Theraze
Active member
Nope, because there's an infinite loop on buying the tree. You COULD hook it using a modified form of Rinn's old Mr Alarm check... something like:
Basically, if it's combat, run combat. If it matches text (in this example, Mr. Alarm. In the case of the Spooky Forest, you'll want to match Arboreal Respite or something like that instead) that you want, give it the specific choices, one at a time... Actually, that sort of tempts me to make a script bit for that now.
Haven't gotten to test this yet, but here goes... Unlock Temple should use the following logic:
Loop the following as long as adventures remain, if temple.gif doesn't show up in woods.php...
1) Adventure in the Spooky Forest.
2a) If combat, run combat.
2b) If Arboreal Respite, more handling, listed below.
2c) If other non-combat, use run_choice.
3) Check if we have a map, fertilizer, and a sapling. If so, use the map and return true.
4) Return false.
Arboreal Respite handling should do the following.
1) If a tree-holed coin exists, get a map. 3/3/1.
2) If no map exists, get a tree-holed coin. 2/2.
3) If no fertilizer exists, get some. 3/2.
4) If no sapling exists, get one, selling bar skins along the way if we have them to increase chances of meat being available. 1/3/<check for skins, if multiple 2, if single, 1, if none, skip>/3/4.
Edit: Also included run_choice() from Find Adventure.ash, so it doesn't have to be found separately.
Put this in the Rinn scripts thread, since it directly replaces the Unlock Temple script from there.
Code:
boolean alarm_fight()
{
request_noncombat(0);
buffer page = visit_url("adventure.php?snarfblat=50");
if (contains_text(page, "Combat"))
{
run_combat();
}
else if (contains_text(page, "Mr. Alarm"))
{
run_choice(page);
return true;
}
else
{
run_choice(page);
}
return false;
}
Basically, if it's combat, run combat. If it matches text (in this example, Mr. Alarm. In the case of the Spooky Forest, you'll want to match Arboreal Respite or something like that instead) that you want, give it the specific choices, one at a time... Actually, that sort of tempts me to make a script bit for that now.
Haven't gotten to test this yet, but here goes... Unlock Temple should use the following logic:
Loop the following as long as adventures remain, if temple.gif doesn't show up in woods.php...
1) Adventure in the Spooky Forest.
2a) If combat, run combat.
2b) If Arboreal Respite, more handling, listed below.
2c) If other non-combat, use run_choice.
3) Check if we have a map, fertilizer, and a sapling. If so, use the map and return true.
4) Return false.
Arboreal Respite handling should do the following.
1) If a tree-holed coin exists, get a map. 3/3/1.
2) If no map exists, get a tree-holed coin. 2/2.
3) If no fertilizer exists, get some. 3/2.
4) If no sapling exists, get one, selling bar skins along the way if we have them to increase chances of meat being available. 1/3/<check for skins, if multiple 2, if single, 1, if none, skip>/3/4.
Edit: Also included run_choice() from Find Adventure.ash, so it doesn't have to be found separately.
Put this in the Rinn scripts thread, since it directly replaces the Unlock Temple script from there.
Last edited: