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    Feature Boolean modifiers for certain types of equipment

    I’m not sure I entirely understand why handling like that is necessary. The Maximizer is fine with “min” on a numeric modifier, which seems much more difficult in terms of relevant items. Couldn’t you just use the same techniques for boolean modifiers, with a minimum value of “true”/1? On a...
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    Feature Boolean modifiers for certain types of equipment

    It’s worth noting that “Club” has a special case: if you have the effect “Iron Palms” (or possibly just the skill “Iron Palm Technique”, so the Maximizer could toggle it as beneficial), then swords qualify as clubs.
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    Feature Boolean modifiers for certain types of equipment

    That’s actually not what causes the combinatorial explosion. No, what really makes it suffer is writing a personal ASH library that allows you to specify modifiers and required equipment using records, then telling it to explicitly consider every accessible familiar that either has an impact on...
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    Feature Boolean modifiers for certain types of equipment

    I feel this is getting a bit off-topic. I simply want to eliminate the existing hardcoded behavior for things like equipping a certain weapon type by expanding the existing boolean modifier system.
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    Feature Boolean modifiers for certain types of equipment

    It seems to work pretty well if you disable the combination limit and be patient. At any rate, I feel this could only improve matters.
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    Feature Boolean modifiers for certain types of equipment

    You mean Boolean modifiers?
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    Feature Boolean modifiers for certain types of equipment

    Any thoughts on this? It would make the Modifier Maximizer much more orthogonal.
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    Feature - Rejected Daily Deeds: Fortune Buff and Spacegate Vaccination Machine

    I think the best solution here would be to enhance the capabilities of custom Daily Deeds to match the hard-coded ones. I’m thinking ASH script hooks along the lines of the counterScript system: you specify the path of ASH scripts that act as triggers, and the path of ASH scripts that actually...
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    Bug - Fixed [Patch] Modifier Maximizer does not prioritize boolean modifiers over shortcuts

    Could this be implemented (or acknowledged) soon? It definitely works, as I’ve been using it in my personal instances of KoLmafia (on Ubuntu and macOS) for roughly two weeks.
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    New Content January 2019 IotM - Kramco Sausage-o-Matic™

    I’ve done that in the past, when it is clear which is incorrect. In this case, I thought that the code simply didn’t line up with the intended behavior, rather than the documentation. It might have worked that way in the past, for all I know. I might submit a patch in the future to actually...
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    New Content January 2019 IotM - Kramco Sausage-o-Matic™

    I used your numbers to update my own counter script, once I noticed it doing that. I’m assuming that the ceilings are definitely not too high, and possibly too low. Since my script already uses a CCS with free runs in aftercore in case the numbers are wrong, that’s perfect for the moment.
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    New Content January 2019 IotM - Kramco Sausage-o-Matic™

    Since the number appear to be deterministic, and this is going to be extremely ascension-relevant for a few years, it is likely that a formula will be spaded eventually. Once that happens, a counter should be added. In the meantime, I have a complaint to make: counters for “wandering monsters”...
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    Feature Boolean modifiers for certain types of equipment

    Many things in Kingdom of Loathing function differently based on whether you have a certain type of item equipped. Utensil Twist requires you to have a utensil equipped, Lunging Thrust-Smack always hits if you have a club equipped (and are a Seal Clubber), etcetera. However, the Modifier...
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    New Content March 2019 IOTM - Vampyric Cloake Pattern

    Could a daily preference be added for tracking whether you’ve gotten a blood bag during a Dark Gyffte run?
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    New Content IOTM 2019 February - Lil' Doctor™ bag

    Could a daily preference be added for tracking whether you’ve gotten a blood bag during a Dark Gyffte run?
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    New Content January 2019 IotM - Kramco Sausage-o-Matic™

    The Ascension Speed Show podcast claimed that the first eight encounters have a guaranteed ceiling.
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    Bug - Fixed Angry Ghost drops not specified

    Would it be helpful if I wrote a program that automatically checked the wiki entry of every monster with an unspaded drop rate for new info? It wouldn’t be comprehensive, of course, and I’d have to check the results manually. But if there’s a lot of missing drop rates like this, it could be useful.
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    Bug - Fixed Angry Ghost drops not specified

    Ah, I thought there was more detailed information elsewhere. I see now that you just prefix the rates with letters as appropriate.
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    Bug - Fixed Angry Ghost drops not specified

    Right now, the only drop listed for the “angry ghost” enemy is a single ghostly ectoplasm with no known drop rate. However, the wiki shows that it drops three ghostly ectoplasm: the first has a rate of 100%, the second has a rate of 10%, and the third has a rate of 1%. As this particular...
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    New Content January 2019 IotM - Kramco Sausage-o-Matic™

    The value would be the number of turns to a guaranteed Sausage Goblin, which is believed to be deterministic based on _lastSausageMonsterTurn and _sausageFights. I’ve been designing my own counter script to do this, and it is working pretty well so far.
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