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  1. nworbetan

    Buy from specific mall store

    Well, my preferred amount of restriction would be so draconian that a lot of people would be justifiably upset. It's much easier for me to just not use the features that I don't want to use. :)
  2. nworbetan

    Buy from specific mall store

    Maybe I should have used a question mark instead of a period to show that I hadn't actually tried this. >_< Now I've tried it. It works, and I'm still being vague because I personally would be happier if mafia had stronger restrictions on how it interacts with the mall. ;)
  3. nworbetan

    Buy from specific mall store

    Scrape the player's profile for a link to their mall store. If that method can violate any of KoLmafia's intentions against mallbots, I'll thank you for rooting that bug out. :)
  4. nworbetan

    New Content - Implemented Zombies ate my NPCs

    There's a KoL bug right now where if you're overdrunk and you click on the Quiet Corner where the Brawl used to be, you still get sent to a Drunken Stupor, which still costs an adventure. Gemelli said: "I'll add this to the list -- it may take some time to get to it, so in the meantime, don't...
  5. nworbetan

    New Content - Implemented Zombie Master items - The new challenge path and its items

    > ash $item[decent brain] Returned: decent brain plural => decent brains descid => 521141444 image => slimebrain.gif (etc.) > ash $item[decent brain].to_int() Returned: 5753 > ash $item[good brain] Returned: good brain plural => good brains descid => 949297754 image => realbrain.gif (etc.)...
  6. nworbetan

    Feature Commands to check for base/directed ML monster stats

    As far as I've seen (while debugging this script), KoL uses the int value floor(<the Def values in monsters.txt, +-min(5, 5%)> * .9) for defense, just like mafia. It looks to me like the rounding leaves some telltale quirks in the damage distribution, but I haven't spent enough turns in one...
  7. nworbetan

    Feature Commands to check for base/directed ML monster stats

    Because defense is an int, dividing by .9 regularly ends up being a number that's 1 less than the original defense. This same effect is the only source of uncertainty when deducing a monster's defense based on "how much damage did I just punch it for". Yes, for real. ash for x from 100 to 111...
  8. nworbetan

    Feature Commands to check for base/directed ML monster stats

    If there's a way to get the unmodified (i.e. not multiplied by .9) defense out of KoLmafia without parsing it directly from monsters.txt, I'll be both grateful and impressed if you can tell me what it is. I've looked, I've tried, I came up empty handed. As to the "do we want..." question, I...
  9. nworbetan

    Feature Commands to check for base/directed ML monster stats

    Okay, so the first important thing I overlooked is the fact that you attached a patch on page one. I had read all of page two, and your first post on page one, and thought "Yay, someone else cares about this thing I care about!" and then posted. So now that I've read a little bit more, adding...
  10. nworbetan

    Feature Commands to check for base/directed ML monster stats

    I've been parsing these base attack and defense values out of monsters.txt in an ash script for a while. When I first realized that I really did need the base, unmodified monster defense, I looked into adding a getBaseDefense() function to MonsterData.java and exposing it via an ash function in...
  11. nworbetan

    Bug - Not A Bug alias and inv conflict in the cli

    I'm still 100% okay with the solution, and fully realize that "inv <this specific ash code>" is so malformed that it's practically gibberish. But as it turns out it's not actually infinite either. > alias somethingelse somethingelse => ash item icps = $item[coffee pixie stick]; if...
  12. nworbetan

    Bug - Not A Bug alias and inv conflict in the cli

    I've been misusing aliases as a kind of "build your own cli command" kind of thing, and completely forgetting, you know, what they really are. The fact that it's taken me this long to accidentally name one them so badly is kind of surprising.
  13. nworbetan

    Bug - Not A Bug alias and inv conflict in the cli

    Okay then, now that I think I get it, can I turn this into a feature request that during alias expansion, treat all tokens following "ash" or "ashq" as if it were ash code instead of gcli input? Maybe make exceptions for strings used by cli_execute(string)? Not saying that either of these...
  14. nworbetan

    Bug - Not A Bug alias and inv conflict in the cli

    Okay, I'm with you 100% so far. My alias has the token "coffee" in it in the exact same way that this command uses the "coffee" token: > ash $item[coffee pixie stick] Returned: coffee pixie stick plural => coffee pixie sticks descid => 936288573 image => cpstick.gif levelreq => 4...
  15. nworbetan

    Bug - Not A Bug alias and inv conflict in the cli

    I just added this recently:> alias coffee coffee => ash item icps = $item[coffee pixie stick]; if (available_amount(icps) * 10 + available_amount($item[game grid ticket]) < 40) cli_execute("skeeball " + (4 - available_amount(icps))); if (available_amount(icps) < 4) retrieve_item(4, icps)...
  16. nworbetan

    CanAdv -- check whether you can adventure at a given location

    Yeah, "step0<anything>" being illegal is kind of exactly why I set the function up to stop and complain if it sees it. You know, accept what it can use, reject what it can't. ;)
  17. nworbetan

    how does sort work?

    I'm sorry, I think I worded this really badly. What I meant was that my ideas about how things should work are laughable. I actually found a couple more reasons why my misunderstanding of sort on a multi-key map was terrible too: a) in that "example" I used, the output of the foreach x, y, z...
  18. nworbetan

    how does sort work?

    It's really funny that you say that it shouldn't produce meaningful results, because the first time I sorted a map with two keys a little bit ago was the first time I saw results from sort that kept all the keys and values coordinated with each other like I'd always wanted. If it's not supposed...
  19. nworbetan

    how does sort work?

    To combine those two concepts into one question... int [string] [item] name; sort name by value; That's creating a string indexed map full of item indexed maps of ints, then sorting them by the string? Maybe? Am I close?
  20. nworbetan

    CanAdv -- check whether you can adventure at a given location

    The regex in #225 just checks to see that the "stepN" is well formed, and it'll accept any N as long as it doesn't start with a 0. It's so much easier and more straighforward that way, instead of creating roundabout exceptions to let "step0<a-i>" pass and then exceptions to those exceptions to...
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