I fixed this in v1.09 I noticed it wouldn't change to +pvp gear when I set it, and the settings were changing back to +turns. It should be working properly now. If it's not let me know, and I'll look further into it.
Thank you, but what I meant is that when v1.11 (and v1.12 and v1.13... etc) will come out it will reset the settings because the settings are located within the script file itself. Instead of being kept in a separate file entirely.
Some scripts like OCD inventory management keep their settings in a separate file entirely (it creates one on first run, named after the account being used to login).
Strange, because Mafia looks at your campground to find if you have disco rests.
then it is mislabeled in mafia or in baseline kol, no reason it has to be mislabeled in rollover adventures too. I am not saying to change how it looks it up, just changing the wording of rollover management script to say "free rests" instead of "free disco rests" since not all free rests come from disco.
although honestly it doesn't really matter since its just me being OCD.
changelog said:
1.10 - 4/18/18 Added rollover turns to +PVP fights if you don't have enough gear to fill all slots with +PVP. Fixed some wording.
I am assuming the inverse is also true? where if you selected turns optimization, if you don't have enough gear to fill all slots with turns it fills the remaining slots with pvp items?
oh also, it occurs to me that the method of using maximizer for turns then pvp with -tie will work for all slots except for accessory slots.
For accessory slots you have 3 different slots, so for example if you have 1 pvp item and 1 turns item, using the maximizer twice could first replace accessory number 3 with turns, then replace accessory number 3 with pvp...
For some scenarios (eg, having 2 pvp and 1 turns, or 1 pvp and 2 turns) first removing all 3 accessories (not all items, just accessories) might solve the problem (unless mafia maximizer decides to fill in those extra slots with random equipment which it sometimes does).
but for a scenario where you have 2 pvp items and 2 turns items it would have a problem because it will have to replace one of two items with another, and it will just randomly select it instead of selecting the worse one to remove.
To be more specific, lets say a person has:
PVP +1 overnight accessory
PVP +7 overnight accessory
Turns +1 overnight accessory
Turns +7 overnight accessory
And it is set to maximize turns.
First pass with pvp optimization
Accessory slot 1: heart of volcano (giving +MP/HP per adventure)
Accessory slot 2: PVP +1 overnight
Accessory slot 3: PVP +7 overnight
Second pass with turns optimzation
Accessory slot 1: heart of volcano (giving +MP/HP per adventure)
Accessory slot 2: turns +1 overnight
Accessory slot 3: turns +7 overnight
If you first remove all 3 accessories and you happen to get lucky and it decides to not fill empty slots with random junk then you get.
First pass with pvp optimization
Accessory slot 1: PVP +1 overnight
Accessory slot 2: PVP +7 overnight
Accessory slot 3: empty
Second pass with turns optimzation will randomly be either:
Accessory slot 1: PVP +1 overnight
Accessory slot 2: turns +1 overnight
Accessory slot 3: turns +7 overnight
or:
Accessory slot 1: turns +1 overnight
Accessory slot 2: PVP +7 overnight
Accessory slot 3: turns +7 overnight
where obviously the latter is preferred. Fixing it though would be a real pain to program though... so maybe just document it and say "hey, you should make sure you have enough accessories for all 3 slots"