txrangersxx
Member
The newest version of the script is not filing up Spleen with Sweet Synthesis. Today it only used 7 spleen and added 100 turns. My spleen was empty and and I hadn't cast anything today
buy 12 PEEZ dispenser for 1900 each from shop #2000522 on 20200320
cast 1 Sweet Synthesis
Encounter: Sweet Synthesis
synthesize 12 bag of many confections, PEEZ dispenser
You acquire an effect: Synthesis: Greed (360)
// If we have spleen left over, use just enough of it finish synthesizing
if ( current_spleen < max_spleen ) {
use_spleen( max_spleen - current_spleen, false );
}
******Best Spleen Toxins by Size******
spleen[4] is grim fairy tale (2498 cost per size) (818 profit per size)
******Best Spleen Toxins by Size******
spleen[1] is transdermal smoke patch (4922 cost per size) (4215 profit per size)
spleen[2] is cuppa Activi tea (3900 cost per size) (3410 profit per size)
spleen[3] is carrot juice (2913 cost per size) (2568 profit per size)
spleen[4] is grim fairy tale (2498 cost per size) (4354 profit per size)
// *** Bastille Battalion ***
// Should we use the Bastille Battalion?
// (If you are trying to leaderboard and/or have a better script, perhaps not.)
boolean use_battalion = define_property( "VMF.UseBastilleBattalion", "boolean", "true" ).to_boolean();
// Barbican: stats
//
// muscle Barbecue +2 CA, +1 CD 250 Muscle substats
// mysticality Babar +2 MA, +1 MD 250 Mysticality substats
// moxie Barbershop +2 PA, +1 PD 250 Moxie substats
//
// mainstat (your class's prime stat)
string battalion_stats = define_property( "VMF.BattalionStats", "string", "mainstat" );
// Drawbridge: accessory
//
// Brutal brogues Brutalist +1 MA, CA, PA Muscle +50%, Weapon Damage +50%, +8 to Familiar Weight, +4 Muscle Stats
// Draftsman's driving gloves Draftsman +2 MD, CD, PD Mysticality +50%, Spell Damage +50%, +8 Adventure, +4 Mysticality Stats Fight
// Nouveau nosering Art Nouveau +2 PA, +1 PD Moxie +50%, +25% Item Drop, Maximum HP/MP +25, +4 Moxie Stats
//
// (default is +8 Adventure accessory)
item battalion_accessory = define_property( "VMF.BattalionAccessory", "item", "Draftsman's driving gloves" ).to_item();
// Murder hole: effect (100 turns)
//
// Bastille Budgeteer Cannon +1 MA Muscle +25, +10% Critical, Regenerate 10-20 HP
// Bastille Bourgeoisie Catapult +1 CA Mysticality +25, +10% Spell Critical, Regenerate 5-10 MP per Adventure
// Bastille Braggadocio Gesture +1 PA Moxie +25, +25% Initiative, +25% Meat Drop
//
// (default is +25% Meat Drop effect)
effect battalion_effect = define_property( "VMF.BattalionEffect", "effect", "Bastille Braggadocio" ).to_effect();
// Moat: potion (1 turn)
//
// sharkfin gumbo Sharks +1 MA, +1 MD
// boiling broth Lava +1 CA, +1 CD
// interrogative elixir Truth Serum +1 PA, +1 PD
//
// random (a random potion)
// rarest (the potion you have the least of)
string battalion_potion = define_property( "VMF.BattalionPotion", "string", "rarest" );
I had a function which would calculate a (maybe) optimal usage of food, based on vcon, to fill a given amount of fullness.
Generalize to work for food, drink, spleen.
After you have gotten all the Sweet Synthesis/Numberology you need, fill the rest of your spleen with profitable adventure-producing spleen items.
Revision 252 will not go to the NEP if you've completed the quest today.I got the script stuck today running the free adventures in the neverending party. Before I ran your script I had already run 9 free turns and managed to finish the quest, so no more adventuring is possible even though I have a free fight left. I expect nep_fights() needs to check if _questPartyFair is finished.
// You can shoot off one firework on Dependence Day.
//
// M-242 Adrenaline Rush Muscle +100%
// snake Sneaky Serpentine Subtlety Moxie +100%
// sparkler Sparkling Consciousness Mysticalite +100%
// green rocket 3 ten-leaf clovers
//
// only the last is likely to be useful, but it's configurable
item dependence_day_firework = define_property( "VMF.DependenceDayFirework", "item", "green rocket" ).to_item();
I realize that this suite of scripts is designed for use in aftercore but thought I'd ask...would you entertain the idea of allowing vcon to "work" in-run and consider food only from available sources?
"ED" is "EatDrink"?
The mime army shotglass drinks a 1-drunk drink for free. VMF does that first, before doing the rest of your drinking.
I ran 4 characters with this before I submitted, all of which have a mime-army shotglass. None of them overdrank.
I'll look more at the code and see if I can figure out your issue.
Revision 259 takes extra care to allow for the mime army shotglass not actually being free - which could happen if ED decided to consume a one-drunk booze. Hopefully it would not leave an extra drunk available in that case, but who knows.
Sorry about your loss.