// Optionally choose an endowment
int endowment_option =
lov_endowment == LOV_ENAMORANG ? 1 :
lov_endowment == LOV_EMOTIONIZER ? 2 :
lov_endowment == LOV_EXTRATERRESTRIAL_CHOCOLATE ? 3 :
lov_endowment == LOV_ECHINACEA_BOUQUET ? 4 :
lov_endowment == LOV_ELEPHANT ? 5 :
have_space_jellyfish && lov_endowment == TOAST ? 6 :
7;
page = visit_url( "choice.php?pwd&whichchoice=1228&option=3" );
public static Value run_choice( Interpreter interpreter, final Value decision )
{
int option = (int) decision.intValue();
String response = null;
if ( ( !ChoiceManager.handlingChoice && !FightRequest.choiceFollowsFight ) || ChoiceManager.lastResponseText == null ||
option == 0 )
{
// If you are not in a choice, or you send 0, just return the last response
response = ChoiceManager.lastResponseText;
}
else if ( option == -1 )
{
// Try to automate using existing settings
response = ChoiceManager.gotoGoal();
}
else if ( option > 0 )
{
String message = "Submitting option " + option + " for choice " + ChoiceManager.getLastChoice();
RequestLogger.printLine( message );
RequestLogger.updateSessionLog( message );
// Submit the option chosen
response = ChoiceManager.processChoiceAdventure( option, false );
}
return new Value( DataTypes.BUFFER_TYPE, "", new StringBuffer( response == null ? "" : response ) );
}
Visiting The Towering Inferno Discotheque
Submitting option 6 for choice 1090
Took choice 1090/6: Go to the fifth floor
choice.php?whichchoice=1090&option=6&pwd
You gain 5 Adventures
// ****** To Do **************
//
// Validate all VMF properties/settings at startup
//
// Bug: Use sufficient Inigo's when crafting SHC drinks to avoid spending turns
// Bug: Don't let Turtle Taming NCs satisfy the "1 choice" condition in Barf Mountain.
//
// Make DMT choice configurable
// Clan Pool Table and Swimming Pool
// Improved Garden harvesting (goals for all types of crop)
// Handle additional disco goals; perhaps reducing drunk is worth more than 5 adventures
// In any case, since it is configurable, use it even if goal is not turns
// Platinum Yendorian Express Card
// Make moods configurable (Farming, Gingerbread City)
// Consider using Extract and configuring daily extrudes
// Robortender as plausible Meat Drop familiar?
// Better use of Dinsey foodcone and jumping horseradish
// Robortender as plausible Meat Drop familiar?
Undeniably better than a Hobo Monkey for a farming effective cost that is steadily dropping in the mall.
Yeah. I figure I'll put this off until we have better support for that. Or perhaps the better support will be motivated by my desire to use it.Of course it is a little tricky if the script has no way to know if the Robortender has drunken one yet today. (Robortender gets only 5 drinks a day. Drinks of different types stack, but if the drink is the same type the higher level drink takes precedence over lower level drink.)
Link to spading in my previous post.
This makes me want to add Fax/Spooky Putty/Rain-Doh so that I can farm up some fish heads. They are "only" 25,000 in the mall, but that is a lot higher than my MPA of ~3,600 (even with 28 turns of sprinkle farming factored in each day).
// *** Deluxe Fax Machine *******
// Which monster to fax in to a photocopied monster
monster fax_monster = define_property( "VMF.FaxMonster", "monster", "" ).to_monster();
// Items to use to make additional copies of faxed monster
boolean use_rain_doh = define_property( "VMF.UseRainDoh", "boolean", "true" ).to_boolean();
boolean use_spooky_putty = define_property( "VMF.UseSpookyPutty", "boolean", "true" ).to_boolean();
// Which familiar to equip while fighting copies of the faxed monster
familiar copied_monster_familiar = define_property( "VMF.CopyFamiliar", "familiar", "" ).to_familiar();