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    Building from the SVN?

    Before I start playing and trying things myself does anyone know what changes I would need to make to the build.xml file to make the svnversion bit of the ant build work with Tortoise SVN under windows XP ? Svnversion does not exist on my system, I believe the equivalent programs is...
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    One-Click Wossname -- automatic level 12 quest completion

    The count was under as it didn't count that monster as having killed any hippies. So 999(what it should have been) - 8(for the one it didn't count) +3(11-8 for the one it counted wrongly) = 995 the count the script thought I had. But when I displayed the battle field in the relay browser it...
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    One-Click Wossname -- automatic level 12 quest completion

    OK I've found the place where it missed out counting hippies [10439] Battlefield (Frat Uniform) Encounter: War Hippy Elder Shaman Round 0: Pogryl wins initiative! Round 1: Pogryl attacks! Round 2: Pogryl attacks! You acquire an item: Gaia beads You acquire an item: carbonated soy milk You...
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    One-Click Wossname -- automatic level 12 quest completion

    Firstly as regards the count going wrong - here's and example from my session log where it jumps 11 at one point although it was already wrong before this. [10451] Battlefield (Frat Uniform) Encounter: War Hippy Airborne Commander Round 0: Pogryl wins initiative! Round 1: Pogryl attacks! Round...
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    One-Click Wossname -- automatic level 12 quest completion

    Right, well the problem with it stopping at the next step was something I'd added, putting in an extra print to debug. The good news is it went to the end and killed 999 on each side, the (only slightly) bad news is that it thought it had only killed 995 hippies. I'll have to go back though the...
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    One-Click Wossname -- automatic level 12 quest completion

    OK ran this and it stopped at the junkyard with "unable to complete step 9" using the optimal strategy It appeared to be getting false back from the junkyard subquest function and not running anything in this so I added a print statement to check and lo and behold it ran the sidequest...
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    One-Click Wossname -- automatic level 12 quest completion

    Just trying this now, will let you know how I get on One little change I could suggest, change the custom combat to :- [ guy made of bees ] item jam band flyers,antique hand mirror as if you don't have funkslinging Mafia just ignore the second item so this would work in all cases. Tom
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    Checking if the the manor is open

    Forgive me for being slow, dense, inexperienced or whatever combination of all three, but just how do I do this from a script? I take it I should look for the jpg for the pantry or the Manor on the right side of tracks, but I haven't the foggiest idea how to code this.
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    Checking if the the manor is open

    I've a feeling this has been asked before, but I can't find it so sorry if I'm doubling up. Is there a way in a script to check if Spookyraven manor has been opened up?
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    using "acquire" - problem/bug?

    Thanks Holatuwol - yet again!
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    using "acquire" - problem/bug?

    yes, it's checked. Has anybody else tried to reproduce this problem?
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    Pagoda Script

    OK - here's a very rough, but working (well in softcore anyway), Pagoda script.
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    using "acquire" - problem/bug?

    Sorry, I was being a bit vague as I've had this problem on several different versions of mafia trying to acquire several different things and only just got around to spading out what circumstances seem to cause it. Most of my problems have been running scripts but it also happens from the...
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    automatic stops when adventuring

    Ah, I was testing the script before adventuring, it's very possible I still had the overnight gear equipped, including a sword behind......
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    automatic stops when adventuring

    Do the automatic stops work when you script "adventure * somewhere" without conditions set? eg. when you hit " to the manor born" in the pantry. I thought they did, but when I just tried it it just seemed to keep going on, unless, of course, I'm doing something wrong again......
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    using "acquire" - problem/bug?

    I seem to hit a a problem sometimes when using acquire/retrieve item. It works as I would expect it ( creates or buys) if I ask for "x" of an item and I have none of them and does what I would expect (nothing) if I already have "x" or more of them. However if I have "y" of the item, where "y"...
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    Broken script-ness. Help fix?

    But as it hasn't got a main() does ash just default to starting at the first function?
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    Making sure a script is rune once a day only.

    Re: Making sure a script is run once a day only. I was planning on doing a version of the mushroom script which could be run as or added to, the daily start-up script run automatically when you start Maifa. Last time I tried to test the current version I forgot to run it one day and so messed...
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    Making sure a script is rune once a day only.

    Does anyone know a way of making sure a script has not been run before that KOL day? I.e from rollover to rollover. The only date functions I can find seem to use real-world date/day which may or may not coincide with the KOL one. Tom
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    Modified mushroom script to produce 3rd +4th gen crop

    I've posted a sightly corrected version of this script in the first post, but have still not managed to test it 100% as my internet connection went down for 4 days first time through and haven't had a character with a long enough run muscle sign since, but I have got it as far as producing...
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