Little word on my current plannings, including the problems I'm looking into.
1) Mom will probably be Monkee step 5. She is the final resident and optional besides, so she makes a good stopping point on that entry.
2) The outfit quest will be another entry with its own steps, only taken after the Monkee quest is completed, and only if the Monkee quest is at least set to step 4. Not entirely sure what to call it yet, since officially it's a continuation of the whole SM quest, but... I'll come up with something. Or accept some random person's suggestion.
3) Mafia doesn't appear to currently track (or set choiceAdventure312, for making it REALLY easy) who dropped the lockbox. This leaves me with four major options.
A) Wait until mafia tracks it.
B) Adventure once at a time anytime we're in the outpost and check last_monster() anytime the lockkey drops. This changes Grandma's quest step as well, since that's actually when mine dropped. Problem with this is tied into dolphin thieves and afterAdventureScripts... if you whistle for a thief, that's your last monster, not the actual right one. Grr.
C) Override normal combat at the outpost with manually healing to given values, running before-battle script, visit_url to adventure, run_combat() or adv1 if it's NC, check for lockbox and mark variable if found, run after-Adventure script.
D) Abort the script anytime the lockkey is found in inventory and provide directions to the user on how to set the value based on whatever they see as the responsible monster.
Item 1 will probably be out within the next day or two. It's basically just buying the black glass and running adventures there, which you can either beat or you can't. Haven't seen anything saying that the "run from all combat" that will get you through 90% of the early sea doesn't work there, so lazy people should still have that option for collecting Mom. Since you do get the sand dollars refunded, we'll probably just buy any additional sand dollars needed, since you can immediately flip them on the market if you aren't going to use them for the skate park and its 15/30 sand dollars per day buff.
The second bit will need to wait for a number 3 decision. Thoughts? A or D are the most reliable and least likely to cause problems, but I'd prefer not aborting if there's any good alternative. B would cause problems for me, since I'm one of those odd people who has both a BBS and AAS that will whistle, in case I forgot or manually did one side or the other.
C is just... ugly. But it should work.
Preferences?
Edit: Currently thinking temple, deepcity, or city Quest/Step. So each would look like seafloor_templeQuest = 4, seafloor_templeStep = 7.
Quest sets which path to follow.
0 means you're indecisive and want to abort when it's time to decide. I'm fine with that.
1 means you want the fighting path.
2 means you want the thinking path.
3 means you want the final path.
4 means you want to do whichever path you need the gear for. If you have the fighting gear, do scholar. If you have the final gear, do that. If you don't have the final gear, do whichever of the first two paths you don't have 2 of yet, but prioritizing one of each. I won't combine your items automatically until you have a spare.