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    Bug You are too drunk to continue

    #2012 sidesteps that by just updating availableSkillsChanged in a synchronous fashion, and adding an explicit call to recalculateAdjustments() in CharSheetRequest. I could probably revert the change in #2011, since I'm pretty sure this is a more comprehensive fix, but, that commit doesn't really...
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    Bug You are too drunk to continue

    Oh, I understand the race you described now. We fire a listener for (skill) whenever we add a new skill, which in turn sets availableSkillsChanged. I suppose we want a mechanism to wait until any pending listeners have finished executing.
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    Bug You are too drunk to continue

    Hm. r27646 doesn't seem to have fixed the problem fully. I'll tinker some more.
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    Bug You are too drunk to continue

    I looked at it some more, and that's not actually quite right. applyPassiveModifiers was always populating availablePassiveSkillModifiersByVariable, even if there were no skills loaded. Anyways. #2011.
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    Bug You are too drunk to continue

    I was playing around with trying to get it to work in tests, but there are some quirks with how we manage passives -- both campground details as well as familiar modifiers (e.g. Underwater Familiar) were blocking applyPassiveModifiers from correctly detecting that skills had been reset.
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    Bug You are too drunk to continue

    @Ryo_Sangnoir A simpler explanation: during LoginManager.initialize(), we call recalculateAdjustments() on login (in KoLCharacter.reset()) well before we populate our skills (via the CharSheetRequest in KoLmafia.refreshSession()). diff --git a/src/net/sourceforge/kolmafia/KoLmafia.java...
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    Bug You are too drunk to continue

    Yeah. I think this was broken by r26962. (and by "think" I mean I checked the output of `numeric_modifier weapon damage` on login with both r26961 and r26962, and confirmed that r26962 introduced the regression I've been using as my test case.)
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    Bug You are too drunk to continue

    Yeah, this isn't a new bug per se, but rather one that became much, much more visible with the organ tracking change. I checked out an earlier revision (r27601 contained the organ tracking change), and saw the same results for Weapon Damage:
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    Bug You are too drunk to continue

    It's not just organ capacities, it turns out -- other skill modifiers are affected, too.
  10. H

    Bug You are too drunk to continue

    modtrace calls recalculateAdjustments, but that happens at the end of the invocation...? Well, at least we're consistent. And it looks like that call to modtrace recomputes the modifiers.
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    Bug You are too drunk to continue

    Huh. This is fascinating: That said, I can reproduce pretty reliably.
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    Feature historical_price does not update on mall extinct items, can not load -1

    Changing mall_price() to return 0 would definitely break existing scripts. I just cited that as the first instance that I found that checked historical_price(it) == 0, even if it's probably fine here. I'm inclined to agree, but this has been observable behavior for so many years that it's...
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    Feature historical_price does not update on mall extinct items, can not load -1

    One concern I have with storing -1 as a valid (crowdsourced) mallprice is that if an item is temporarily extinct (very possible for a low-volume item) or hasn't been added to the mall yet, we may end up caching -1 for longer than intended. This is probably fine, but something to be aware of...
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    Bug - Fixed appearance_rates(location, false) doesn't take combat modifiers into account

    Should be fixed as of r27633. Let us know if you find any more issues!
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    Bug - Fixed appearance_rates(location, false) doesn't take combat modifiers into account

    r25983 apparently changed this behavior. Should be an easy enough fix, although it's a little worrying that nobody seems to have noticed in nearly 2 years.
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    LTF: old IOTM zone scripts:

    https://forums.kingdomofloathing.com/vb/showthread.php?t=186384 Some other strategy comments: 1. Get unlockers (bombs / missiles / ice beam) to access more treasure rooms. 2. Get all the treasure rooms for upgrades, and more creds so you can buy more things in between levels. 3. bombs and...
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    Bug - Fixed AWOL Hard Drinker causes incorrect inebriety_limit

    r27622 fixes this, at least for me.
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    Bug - Fixed AWOL Hard Drinker causes incorrect inebriety_limit

    https://github.com/kolmafia/kolmafia/pull/1986
  19. H

    Bug - Fixed AWOL Hard Drinker causes incorrect inebriety_limit

    Ah. Yeah, that is backwards.
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