boolean can_use_familiars() {
switch (my_path()) {
case "Avatar of Boris":
if (item_amount($item[Clancy's lute]) > 0) {
use(1, $item[Clancy's lute]);
}
equip($slot[weapon], $item[Trusty]);
return false;
case "Avatar of Sneaky Pete":
return false;
case "Avatar of Jarlsberg":
return false;
case "Zombie Slayer":
return false;
default:
return true;
}
}
void select_familiar_and_familiar_eq() {
// If cheerleader steam is less than 100, the hound dog is just as good.
// Better, since it has greater choice of familiar equipment without depleting steam.
// Backup is BGF. Everyone has one of those, right?
// Could implement greater choice of familiars (and familiar equipment), but why bother :P
if (can_use_familiars()) {
if (have_familiar($familiar[Steam-Powered Cheerleader]) && to_int(get_property("_cheerleaderSteam")) > 100) {
use_familiar($familiar[Steam-Powered Cheerleader]);
equip($slot[familiar], $item[school spirit socket set]);
} else if (have_familiar($familiar[Jumpsuited Hound Dog])) {
use_familiar($familiar[Jumpsuited Hound Dog]);
if (item_amount($item[Mayflower bouquet]) >= 1 || have_equipped($item[Mayflower bouquet])) {
equip($slot[familiar], $item[Mayflower bouquet]);
} else {
equip($slot[familiar], $item[ittah bittah hookah]);
}
} else {
use_familiar($familiar[Baby Gravy Fairy]);
equip($slot[familiar], $item[ittah bittah hookah]);
}
}
}
boolean use_map() {
// Choose which item to get from the choiceadventure (1 = distention pill, 2 = dog hair pill)
if (item_amount($item[distention pill]) <= item_amount($item[synthetic dog hair pill])) {
set_property("choiceAdventure536", "1");
} else {
set_property("choiceAdventure536", "2");
}
// Use the map, return false on failed use
if (use(1, $item[Map to Safety Shelter Grimace Prime])) {
return true;
} else {
return false;
}
}
void expanders() {
// Use transponder (buy if necessary)
if (have_effect($effect[transpondent]) < 1) {
if (item_amount($item[transporter transponder]) < 1) {
buy(1, $item[transporter transponder], 15000);
}
use(1, $item[transporter transponder]);
}
// Pick what familiar to use
select_familiar_and_familiar_eq();
// Maximize item drop
maximize("item, -current, -tie, 0.01 mp regen, -familiar", false);
// Adventure while being transpondent
while(have_effect($effect[transpondent]) > 0 && my_adventures() > 0) {
// Use maps, if you have them. Exit if use fails.
if (item_amount($item[Map to Safety Shelter Grimace Prime]) > 0) {
if (!use_map()) {
print("Something went wrong!", "red");
return;
}
// Adventure, if out of maps.
} else {
if (adventure(1, $location[domed city of grimacia])) {}
}
}
}
void main() {
expanders();
}
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