if(my_path() == "Bees Hate You")
foreach it in heal
if(it.to_string().to_lower_case().index_of("b") != -1)
remove heal[it];
case black_market_available() && my_path() != "Bees Hate You":
return to_string(80.0/ heal[$item[black cherry soda]].avemp);
Any chance of applying something like the zlib be_good function to the final healing product?Using 2 mummy wrapping...
You acquire an item: really thick bandage
Finished using 2 mummy wrapping.
Using 2 mummy wrapping...
You acquire an item: really thick bandage
Finished using 2 mummy wrapping.
Using 2 really thick bandage...
You are too scared of Bs
Is there any way to prioritize the hot tub and/or nuns for HP healing? They are limited uses per day but also free.
Another Bees Hate You thing:Any chance of applying something like the zlib be_good function to the final healing product?
I'm regenerating MP every turn (with Sauceslinging), and the script keeps using items to restore HP (tiny house, phonics down) instead of just casting. How about a setting that uses MP to heal if above Mafia's mana burning setting?
I assume he wants to always use hp restore skills if his current mp is greater then the amount in which mafia would start burning mp on buffs, instead of using items even if the cost effectiveness is less since he's generating an excess of mp in combat.
Does it recognize pokemann band-aids as healing items? I haven't seen it try to use one.
Especially if all extendable buffs are already at limit and the cost of summoning libram items is already above max MP.
Should it? They give damage reduction, not just healing. Wouldn't it be a waste if they were used for healing instead of as protection before fighting The Man?
Perhaps I should add an option to enable them?
Jeez. Should I really check all that? If someone in ronin has so much spare MP to have accomplished that, she should hardly care if a few healing items get used. My motivation went down to about 1%.