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(); }