I have not done autumn leaves with a mood because I didn't want a leaf to be purchased if there were not any in inventory but I did not want the mood to fail when there were none available.That sounds like something a Mood could handle for you:
I was thinking of something more like a between battle script. A mood check would fire, and fail as @fronobulax mentioned, even if the character had no Flapper flies in inventory while a between battle script would "notice" that a Flapper fly had dropped and then use it.That sounds like something a Mood could handle for you
<veer>I tend to avoid between battle scripts because I am already using someone else's and I don't want to maintain local modifications and I have not been motivated enough to write BBS that is a wrapper and thus adding a new BBS is just one line.I was thinking of something more like a between battle script. A mood check would fire, and fail as @fronobulax mentioned, even if the character had no Flapper flies in inventory while a between battle script would "notice" that a Flapper fly had dropped and then use it.
// You can replace an item in your workshed once per day. Therefore you can benefit from two such
// items per day: the one you start with and the one you switch to. You can configure two items and
// we will cycle through them:
//
// Day 1: start with item 1
// do stuff with it
// switch to item 2
// do stuff with it
// Day 2: start with item 2
// do stuff with it
// switch to item 1
// do stuff with it
//
// What, exactly we "do" with each item, and when we "switch" depends on which two items we use.
//
// We know how to use the following workshed items:
//
// model train set ~1,600 Meat every 8 turns (200 mpa)
// This should be installed before running fights
// spinning wheel level cubed (max 30 = 27,000) Meat once per day (<75 mpa)
// This should be used immediately whenever it is in the workshed
// It should be installed after turns have been run, since gaining
// levels (until Level 30) will improve its yield
// portable Mayo Clinic Mayoflex = +1 adventure per food (10? extra turns)
// This should be used for all eating before switching to a different
// item. That implies it is usable only when you can have it in your
// workshed before you eat: every other day with a model train set or
// every day with a spinning wheel.
//
// Depending on your diet, fullness capacity, and expected MPA, Mayo Clinic is likely the weakest.
// I recommend the model train set and spinning wheel, but you may not have both of those.
// You may not have more than one workshed item - or even one.
//
// Therefore, the default configuration lists three items, and we will use the best two we find.
// If you have none (or only one), we will not swap workshed items.
item_list workshed_cycle = define_property( "VMF.WorkshedCycle", "item", "model train set|spinning wheel|portable Mayo Clinic", "list" );
// Should we always do one Item Drop synthesis so that it is in effect for free fights?
boolean synthesize_item_drop_for_free_fights = define_property( "VMF.SynthesizeItemDropForFreeFights", "boolean", "true" ).to_boolean();
// If you want to perform daily tasks for Rufus every day -- up to 11 free combats and a reward -
// specify one or two commands to pass to Veracity's ShadowRift script.
//
// Try "ShadowRift help" to see your options.
//
// The script will maximize your equipment for item drop.
// You can specify additional required equipment or desired modifier
// parameters if you wish via a setting in the Shadow Rift script.
//
// You must set uo your CCS (via a consult script, perhaps) to handle
// any combats that you may encounter during your exploration.
//
// This script will invoke ShadowRift.ash up to three times:
//
// 1) ShadowRift check
// -> visits Rufus to see what he's looking for. ITEM <- the shadow items he wants
// 2) ShadowRift items ITEM waters onlyfree buy notallfree
// -> accepts the "items" quest and fulfills it using ITEM from inventory or the mall.
// -> You now have 11 turns of Shadow Affinity and 30 turns of Shadow Waters (Init/Meat/Items +100)
// 3) ShadowRift artifact ITEM forest onlyfree allfree
// -> Uses up 11 turns of Shadow Affinity.
// -> Possibly gain a shadow item from each free fight.
// -> Gains 2-3 of 3 different shadow items, including the one you spent.
//
// Net result: 10 free fights (stats/items/Meat), spent 3 items to gain 6-9 items, 30 turns of useful buff.
//
// Potential ways to customize:
//
// 1) No Shadow Rift automation? Set the two properties to "".
// 2) No buying items? Set the first property to "" and change ITEM in the second to "random" (or your choice of rift).
// 3) No items and get buff, not items? See 2, and also change "forest" to "waters".
// 4) Your CCS can reliably kill a shadow boss? Change "artifact" to "entity" for a free fight and 2 more shadow items.
string shadow_rift_command1 = define_property( "VMF.ShadowRiftCommand1", "string", "items ITEM waters buy onlyfree notallfree" );
string shadow_rift_command2 = define_property( "VMF.ShadowRiftCommand2", "string", "artifact ITEM forest onlyfree allfree" );
// *** cursed monkey's paw *****
// Which wishes to request
//
// List up to five wishes, separated by "|".
// Each wish can be:
//
// item ITEM
// effect EFFECT
// wish WISH
//
// If you list fewer than five, the last one listed will be repeated until you run out.
string_list monkey_paw_wishes = define_property( "VMF.MonkeyPawWishes", "string", "", "list" );
// Reason for faxing monster
//
// meat Before running regular turns with meat drop effects active
// items After free fights with item drop effects active
string fax_goal = define_property( "VMF.FaxGoal", "string", "meat" );