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    Automatic Porko!

    I'm thinking the following code change will detect the lag-boot to the main page and prevent infinite loops. I haven't yet had it happen to me yet, so I can't testify if it works as intended. // Iterate until we can go "Back to Elvish Paradise" while ( !contains_text(text, "Elvish...
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    Bug - Not A Bug Maximizer not working properly with "clownosity" and "raveosity"

    ah, I see. That feels a little weird, but I'll remember that.
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    Bug - Not A Bug Maximizer not working properly with "clownosity" and "raveosity"

    Ah, interesting. But if that character failed to meat the clownosity of 4, why did it equip the fool's cap? That doesn't sound like a true/false kind of behavior.
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    Bug - Not A Bug Maximizer not working properly with "clownosity" and "raveosity"

    Running the modifier maximizer to get your clownosity or raveosity up to the necessary levels has a tendency to do nothing, or otherwise miss items. I just tried "maximize clownosity" on a (high-level) character that has bloodly clown pants and a fool's cap in inventory (and no clown items...
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    Bug - Fixed Kung Fu Hustler effects mess up modifier maximizer

    During my last few runs, and back during the Valhalla event, I've noticed that the Kung Fu Hustler effects really mess up the modifier maximizer (at least for items and combat initiative). For example, with the +items effect (Expert Timing) up, the modifier maximizer will list lots of equipment...
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    Automatic Porko!

    Yeah, I've seen this happen several times, too. Pretty sure it was lag. In the latest case, it went into the loop, but it seems that as soon as it did it went to the main map/page, because I got a pop-up mentioning new messages/whitelistings/pen pals.
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    Automatic Porko!

    Yes redwulf, it also checks that you have enough of the effect left, and asks you how many turns you want to actually run as well. And for marcy, yes, it's just a "display" issue as you say. Data so far indicates that optimal play will net you about 4.3 isotopes per turn net (so 5.3 before the...
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    Feature - Implemented Slimeling tracking improvements

    Don't add slimeling charges when fed meat stack equipment Equipment that needs a meatstack to smith up doesn't give the slimeling MP charges. It just lets him disgorge slime stacks. Currently mafia will add an expected number of charges based on the power, which can lead to confusion when you...
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    Automatic Porko!

    Yeah, that's why I keep calling it a "Kol or Mafia" thing in some way or another. In one way, I think it's a little bad that KoL will give you the tongs message even if you're on your third chip. And in another way, maybe there's a reasonable way you can make mafia handle that. But that still...
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    Automatic Porko!

    Okay, so there is a script bug. But if you do the inventory thing you will also see mafia deduct another isotope, so there is a mafia/KoL blip there. Just not quite the one I expected was appearing with the script.
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    Automatic Porko!

    Then you may wish to know it's easily reproduced by trying to go to, say, your inventory while it's waiting for you to place the chip. Not sure exactly which feature of the script causes this reload to happen, but KoL always seems to give the "takes your isotope" message or whatever it is when...
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    Automatic Porko!

    Also keep the following in mind (it's not really a script bug, as it is a mafia or KoL issue): As is, the way mafia counts the isotope cost of the game causes mafia to subtract 3 isotopes per play instead of 1. KoL always gives the message mafia is looking for on each play with how the script...
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    Bug - Fixed El Vibrations effect unrecgonized

    During the Battleship part of the invasion, I picked up the El Vibrations effect from my hookah. Mafia immediately did its routine where it adds data for an unknown effect. This was after the updates where mafia was changed to no longer modify the data files directly/permanently. So it...
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    "Unreasonably complex expression for"

    I'm getting this, in infinite loop form, with the Digital Underground Dweller I'm not sure how to post the backtrace debug log in a text file, so I'll just stick it here in a code tag. And yes I know it says not to do this, but forgive me, it's not very long. The infinite loop of...
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    Bug - Fixed "quoted" link in Icepenguin express gives error message

    Clicking "quoted" in Ice Penguin express fails and gives an error When reading a message in mafia's Ice Penguin express and clicking "quoted" so I can respond with their message quoted yields the following error net.sourceforge.kolmafia.swingui.SendMessageFrame could not be loaded
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    Feature - Implemented Adventure Queue Support

    On a perhaps related (and easier to implement) note, I'd like to see some delay() tracking. Now that delay is always 5, mafia could conceivably track your progress on burning up delays. It'd have to account for hipster combats, though. As for the queue stuff, I think it is relevant in HC...
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    Feature - Rejected Between battle script doesn't fire in Hidden Temple

    That could be an iffy thing to do. A betweenbattlescript might try to do things like restore a bunch of MP, which is often a bad idea when you're in the temple, since you're likely to just lose it all in a few adventures.
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    Feature - Rejected add functionality to auto-reprice to ignore items with limits

    This would be excellent. I'm surprised it doesn't do this already. I'd actually like an option to have it price based on the results you would get by using the "cheapest" command. Maybe at that point it's better to use a script (because what I'd REALLY like to see is a Y*cheapest + X selling...
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    Bug - Cannot Reproduce "Use Bag o' Tricks" from the daily deeds does not use the bag

    I haven't seen any changes that sounded like they would specifically concern this, and other than updating I do not recall doing anything that would change things, but I am no longer observing this issue.
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    Bug - Cannot Reproduce "unspecified macro action?" at the end of a macro'd combat

    While doing NPZR meat farming in the castle, where I have a single (and fairly simple) KoL macro that does every combat (and is set to autoattack), I noticed mafia didn't quite seem to handle the end of the fight gracefully. For example [839] Giant's Castle Encounter: Furry Giant Strategy...
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