Bug maximize 4 clownosity always fails now

Crowther

Well-known member
A couple weeks ago my nemesis script started aborting while trying to dress for Beelzebozo.

Doing "maximize 4 clownosity" used to only fail if you couldn't get to 100%. Now it fails even with 375% clownosity.

I'm not sure what revision caused this change.

I ascended DB and when I do "maximize 7 raveosity" it gets 11 raveosity and fails anyway.

Code:
> maximize 7 raveosity

Maximizer: 7    raveosity
Loading character status...
Maximizing...
100    combinations checked, best score 77.00 (FAIL)
Putting on rave visor...
Equipment    changed.
Wielding rave whistle...
Equipment changed.
Holding    glowstick on a string...
Equipment changed.
Putting on teddybear    backpack...
Equipment changed.
Putting on sea salt scrubs...
Equipment    changed.
Putting on baggy rave pants...
Preference    _concoctionDatabaseRefreshes changed from 3804 to 3805
Equipment    changed.
Putting on pacifier necklace...
Equipment changed.
Putting    on purple glowstick...
Equipment changed.
Putting on pink    glowstick...
Equipment changed.
Stealing miniature crystal ball from    Gort the Jumpsuited Hound Dog...
Unequipping Gort the Jumpsuited Hound    Dog...
Familiar unequipped.
Putting on miniature crystal ball...
Equipment    changed.
Unable to meet all requirements via    equipment changes.
See the Modifier Maximizer for further    suggestions.
 
Yeah, I believe it does work without a weight. I planned to mention maybe just a documentation change, but I forgot.

EDIT: I'm not sure it is right. You never need more than 100% Clownosity and "maximize clownosity now gives 375%, but I don't remember what it did before.

Raveosity hits 11 of 7. Surgeonosity did stop at 5.
 
Ok, so there is both an intended functionality change and a bug overlapping here. The intended change was that the -osity modifiers no longer have special behavior wrt what their weights mean. Previously "raveosity" defaulted the weight to "7 raveosity", which in turn really meant something like "0 raveosity 7 min". Now the weight is just the weight like any other modifier and the min is used to control the minimum requirement (same as any other modifier). For the -osity modifiers, if no min is provided a default is used. Additionally the clownosity modifiers is long divided by 25 for no reason (i.e. full clownosity is now 100, not 4).

Separately there was a bug where if a weight was specified but no min was specified, it would mess up the default min getting applied and often result in impossible-to-achieve requirements. (For example "4 clownosity" would result in needing 400% clowniness.) This bug should be fixed in r29258.

Since the weights now function on -osity modifiers, you'll want to also maximize on something else or specify a max if you don't want it to equip as much of that -osity as it can. (You can maybe try using a 0 for the weight rather than bothering with a max, but I haven't actually tried to see if that's allowed.)
 
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