Auto-stops: Difference between revisions
imported>Bale Added 1 more. (I thought it was already there, honest!) |
imported>Heeheehee Based on the trend, I'd assume this. Correct me if I'm wrong. |
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* Teleportitis: {{kolwiki|The Oracle Will See You Now}} | * Teleportitis: {{kolwiki|The Oracle Will See You Now}} | ||
* Barrrney's Barrr: {{kolwiki|Step Up to the Table, Put the Ball in Play}} | * Barrrney's Barrr: {{kolwiki|Step Up to the Table, Put the Ball in Play}} | ||
* The F'c'le: {{kolwiki|A Fledgling Pirate Is You!}} (Automatically uses all three items once you get the third.) | |||
* The Poop Deck: {{kolwiki|It's Always Swordfish}} | * The Poop Deck: {{kolwiki|It's Always Swordfish}} | ||
* Arid, Extra-Dry Desert: Auto-stops every time you want to start adventuring at the Oasis or if you need to get an item: | * Arid, Extra-Dry Desert: Auto-stops every time you want to start adventuring at the Oasis or if you need to get an item: |
Revision as of 15:16, 2 July 2010
Auto-stops are places where mafia's automation will automatically stop, just as the name suggests. Except for the Ultra-Rare monsters, these are all KoL non-combats. If mafia detects one of these auto-stop non-combats then automation will cease immediately after the encounter.
There is just one trick to using auto-stops: mafia will only auto-stop when there are no conditions set (although it will always auto-stop on Ultra-Rare monsters). If conditions are set then mafia will continue automation until it reaches those conditions and stop normally. This is to prevent auto-stops from interfering with regular automation.
- Sleazy Back Alley: Under the Knife
- Misspelled Cemetary: A Grave Situation
- Haunted Library: Rise and Fall of Take a Look, it's in a Book!
- Whitey's Grove: It's A Sign!
- Teleportitis: The Oracle Will See You Now
- Barrrney's Barrr: Step Up to the Table, Put the Ball in Play
- The F'c'le: A Fledgling Pirate Is You! (Automatically uses all three items once you get the third.)
- The Poop Deck: It's Always Swordfish
- Arid, Extra-Dry Desert: Auto-stops every time you want to start adventuring at the Oasis or if you need to get an item:
- A Sietch in Time
- No Colors Anymore (without can of black paint). With paint, adventuring continues to Walk Without Rhythm.
- Walk Without Rhythm
- Walk Without Rhythm 2 (Only occurs if you didn't have a drum machine at previous auto-stop.)
- The Sleeper Has Awakened
- Agua de vida: Auto-stop when a bottle is consumed.
- Auto-stop when a demon name is learned and opens mini-browser to display it.
- Auto-stop when a hobo code is learned and opens mini-browser to display it.
- Auto-stop when an Ultra Rare adventure is encountered and opens mini-browser to display it.
Unlocking the White Citadel can make use of the auto-stop to be this simple.
adventure( my_adventures(), $location[whitey's grove] );
adventure( my_adventures(), $location[white citadel );
Unlocking the Pyramid, using the magic of auto-stops. Note that this assumes you have enough adventures to complete it. A better script would check the questlog to verify current quest progress before beginning adventuring.
cli_execute("condition clear"); # conditions must be clear or stops won't be automatic.
# Adventure until: A Sietch in Time
adventure( my_adventures(), $location[Desert (Ultrahydrated)] );
cli_execute("condition set 1 stone rose, 1 drum machine");
adventure( my_adventures(), $location[Oasis] );
# Adventure until: Walk Without Rhythm
retrieve_item(1, $item[can of black paint]);
adventure( my_adventures(), $location[Desert (Ultrahydrated)] );
cli_execute("condition set worm-riding manual pages 3-15");
adventure( my_adventures(), $location[Oasis] );
# Adventure until: The Sleeper Has Awakened
adventure( my_adventures(), $location[Desert (Ultrahydrated)] );
# Equip wormhooks, use drum machine and then re-equip original weapon.
cli_execute("checkpoint; equip worm hooks; use drum machine; outfit checkpoint");