Feature - Implemented Multicasting ancestral recall

Hellno

Member
As far as I can figure out, this isn't possible at the moment, but it would be neat for those time you're looking to do some extra adventuring!

This is the output I get when I try to multicast (I have 2 blue mana in my inventory):

Code:
> cast 2 recall

You gain 3 Adventures
Ancestral Recall was successfully cast.
 
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Note: AFAICT, it can't be multicast natively (i.e. "/cast 2 ancestral recall" in chat produces an error even tough I have 2+ casts and man blues left) , so mafia would have to expand cast N ancestrall recall to N copies of cast 1 ancestrall recall.
 
Aha, I'll try to bug report that and hopefully they feel like fixing it, gonna have to wait until rollover just so I can verify it myself though (unless you want to report it now).
 
This is a native workaround that is ugly, but works decently, and goes by the logic xKiv mentioned:

Trigger: /multi

Result: /$1 $2 $3 && /$1 $2 $3 &$4 /$1 $2 $3 &$5 /$1 $2 $3 &$6 /$1 $2 $3 &$7 /$1 $2 $3 &$8 /$1 $2 $3 &$9 /$1 $2 $3 &$10 /$1 $2 $3 &$11 /$1 $2 $3 &$12 /$1 $2 $3 &$13 /$1 $2 $3 &$14

/multi cast 1 recall & & & &

^^ that casts recall 5 times. It can go from 1-11, I think.

This can also be used with multi crafting Misc items, or multi using items that have no vanilla multi use support. It's not perfect, but it works.
 
Bumped because I just ran into this, and preferences / inventory are also incorrectly updated (i.e. cast 2 recall will increase the corresponding preference by 2 and remove 2 blue mana from inventory, when only one cast was successful). I'm not entirely sure why it was rejected (KoL bug?).
 
I added a while() loop to cast Ancestral 10 times in my script, because attempting to multi-cast still removes 10 blue mana from your inventory and sets _ancestralRecallCasts=10 even though it was only cast once and gained 3 advs
 
I'm working on this. I don't like the way "cast 1 ancestral recall" prints absolutely nothing if you have no blue mana or have reached your daily limit.

I am considering making it work like Rainbow Gravitation: "retrieving" the necessary number of mana before casting and printing a message if if can't get enough. Also making it print a message if you ask for more than is allowed.
 
Yeah. I can make Ancestral Recall auto-retrieve mana the same way Rainbow Gravitation auto-retrieves wads. The thing which silently fails when casting a skill with 0 casts currently possible is this code in UseSkllRequest.run:

Code:
		this.isRunning = true;
		this.setBuffCount( Math.min( this.buffCount, this.getMaximumCast() ) );
		if ( this.skillId == SkillPool.SUMMON_MINION || this.skillId == SkillPool.SUMMON_HORDE )
		{
			ChoiceManager.setSkillUses( this.buffCount );
		}
		this.useSkillLoop();
		this.isRunning = false;
this.buffCount is the user-requested count.
We potentially lower it with Math.min( this.buffCount, this.getMaximumCast() )
If we set it all the way down to zero, useSkillLoop returns immediately with no comment.

Seems like we could save the before & after count and, perhaps, give a warning if after < before. And seems like we could return immediately if after == 0.
 
Code:
[color=green]> cast 3 ancestral recall[/color]

You gain 3 Adventures
Ancestral Recall was successfully cast.
You gain 3 Adventures
Ancestral Recall was successfully cast.
You gain 3 Adventures
Ancestral Recall was successfully cast.

[color=green]> cast 10 ancestral recall[/color]

(Only 7 casts of Ancestral Recall currently available.)
You gain 3 Adventures
Ancestral Recall was successfully cast.
You gain 3 Adventures
Ancestral Recall was successfully cast.
You gain 3 Adventures
Ancestral Recall was successfully cast.
You gain 3 Adventures
Ancestral Recall was successfully cast.
You gain 3 Adventures
Ancestral Recall was successfully cast.
You gain 3 Adventures
Ancestral Recall was successfully cast.
You gain 3 Adventures
Ancestral Recall was successfully cast.

[color=green]> cast ancestral recall[/color]
I like this well enough. Revision 17348.
 
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