Never mind that it's cheaper to use those love songs than it would be to heal or recover MP after the fight.
Yeah, it's sad people don't understand basic economics, but I block all items in aftercore, because I already lost my frostball twice and all my hobo market items. WHAM always puts another item in with funksling, even if it is useless. And well, bugs. So, I don't think it's fair to characterize people who wanted this option was uninformed hoarders. I'm fine with paranoid jerk, though.People understandably want to hoard their stuff, so this setting is for them. Never mind that it's cheaper to use those love songs than it would be to heal or recover MP after the fight.!
II) When you can't immediately buy a replacement item (i.e. it's untradeable or you don't have mall access), using an item has an opportunity cost beyond the actual price of the item. For items which drop from monsters, the opportunity cost (in adventures) can be programatically calculated. If (turns required for farming replacement)*valueOfAdventure were added to the cost of irreplaceable items, I strongly suspect BatBrain would often forgo their use. This option would almost certainly slow the script down, though, which is something I'd very much like to avoid where possible.
c) Some kind of weighted factoring of the value of MP, perhaps based on the percentage of your total MP that an action would cost. This seems to be the best option in terms of not slowing the script down, but also the most difficult to calculate. Formula suggestions?
so I suspect the effect of this would be "don't use items"
I think that worth of MP should somehow factor in MP recovery settings (but I don't use those).
What I am getting at is, if I am down to 10 mp, then each mp is important. When I have 1000 MP (actual usable mp, not just the maximum), then I usually don't want to wait before I can use it.
Lazy fix for olfacting bounty monsters:Code:// second, set puttifaction for bounty monsters if (to_bounty(get_property("currentEasyBountyItem")).monster == m) should_olfact = true; else if (to_bounty(get_property("currentHardBountyItem")).monster == m) should_olfact = true; else if (to_bounty(get_property("currentSpecialBountyItem")).monster == m) should_olfact = true;
Since I don't believe we track how many of the bounty items we've gotten in an easily accessed way besides parsing the preference with a split_string manually, I didn't try to do anything fancy for putty. But at least this way it doesn't take 54 adventures for a simple bounty anymore...
if (should_olfact) encustom(custom_action("attract"));
if (should_extract) encustom($item[DNA extraction syringe]);
wiki said:The Rock Promoters are long gone, and the scheduled day of the show has passed. You toss the stack of flyers in a trash can.
Sorry, I wasn't clear. KoL gets rid of the flyer when you use it after the quest is closed. So if mafia and KoL become out of sync, then WHAM will try using it a second time, etc.I don't know if mafia tracks that, but that only matters if the person goes there to get rid of the flyers, so checking for them in inventory isn't sufficient.
Obviously, "flyerML < 10000" is not the correct check for "should I do more flyering?" If a script attempts to use flyers after the war is done, I consider that to be a bug in the script.
Bump that currently SS doesn't have any bounty handling and these 3/4 lines make it happen again.