Two more fun tidbits.
Activating the 9th control panel not only adds the airborne mutagen but increases ALL the monster ML by 150... or not.
When I started playing today, I noticed that, yes, all the monsters had +150 to their attack, etc. Then I realized something was missing: First round...
Mother hellseals are affected by ML with regards to their HP only. I know their attack and defense aren't affected by it.
Cave bars, yeah, I guess he did already establish an independent mechanic. Just doesn't stick out as much.
By the looks of things, ML can be applied 4 ways now.
1) No...
I must have missed the update. <reads monsters.txt> Hoo boy. It's stats are off. Taking the lab monkey, it always has 200 ATK, regardless of the control panel, but the control panel adds 150 ML for the 3rd and 4th panels. Functionally, this changes the experience and can hide the ML from scripts...
No it's not. If you raise it's ML by 150, then it will be, but the critter itself isn't.
Adjusting settings at the Mysterious Control Panel adds bonus ML to creatures in the Mysterious Gov't Lab.
Hope that helps!
In the Haunted Kitchen, you can only open 1-4 drawers a fight. When the adventure again told me I could open 10, I was skeptical. In fight.ash, line 219 should read: abox.append("<p>You will open <b>"+rnum(minmax(floor(max(numeric_modifier("Hot Resistance"), numeric_modifier("Stench...
Taking equipment from non-active familiars doesn't actually add it back into mafia's inventory until you refresh.
> ash equipped_item($slot[familiar])
Returned: Snow Suit
<snip proxy fields>
> ash use_familiar($familiar[Mosquito])
Putting Hobo Bobo the Hobo Monkey back into terrarium...
It looks like it. I'm not getting any errors and I generally hit that shop daily. My farmer seems to love coffee pixie sticks, and today he snorted them without a hitch, buying tokens, buying sticks, etc.
<picks up mic> "So apparently I broke Windows. Yeah, which means it doesn't crash anymore!" <rimshot>
... I know you're out there, I can hear you leaving.
> ash have_effect($effect[Disco Fever])
Returned: 1167have_effect will return an integer based on how many turns you have left. You'll like want to build an array of effects with their remaining turns. IIRC, one method you could do would be to sort a record array.record{
skill b;
turns t...
Purchasing still not working. Got this from the debug log:Verifying ingredients for coffee pixie stick (1)...
Purchasing coffee pixie stick (1 @ 10 tickets)...
Visiting the Arcade Ticket Counter...
class net.sourceforge.kolmafia.request.TicketCounterRequest
Connecting to shop.php...
Requesting...
I see the change you made in the diff, but what has me curious is why was it still setting the preference to false? Unless I'm misreading something, wouldn't it just skip calling handleTownChange() and leave the preference alone? Or was something else forcing the change?
Huh. That's weird. I visited town.php, the html has "town_tower" in it, but the preference stayed false. I changed it to true, visited town again, and it was back to false.