I have only done 2 Plumber run, but I think you can eat to 20, then free the king to end up in aftercore with 20/15 fullness with no ill effects. It would be nice to add a Path of the Plumber reminder to eat to fullness before breaking the prism.
Depending on how much fullness I have left, an extra 5 fullness of not so great food is worse than having 5 fewer fullness, but filling it with better food. Still, that's a choice you should make.
Revision 19781 adds TWO warnings at the Prism if you are a Plumber:
- Eat to use your excess fullnes
- Visit the mushroom district to spend coins.
It also fixes the maximizer to not see my fire flower in inventory and think it's the potion.
I also got a DEBUG log when I broke the prism to try and track down the red "you are in a choice" message. It is bizarre: After feeing the king and fetching the charpane - twice - KoLmafia issued a request to "place.php?whichplace=town_wrong" - which redirects to choice.php and generates the error. It does that with an actual PlaceRequest of its own volition.
I cannot see where that came from. No java code. No scripts.
Next time, I'll request a stack trace in PlaceRequest.run() and see what I can figure out.
I also verified that Waveracity is a proper clone of Wa%playername/lowercase% - it showed me the item drop under the monster info, "ash last_monster()" was as expected, and so on.
Here are all the things I can think that could use some improvement. Perhaps in order of importance:
1) "restore hp" as coded is useless, since you cannot rest at campsite or campaway tent to gain HP or use any items other than mushroom, deluxe mushroom, super deluxe mushroom.
If I click the "restore HP" link in the charpane, that calls "restore hp" - which, as configured for me, goes to the campaway tent, which restores only MP.
2) Is there a maximum number of plumberPoints?
I expect there is, but nobody knows the limit, yet. Small change will be needed in setting the plumberPoints property, once we know.
3) Ambiguous skill names for ASH $skill[]
Yeah, OK. You can get the combat skills with to_skill( # ). If we gave $skill[] disambiguation via [#], as we do with items and effects, you still have to know the skill numbers. Still the "right" thing to do, but not, to my eye, of high priority.
Anything else?