Search results

  1. coandco

    New You 2.0 (New New You?)

    I've now added in a check for The Icy Peak that will refuse to adventure there if your cold resist isn't up to snuff. Also, I made Ninja Snowman resolve to "Ninja Snowman (chopsticks)".
  2. coandco

    New You 2.0 (New New You?)

    Yes, I'm using the CanAdv script, which provides the can_adv() function. I suppose I can handle the Peak manually, since can_adv() doesn't seem to do it for me.
  3. coandco

    New You 2.0 (New New You?)

    Hmm. The script is already checking can_adv when determining where to adventure. I'm not sure what more I can do: foreach mon,rate in appearance_rates(l) { if (mon == _mon_NewYou && can_adv(l) && rate > highest_rate) { Does can_adv not take cold resist into account?
  4. coandco

    New You 2.0 (New New You?)

    Question -- in your session log, was NewYou trying to use the skill every time it saw any ninja snowman, or on none of them? I'm not 100% sure how Mafia's monster matching works in this instance.
  5. coandco

    New You 2.0 (New New You?)

    Fair enough. Would it be a reasonable course of action to have NewYou.ash temporarily set the BatMan_attract setting to null for the duration of the script, since we don't want any other olfacts overriding ours? I didn't mean to imply that the fault was with BatBrain.
  6. coandco

    New You 2.0 (New New You?)

    You can just call it by running "NewYou false" on the CLI.
  7. coandco

    New You 2.0 (New New You?)

    One definite downside to the BatBrain method: if there's another monster in the zone that BatBrain thinks should be olfacted and you encounter it first, that's what you're getting. In my case, I was adventuring in the Pandamonium Slums to find a G Imp, but BatBrain decided to olfact the Hellion...
  8. coandco

    New You 2.0 (New New You?)

    I've now pushed out an update that re-introduces the old non-BatBrain code. Now, when you run the script, it asks you if you want to use BatBrain or not, and chooses the appropriate run method based on that.
  9. coandco

    BatBrain -- a central nervous system for consult scripts

    Interesting. The fix seems to have been a little overzealous -- it's now overshooting by one. Still, that's a much less quest-breaking bug than undershooting. Either way, here's what I'm seeing now, same code as last time: [7209] South of the Border Encounter: La Farmacia de Sue?os You...
  10. coandco

    New You 2.0 (New New You?)

    Also, according to zarqon, the bug that was preventing BatBrain from detecting the quest end has been fixed as of BatBrain r107. Thanks zarqon!
  11. coandco

    BatBrain -- a central nervous system for consult scripts

    Thanks much! Sorry about the low verbosity -- by the time I saw the problem, the quest was already done for the day and I couldn't jack up the verbosity and try again.
  12. coandco

    New You 2.0 (New New You?)

    Fair enough. When I get some time, I'll look into having BatBrain-dependent and standalone options side-by-side.
  13. coandco

    New You 2.0 (New New You?)

    There's currently a bug that prevents NewYou from detecting when it's finished. I'm attempting to work with zarqon to figure out what's going wrong.
  14. coandco

    BatBrain -- a central nervous system for consult scripts

    Hmm. So, I incorporated this into my version of NewYou.ash, but it doesn't seem to quite be working. The _newYouSharpeningsCast counter updates as expected, but then seems to get stuck at one fewer than the max: Visit to Woods: Whitey's Grove in progress... [6796] Whitey's Grove Encounter...
  15. coandco

    New You 2.0 (New New You?)

    Oh, and you'll need to remove digitrev's version first before using mine: svn delete digitrev-NewYou
  16. coandco

    Sharpen Your Saw & Become a New You

    Fair enough. I've now made a new thread here.
  17. coandco

    New You 2.0 (New New You?)

    Given that the author of the NewYou quest script seems to have gone MIA, I've forked the script and made several updates to it. Here's the command to check out my version of the script: svn checkout https://github.com/coandco/mafia-NewYou/trunk/ The major change I made to the script was to...
  18. coandco

    Sharpen Your Saw & Become a New You

    My fork of the script has now been updated to parse the quest log and use/set BatBrain variables to handle olfaction and skills. For those who are using it, this means that the script now has an explicit dependency on using a BatBrain-based CCS -- I recommend WHAM. I haven't fully tested this...
  19. coandco

    Sharpen Your Saw & Become a New You

    Okay, since the original author of this script seems to be AWOL, I've cloned it on GitHub, and will be making my patches there. You can check my version out with this command: svn checkout https://github.com/coandco/mafia-NewYou/trunk/ For now it's identical to digitrev's script, but I'll be...
  20. coandco

    Sharpen Your Saw & Become a New You

    I've got a patch for the Olfaction thing, and it works. In SharpenSaw(), replace this: if (page_text.contains_text("Combat") && (last_monster() == mon || mon == $monster[none])) { combatText = use_skill(sk); } with this: if (page_text.contains_text("Combat") && (last_monster() ==...
Back
Top