ereinion
Member
This is really a question that cropped up in another thread I made, but since this question wasn't really the topic of that thread, it was suggested that I probably should start a new thread for this. My question is this: From the documentation of the function adv1 on the mafia wiki, it seems that if I call adv1 when my semi-rare counter is up, it should override that counter as long as the second argument I provide the function is 0. However, when I tried doing this in a script I'm working on, automation aborted once I reached the counter, with a message of a semi-rare coming up, are you sure you wanna adventure here...
In the other thread it was suggested that there was no way to avoid mafia aborting for semi-rare counters, unless I use a counter-script. Is this really the case? I kinda want my script to be a standalone turn-burning script, so if there's any way to avoid having to use another one for semi-rares, that would be quite nice
Hope you don't mind all these questions from a scripting noob too much
And thanks for taking the time to have a look at my ramblings 
In the other thread it was suggested that there was no way to avoid mafia aborting for semi-rare counters, unless I use a counter-script. Is this really the case? I kinda want my script to be a standalone turn-burning script, so if there's any way to avoid having to use another one for semi-rares, that would be quite nice

Hope you don't mind all these questions from a scripting noob too much

