Feature - Implemented Spelunky Helper

Ok, so the problem seems to only occur when I find an item the same combat that I use another (e.g. I throw a rock and find a skull, mafia still thinks I have the rock). This the beginning of a new game where it only happens in those situations, but I noticed the pattern in multiple battles before this (my printouts are calls to available_amount($item[rock]) and available_amount($item[crumbling skull]).

Code:
{40} The Ice Caves
Encounter: yeti
Round 0: Hellno wins initiative!
Round 1: Hellno casts THROW BOMB!
Round 2: yeti takes 50 damage.
Round 2: Hellno wins the fight!
After Battle: You gain 15 gold

{39} The Ice Caves
Encounter: yeti
Round 0: Hellno wins initiative!
Round 1: Hellno casts THROW BOMB!
Round 2: yeti takes 50 damage.
Round 2: Hellno wins the fight!
After Battle: You gain 15 gold
You acquire and equip an item: rock

> rocks: 1
> skulls: 0

{38} The Jungle
Encounter: tikiman
Round 0: Hellno wins initiative!
Round 1: Hellno casts THROW ROCK!
Round 2: tikiman takes 30 damage.
Round 2: Hellno wins the fight!
After Battle: You gain 8 gold

> rocks: 0
> skulls: 0

{37} The Ice Caves
Encounter: A Shop
Buying a pair of X-ray goggles for 50 gold
Took choice 1028/4: Buy a pair of X-ray goggles for 50 gold
choice.php?pwd&whichchoice=1028&option=4
Encounter: A Shop
You acquire an item: X-ray goggles
Buying a sturdy machete for 15 gold
Took choice 1028/3: Buy a sturdy machete for 15 gold
choice.php?pwd&whichchoice=1028&option=3
Encounter: A Shop
You acquire and equip an item: sturdy machete
Buying a key for 30 gold
Took choice 1028/2: Buy a key for 30 gold
choice.php?pwd&whichchoice=1028&option=2
Encounter: A Shop
Buying a bomb for 5 gold
Took choice 1028/1: Buy a bomb for 5 gold
choice.php?pwd&whichchoice=1028&option=1
Encounter: A Shop
Took choice 1028/6: leave
choice.php?pwd&whichchoice=1028&option=6

{37} The Jungle
Encounter: scorpion
Round 0: Hellno wins initiative!
Round 1: Hellno attacks!
Round 2: scorpion takes 15 damage. (35 muscle vs. 30 defense)
Round 2: You lose 6 hit points (30 attack vs. 35 moxie)
Round 2: Hellno attacks!
Round 3: scorpion takes 13 damage. (35 muscle vs. 30 defense)
Round 3: You lose 7 hit points (30 attack vs. 35 moxie)
Round 3: Hellno attacks!
Round 4: scorpion takes 13 damage. (35 muscle vs. 30 defense)
Round 4: Hellno wins the fight!
After Battle: You gain 9 gold

{36} The Jungle
Encounter: tikiman
Round 0: Hellno wins initiative!
Round 1: Hellno attacks!
Round 2: tikiman takes 13 damage. (35 muscle vs. 30 defense)
Round 2: You lose 6 hit points (30 attack vs. 35 moxie)
Round 2: Hellno attacks!
Round 3: tikiman takes 14 damage. (35 muscle vs. 30 defense)
Round 3: You lose 6 hit points (30 attack vs. 35 moxie)
Round 3: Hellno attacks!
Round 4: tikiman takes 16 damage. (35 muscle vs. 30 defense)
Round 4: Hellno wins the fight!
After Battle: You gain 9 gold
You acquire an item: boomerang
You acquire and equip an item: crumbling skull


> rocks: 0
> skulls: 1

{35} The Jungle
Encounter: tikiman
Round 0: Hellno wins initiative!
Round 1: Hellno attacks!
Round 2: tikiman takes 13 damage. (35 muscle vs. 30 defense)
Round 2: You lose 6 hit points (30 attack vs. 35 moxie)
Round 2: Hellno casts THROW SKULL!
Round 3: tikiman takes 20 damage.
Round 3: Hellno wins the fight!
After Battle: You gain 10 gold
You acquire and equip an item: crumbling skull

> rocks: 0
> skulls: 2

{34} The Temple Ruins
Encounter: Idolatry
Took choice 1036/4: gain 250 gold and lose 50 hp
choice.php?pwd&whichchoice=1036&option=4
You gain 250 gold
You lose 50 hit points

{34} Rest at Base Camp
You gain 35 hit points

{33} The Jungle
Encounter: scorpion
Round 0: Hellno wins initiative!
Round 1: Hellno attacks!
Round 2: scorpion takes 14 damage. (35 muscle vs. 30 defense)
Round 2: You lose 6 hit points (30 attack vs. 35 moxie)
Round 2: Hellno casts THROW SKULL!
Round 3: scorpion takes 20 damage.
Round 3: Hellno wins the fight!
After Battle: You gain 8 gold

> rocks: 0
> skulls: 1

//TIME WARPING TO MORE DATA

{28} The City of Goooold
Encounter: mummy
Round 0: Hellno wins initiative!
Round 1: You thrust your torch at your foe, dealing 8 damage.
Round 1: mummy takes 8 damage.
Round 1: Hellno casts THROW BOMB!
Round 2: mummy takes 50 damage.
Round 2: Hellno wins the fight!
After Battle: You gain 25 gold
You acquire an item: rock
After Battle: By the light of your torch you find a gleaming jewel!
After Battle: You gain 10 gold

> rocks: 1
> skulls: 1

equip off-hand rock

equip hat X-ray goggles


{24} The Jungle
Encounter: tikiman
Round 0: Hellno wins initiative!
Round 1: Hellno casts THROW ROCK!
Round 2: tikiman takes 30 damage.
Round 2: Hellno wins the fight!
After Battle: You gain 9 gold
You acquire and equip an item: crumbling skull

> rocks: 1
> skulls: 2
 
Last edited:
OK, it happened to me - but I did not have a breakpoint set.

Code:
31} The Jungle
Encounter: tikiman
Round 0: Veracity wins initiative!
Round 1: Veracity casts THROW ROCK!
Round 2: tikiman takes 30 damage.
Round 2: Veracity wins the fight!
After Battle: You gain 9 gold
You acquire and equip an item: rock
After Battle: By the light of your helmet you find a bomb!
After Battle: You find a bomb

{30} The Jungle
Encounter: tikiman
Round 0: Veracity wins initiative!
Round 1: Veracity casts THROW ROCK!
Round 2: tikiman takes 30 damage.
Round 2: Veracity wins the fight!
After Battle: You gain 10 gold

[color=green]> inv rock[/color]

rock

[color=green]> ash available_amount($item[8042])[/color]

Returned: 1
I wonder if it happens when you acquire and equip a rock in the same battle where you threw one?
 
Veracity, do you think that this feature has been fully implemented or is there something left on the to-do list?
 
I don't intend to implement any more features. I guess that means that any new bugs Hellno (is that "Hell No!" or "Hell Number"? :)) discovers will just need to get Bug Reports. I'm OK with that.

(Did you notice the ChIT bug ungawa reported? Probably not, since it wasn't in the ChIT thread.)
 
I noticed. Haven't really gotten around to looking at it though. (Fortunately the bug is low impact.) Thanks for pointing it out in case I wasn't reading thoroughly.
 
Veracity said:
I don't intend to implement any more features. I guess that means that any new bugs Hellno (is that "Hell No!" or "Hell Number"? ) discovers will just need to get Bug Reports. I'm OK with that.

(Did you notice the ChIT bug ungawa reported? Probably not, since it wasn't in the ChIT thread.)

Hell no, of course! I mean.. it doesn't make much sense as a name, but at least a little more than hell number? O_o

I noticed. Haven't really gotten around to looking at it though. (Fortunately the bug is low impact.) Thanks for pointing it out in case I wasn't reading thoroughly.

charpane.ash line 6510

index will be 0 if you have no mood active.

Add the following before line 6513

Code:
	if (index < 0) //apathetic mood
		index = source.index_of("</center><center><font size=1>[<a href=\"charpane.php\">refresh</a>]</font>");
 
Speaking of bugs, I did just encounter another one where mafia thought I had 2 spring boots when in fact I had 1 springy and 1 spiked. The spiked boots were found at the altar (I noticed the issue when I had 11 turns left). The log says spiked boots so I have no idea what happened:

Code:
{20} The Altar
Encounter: Spelunkrifice
Took choice 1041/1: sacrifice buddy
choice.php?pwd&whichchoice=1041&option=1
You have sacrificed your Buddy, A Skeleton
You acquire an item: spiked boots

Edit: So I don't think the problem necessarily occurred when I received the boots. Mafia just seems to get awfully confused about whether I'm wearing boots or not (for example I'm currently wearing spiked boots, but mafia thinks my acc1 slot is empty).

edit2: It seems the problem was caused by that I used equip($item[spiked boots]) instead of equip($slot[acc1],$item[spiked boots]) in one place.
 
Last edited:
It seems the problem was caused by that I used equip($item[spiked boots]) instead of equip($slot[acc1],$item[spiked boots]) in one place.
Interesting. When you equip without specifying a slot, KoLmafia takes the slot implied by the item type. For accessories, it attempts to do what KoL itself will do - which is to put it into an empty slot, if there is one. Spelunky, however, only has one accessory slot, so boots always go into slot acc1. If you are already wearing spring boots, equipping spiked boots without specifying the slot will think they went into acc2 - and then when we refresh the charpane, we will see them in acc1.

I'll look into it.
 
Revision 16329 forces Spelunky boots into the acc1 slot if you don't specify a slot.

For that matter, it forces them into acc1 if you specify acc2 or acc3 - or pants. I suppose that is different than other bad slot usafe in the equip command, where we tell you "You can't equip HAT in the PANTS slot", say, but I don't care. :p
 
I don't intend to implement any more features. I guess that means that any new bugs Hellno (is that "Hell No!" or "Hell Number"? :)) discovers will just need to get Bug Reports. I'm OK with that.

This is now officially implemented!
 
Mafia is stopping me from spelunking because I'm too drunk (You are too drunk to continue.), even though

1. You are allowed to spelunk drunk
2. I'm not even drunk (I believe it started giving me an error as soon as my drunkness was > 0)

This is when I'm using the adv1() function.
 
Mafia is stopping me from spelunking because I'm too drunk (You are too drunk to continue.), even though

1. You are allowed to spelunk drunk
2. I'm not even drunk (I believe it started giving me an error as soon as my drunkness was > 0)

This is when I'm using the adv1() function.

16332
 
Back
Top