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  1. M

    Louvre It or Leave It

    Thank you!
  2. M

    Louvre It or Leave It

    I'm trying to make a stat grinding script for mid-ascensions. Longstory short, I'm a little confused on how Mafia handles choice adventures for things like the Louvre It or Leave It adventure in the haunted gallery. You know, the choice adventures where the options in mafia doesn't literally...
  3. M

    First (real) attempt to make an ash script: Sewer.ash

    Fair enough, that makes sense. Thank you!
  4. M

    Sewer.ash - It gets you through the sewers!

    UPDATE: Fixed bug that caused mood and combat scripts to not be changed correctly. Fixed bug where the script did not detect that you had a hobo code binder if it was in your other hand. Cleaned up the adventuring code a little bit.
  5. M

    First (real) attempt to make an ash script: Sewer.ash

    Hmm... I can understand if it didn't update the GUI, but I would have thought that mafia would still execute the mood in your preferences. It's not as if the mood in your preferences changes to match the GUI one if there is a conflict (unless you change the GUI mood). Using set_property sets...
  6. M

    First (real) attempt to make an ash script: Sewer.ash

    Rise thread! Rise from the ashes to serve me! BWA HA HA HA HA! Interesting note, a little while ago, sewer.ash stopped changing your mood. Here's what I had: set_property ("currentMood" , sewerTude); The thing that confuses me is that the script did change your currentMood property in your...
  7. M

    Sewer.ash - It gets you through the sewers!

    Hmm... What is the error message that you get when mafia can't find the binder? Does it say: "Hey! Don't forget to equip your Hobo Code Binder!", or does it say "no hobo code binder"? If you received the second message... If you have the hobo code binder equipped, and you try to put on an...
  8. M

    Sewer.ash - It gets you through the sewers!

    UPDATE: Fixed a small bug that prevented choice settings from getting changed correctly.
  9. M

    Scripting the Spooky Forest

    D'oh! Thank you!
  10. M

    Scripting the Spooky Forest

    Hey everyone. I'm making a bunch of scripts to auto ascend for me. I would use bumcheekcity's ascension tool... but I want to learn how to write these things for myself. So, I wrote the following script for the level 2 quest. import <canadv.ash> Void UnlockSpookyTemple () { if...
  11. M

    Sewer.ash - It gets you through the sewers!

    Sewer.ash 1.2 Sewer.ash is a script that automates the sewers leading to Hobopolis. It tries to do this efficiently. To run this script, put it in your scripts folder. This script now requires zlib.ash. Get zlib here. There are various settings to sewer.ash. To change them, type "zlib...
  12. M

    First (real) attempt to make an ash script: Sewer.ash

    Sweet! Everything looks good! Thank you everyone for all of your help. I couldn't have done this without you.
  13. M

    First (real) attempt to make an ash script: Sewer.ash

    Well... waiting for rescue will cause the script to stop. I personally would rather wait for rescue than to gnaw through the bars, but that's just me. I have it set up so that you can specify how many times you are willing to get trapped in the cage. On one of my test runs, I got trapped in...
  14. M

    First (real) attempt to make an ash script: Sewer.ash

    Hmm... I noticed a few things when I was doing what I thought would be the final, "make sure everything works before I post it" tests. When you use visit_url to adventure, it won't make sure that mafia obeys the mood. It doesn't change your mood, it just doesn't keep up the effects you want in...
  15. M

    First (real) attempt to make an ash script: Sewer.ash

    D'oh! I thought I tried changing the tabs to just spaces... This is what I get for debugging after a long day ;p extraAdventures was a leftover variable from when the script handled adventuring differently. It has been removed from the script. And now... it works! Hurray! Time to go put...
  16. M

    First (real) attempt to make an ash script: Sewer.ash

    Ok, I'll post the entire code. Up until now, most of the errors I was getting were basic syntax errors, so I haven't been posting the entire code to not waste people's time. I'm glad to see that I'm finally starting to make intermediate bugs. Woo progress! The problems are in Sewer.ash, but...
  17. M

    First (real) attempt to make an ash script: Sewer.ash

    The "//" isn't actually there in the code, I put it there in the example to show which two seemingly arbitrary lines were giving me a problem ;p Hmm... That's very strange then. There aren't any curly braces in that part of the script. The thing that I find really puzzling is that when I...
  18. M

    First (real) attempt to make an ash script: Sewer.ash

    Oh man, it's been a very interesting month. But I finally found the time to update this script. It's alllllllllmost done. I added all the features I wanted, and I'm now in the debugging phase. I keep getting this error which I can't figure out. Here's the code: boolean lowerWater = true ...
  19. M

    First (real) attempt to make an ash script: Sewer.ash

    Ineptitude Hmm... problem. I am determined to understand every part of sewer.ash. However, my very limited time looking at code has caught up with me. Remember, while I'm starting to delve into computer programming, I'm still very new at this. I have quite a few questions this time...
  20. M

    First (real) attempt to make an ash script: Sewer.ash

    Ok, in my spare time today, I've been fiddling with the whole adventuring part of the script. This is what I had before: adventure(100 , $location[a maze of sewer tunnels] ); Which was nice... unless you get trapped in the c.h.u.m. cage multiple times, in which case 100 adventures may not be...
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