Bug - Fixed Slay the Dead = no items?

ckb

Minion
Staff member
For some reason, Slay the Dead seems to not be parsed correctly and results in no item tracking by Mafia. Refreshing inventory manually fixes this.
I noticed this when my script failed to use any evil eyes in the Nook despite them dropping.

Code:
[435] The Defiled Nook
Encounter: spiny skelelton
Round 0: ckb1 wins initiative!
Round 1: ckb1 executes a macro!
Round 1: ckb1 casts SLAY THE DEAD!
Round 2: ckb1 wins the fight!
After Battle: Your Evilometer emits a single beep. The air in this part of the crypt smells slightly less evil...
After Battle: You trench cape ripples as an evil draft blows and then quiets, it feels less evil in here!
After Battle: Your nanites absorb your fallen enemy. Cool.
After Battle: You gain 1 Moxie

Confirmed that this also happens outside the Nook (also in the Alcove).
 
Last edited:

ckb

Minion
Staff member
I could not get this to repeat in aftercore. I'll jump back into a run and get a debug log.
 

ckb

Minion
Staff member
Debug log attached. In the Nook with Slay the Dean and items/no items
 

Attachments

  • DEBUG_20220425.txt
    61.2 KB · Views: 2

Veracity

Developer
Staff member
I see the four items in the fight HTML parse tree.
I see no indication they were registered.

I have taken that HTML and created a unit test that fails.
How hard can it be to make it succeed? :)
 

Veracity

Developer
Staff member
Revision 26370. It was an issue with the message the Cloak gives you when it clears extra evilness in the Cyrpt.
 
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