Script Aborts at Holiday Monsters

ProgrammerXIV

New member
I apologize if this is something obvious; I'm relatively new to using KoLmafia, and I wasn't able to find an answer on the wiki or forums.

For context, I'm not using any of the built-in features of the interface; I'm just running a script of my own creation.

The problem I'm having is that whenever combat begins with a wandering holiday monster, such as those for El Dia de Los Muertos Borrachos, the script aborts with the 'You're on your own, partner.' message. Nothing in my script should be forcing it to abort, and I'd like to handle these monsters as if they were any other monster at the location. Is there a way to override what seems to be the default behavior to abort in these encounters? The only setting in the interface that seemed relevant is stopping automation when encountering an ultra-rare monster, but turning that off didn't seem to make a difference.

Any insights you have would be appreciated!
 
Holiday monsters are what KoL considers "special" monsters. Presumably, you are not using a custom combat script; as these monsters disable auto-attack by default Mafia won't finish the fight.

You should go into KoL's "Options", then "Combat", then "Enable auto-attack even against boss and special monsters".

Alternatively, if your default battle action is not successfully killing the monster, Mafia will abort mid-fight.
 
Holiday monsters are what KoL considers "special" monsters. Presumably, you are not using a custom combat script; as these monsters disable auto-attack by default Mafia won't finish the fight.

You should go into KoL's "Options", then "Combat", then "Enable auto-attack even against boss and special monsters".

Alternatively, if your default battle action is not successfully killing the monster, Mafia will abort mid-fight.
Thanks for the response, Ryo! I'm using run_combat() and passing a basic function I've written to determine the next combat action. I was completely unaware of Kingdom of Loathing's own built-in combat scripting, so I had no idea about that setting. I've now checked the "enable auto-attack" setting. Just to make sure, would KoLmafia abort due to this setting under the conditions I just described? I'd test myself, but it'll be a long time before I have more holiday monsters to fight.
 
if you're using run_combat(), that implies you're using visit_url() instead of adventure() or adv1() to start combats? The latter combined with custom combat scripts, combat filter functions or macros is more usual I think.

I have no idea whether Mafia would abort. I don't know why it aborted in the first place.
 
Thanks for the response, Ryo! I'm using run_combat() and passing a basic function I've written to determine the next combat action. I was completely unaware of Kingdom of Loathing's own built-in combat scripting, so I had no idea about that setting. I've now checked the "enable auto-attack" setting. Just to make sure, would KoLmafia abort due to this setting under the conditions I just described? I'd test myself, but it'll be a long time before I have more holiday monsters to fight.
Hey, welcome to Mafia! Please forgive me if you already knew this, but you can use scripts written by others. You don't have to know ASH scripting to use Mafia. For example, check out some of the options available in the Custom Combat Settings forum. Personally, I use WHAM as my combat script. WHAM doesn't always make the same choices that I would make, but it's pretty good at killing monsters with a minimal amount of effort.

Enjoy the Kingdom!
 
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