Bug Generic potions (from dice) restore variable HP/MP

heeheehee

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According to kolmafia.moods.MPRestoreList (and HPRestoreList), generic healing / restorative / mana potion restore a fixed amount of MP/HP, when the amount actually varies based on level (somewhat like MMJs). The end result is that Mafia overuses generic mana potions when trying to restore MP (with no recovery script active).

I think the attached patch should do the trick (used MMJ as reference for this implementation).

I'm not sure how to account for the variance, since it's much larger than we see with MMJs. (wiki claims it's 10% variance on the mana potion, but talk suggests it can vary more than 10%. Regardless, not enough info, and central limit theorem probably kicks in if you're restoring enough MP :|)
 

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