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    ZLib -- Zarqon's useful function library

    Ran everything today under 15781 with latest svn updates, didn't get any errors. Guess it can be chocked up to whatever-the-fug
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    ZLib -- Zarqon's useful function library

    Hmm suddenly getting a NPE when calling my rollover script, did something change with the file_to_map function? Script execution aborted (java.lang.NullPointerException): (zlib.ash, line 260) Line 260: file_to_map(fname+".txt",dest); KoLmafia v16.8 r15771, Windows 7, Java 1.8.0_40...
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    BatBrain -- a central nervous system for consult scripts

    any cure for this error? Function 'galaktik_cures_discounted( )' undefined. This script may require a more recent version of KoLmafia and/or its supporting scripts. (BatBrain.ash, line 526)
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    Does mafia track presence of VIP furnishings?

    Are other furnishings tracked, such as if the clan has a pool table etc?
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    Bug - Fixed maximize tries to equip 'liquid shifting time weirdness'

    Any idea why maximizer errors out trying to use 'liquid shifting time weirdness' now? > maximize crit Maximizing... 360 combinations checked, best score 53.00 Putting on Hodgman's porkpie hat... Equipment changed. Putting on Crown of Thrones... Equipment changed. Kicking Swarmin' Norman the...
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    Bug - Fixed Modifier Maximizer errors trying to retrieve "unknown item -1"

    > maximize adv Maximizing... 520 combinations checked, best score 34.00 Don't know how to retrieve a (unknown item -1) Unable to meet all requirements via equipment changes. See the Modifier Maximizer for further suggestions. Get the same result for 'item' and 'meat', but 'hp' seems to work
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    EatDrink.ash: Optimize your daily diet (and see how your old diet stacks up).

    Think the latest Mafia broke spleen use in EatDrink, you just get the error "<spleen item> must be chewed." now
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    Bug - Fixed Staff of Fats cannot be equipped through CLI or ASH

    I'm getting something similar, modifier maximizer trying to equip Staff of Ed: Putting on Staff of Ed... That's not an item, or it's not something you own. (I do have it, but it's not equipment)
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    Importing SmartStasis main() function to your script, to modify combat queue?

    That set me on the right track. I was actually able to get Toss to fire using a plain encustom() command in build_custom_wham(), however what would not work was Unleash Nanites, which auto kills and banishes the monster. Maybe WHAM/SS sees Toss won't kill the monster so it allows it, but knows...
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    BatBrain -- a central nervous system for consult scripts

    Is there a way to inject a skill to the combat queue to be fired before any others? Basically I need Toss to fire before any other class skill so the Nanorhino will triggers it's buff effect, in this case Nanobrawny. However just adding Toss to the custom[] array doesn't seem to be the answer as...
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    Importing SmartStasis main() function to your script, to modify combat queue?

    This has been working well Winterbay, thanks for the tip. I can get things like temporary banishers to work (ex: pantsgiving, creepy grin, stinkeye), but one that isn't working is setting up the Nanorhino's permanent banish. Inside your method I've added the code: // Attempt to get Nanobrawny...
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    Bug - Fixed r10938 - Inconsistent skill reporting

    Yeah now knowing what's up I can at least code around it, do an item equip check as well as a have_skill check for these cases I guess would be the best bet. So from sylz post above, it isn't as simple as removing the skill from availableSkillsMap on unequip?
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    Bug - Fixed r10938 - Inconsistent skill reporting

    Wow, didn't realize this bug went back 2.5 years and is still open. Does that mean it is insanely hard to fix?
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    Bug - Fixed r10938 - Inconsistent skill reporting

    What Crowther said, it was equipped at some point during the day for a couple advs
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    Bug - Fixed r10938 - Inconsistent skill reporting

    have_skill() returns true for skills tied to items not currently equipped I don't think this used to be the case, but mafia reports I have the Creepy Grin skill available (both via have_skill and the 'skills' cli command) when I am not wearing the V for Vivala mask, it is just in my inventory...
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    Importing SmartStasis main() function to your script, to modify combat queue?

    Thanks Winterbay I'll check that option. Would I need to cut and paste any changes I make back into wham.ash whenever it was updated via svn if I go this route?
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    Importing SmartStasis main() function to your script, to modify combat queue?

    Sorry you're right, it's consult not call. Even then though I thought the stasis() in my script would be complete, so when WHAM calls SmartStasis() it would see there is nothing to do and simply move on? In either case, do you think trying to modify the WHAM main() function would be the...
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    Importing SmartStasis main() function to your script, to modify combat queue?

    Thanks Theraze, my CCS reads: 1: call fxer.ash 2: call wham.ash So would that cause SS to run twice in the same loop? I thought my script would be complete then pass processing off to WHAM (and SS)
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    SmartStasis -- a complex script for a simple CCS

    I've never actually been able to get Romantic Arrow to work, so I made an expanded post over in Scripting Discussion to maybe see if it is just me being an awful scripter http://kolmafia.us/showthread.php?17110-Importing-SmartStasis-main()-function-to-your-script-to-modify-combat-queue&p=117948
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    BatBrain -- a central nervous system for consult scripts

    Instead of cluttering up this thread thought I'd post over in Scripting Discussion about the issues I've been running into and how it's probably me being a bad scripter :/ http://kolmafia.us/showthread.php?17110-Importing-SmartStasis-main()-function-to-your-script-to-modify-combat-queue&p=117948
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