efilnikufecin
Member
I've been trying to import http://www.feesher.com/anvil/index.php into a script, but not having much luck. Using Open Office and data from that sight though I was able to create seed data with which to grow on. Most of the data contained in this file is based on what is contained in that sight, but some had to be obtained using real samples.
The layout is from left to right:
The concept is that if you want to continue to build on this data for your own use then you can continue to add to it, and as it goes you will obtain more accurate numbers from it.
If you pulverize 10 antique shields and get 30 twinkly wads then increase the sample count for antique shield by 10, and Twinkly wads by 30, then save. Always remember to update all fields.
This was mostly done for my own use, and It was very expensive to build the database. You may find it useful, but please be aware that it is seed data and that some items due to cost had to be omitted or had to have a very low sample count. I have not yet tested it's import ability but it should import without a problem.
If you are interested in using this you need to be familiar with ash maps. At some point I will write the code to import the data into ash, but right now my head is thoroughly spinning due to all the work I have done recently to complete it, and convert it from ods to kolmafia map format.
OK here is the script, but there is an issue which still needs resolved, and can be seen here
This is set up for loading into the namespace, or ash
Namespace use the function:
void crush(int quant, item tosmash) pulverises the item, adds the data to the map, and saves the map.
Ash users must remember to save the data (or finalize the map) use the functions:
boolean pulv(int quant, item tosmash) does the pulverising, and adding data to the map.
void finalize_pulv_data() saves the data when done.
Ash users may also choose to use
void crush(int quant, item tosmash)
which does it all in one command, but this will cause the file to be written to the hard drive excessively, and degrade performance. It will assure you that if your script fails the data is saved though.
Edit again: I forgot to mention if you want to use the data collected in a script which determines whether or not to pulverize something, access the map directly. Most who would want to do such a thing will already know how to do so.
the original version had the return results for pulv missing in most cases. Fixed and re-uploaded.
The layout is from left to right:
Code:
#ItemName The item name use $item or string (testing for spelling still needs completed)
Samples taken The quantity of this item pulverized so far
Twinkly wads the # of twinkly wads obtained so far
Cold Wads ...
Hot Wads
Sleazy Wads
Spooky Wads
Stench Wads
Twinkly nuggets
Cold nuggets
Hot nuggets
Sleaze nuggets
Spooky nuggets
Stench nuggets
Twinkly powder
Cold powder
Hot powder
Sleazy powder
Spooky powder
Stench Powder
The concept is that if you want to continue to build on this data for your own use then you can continue to add to it, and as it goes you will obtain more accurate numbers from it.
If you pulverize 10 antique shields and get 30 twinkly wads then increase the sample count for antique shield by 10, and Twinkly wads by 30, then save. Always remember to update all fields.
This was mostly done for my own use, and It was very expensive to build the database. You may find it useful, but please be aware that it is seed data and that some items due to cost had to be omitted or had to have a very low sample count. I have not yet tested it's import ability but it should import without a problem.
If you are interested in using this you need to be familiar with ash maps. At some point I will write the code to import the data into ash, but right now my head is thoroughly spinning due to all the work I have done recently to complete it, and convert it from ods to kolmafia map format.
OK here is the script, but there is an issue which still needs resolved, and can be seen here
This is set up for loading into the namespace, or ash
Namespace use the function:
void crush(int quant, item tosmash) pulverises the item, adds the data to the map, and saves the map.
Ash users must remember to save the data (or finalize the map) use the functions:
boolean pulv(int quant, item tosmash) does the pulverising, and adding data to the map.
void finalize_pulv_data() saves the data when done.
Ash users may also choose to use
void crush(int quant, item tosmash)
which does it all in one command, but this will cause the file to be written to the hard drive excessively, and degrade performance. It will assure you that if your script fails the data is saved though.
Edit again: I forgot to mention if you want to use the data collected in a script which determines whether or not to pulverize something, access the map directly. Most who would want to do such a thing will already know how to do so.
the original version had the return results for pulv missing in most cases. Fixed and re-uploaded.