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  1. jasonharper

    First (real) attempt to make an ash script: Sewer.ash

    You can change your CCS via a preference only because somebody wrote some code to detect that specific preference being changed, and update the GUI accordingly. There's no equivalent code for setting your mood via a preference, and no reason for anybody to write such code since there's already...
  2. jasonharper

    Bug - Fixed Drink Helpers not used

    The code currently only supports a single kind of helper queued at any given time.
  3. jasonharper

    Bug - Not A Bug Disembdied Hand breaking outfits I want to equip.

    Putting on a saved outfit is something KoL does itself - and it doesn't support stealing items from non-current familiars like mafia does. Now that we track the contents of custom outfits, it's at least possible to detect that the problem is going to occur, and possibly fix it, but it's still...
  4. jasonharper

    Senior moment with $item[]

    All of the syntax forms starting with a $ are constants, evaluated at compile time, just like a string in double-quotes. Would you expect the value of the string "hello" to change just because you also had a variable named hello? Run-time type conversions are done via functions like to_item().
  5. jasonharper

    to_effect(skill) and "does not match anything in the status effect database"

    to_effect(skill) doesn't do quite what you want, anyway: it can return things that are related in some way other than "skill grants effect". For example, the Hot Breath skill is granted by having the Hot Breath effect active, exactly the opposite of what you're looking for. Effects have a...
  6. jasonharper

    Bug - Fixed Greater than Sign default goal

    Goals have always overridden your choice settings, as far as I know - code is in ChoiceManager.pickOutfitChoice(). Unfortunately, the mechanism currently only supports a single, directly-obtained item per choice, there's no concept of a choice that can lead to multiple possible items (which...
  7. jasonharper

    Feature Conditions - Set/Remove

    There must have been some difference in how goal items were processed back then... Here's an example of how it's working now: > inv wumpus hair wumpus hair (2) > conditions clear Conditions list cleared. > conditions set 7 wumpus hair Condition set: wumpus hair (7) wumpus hair (5) >...
  8. jasonharper

    Feature Conditions - Set/Remove

    Um, the guarantee of future support was so short that it was, in fact, negative in duration? Sorry, I really thought that would work. "conditions check" appears to be fundamentally broken - it subtracts items on hand from those in your goals list, when the goals list is already supposed to be...
  9. jasonharper

    Universal Recovery Script

    Anybody capable of solving THAT problem would presumably be using their time machine to play the stock market, not write scripts.
  10. jasonharper

    Feature Conditions - Set/Remove

    This wouldn't be a general solution, but in this case it seems that the specific wall-breaking combat message from the screambat should automatically count as a sonar-in-a-biscuit towards your current goals. (It seems unlikely that anyone would be specifically farming a biscuit, prior to the...
  11. jasonharper

    Bug - Fixed Dwarven War Outfit and Macros

    Fixed in r9079. As the Dwarves say, HPness is a warm attock...
  12. jasonharper

    Bug Creating Talisman o' Nam results in an error

    Is there any particular reason why the auto-create is triggering on the snakehead charm rather than the gaudy key? That seems like it would be more convenient for the user, and would avoid all these recursion problems because no instances of the trigger item are created during the process...
  13. jasonharper

    "Unreasonably complex expression for"

    I'm afraid this has me stumped for the moment. I can see a potential problem with the expression evaluator that might have symptoms like this, but I can't think of any way it could be triggered without additional error messages being displayed, nor can I explain why it would be triggered on...
  14. jasonharper

    Bug - Not A Bug "Use Milk" button opts to buy Milk of Magnesium instead of crafting

    The code will consider buying a missing ingredient vs. buying the finished product; the 3X potion yield of saucerors is taken into account, but does not force the decision one way or the other. (And that's exactly how it should be, since there ARE occasional price fluctuations of sufficient...
  15. jasonharper

    Bug - Not A Bug "Use Milk" button opts to buy Milk of Magnesium instead of crafting

    Run type detection has just been significantly changed, and I don't think we've done ANY testing for casual runs, so my guess is that mafia thinks you're in a SC or HC run and therefore can't access the ingredients. Are the glasses of milk and reagents in your actual inventory, or still in...
  16. jasonharper

    Bug - Not A Bug KoLmafia r9029 is trying to steal items, even when it's not eligible to

    There's already one way for a pickpocket to be valid even if you lost initiative (Bling of the New Wave), and likely to be more in the future. Also, an invalid pickpocket attempt in a macro is simply skipped without error, so no harm is being done. This is not a bug, as far as I'm concerned.
  17. jasonharper

    "Unreasonably complex expression for"

    monsters.txt would not normally exist as a separate file, it's included in the .jar file. I suspect that the debugging code would trigger the problem even if you hadn't seen it yet, but it might be necessary to at least visit the Basement (not necessarily spending an adventure there) in order...
  18. jasonharper

    division problem

    Changing division to always return a float breaks all scripts that use a division result as an array index, for example dividing a skill ID by 1000 to look up the skill's category in an array.
  19. jasonharper

    "Unreasonably complex expression for"

    Ok, the error is coming from a scaling monster's attack expression - presumably a Basement monster. It is appearing so persistently because the Location Details panel looks up stats for every monster in the current location, and gets refreshed after every change in character state (even when...
  20. jasonharper

    "Unreasonably complex expression for"

    That's an error message from the modifier expression evaluator, but it's not clear whether it's from an actual modifier, or from some ASH usage of the evaluator (appearance in two separate scripts argues for the former, lack of a name after the "for" argues for the latter). To track this down...
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