I was hoping that people who write or use counterScripts might be interested in chiming in on this. Apparently not. Should I just mark this "Implemented"?I wonder if we should pick up the effect name and integrate them with KoLmafia counters, so that we'll stop automation when one expires, a counterScript can do something with them, or whatever. Probably.
Would it be useful to automatically turn KoL timers into KoLmafia counters?
Now see, I wish you had spoken up about this the (several) times I asked about this earlier.I normally use KoL timers when the mafia counter will expire silently, as the KoL timer will pop an alert box when there is 1 turn left. I always do this for the shore counter and, until recently, I always did this for the semirare window start counter.
Now see, I wish you had spoken up about this the (several) times I asked about this earlier.
It sounds to me like a KoL timer is a "hard" timer rather than an informational timer. You say it expires when there is 1 turn left? So, if the fortune cookie says "150" and you set a timer for "150", it expires after 149? In other words, before you take turn #150.
It does sound like we could merge "hard" KoLmafia counters into KoL timers (assuming the user hasn't used them all up) (assuming we could associate our own names, and hopefully icons, with a particular timer). Conversely it seems like we could turn KoL timers into "hard" KoLmafia counters and let counter scripts react exactly as they do for KoLmafia-generated counters.
I'll reopen this for further consideration.