New Content - Implemented Monster Manuel

Bale

Minion
So... Turn off KoL's ability to add monster stats if Manuel is adding monster stats? Since Manuel's monster stats is infallible.
 

Rinn

Developer
Mafia's stat display should probably be changed to mimic the layout of what the manuel adds. If unknown monster information is found the internal overrides should get updated accordingly (both from the initial combat page, and from the quest log page). Mafia should track how researched a monster is and add it as an integer field to $monster. A new goal type could be added like "research <monster>" that will adventure until a monster is fully researched, or we could leave that to scripts. We could also automatically submit gathered data to a server like how we do with the mallprices.

I'm going to do start work on this once I finish my ascension after rollover.
 
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Bale

Minion
Mafia's stat display should probably be changed to mimic the layout of what the manuel adds.

Good point. Consistency of display is a good thing.


If unknown monster information is found the internal overrides should get updated accordingly (both from the initial combat page, and from the quest log page).

We could also automatically submit gathered data to a server like how we do with the mallprices.

I see no reason to do that. There is no urgency. At all. People can either gather their own monster data with their own Manuel, or else they can wait for monster data to be added to mafia internal files.


Mafia should track how researched a monster is. A new goal type could be added like "research <monster>" that will adventure until a monster is fully researched, or we could leave that to scripts.

That's solidly a scripting thing I believe. Or else it could wait to be a new feature someday when a dev is very bored.
 

lostcalpolydude

Developer
Staff member
Whatever is done to change the display, it should be made clear whether monster stats are being provided by mafia or Manuel to a person that's just glancing at them. Maybe a different color or something? Only if someone has Manuel? I haven't even seen the new stuff yet.
 

Bale

Minion
Whatever is done to change the display, it should be made clear whether monster stats are being provided by mafia or Manuel to a person that's just glancing at them. Maybe a different color or something? Only if someone has Manuel? I haven't even seen the new stuff yet.

Sadly, I am overdrunk so I also won't see it until after rollover... Waaaaaah!
 

Rinn

Developer
HTML:
<script type="text/javascript">var monsterstats = {"hp":"1","def":"0","off":"1"};</script>

We can check that a monster is more researched by checking for monstermanuel.gif, there's no way to know how many times you've researched that monster at the end of combat unless we store all the description strings, which would be dumb. It's easy to check the quest log page though, when a monster is listed after you encounter it the first time by the number of <li> tags in the info.

HTML:
<tr><td rowspan=4 valign=top width=100><img src=http://images.kingdomofloathing.com/adventureimages/bum.gif width=100></td><td width=30><img src=http://images.kingdomofloathing.com/itemimages/nicesword.gif width=30 height=30 alt="Attack Power (approximate)" title="Attack Power (approximate)"></td><td width=50 valign=center align=left><b><font size=+2>1</font></b></td><td rowspan=4 valign=top class=small><b><font size=+2>rushing bum</font></b><ul><li>Don't feel bad about beating up rushing bums; they all choose to be homeless and if they'd only work a little harder, they'd be millionaires!<li>The speed of a rushing bum is equal to the distance covered divided by time.<li>When two rushing bums collide with each other, the force generated by each bum is multiplied.</ul></td></tr><tr><td width=30><img src=http://images.kingdomofloathing.com/itemimages/whiteshield.gif width=30 height=30 alt="Defense (approximate)" title="Defense (approximate)"></td><td width=50 valign=center align=left><b><font size=+2>0</font></b></td></tr><tr><td width=30><img src=http://images.kingdomofloathing.com/itemimages/hp.gif width=30 height=30 alt="Hit Points (approximate)" title="Hit Points (approximate)"></td><td width=50 valign=center align=left><b><font size=+2>1</font></b></td></tr>

questlog.php?which=6

Other things of note:

  • Stats shown in combat take ml into account, and attack and defense values can go negative with -ml and deleveling
    • The negative values seem wonky for attack, if you refresh the page attack will reset to 1. Defense will continue going more negative like you would expect.
  • Stats in the quest log page do not take ml into account
  • Unmodified defense seems to have a lower limit of 0, not 1
 
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Bale

Minion
Having seen how this works now, I no longer think that mafia needs to do anything to change its manner of displaying information. The situation as it exists is completely unconfused. The difference in presentation and the way the two displays fit together is quite nice. Quite frankly, I do not want mafia to display information in the same format as Manuel. If that was done I would have trouble spotting monsters that I do not have information on yet. I like that. Also, it is nice that when the combat is over, mafia displays full HP while KoL displays 0 HP.



What mafia should do to support this, is to read in the HP, ATK and DEF of the monster when it is displayed and provide that instead of its internal data whenever it is available. That will ensure complete accuracy for functions like monster_attack().
 

GValko

Member
The manuel is causing some text parsing bugs right now.

Code:
[648] Palindome
Encounter: Racecar Bob
Round 0: gvalko wins initiative!
Round 1: racecar bob drops 187162180 attack power.
Round 1: gvalko attacks!
Round 2: racecar bob drops 18716224 attack power.
Round 2: racecar bob takes 156 damage.
You lose 73 hit points
Round 2: gvalko casts KODIAK MOMENT!
Round 3: racecar bob drops 1871620 attack power.
Round 3: racecar bob takes 178 damage.
Round 3: gvalko wins the fight!
You gain 152 Meat
After Battle: Stanenstein waves his hands in the air like he just doesn't care, then carefully reattaches them.
You acquire an item: stunt nuts
You gain 30 Beefiness
You gain 10 Magicalness
You gain 10 Roguishness

Any monster you fight after learning the stats causes Mafia to improperly track its attack score.

It's not losing 187162180 attack, it's reading something like
nicesword.gif 180
whiteshield.gif 162
hp.gif 180

One other thing to note:

Variations on the same monster have their own entries in the Manuel. There's 5 ancient protector spectres, one for each of the spheres and the dagger. There's also 2 entirely different entries per non-AMC gremlin...
 
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xKiv

Active member
I don't remember too well (tried it yesterday, slept in between), but are the manuel stats always right if displayed? Is there never when they show 0 because you haven't researched enough yet?
(note: basement monsters showed 0 in quest log - possibly all scaling(to something) monsters will do that)

I don't think mafia should autoload researchedness (up to 27 server hits, unless it's in api.php?), and simply disregard anything less than 1 as unreliable.
Shown stats are only reliable at the beginning of fight, without any autoattack. Can mafia tell that? Are these stats good for anything except tracking values for the current fight?
Are these values *completely* infallible, including random variation (the one that's, iirc, +-5% capped at +-5)?

But, hypothetically, there could be a command to compare mafia's internal database with the quest log data, like there is(are?) command(s) to compare with api.php for equipment.

And later, we could have a script to check for "missing" research levels.
 

GValko

Member
Scaling monsters are tagged with 0/0/0, so in that case Mafia should probably just override with accurate values.
 

Bale

Minion
Scaling monsters are tagged with 0/0/0, so in that case Mafia should probably just override with accurate values.

In my experience with Wandering Pirates, 0/0/0 is only in the Quest Log. When I encountered those monsters in a fight they had values based on my stats.

Did you encounter monsters which had null stats in an actual fight?
 

lostcalpolydude

Developer
Staff member
It's not losing 187162180 attack, it's reading something like
nicesword.gif 180
whiteshield.gif 162
hp.gif 180

The number there is the attack, defense, and HP numbers put together into a single number because of the nicesword.gif match. I think this could be fixed by looking for a space in front of the number, if I'm following that correctly (creating a new Pattern).
 

GValko

Member
In my experience with Wandering Pirates, 0/0/0 is only in the Quest Log. When I encountered those monsters in a fight they had values based on my stats.

Did you encounter monsters which had null stats in an actual fight?

Actually now that I think about it (because I forgot that the Pirate day pirates scale)...no. The only other scaling monsters were one time occurrences so I was reading it out of the quest log.

Although the behavior should probably be noted in case someone tries to implement Mafia auto-generating missing monster stats from the quest log.
 

Darzil

Developer
I guess we can fill in some missing monsters, did we have the Dis bosses, which were hard to spade due to the rhymes?

Mammon the Elephant - 150 Att, 135 Def, 50000 HP
The Bat in the Spats - 150 Att, 135 Def, 9500 HP
The Large-Bellied Snitch - 150 Att, 135 Def, 10000 HP
The Terrible Pinch - 150 Att, 135 Def, 1000 HP
The Thing with No Name - 200 Att, 225 Def, 1000 HP
The Thorax - 150 Att, 135 Def, 9500 HP
Thug 1 and Thug 2 - 150 Att, 135 Def, 1000 HP
 

lostcalpolydude

Developer
Staff member
I'm pretty sure KoL provides defense after the 90% reduction is applied, while mafia data files have it stored with the pre-reduced value. Something to keep in mind if/when those start being used to update mafia.
 

Theraze

Active member
Correct, so monsters like the thugs are actually 150/150/1000, the thing is actually 200/250/1000, etc. For mafia's data files...
 

slyz

Developer
One other thing to note:

Variations on the same monster have their own entries in the Manuel. There's 5 ancient protector spectres, one for each of the spheres and the dagger. There's also 2 entirely different entries per non-AMC gremlin...
Is there anything in the HTML code of the fight page added by the Manual to differentiate them?
 
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