Bucket de Mowbray
New member
On days when the hermit has clovers available, it's nice to run the spice loop... for anyone not familiar with it, it goes like this:
1. Get a 10-leaf clover from the hermit.
2. Go fishing in the sewer; because of the 10 leaf clover you get your choice of 3 items from a list.
3. Pick spices, a worthless trinket, and anything else.
4. Go to step 1.
This script implements that for folks who don't need hermit permits; it runs until you have 10 turns left but that can be easily adjusted. It's also easy to make a version that purchases hermit permits for each loop, but I don't know of an easy way to automate determining if a permit is needed or not.
1. Get a 10-leaf clover from the hermit.
2. Go fishing in the sewer; because of the 10 leaf clover you get your choice of 3 items from a list.
3. Pick spices, a worthless trinket, and anything else.
4. Go to step 1.
This script implements that for folks who don't need hermit permits; it runs until you have 10 turns left but that can be easily adjusted. It's also easy to make a version that purchases hermit permits for each loop, but I don't know of an easy way to automate determining if a permit is needed or not.
Code:
void go_fishing_until_worthless()
{
while ( item_amount( $item[worthless trinket]) +
item_amount( $item[worthless knick-knack]) +
item_amount( $item[worthless gewgaw])
< 1)
{
buy(1, $item[Chewing gum on a string]);
adventure(1, $location[Sewer (unlucky)]);
}
}
void get_clover()
{
if( item_amount( $item[Disassembled Clover]) < 1 )
{
go_fishing_until_worthless();
trade_hermit(1, $item[Ten-Leaf Clover]);
} else {
use( 1, $item[Disassembled Clover]);
}
}
void onecycle()
{
if( item_amount( $item[Ten-Leaf Clover]) < 1 )
{
get_clover();
}
if( item_amount( $item[chewing gum on a string]) < 1 )
{
buy(1, $item[chewing gum on a string]);
}
adventure(1, $location[Sewer]);
}
void main()
{
while ( my_adventures() > 10 )
{
onecycle();
}
}