Do Richard skills show up in your options even when the bomb/bandage/whatever is unavailable? If so, is there any clue in that menu that they will work or not work? If they do show up there and no clue is provided on the page anywhere, they should probably be omitted from batfactors for now.
EDIT: Wait, I remember there being a KoL bug involving Richard skills when specified by number. Has that still not been fixed?
Two things:
First, SmartStasis doesn't seem to handle the slimes on the Sauceror Nemesis quest. It just kills them with spells, rather than using the sprayer to kill them and harvest their slimy rewards. Do these scripts have slime-harvesting intelligence? If they handle slime-harvesting, could Crowther's fix be the source of my trouble?
Second, a question ... SmartStasis (and/or WHAM) keeps using my CSA Obedience grenades against monsters that I can kill without them. I've been sticking the grenades in my Closet to save them for worthy targets. Is there some way to mark the grenades as "Don't use these unless you really need them"? Failing that option, could I mark them as "don't use" and save them for boss fights that I run manually?
2) Check historical_price for the grenades and tell me what you get. Type "ash historical_price($item[obedience grenade])" in the CLI.
> ash historical_price($item[obedience grenade])
Returned: 0
> searchmall obedience grenade
Searching for "CSA obedience grenade"...
Search complete.
12 @ 200 meat
14 @ 285 meat
32 @ 300 meat
> ash historical_price($item[obedience grenade])
Returned: 0
> ash historical_age($item[obedience grenade])
Returned: ∞
> buy CSA obedience grenade
Searching for "CSA obedience grenade"...
Search complete.
Purchasing CSA obedience grenade (1 @ 200)...
You acquire an item: CSA obedience grenade
Purchases complete.
> ash historical_price($item[obedience grenade])
Returned: 200
> ash historical_age($item[obedience grenade])
Returned: 0.00011574073869269341
r11296 | roippi | 2012-07-17 17:06:43 -0400 (Tue, 17 Jul 2012) | 1 line
When performing exact mall searches in the GUI, update mall_price (and historical_price) appropriately for that item, once per session.
Ahh, this explains why my hoboplis combat items (from Black-and-Blue-and-Decker) occasionally get used. They have an autosell of 150 meat, but are worth far more than that to me because of the hassle of replacing them.The 50 meat fallback value is just in there for items with unknowable values (untradeable with no autosell value) to keep them from being worthless; it wasn't meant as a default value for items. I'll change this since I've also had BatBrain throw some items seemingly unreasonably, just because it had a historical price of 0 for them.
Ahh, this explains why my hoboplis combat items (from Black-and-Blue-and-Decker) occasionally get used. They have an autosell of 150 meat, but are worth far more than that to me because of the hassle of replacing them.
Ha! I was worried someone would ask that. I wanted to get one of every item from Hobopolis and I had plenty of nickles so I figured, "Yeah, those too." When I later lost them in combat, I cared for about 10 seconds and then tried to remember why I felt I needed them.Crowther: Why the heck did you bother to spend hobo nickles on those things? For your display case?
@shazbot: The !hpbelow flag was correct -- by itself it means the action will repeat unless you lose HP. The KoL bug I'm referring to is the one where KoL has an error when you try to specify Richard skills by number in a macro. Try submitting a macro manually: "skill 7021" when the skill is available to your character and see what it gives you.
If it gives you an error, that's a KoL bug which should be reported (possibly again), if only to remind them it's actually important to some people.
Skill 7021 as a macro aborts, so it's still broken in KOL. I guess it should be removed from batfactors then?
Call me persnickety, but I have generally made a rule of not coding workarounds for either KoL or mafia bugs unless they make my scripts unusable. Mafia bugs are usually fixed extremely quickly, which partially validates this policy. KoL doesn't seem to have quite the same stellar bugfixing record, but a little more pressure from users may help them bump up the priority on bugs which are priorities for their users.
For now, if you are adventuring in Hobopolis using a BatBrain-powered CCS, removing Richard skills from batfactors is probably advisable. Also, spading and then telling me the special attack information for hobos in various zones would probably considerably improve BatBrain's performance there!