Apparently the top action in your options was the anti-dote, which probably shouldn't be used, but the setting you had on is designed to use the first option available. I do wonder why the script didn't even try to delevel though.
I haven't had any obvious problems with this, but certainly use at your own risk.Mind sharing your blacklist file?
I just started doing the sea, again. I've everything up to date and WHAM used my sea lasso on my very first sea combat.I don't think anything has changed with my setup, but my character is no longer using the sea lasso when adventuring in the sea. It has been working for weeks, and with my last two jumps into the ocean, by the time I get to the sea horse, it hasn't used it at all and I've had to go back and manually do it a few times. Was that feature removed? My zlib still shows the feature checked. Thanks.
I mentioned this before. It's all the monsters in that area (school, library, colosseum, and whatever the pre-colesseum's called). They're immune to staggering too. I just buff higher than should be needed and WHAM does fine.So I'm finally trying out the new sea area, and I noticed in the Mer-Kin Elementary School, WHAM is using entangling noodles but the monsters wriggle free and smack me that turn.
Silent Squirt is working as a 1 round stun though.
My workaround was faster.As zarqon just said, add that to batfactors here: http://zachbardon.com/mafiatools/autoupdate.php
EDIT: It's done. I hope I did it right.
monster 148 0 0 0 nomultistun
monster 149 0 0 0 nomultistun
monster 150 0 0 0 nomultistun
monster 151 0 0 0 nomultistun
monster 152 0 0 0 nomultistun
monster 153 0 0 0 nomultistun
monster 154 0 0 0 nomultistun
monster 155 0 0 0 nomultistun
monster 156 0 0 0 nomultistun
monster 157 0 0 0 nomultistun
monster 158 0 0 0 nomultistun
monster 159 0 0 0 nomultistun
monster 160 0 0 0 nomultistun
monster 161 0 0 0 nomultistun
monster 162 0 0 0 nomultistun
KolMafia said:> ash $location[mer-kin col].get_monsters()
Changing "mer-kin col" to "Mer-kin Colosseum" would get rid of this message ()
Returned: aggregate monster [6]
0 => Mer-kin Balldodger
1 => Mer-kin Bladeswitcher
2 => Mer-kin Netdragger
3 => Georgepaul, the Balldodger
4 => Johnringo, the Netdragger
5 => Ringogeorge, the Bladeswitcher
> ash $location[mer-kin librar].get_monsters()
Changing "mer-kin librar" to "Mer-kin Library" would get rid of this message ()
Returned: aggregate monster [3]
0 => Mer-kin Alphabetizer
1 => Mer-kin Drifter
2 => Mer-kin Researcher
> ash $location[mer-kin gym].get_monsters()
Changing "mer-kin gym" to "Mer-kin Gymnasium" would get rid of this message ()
Returned: aggregate monster [3]
0 => Mer-kin Juicer
1 => Mer-kin Poseur
2 => Mer-kin Trainer
> ash $location[mer-kin elem].get_monsters()
Changing "mer-kin elem" to "Mer-kin Elementary School" would get rid of this message ()
Returned: aggregate monster [3]
0 => Mer-kin Monitor
1 => Mer-kin Punisher
2 => Mer-kin Teacher
And for some reason I read that hearing Mr. Torgue's voice.Crowther, I found your error. There's a tab between "monster" and the following number, whereas you used a space. Important difference!
If you open the script you will notice that there is code for picking hp and mp restoring options. I have so far not been able to come up with a satisfactory way of including this in the combat predictions.
Any ideas are more than welcome
The only current idea I have is to do one run and if no solution is found try again but add a mp restorer first. I'll see if that is in any way useable when I get back home on Monday.
And monster just had to have 7 characters so that a tab or a space following it had the same result on my screen. Thanks for cleaning up my mess.Okay! All those monsters are added properly now.
Crowther, I found your error. There's a tab between "monster" and the following number, whereas you used a space. Important difference!