EDIT: Updated!
EDIT: Updated again! (21 April 2007)
EDIT: Updated yet again! (5 November 2007)
EDIT: And again. Sheesh. (15 November 2007)
This is a script I put together, at the request of another player. It's tailored for a moxie class with superhuman cocktailcrafting, and advanced cocktailcrafting, but it will work without them.
Default consumption:
5 prussian cathouse, 3 fine wine OR
5 Rolls in the hay, 3 fine wine
1 milk of magnesium
3 knob sausage chow mein
15 twinkly wad
Toggles:
As you can see, the toggles are many and numerous. They're all at the top of the script, and commented. You might want to change some of them about.
Last, but not least, here is what this script actually does:
If you have a plexiglass pith helmet as part of your farming outfit, it will attempt to use the generated mana to maintain your buffs, similar to what the new versions of mafia do with the mood maintenance thingy. It confuses me a little bit, so I haven't disabled this
I have tried to make this as customizable as possible, because I know everyone has a slightly different setup for farming. For instance, its trivial to change the food about, or the names of the custom outfits, etcetera, etcetera. This is also why I put in a bunch of toggles. All of the toggles are at the top of the script, and commented.
I did, however, make the assumption that you have liver of steel, not stomach of steel. It'd be trivial to switch that about, though, if desired.
I also assume that you have bought phat loot and polka in bulk, as I make no attempt to maintain those buff levels.
On the current TODO list is the following (I like lists):
All of this stuff on my TODO list is kind of low priority, because I don't really need them. So, if you would find any of these future features useful, nag me! And I might even pay heed to your nagging, and update this script some more!
21 April update details:
(useCollectorsFile, and closetCollectables)
Basically, some of the castle farmed items are worth more to certain collectors, than you will get from autoselling them. This lets you define a list of collectors, with who pays what for what items. Then, when this script goes to sell your found loot, it won't sell stuff that can be sold to collectors. Make sense?
For instance, someone called 'thePlotHole' collects plot holes (surprise, surprise). He pays 175 meat per, which is better than the autosell. This guy is in the attached collectors.txt file, BTW.
It also figures out how much those items are worth, and what their potential value is, which it adds to the running potentialMeat total, used for the calculate_profit routine.
I have already found a few collectors, and have made a list with them. A basic collectors.txt file should be attached.
By default, this feature is turned off, because it detracts somewhat from the automated nature of this script, and the collectors could stop collecting, or something.
Related to this feature is the closetCollectables toggle. By default, this is turned on. Basically, this will closet all of the collectable items, so as not to include them when calculating tomorrows profits!
If useCollectorsFile is turned off, no closeting of collectable items will happen, by the way. If its turned off, you can pretend this new feature was never added, in fact!
I prefer to let the collectable items build up, and once a week or so, log in, and set up trade offers with the various collectors. By then, a decent quantity of items has built up.
Who says the closet is useless?
BTW: If you choose to use this feature, put the 'collectors.txt' file into either your scripts directory, or the data directory. I put it under data, but I think it'll work from either position.
5 November update:
I've added some automatic bountyhunting. It tries to pick the highest level bountyhunt available, and it checks to see if you can actually access the bountyhunt zone. If there's enough demand, I may optimize lucre farming a bit (IE: use combat modifiers where appropriate).
I've also added a 'food_fullness' integer. This is basically so that the script can automatically cope with feast of boris, or lesser filling foods (super salad, for instance).
15 November update:
Testudinata has changed her prices, the old price for Ode now gets a casting of madrigal, which kinda breaks getting ode from her. Script updated to reflect this change in price.
I have tested this new version, but not extensively. If anything is broken, please let me know, and I'll fixz0r it.
Also, if anyone has any feature requests, feel free to ask me! There are no guarantees I will implement XYZ feature request, but if its a good idea, there's a good chance I will.
EDIT: Updated again! (21 April 2007)
EDIT: Updated yet again! (5 November 2007)
EDIT: And again. Sheesh. (15 November 2007)
This is a script I put together, at the request of another player. It's tailored for a moxie class with superhuman cocktailcrafting, and advanced cocktailcrafting, but it will work without them.
Default consumption:
5 prussian cathouse, 3 fine wine OR
5 Rolls in the hay, 3 fine wine
1 milk of magnesium
3 knob sausage chow mein
15 twinkly wad
Toggles:
[li]DIYBooze. This is used to control whether you make your own superhuman drinks. Default: off.[/li]
[li]KGE buff maintenance: Nasal spray & pet-buffing spray. Default: on.[/li]
[li]Cantata of Confrontation, shrugging it off for ode where necessary. Default: on.[/li]
[li]Parallelize Cantata requests: This is a new feature, to request cantata from multiple buffbots instead of just one. At the same time. Faster, but less efficient than waiting for a single buffbot. Default: on.[/li]
[li]Pulverize toggle, to smash wolf masks and giant needles.This disables itself if you cant smash stuff. Default: on.[/li]
[li]Hermit Looting. This gets clovers from the hermit, using 31337 scrolls as a source of worthless trinkets.Haxor the hermit first, please. Default: on.[/li]
[li]useCollectorsFile, and closetCollectables. These are related, and described below. Default: off.[/li]
[li]doBountyHunt. This does your daily bounty hunt for lucre. It tries to choose the highest level hunt it can.[/li]
[li]conserveMilk. Set this to true to use one milk of magnesium every two days. Can cause issues with buff ordering, and accurate profit calculation.[/li]
As you can see, the toggles are many and numerous. They're all at the top of the script, and commented. You might want to change some of them about.
Last, but not least, here is what this script actually does:
[li]restock supplies (food, booze, spleenies, ingredients)[/li]
[li]make your superhuman drinks, unless that has been toggled off[/li]
[li]eat food[/li]
[li]drink booze, using ode to booze[/li]
[li]Complete todays bountyhunt for lucre, unless that's been disabled.[/li]
[li]check buff levels. Basically, shrug off ode and get cantata, unless thats disabled. Also, KGE buffs, unless disabled.[/li]
[li]switch to a custom farming outfit, called "Castlefarming"[/li]
[li]spend all adventures at the giant castle[/li]
[li]switch to a custom rollover outfit, called "Nightdress"[/li]
[li]sell and smash the loot[/li]
[li]get ode to booze, and drink a nightcap[/li]
[li]use milk and eat food, if you're being conservative with your milk, and haven't eaten yet[/li]
[li]calculate todays profits, including an average meat gain per adventure[/li]
[li]NEW! Try to save a report of todays activity. Broken in certain versions of mafia.[/li]
If you have a plexiglass pith helmet as part of your farming outfit, it will attempt to use the generated mana to maintain your buffs, similar to what the new versions of mafia do with the mood maintenance thingy. It confuses me a little bit, so I haven't disabled this

I have tried to make this as customizable as possible, because I know everyone has a slightly different setup for farming. For instance, its trivial to change the food about, or the names of the custom outfits, etcetera, etcetera. This is also why I put in a bunch of toggles. All of the toggles are at the top of the script, and commented.
I did, however, make the assumption that you have liver of steel, not stomach of steel. It'd be trivial to switch that about, though, if desired.
I also assume that you have bought phat loot and polka in bulk, as I make no attempt to maintain those buff levels.
On the current TODO list is the following (I like lists):
[li]TPS drinks, and the preparation thereof.[/li]
[li]Easier way to switch about between Liver and stomach of steel, and the quantities of food/booze for each[/li]
[li]Spending excess Plexipith MP on candy heart summoning. Or any kind of candy heart action at all, in fact.[/li]
All of this stuff on my TODO list is kind of low priority, because I don't really need them. So, if you would find any of these future features useful, nag me! And I might even pay heed to your nagging, and update this script some more!
21 April update details:
(useCollectorsFile, and closetCollectables)
Basically, some of the castle farmed items are worth more to certain collectors, than you will get from autoselling them. This lets you define a list of collectors, with who pays what for what items. Then, when this script goes to sell your found loot, it won't sell stuff that can be sold to collectors. Make sense?
For instance, someone called 'thePlotHole' collects plot holes (surprise, surprise). He pays 175 meat per, which is better than the autosell. This guy is in the attached collectors.txt file, BTW.
It also figures out how much those items are worth, and what their potential value is, which it adds to the running potentialMeat total, used for the calculate_profit routine.
I have already found a few collectors, and have made a list with them. A basic collectors.txt file should be attached.
By default, this feature is turned off, because it detracts somewhat from the automated nature of this script, and the collectors could stop collecting, or something.
Related to this feature is the closetCollectables toggle. By default, this is turned on. Basically, this will closet all of the collectable items, so as not to include them when calculating tomorrows profits!
If useCollectorsFile is turned off, no closeting of collectable items will happen, by the way. If its turned off, you can pretend this new feature was never added, in fact!
I prefer to let the collectable items build up, and once a week or so, log in, and set up trade offers with the various collectors. By then, a decent quantity of items has built up.
Who says the closet is useless?
BTW: If you choose to use this feature, put the 'collectors.txt' file into either your scripts directory, or the data directory. I put it under data, but I think it'll work from either position.
5 November update:
I've added some automatic bountyhunting. It tries to pick the highest level bountyhunt available, and it checks to see if you can actually access the bountyhunt zone. If there's enough demand, I may optimize lucre farming a bit (IE: use combat modifiers where appropriate).
I've also added a 'food_fullness' integer. This is basically so that the script can automatically cope with feast of boris, or lesser filling foods (super salad, for instance).
15 November update:
Testudinata has changed her prices, the old price for Ode now gets a casting of madrigal, which kinda breaks getting ode from her. Script updated to reflect this change in price.
I have tested this new version, but not extensively. If anything is broken, please let me know, and I'll fixz0r it.
Also, if anyone has any feature requests, feel free to ask me! There are no guarantees I will implement XYZ feature request, but if its a good idea, there's a good chance I will.