MacGuffin 2.0 -- level 11 quest, automated

Ascend still uses an old version of the MacGuffin script. That has already been reported and fixed a while back. Until dj_d makes Ascend work with the new version you'll have to do that part manually.
 
So I've been having an issue with part of the desert quest in this script and I finally figured out which part was messing up.


First we need the stone rose.
Code:
[576] Desert (Ultrahydrated)
Encounter: A Sietch in Time

A Sietch in Time

Now finding a stone rose.
You need 1 more stone rose to continue.
Conditions list cleared.
Condition added: stone rose
stone rose

Request 1 of 128 (Beach: Oasis in the Desert) in progress...

[577] Oasis in the Desert

Request 2 of 128 (Beach: Oasis in the Desert) in progress...

[578] Oasis in the Desert

Request 3 of 128 (Beach: Oasis in the Desert) in progress...

[579] Oasis in the Desert

Request 4 of 128 (Beach: Oasis in the Desert) in progress...

[580] Oasis in the Desert
Encounter: All Across the Sands
You acquire an item: stone rose

Conditions satisfied after 4 adventures.
Then a drum machine ...
Code:
Now fetching a drum machine.
You need 1 more drum machine to continue.
Pulling items from storage...
7 pulls remaining,0 budgeted for automatic use.
Conditions list cleared.
Which the script pulls, because I'm in softcore.

But then it also wants to go adventure (forever, if I'll let it, in the Oasis)
Code:
Casting Leash of Linguini 1 times...
You acquire an effect: Leash of Linguini (duration: 10 Adventures)
Leash of Linguini was successfully cast.
Casting Springy Fusilli 1 times...
You acquire an effect: Springy Fusilli (duration: 10 Adventures)
Springy Fusilli was successfully cast.

Request 1 of 124 (Beach: Oasis in the Desert) in progress...

[581] Oasis in the Desert

Request 2 of 124 (Beach: Oasis in the Desert) in progress...

[582] Oasis in the Desert

Request 3 of 124 (Beach: Oasis in the Desert) in progress...

[583] Oasis in the Desert

At this point, I hit the "stop after" button and the script recognizes that I have a stone rose and continues normally.
Code:
Manual stop requested.
Turning in stone rose...

Visit to Beach: Desert (Ultrahydrated) in progress...

[584] Oasis in the Desert
Encounter: Glug, Glug, Glug
You acquire an effect: Ultrahydrated (duration: 5 Adventures)

[585] Desert (Ultrahydrated)

I haven't delved in to look at a possible fix, but I wondered if anyone else was encountering this?
 
Ok, double post time ...

I'm working on adding moods/outfit/familiar switching to this script. I'm going to add some defaults, but thought I'd get input. I know this isn't a strategy thread, so I don't expect a whole lot of totally optimal talk :)

Code:
Macguffin Quest breakdown

Part				mood			familiar
----				----			--------
black forest			+item			item
hidden city			default			stat
spookyraven			-combat			item
wine cellar			+items			item
palindome			+items			item
whitey's grove			+items			item
desert				+items			item
pyramid				-combat/+item		item
 
Cool! Curious to see what you come up with, since long ago when I rewrote this from the original, I stripped all that stuff out of it.

How about the Oasis? More +items, seems like; there are some very handy drops there.

Don't forget ZLib's best_fam() when adding this stuff in.
 
I ran this last ascension with no problems. Updated Mafia [2 weeks?] ago, and I'm getting this when I try to run it:

> call scripts/macguffin.ash

Expected ), found aggregate (zlib.ash, line 142)

I updated to the latest version of zlib today as well.
 
Versions older than 13.8 don't accept aggregate as a type. Try updating to the latest version and see if that works.
 
Looks like I spoke too soon. I stopped the script to cast a buff and now when I run it, it says this:

> call scripts/macguffin.ash

Black market found.
Diary obtained.
Oasis revealed.
Hidden temple revealed.
Hidden city revealed.
Cellar opened.
Palindome revealed.
Macguffin quest started.
You have already completed the Hidden City.
You've already revealed the pyramid.
You have already defeated Dr. Awkward.
You have already defeated Lord Spookyraven.
You can't wear that outfit.
Unable to wear the custom outfit named 'current'.


I tried to restart mafia, and I can adventure just fine in the pyramid, so I'm ot sure what the issue is.
 
The issue is that you are unable to wear the outfit named 'current'. Hence the error message.

Type "zlib vars" to see the current value of your "defaultoutfit" setting. Right now, yours says "current" so the script is trying to wear a custom outfit named "current." Type "zlib defaultoutfit = outfitname" to change this to the name of an outfit that you actually have.
 
Is this script supposed to make the Talisman o' Nam for you? Mine doesn't seem to. It will adventure below decks forever unless I stop it and make the Talisman o' Nam myself.
 
Maybe that's the problem. Most scripts do need some kind of configuration, either by editing the .ash file itself, or through zlib variables. Check the first post in a script's thread for instructions.

Well I did configure them in the beginning. What I'm saying is that I hadn't changed anything since last time it worked.
 
> call scripts\macguffin.ash

Black market found.
Diary obtained.
Oasis revealed.
Hidden temple revealed.
Hidden city revealed.
Cellar opened.
Revealing Palindome...
You need 1 more pirate fledges to continue.
Conditions list cleared.
Condition added: pirate fledges
pirate fledges

Restoring HP! Currently at 77 of 105 HP, 78 of 106 MP, current meat: 40778 ... Target HP = 105.
Casting Tongue of the Otter 1 times...
You gain 12 hit points
Tongue of the Otter was successfully cast.
Casting Tongue of the Otter 1 times...
You gain 16 hit points
Tongue of the Otter was successfully cast.

Request 1 of 48 (Island: F'c'le) in progress...
You can't get to that area.

You need 1 more pirate fledges to continue.

Started up the new macguffin with a build of mafia I downloaded last night and I got this message. Usually macguffin would do the Barrrney's Bar stuff for me. Is there anything I can configure to fix this?
 
From the first post:

This script will complete the entire MacGuffin quest for you, but it assumes a few things:

  • You have already opened the F'c'le.
  • You have already revealed the second floor of Spookyraven Manor.
  • You have a great outfit specified as your "defaultoutfit" that you pretty much want to use for all your adventuring. (see below)

If all of these are true, the script should run just dandily for you, as it has for me quite a few times now.
 
Z,Bale,
What would keep the counterchecker from working correctly with macguffin.ash?
I am in HC so counter checker will abort current actions when a semi-rare counter comes up.
This works just fine with wossname, counter checker pops up and wossname aborts as expected but not with macguffin.
 
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