Search results

  1. S

    Feature - Implemented Maximizer equips based on attack stat

    I was just running into this myself, and was searching to see if anyone had brought it up or if it was already resolved. I hope nobody minds if I bump this; I'd love a way to have the maximizer look at all moxie-based weapons, including knives if we have the skill. Personally I wouldn't care if...
  2. S

    BatBrain -- a central nervous system for consult scripts

    I was able to get it running again by changing line 1190 to the below. I have no idea if I ended up breaking anything or not, but if I did it'd only apply if you have the "feed" skill (from vampire fangs I guess? I don't have them anyway, man this game is complicated). Edit: Actually you should...
  3. S

    Winterbay's Helpful Automatic Monsterbasher (WHAM)

    Hey FYI, it seems like WHAM & BatBrain go a little crazy when Mafia thinks the monster should have 0 HP and is yet still alive. I thought I'd let you know some things I did on my copy. I changed the first line of attack_option() to: if ( (item_amount($item[gnomitronic hyperspatial...
  4. S

    Feature CLI command to remove a mood trigger

    Bumping this; I searched and couldn't find any other posts on this subject. Please forgive me if it's already been addressed somewhere. I'm setting up a script to help handle Jarlsberg buffs, including a trigger for the mutually-exclusive sphere buff; triggers for the other buffs have to be...
  5. S

    New Content - Implemented New Yearly Familiars 2013

    Angry Jung Man's equipment is the Red Book: -------------------- 5894 Red Book 591593094 redbook.gif familiar t,d 75 Red Book Familiar Weight: +5 --------------------
  6. S

    New Content - Implemented Snow Suit

    The Snow Suit gives +20 fam weight that decreases over time, losing 1 every 4 combats, down to a floor of +5. It can also be "decorated", which gives you a choice of the following (stolen from Star18 on the official forums): The extra drop rate will need to be spaded, the rest seem pretty...
  7. S

    auto BHH and friends

    Not sure if this belongs here but it's the most active thread involving bounty hunting so... The bounty map at http://zachbardon.com/mafiatools/autoupdate.php?f=bounty&act=getmap is showing 17 bundles of receipts instead of 12, which is causing that bounty not to be recognized, not sure who can...
  8. S

    New Content - Implemented Crimboku

    Here are the monsters in the toy factory. Since the names are random, I presume Mafia will have to distinguish the 5 elf types by URL. I've grabbed the image, url, Manuel name (and factoids), and the drops and dropped them in a spreadsheet at http://www.smelltastic.com/stuff/Crimboku.xlsx...
  9. S

    Global Static Library Namespace Context

    It's true this wouldn't really offer any new functionality that I can think of, really. It's just that right now it can require a lot of disk reads. Right now, if I were to execute WHAM in a combat, it will load SmartStasis, which then loads zlib. If I then later fire off EatDrink, it will also...
  10. S

    Global Static Library Namespace Context

    It'd only be if zlib (or whatever global library) were updated, and it certainly wouldn't have to be implemented that way anyway. You'd just lose your statics when the file is changed, so the script would have to be made with that in mind. Really, what you'd be saving is disk reads by keeping...
  11. S

    Global Static Library Namespace Context

    Hey, I don't often post around here but have been playing around with Mafia/ASH for a few months; forgive me if this has come up before but I didn't find anything in a search. I wanted to check here for any thoughts on the feasibility/usefulness of this to see if a feature request would be a...
  12. S

    BatBrain -- a central nervous system for consult scripts

    Hey FYI, the matchers for the Pop-and-Lock Raver in 1.26 aren't quite right, so it won't learn that rave skill. I personally fixed it by paring the matcher down to just the "spastic and jerky" bit: case $monster[pop-and-lock raver]: if (!have_skill($skill[pop and lock it]) &&...
  13. S

    Bug - Not A Bug adv1() fails with unmet goals - intended?

    Sorry if this behavior is intended; I couldn't find anything posted referencing this. When you run adv1() while having any unmet conditions set, it gives the user a red failure message and returns false or aborts if the false condition isn't handled (or does it?). This means any script looping...
  14. S

    New Content - Implemented Passive skill Indefatigable missing from modifiers.txt (r11567)

    The command "ash numeric_modifier("_spec","HP Regen Min");" is returning 0.0 with the zombie skill Indefatigable because it's not listed in modifiers.txt. Here's the line it needs in the passive skills section: Indefatigable HP Regen Min: 16, HP Regen Max: 20
  15. S

    Winterbay's Helpful Automatic Monsterbasher (WHAM)

    Okay, so Kodiak Moment has still been problematic for me with these updates, but I believe I've solved it proper. I took out the "spooky, stench" being added to the attack, and instead modified regular() in BatBrain. Not sure if it's your version or the main one that's calling it with Kodiak as...
  16. S

    Winterbay's Helpful Automatic Monsterbasher (WHAM)

    FYI and sorry if you already knew about this, but WHAM was still Smash & Graaagh'ing for me against things like the spookyraven cellar monsters whose drops aren't stealable. I fixed it by adding this to special_actions(): boolean is_pickpocketable(monster mob) { int counts; foreach...
  17. S

    Don_afterAdventureScript

    Donavin, did you pull the script on purpose? I don't see it attached.
  18. S

    bumcheekcend.ash - A zero setup semi-automated ascension script!

    FYI the relay settings file at http://bumcheekcity.com/kol/maps/bcsrelay_settings.txt looks like it has a typo; it says "bsasc_AllowML" instead of "bcasc_AllowML". The script looks for bcasc_AllowML so that setting currently doesn't seem to work.
Back
Top