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  1. ckb

    New Content - Implemented spring shoes

    spring shoes Combat Initiative +100% Moxie +20% +50% Chance of Critical Hit Nature springs up after each step Things to do: Add new items (done, r27820) Add 3 new skills (done, r27822) Add banish management for Spring Kick (done, r27832) Add modifier modifier "Drops Items" (done, r27847)
  2. ckb

    WTF Relay script collection

    I finally figured out how to make SVN work again so made an update to add init to Mu. Most of the other fam details come from KolMafia data file familiats.txt If that needs to be updated you will have to submit a PR to Mafia itself. I did notice that Piranha Plant has type "combat" instead of...
  3. ckb

    Feature - Implemented Add [turn] to Rain Man log

    Bumping this and adding a request to add [turn] info for mimic egg use (similar to other monster copied fights work). This includes: photocopied monster, Chateau Painting, Combat Lover's Locket, Spooky Putty Monster, Rain-Doh box full of monster, etc. This really helps with parsing of run logs.
  4. ckb

    Bug You are too drunk to continue

    My hacky fix is to put this in my afteradventure script: if (my_inebriety()>inebriety_limit()) { cli_execute("modtrace liver"); }
  5. ckb

    Feature - Rejected Archive old sessions to reduce file size

    Also this: https://kolmafia.us/threads/gzip-support-for-session-logs.22934/
  6. ckb

    WTF Relay script collection

    I can do that. I have not updated this in a while. Are there any other familiars with special abilities that need more detail?
  7. ckb

    Feature - Implemented Add [turn] to Rain Man log

    Similar to https://kolmafia.us/threads/add-turn-to-dr-awkward-fight-log.25145/ Using Rain Man in Heavy Rains leads to a fight, but does not add a [turn] to the session log. It would be nice to add the turn number to the log.
  8. ckb

    Feature - Implemented Allow monster EA: none

    Trying to understand MonsterData.java, it looks like line 179 for parsing EA: includes: if (element == Element.NONE) { continue; } So that EA: none will be ignored. Maybe removing this will allow for including physical attacks.
  9. ckb

    Feature - Implemented Allow monster EA: none

    I tried adding "EA: none" to monsters.txt and it did not work, so something is parsing this in some other way. I looked through MonsterData.java briefly but could not figure it out (mostly because I don't know what I'm doing). To find elemental monsters with physical attacks, I wrote a small...
  10. ckb

    Feature - Implemented Allow monster EA: none

    Some additional background: I have found that sometimes I was taking a lot more damage than I expected in fights. As it turns out, my damage calc and Mafia's expected_damage() were always taking elemental_resistance() into account for player damage for an elemental monster. Because the monster...
  11. ckb

    Feature - Implemented Persistent command history / control history size

    There is some advantage to having this as a Global pref, in that if you are testing a command or debugging something, it is nice to be able to log out of Mafia, switch characters, and test some more. A Global pref preserves this.
  12. ckb

    Feature - Implemented Allow monster EA: none

    Some monsters that are elementally aligned also do physical damage for some attacks. We currently allow for monsters to have multiple attack_elements. These are listed in monster.txt as EA: element, parsed in MonsterData.java. @Veracity added some parsing for This Monster Data Feature...
  13. ckb

    Bug You are too drunk to continue

    Another thing I noticed is that I get Familiar weight mismatches, with Mafia reporting: Familiar weight: KoL = 98 KoLmafia = 97 When this happens, I sometimes see the inebriety_limit change in the sidepane in the GUI, so maybe Mafia is doing some recalculation of things then as well?
  14. ckb

    Bug You are too drunk to continue

    I believe this is happening during my SetState(), which is this: record ckbstate { location loc; //location familiar fam; //familiar int[slot] qip; //equipment string[int] mod; //mood boolean ode; //Ode to Booze string ste; //source terminal educate string hos...
  15. ckb

    Bug You are too drunk to continue

    After my last run, I tried to replicate this issue. While I did not have Mafia abort with the "You are too drunk to continue" error, I did see the sidepane lash from 15/15 to 15/14 then back to 15/15 as the script ran. I had debug on, and trimmed the log and the debug to when it happened...
  16. ckb

    Bug incorrect free rest count

    charsheet.php contains: <a onClick='javascript:poop("desc_skill.php?whichskill=197&self=true","skill", 350, 300)'>Long Winter's Nap</a> (<b>HP</b>) standard.php contains: <span class="i">Long Winter's Nap, </span>
  17. ckb

    Bug incorrect free rest count

    Mafia was burning 5 adventures resting when I expected to use only free rests (In a SMOL run): > ash my_path() Returned: A Shrunken Adventurer am I > ash total_free_rests( ) Returned: 11 > modtrace free rests...
  18. ckb

    Bug You are too drunk to continue

    I had this happen again today, and verified that a modtrace will fix the problem. > ash my_inebriety() Returned: 20 > ash inebriety_limit() Returned: 14 > modtrace liver type source...
  19. ckb

    Bug You are too drunk to continue

    Looking back over the rest of the log, I fight a photocopied monster [Knob Goblin Embezzler] with professor staring at [608], and run through a LECTURE ON RELATIVITY loop until fighting the final KGE on turn [621]. My afterAdventureScript runs, which includes: string aat =...
  20. ckb

    Bug You are too drunk to continue

    My afteradventure script contains: if (my_inebriety()>inebriety_limit()) { print("drunk check","olive"); } I was looking at the sidepane in the GUI, though my recollection was that I would get the error whenever that was incorrect. Mafia definitely knew I had the correct skills - I did a...
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