New Content - Implemented New path "Actually Ed the Undying"

Now that we're trying to track quests, I'll offer specific lacks. After returning to the trapper with Ore and Cheese, questL08Trapper doesn't increment from step1 to step2.

HTML:
<body>
<centeR><table  width=95%  cellspacing=0 cellpadding=0><tr><td style="color: white;" align=center bgcolor=blue><b>Results:</b></td></tr><tr><td style="padding: 5px; border: 1px solid blue;"><center><table><tr><td><center><table><tr><td><img src=/images/otherimages/thetrapper.gif width=60 height=100></td><td valign=center><b>John the Trapper:</b></td></tr></table></center><table><tr><td>The trapper slaps his knee and cackles with glee as you haul your load of ore and cheese into his shack. "That there's just what th' doctor ordered!" he says, nodding as he inspects the bags. "Good fer my winnebago, he said. Can't remember now if he were talkin' 'bout the cheese or the ore, though. Anyways, you sit yerself down and warm up while I go fix the ski-lift."
<p>You carefully work out the closest you can sit to the fireplace without catching your bandages on fire, while listening to the sounds of metal and/or cheese being hammered and/or eaten, and after a while Trapper John comes back inside.
<p>"I reckon that'll do the trick," he says. "We still got that mist-causin' monster up atop the Peak to deal with, though. We're gonna need to get you some warmer duds afore we kin tackle that."
<p>"By 'we' you mean 'me', right?"
<p>"How long you been an adventurer, fella? 'Course I mean you. Now, I figger the easiest place to get yerself some cold-weather gear'll be from them hooligans over on the eXtreme Slope. That'd be where I'd start lookin' m'self, if I were the one goin' lookin'."<P><center><table  width=400  cellspacing=0 cellpadding=0><tr><td style="color: white;" align=center bgcolor=blue><b>New Area Unlocked</b></td></tr><tr><td style="padding: 5px; border: 1px solid blue;"><center><table><tr><td><center><table><tr><td valign=center><a href="adventure.php?snarfblat=273"><img src="/images/adventureimages/fratboard.gif"></a></td><td valign=center class=small><a class=nounder href="adventure.php?snarfblat=273"><b>The eXtreme Slope</b></a>, on <a href=place.php?whichplace=mclargehuge><b>Mt. McLargeHuge</b></a>.</td></tr></table></center></td></tr></table></center></td></tr><tr><td height=4></td></tr></table></center><p><P><center><table  width=400  cellspacing=0 cellpadding=0><tr><td style="color: white;" align=center bgcolor=blue><b>New Area Unlocked</b></td></tr><tr><td style="padding: 5px; border: 1px solid blue;"><center><table><tr><td><center><table><tr><td valign=center><a href="adventure.php?snarfblat=272"><img src="/images/adventureimages/snowman.gif"></a></td><td valign=center class=small><a class=nounder href="adventure.php?snarfblat=272"><b>The Lair of the Ninja Snowmen</b></a>, on <a href=place.php?whichplace=mclargehuge><b>Mt. McLargeHuge</b></a>.</td></tr></table></center></td></tr></table></center></td></tr><tr><td height=4></td></tr></table></center><p></td></tr></table></td></tr></table></center></td></tr><tr><td height=4></td></tr></table><table  width=95%  cellspacing=0 cellpadding=0><tr><td style="color: white;" align=center bgcolor=blue><b>Mt. McLargeHuge</b></td></tr><tr><td style="padding: 5px; border: 1px solid blue;"><center><table><tr><td><center><div id=background style='position:relative;'><img src="/images/otherimages/newmclargehuge/mclargeback.gif" width=500 height=500 border=0><div id=trappercabin style=' position: absolute; top: 400; left: 50; height: 100; width: 100;'><a  href=place.php?whichplace=mclargehuge&action=trappercabin><img src="/images/otherimages/1x1trans.gif" width=100 height=100 border=0 alt="The Trapper's Cabin" title="The Trapper's Cabin"></a></div><div id=cloudypeak style=' position: absolute; top: 0; left: 0; height: 150; width: 500;'><a  href=place.php?whichplace=mclargehuge&action=cloudypeak><img src="/images/otherimages/newmclargehuge/cloudypeak.gif" width=500 height=150 border=0 alt="The Mist-Shrouded Icy Peak" title="The Mist-Shrouded Icy Peak"></a></div><div id=dwarfmine style=' position: absolute; top: 400; left: 350; height: 100; width: 150;'><a  href=adventure.php?snarfblat=270><img src="/images/otherimages/newmclargehuge/mine.gif" width=150 height=100 border=0 alt="Itznotyerzitz Mine (1)" title="Itznotyerzitz Mine (1)"></a></div><div id=goatlet style=' position: absolute; top: 400; left: 150; height: 100; width: 200;'><a  href=adventure.php?snarfblat=271><img src="/images/otherimages/newmclargehuge/goatlet.gif" width=200 height=100 border=0 alt="The Goatlet (1)" title="The Goatlet (1)"></a></div><div id=ninjalair style=' position: absolute; top: 150; left: 100; height: 150; width: 100;'><a  href=adventure.php?snarfblat=272><img src="/images/otherimages/newmclargehuge/lair.gif" width=100 height=150 border=0 alt="Lair of the Ninja Snowmen (1)" title="Lair of the Ninja Snowmen (1)"></a></div><div id=extremeslope style=' position: absolute; top: 150; left: 300; height: 150; width: 150;'><a  href=adventure.php?snarfblat=273><img src="/images/otherimages/newmclargehuge/slope.gif" width=150 height=150 border=0 alt="The eXtreme Slope (1)" title="The eXtreme Slope (1)"></a></div></div><p><a href=mountains.php>Back to the Big Mountains</a></center></td></tr></table></center></td></tr><tr><td height=4></td></tr></table></center></body>
 
Now that we're trying to track quests, I'll offer specific lacks. After returning to the trapper with Ore and Cheese, questL08Trapper doesn't increment from step1 to step2.
Yes, this was reported earlier in this thread. I quoted the text from the Wiki, but it is nice to see the actual HTML.

Tavern quest automation still isn't working quite right in r15565. It should have returned to Bart after the "Everything in Moderation" encounter, but instead it triggered the next encounter at the Rat Faucet.
Yes, there is another "Waiting for Info" thread discussing exactly this issue. Perhaps that should have been here, but, whatever.

There is something different about how KoL displays/redirects the "Of Course!" choice adventure (finding the faucet non-Ed) and "Everything in Moderation" (finding the faucet as Ed).

I need a DEBUG log of exploring the cellar as Ed - at least, of visiting the square with the faucet and taking the choice - so I can compare it with the non-Ed equivalent.
 
The Hidden City Ziggurat is a different choice adventure in this path. Autoadventure there without a goal gets mafia stuck in an infinite loop of visiting the choice.php without submiting the preference set by user.

The original adventure is #791 - Legend of the Temple in the Hidden City.
Ed's adventure is #1002 - Temple of the Legend in the Hidden City.

HTML:
<body><img src='/images/itemimages/blank.gif' id='dragged'><div id='debug'></div><div class=contextmenu id='skillmenu'></div><div class=contextmenu id='itemsmenu'></div><div id=topbar><center><table class=actionbar cellpadding=0 cellspacing=1><tbody><tr class=label><td> </td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td></tr><tr class=blueback><td><a href='choice.php?action=auto'><img src='/images/itemimages/plexpock.gif'></td><td class=spacer></td><td><img src='/images/itemimages/blank.gif' id='skills'></td><td class=spacer></td><td><img src='/images/itemimages/blank.gif'></td><td><img src='/images/itemimages/blank.gif'></td><td><img src='/images/itemimages/blank.gif'></td><td><img src='/images/itemimages/blank.gif'></td><td><img src='/images/itemimages/blank.gif'></td><td><img src='/images/itemimages/blank.gif'></td><td><img src='/images/itemimages/blank.gif'></td><td><img src='/images/itemimages/blank.gif'></td><td><img src='/images/itemimages/blank.gif'></td><td><img src='/images/itemimages/blank.gif'></td><td><img src='/images/itemimages/blank.gif'></td><td><img src='/images/itemimages/blank.gif'></td><td class=spacer></td><td class=spacer></td><td><img src='/images/itemimages/blank.gif'></td></tr><tr class=label><td>auto</td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td></tr></tbody></table></center></div><div class='content' id='content_'><div id='effdiv' style='display: none;'></div><div style='overflow: auto;'>
<Center><centeR><table  width=95%  cellspacing=0 cellpadding=0><tr><td style="color: white;" align=center bgcolor=blue><b>Temple of the Legend in the Hidden City</b></td></tr><tr><td style="padding: 5px; border: 1px solid blue;"><center><table><tr><td><center><img src="/images/adventureimages/ziggurat.gif" width=100 height=100></center><p>You approach the massive ziggurat, wishing, for some reason, that you had time for a smoke. But you don't, because you have to open this door at the base of the temple and give whatever is inside it a stern talking-to.
<p>
And anyway, you haven't smoked in centuries, because your bandages are super-flammable.<center><form style='margin: 0px 0px 0px 0px;' name=choiceform1 action=choice.php method=post><input type=hidden name=pwd value='ec9ebb956d00d538905dc49b4deef7a6'><input type=hidden name=whichchoice value=1002><input type=hidden name=option value=1><input  class=button type=submit value="→ Open the door"></form><p><form style='margin: 0px 0px 0px 0px;' name=choiceform6 action=choice.php method=post><input type=hidden name=pwd value='ec9ebb956d00d538905dc49b4deef7a6'><input type=hidden name=whichchoice value=1002><input type=hidden name=option value=6><input  class=button type=submit value="Leave"></form><p></center></td></tr></table></center></td></tr><tr><td height=4></td></tr></table></center></div></div></body><script src="/onfocus.1.js"></script></html>


Adding #1002 as an auto-stop in encounters.txt seems to solve the problem.
May I request it added to the source as well?
 
Last edited:
Added warehouseProgress tracking, questL13Warehouse (will barely work), some other bits of tracking. Check kitchen after ending Avatar path. Daily Deeds checks for Lord Spookyraven quest completion rather than presence of old staff of Ed pieces.
 
Fixed step 2 of Highland quest.

Am wondering what support we should give for automating Ed. I'm tempted to add a count of the number of times Ed has been defeated in one fight, edDefeats, resetting on win or exit to Tomb. I'm then tempted to not use the 0 HP automation abort in Ed, replacing it with aborting on second defeat in one fight (so you can decide what to do at that point, upgrade, fight better, whilst avoiding spending Ka). I could be persuaded to add a preference of edDefeatAbort, defaulting to 2, for that abort instead. I suspect setting Choice 1023 to 2 is all you need to return automatically. I certainly don't plan to have no abort at all, using up all your Ka would be painful.

I guess we could try to add some kind of macro command too, that lets us access edDefeats and make decisions based on it. Not sure on appropriate way to do that at present though.

Thoughts?
 
FightRequest.edFightInProgress could be converted from a boolean to an int for tracking that. I guess consult scripts will want access to that value still. It could also be used for recognizing when returning to combat costs Ka.
 
Am wondering what support we should give for automating Ed. I'm tempted to add a count of the number of times Ed has been defeated in one fight, edDefeats, resetting on win or exit to Tomb. I'm then tempted to not use the 0 HP automation abort in Ed, replacing it with aborting on second defeat in one fight (so you can decide what to do at that point, upgrade, fight better, whilst avoiding spending Ka). I could be persuaded to add a preference of edDefeatAbort, defaulting to 2, for that abort instead. I suspect setting Choice 1023 to 2 is all you need to return automatically. I certainly don't plan to have no abort at all, using up all your Ka would be painful.

That sounds amazing. I agree that normally aborting after second death is ideal. The first death is incidental and frequent since often it will happen just because I was low on HP. If I die twice I want the option to handle it manually once before resurrection has a ka cost.

The counterpoint is that there is a reason to automate the third battle also. For insulting pirates or flyering, it is helpful for Ed to die twice (flyering or insulting each time) and kill the monster on his third attempt after a third flyer or insult. To automate that entire process there would need to be a value of edDefeatAbort that can be turned up to 3.

I'd have to say that Mafia needs the edDefeatAbort preference in order to properly automate the battles where two automatic resurrections is optimal.

I confirm that setting Choice 1023 to 2 is all you need to return automatically. I know this because when I have healing scarabs it will return automatically. In light of that, I'd like to point out that 0 HP is not a reliable way to know that Ed lost a fight.
 
r15582 Track Ed defeats in _edDefeats, resets to 0 when fight is won or aborted. Add preference edDefeatAbort, defaulting to 2. When _edDefeats >= edDefeatAbort, abort at Like a Bat Into Hell for manual continuation. Remove Ka Coins if there is a cost to return to the fight.
 
Found a problem with ed support. No [use] links on items gained before death. Steps to reproduce:

  1. Enter a fight
  2. Use lash of the cobra to acquire an object that can be used, such as a potion.
  3. Die
  4. Resurrect back into the fight and WIN WIN WIN!
  5. At end of the fight, there is a section called "Found in this fight:" where the fithworm gland or whatever you pickpocketed will be listed. There will not be a [use] link.
 
Isn't that true of any item you pickpocket during a fight? Not to say it's correct, but I don't think it's restricted to Ed.
 
Nope! Here's evidence to the contrary. Item acquired with rave steal appears with a [use] link after the fight.

lyEVTlN.png
 
Using a banisher that doesn't win the fight doesn't reset _edDefeats. I thought about setting it in BanishManager, but then it would be incremented later in FightRequest. Setting it to -1 for Curse of Vacation would work, but that seems like a poor solution to use for every applicable banisher.
 
Found a problem with ed support. No [use] links on items gained before death. Steps to reproduce:

  1. Enter a fight
  2. Use lash of the cobra to acquire an object that can be used, such as a potion.
  3. Die
  4. Resurrect back into the fight and WIN WIN WIN!
  5. At end of the fight, there is a section called "Found in this fight:" where the fithworm gland or whatever you pickpocketed will be listed. There will not be a [use] link.

I can't reproduce that (filthworm gland was the specific case where I just saw it working properly).
 
Odd. I reproduced it several times. I was killed by 3 of those filthworms after lashing and it happened each time. Tomorrow I'll either get a debug log of it happening or else be unable to replicate it myself.
 
I remember seeing this, but I think it's fixed now --- I saw the [use] links when passing through the filthworms today.
 
Odd. I reproduced it several times. I was killed by 3 of those filthworms after lashing and it happened each time. Tomorrow I'll either get a debug log of it happening or else be unable to replicate it myself.

I have no idea why I cannot replicate it when it happened 3 times in a row during my previous ascension. Just... (sigh). I even tried several plausible variations, but it never happened to me again.

Never mind. Everything is fine. Somehow.
 
I have no idea why I cannot replicate it when it happened 3 times in a row during my previous ascension.
It doesn't happen every time, but I get it almost every run quite randomly. Sometimes it's even behaving different through the 3 gland worms.

I'll be runing turns in a bit and try to get a debug log if it pops up this time.
 
Got it on the 2nd filthworm.

Hatchling: 1. Lash; 2. Flyer + Mild Curse to death; 3. Flyer + kill. The [use] link appeared properly after combat.
Drone: 1. Flyer; 2. Flyer + Lash; 3. Flyer + kill. The decoration is missing.

The 3rd one got the decoration again, so I really can't figure out what the pattern is. Debug log attached.
 

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