Theraze
Active member
I know there's been talk of adventures v. turns spent and all of that, but... do we currently have a command that will give the (estimated, to be sure) turnip cost for the next adventure in a location? Obviously certain choice adventures may throw this off... The bugbear pens have the -10 adventure trophy-bait, and lots of spots have 0 adventure choice possibilities.
I'm mainly looking for a good way of knowing that adventuring underwater will cost 2 adventures if you don't have fishy and that adventuring in the desert will cost 2 adventures if you aren't already ultrahydrated. There may be other locations with similar +adventure variable costs, but... if I can leverage mafia's internal know-how, great. If it's just more script overhead, that works too...
Was just thinking int turnip_cost(location) or even int turnip_cost(location, turnips) would be useful and let people do a bit of sanity-checking before they complain about why mafia uses 60 adventures for their 20 vacations. Then when they complain, we could suggest they do
I'm mainly looking for a good way of knowing that adventuring underwater will cost 2 adventures if you don't have fishy and that adventuring in the desert will cost 2 adventures if you aren't already ultrahydrated. There may be other locations with similar +adventure variable costs, but... if I can leverage mafia's internal know-how, great. If it's just more script overhead, that works too...
Was just thinking int turnip_cost(location) or even int turnip_cost(location, turnips) would be useful and let people do a bit of sanity-checking before they complain about why mafia uses 60 adventures for their 20 vacations. Then when they complain, we could suggest they do
and have it spend their 60 adventures vacationing.adventure(60/turnip_cost($location[mysticality vacation]), $location[mysticality vacation]);