been able to reproduce this error yet (an item being selected for offhand at the same time as a 2handed weapon) but have added a check if you have a 2handed weapon just before equipping to offhand... with the familiar item fix and the automated tester there is still a lot to check before i can release the next version (possibly tomorrow)Could you please fix this? It is getting rather troublesome... I'd rather not have to keep changing my inventory by hand whenever the optimal weapon is 2-handed...
if (weapon_hands(base.slots[$slot[weapon]].i) == 1 && base.slots[$slot[offhand]].i != $item[none]) {
[COLOR="Olive"]> equipt item drop[/COLOR]
Searching for Item Drop
[outfit: (none)] [hobo: (none)] [rate: 159.081]
[outfit: (none)] [hobo: Hodgman's imaginary hamster] [rate: 167.081]
[outfit: Bounty-Hunting Rig] [hobo: (none)] [rate: 169.081]
[outfit: Bounty-Hunting Rig] [hobo: Hodgman's imaginary hamster] [rate: 187.081]
[outfit: Hodgman's Regal Frippery] [hobo: (none)] [rate: 112.08099]
[outfit: Hodgman's Regal Frippery] [hobo: Hodgman's imaginary hamster] [rate: 151.081]
hat: bounty-hunting helmet
shirt: flaming pink shirt
pants: bounty-hunting pants
weapon: bounty-hunting rifle
offhand: (two handed weapon)
acc1: Order of the Silver Wossname
acc2: Baron von Ratsworth's monocle
acc3: Nickel Gamma of Frugality
familiar: Dandy Lion
familiar item: little box of fireworks
Putting on Order of the Silver Wossname...
Equipment changed.
Putting on Baron von Ratsworth's monocle...
Equipment changed.
Putting on Nickel Gamma of Frugality...
Equipment changed.
Putting on little box of fireworks...
Equipment changed.
Putting on bounty-hunting helmet...
Equipment changed.
[COLOR="Red"]You can't equip an off-hand item while wielding a 2-handed weapon.[/COLOR]
[COLOR="Olive"]> equipt item drop[/COLOR]
Searching for Item Drop
[outfit: (none)] [hobo: (none)] [rate: 157.081]
[outfit: (none)] [hobo: Hodgman's imaginary hamster] [rate: 167.081]
[outfit: Bounty-Hunting Rig] [hobo: (none)] [rate: 167.081]
[outfit: Bounty-Hunting Rig] [hobo: Hodgman's imaginary hamster] [rate: 187.081]
[outfit: Hodgman's Regal Frippery] [hobo: (none)] [rate: 110.08099]
[outfit: Hodgman's Regal Frippery] [hobo: Hodgman's imaginary hamster] [rate: 151.081]
hat: bounty-hunting helmet
shirt: flaming pink shirt
pants: plexiglass pants
weapon: duct tape sword
offhand: Hodgman's imaginary hamster
acc1: Hodgman's lucky sock
acc2: Hodgman's bow tie
acc3: Order of the Silver Wossname
familiar: Dandy Lion
familiar item: little box of fireworks
Taking off Order of the Silver Wossname...
Equipment changed.
Wielding duct tape sword...
Equipment changed.
Hodgman's imaginary hamster
Holding Hodgman's imaginary hamster...
Equipment changed.
Putting on Hodgman's lucky sock...
Equipment changed.
Putting on Hodgman's bow tie...
Equipment changed.
Putting on Order of the Silver Wossname...
Equipment changed.
Putting on plexiglass pants...
Equipment changed.
Putting on flaming pink shirt...
Equipment changed.
[COLOR="Green"]done.[/COLOR]
foreach s in base.slots {
if (base.slots[s].i == $item[none]) { continue; }
equip(s, base.slots[s].i);
}
Ah, knowing it is adding the brimstone bunker helped identify where it was being added, testing a fix nowOf course that doesn't solve the problem of why it has allocated an off-hand item along with a two handed weapon. Somewhere, you must have forgotten to check the handedness of the weapon. The proof is that it changed my optimal gear when I moved the bunkers to my display case.
does mafia support this item yet?for me, when selecting meat drop, it will prioritize a cup of infinite pencils (+15%) in the off hand over a Coily (+25%) as a 2 handed weapon.
Yay! I'm glad my troubleshooting helped. I'd have done that earlier, but trying to unravel such a complicated script is a big job. When you pointed me to the part of the code where items are equipped I was able to test that.Ah, knowing it is adding the brimstone bunker helped identify where it was being added, testing a fix now
I try to do that every week to keep up with the new items being added. It's a shame that it takes so long, but that is the price of convenience.does mafia support this item yet?
since it was added have you regenerated the item maps? (equipt.ash -regen)
at over 2000 lines of code it can be tricky tracking down the bugs i can reproduce, thanks for the helpYay! I'm glad my troubleshooting helped. I'd have done that earlier, but trying to unravel such a complicated script is a big job.
If the script can tell what the highest item ID is then i might be able to automatically tell when an itemmap is out of date and try and check only the new items... but that will need a new ash command (using itemdesc.txt, currently 4132 lines, takes a performance hit negating any convenience gain)I try to do that every week to keep up with the new items being added. It's a shame that it takes so long, but that is the price of convenience.
The script shouldnt have been using outfit modifiers if it could reach 10 moxie without them, this has been fixed>> CURRENTLY -fill[Moxie=10] will add atleast 10 moxie to your outfit using the least items
By the way, I don't think this works for me. With moxie of 1012 and wearing birthday suit, this command equipped the swashbuckling getup and Hodgman's bow tie.
[COLOR="Olive"]> equipt item drop[/COLOR]
Searching for Item Drop
[outfit: (none)] [hobo: (none)] [rate: 157.081]
[outfit: (none)] [hobo: Hodgman's imaginary hamster] [rate: 167.081]
[outfit: Bounty-Hunting Rig] [hobo: (none)] [rate: 169.081]
[outfit: Bounty-Hunting Rig] [hobo: Hodgman's imaginary hamster] [rate: 187.081]
[outfit: Hodgman's Regal Frippery] [hobo: (none)] [rate: 110.08099]
[outfit: Hodgman's Regal Frippery] [hobo: Hodgman's imaginary hamster] [rate: 151.081]
hat: bounty-hunting helmet
shirt: flaming pink shirt
pants: bounty-hunting pants
weapon: bounty-hunting rifle
offhand: (two handed weapon)
[COLOR="Red"]offhand is not empty!: Brimstone Bunker[/COLOR]
acc1: Order of the Silver Wossname
acc2: Baron von Ratsworth's monocle
acc3: Nickel Gamma of Frugality
familiar: Dandy Lion
familiar item: little box of fireworks
[COLOR="Red"]You can't equip an off-hand item while wielding a 2-handed weapon.[/COLOR]
I might need you to send me an inventory report (generated by equipt_tester.ash) to aid stomping this bug... and i cant be sure if its related but it doesnt seam to be picking the highest scoring outfit, which should be bounty hunter and hobo.... erm... that doesnt make sense.. it shouldnt be trying to build an outfit that contains a 2handed weapon and add an offhand hobo itemIs there anything I can do to help troubleshoot this? With the bunkers in my display case it produces a rather different set of gear involving a duct tape sword and my imaginary hamster.
[COLOR="Olive"]> call scripts\equipt_tester.ash[/COLOR]
[COLOR="Red"]Unknown variable 'test_list' (equipt_tester.ash, line 150)[/COLOR]
[COLOR="Olive"]> call scripts\equipt_tester.ash[/COLOR]
Taking off everything...
Everything removed.
Testing equipt.ash ... 0 item/familiar sets loaded...
[COLOR="Green"]all tests complete.[/COLOR]
[COLOR="#808000"]> call scripts\equipt_tester.ash help[/COLOR]
Equipt tester....
a basic tool to automate changing to a specific set of inventory items/familiars to aid testing
leave the inputbox blank to run all standard tests (from '.equipt_tests.txt')
type 'report' to generate '.equipt_tester_generated_inv.txt' and '.equipt_tester_generated_results.txt' which will include all your inventory/familiars and some results for those items/familiars
type 'trace <equipt options>' to create '.equipt_tester_generated_inv.txt' with just a single test ran (specified in place of '<equipt options>')
[COLOR="Olive"]> call scripts\equipt_tester.ash report[/COLOR]
Generating inventory report...
Generating results for 7 tests...
completed 1 of 7
completed 2 of 7
completed 3 of 7
completed 4 of 7
completed 5 of 7
completed 6 of 7
completed 7 of 7
[COLOR="Green"]complete....[/COLOR]
Requests complete.
*Sigh* I never learnSure, I'd be glad to send you that inventory report
You can use the wall over there if you feel a need to test the firmness of your head.Code:[COLOR="Olive"]> call scripts\equipt_tester.ash[/COLOR] [COLOR="Red"]Unknown variable 'test_list' (equipt_tester.ash, line 150)[/COLOR]
After changing test_list to local_save (hopefully I was correct about that)...