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    Feature Supporting Combat Macros in CCS

    That's actually a good point. I think there's definitely an appeal for the macro command in consult scripts. Ideally you could probably make use of a lot of features that mafia has that kol doesn't. Off the top of my head, being able to choose which macro you use based on your class, currently...
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    Feature Supporting Combat Macros in CCS

    I realize that eventually kolmafia should convert a CCS into a macro where possible, but there's still issues server-side for that. Do you think it would be possible to make a special CCS command to call a macro by name in the meantime, or is it too much work?
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    Feature Supporting Combat Macros in CCS

    Is there a way to call a macro by name in the latest version through an ash script using visit_url or something? Might work as a temporary fix until it's fully implemented.
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    Bird Counter

    Great, thanks! Is there a document out there that has all this information?
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    Bird Counter

    Quick question, is there an internal counter in Kolmafia that keeps track of how many bird attacks you've performed? I can keep track of it programmatically, but I figure if it exists already why reinvent the wheel?
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    First Things First -- a multipurpose pre-combat consult script

    Nice script. I wonder how hard it would be to extend it to use the spooky putty sheet on the monsters first instead of olfaction. Might cut down on a few turns per day.
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    Scripting Issue involving Custom Combat

    Ugh...never mind. This script doesn't work either... set_property("battleAction","custom combat script"); set_property("customCombatScript","default.ccs"); adventure(1, $location[Haunted Ballroom]);
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    Scripting Issue involving Custom Combat

    Ok...after thinking about it and experimenting a bit I think what is happening is that the: use(1, $item[drum machine]); line is entering an infinite loop that doesn't ever get resolved...how do I fix this?
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    Scripting Issue involving Custom Combat

    Hey, I've been working on a turn burning script for using drum machines. Right now it's really simplistic but here it is: //drum machine turn burning script set_property("battleAction","custom combat script"); set_property("customCombatScript","steal_and_kill.ccs"); int drums =...
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