// *** Voting Booth ****** // If you have a "I Voted!" sticker, you voted today and might want to fight the wandering vote monsters. // // never Never fight a vote monsetr // free Fight the first three monsters, which are free // monsters Fight the first free monsters and continue for listed monsters // always Fight every monster string fight_voters = define_property( "VMF.FightVoteMonsters", "string", "free" ); monster_set vote_monsters = define_property( "VMF.WorthyVoteMonsters", "monster", "annoyed snake|angry ghost|government bureaucrat|slime blob|terrible mutant", "set" ).to_set_of_monster();
Huh. It goes to the Shrine to fight your vote monster - but apparently the vote monster did not show up and you got the choice adventure.
It didn't take a turn, but, since no monster, KoLmafia did not update the "last vote monster turn" setting.
Huh. Did you vote? Last night, I noticed something funky about wanting to fight the monster before doing that. Which doesn't make sense, since you won't have the sticker until you do that.
I'll think about this.
The script itself has no settings to control how it "acquires" items. It depends on KoLmafia settings to determine what is allowed.This has probably been asked before, but is there a way for your script to buy the milk/food ingredients/booze ingredients instead of stopping?
We don't have an "Item Acquisition" setting to pull from your own mall store.Or pull from my mall store (since I seem to have a billion Drink Me potions in there).
(Knowing me, I missed a setting somewhere.)
Actually, your example showed you had a previous success. Sorry.I voted before. Many of my hypotheses are disproved because the first monster was fought. I ran with a different character who also voted absentee and things executed normally.