Page 3 of 26 FirstFirst 1 2 3 4 5 13 ... LastLast
Results 21 to 30 of 260

Thread: raidlog override a la Dr. Evi1

  1. #21
    Minion Bale's Avatar
    Join Date
    Jun 2008
    Posts
    13,263

    Default

    I'd like to report a bug.

    End index 5 out of bounds (clan_raidlogs.ash, line 523)
    If the index is out of bounds, instead of crashing, it would be good if the script wrote page to the relay browser and ended execution gracefully.

    In case that was unclear, the reason it crashed is because I didn't have dungeon access in that clan. I have an icon on my top menu that brings me straight to the raidlog. It is quite handy. At least KoLmafia should not have gone into an error state, even if I do get a blank page to look at. For extra credit you could add an explanatory message for the user to look at, but that would be a bit above-and-beyond.
    If people like my scripts, please send me stuffed Hodgmen.
    Universal Recovery, OCD Inventory Control, CounterChecker, newLife, ChIT.


  2. #22
    Senior Member
    Join Date
    Jan 2010
    Posts
    692

    Default

    Hm, I'll look into that. Shouldn't be too hard to be like "yo, no logs for no dungeon".

    Anyway, sadly the new dungeon comes at a time when I'm too busy to even PLAY KoL let alone write scripts for it. However, I did drop in for a few minutes last night to look at things, and I've started formulating how I might set up the tables. I'm not sure what new info has come to light, so if I'm wrong or something sounds stupid, I'm open to adjusting things.

    AFAIK, each area is basically the same: 10 monsters (2 species 5 elements) and 2 noncombats that each player can only do once, plus a boss. I haven't heard if there's an overall boss or a 4th area that opens up or whatever.
    So, I'm thinking each area will have its own table, arranged thusly: Player, Element, Element, Element, Element, Element, Defeats, Noncom 1, Noncom 2, Total.
    Then, in the data rows, each element column will actually be two columns, one for each species.
    Then, new to the raidlog, instead of a tally under each Noncombat, I will just put which choice was taken by that user.

    I'm thinking a smaller boss table like the the Hobo overhead one, and maybe including the kiss count there.

    So... now that that's out of the way, discuss.

    EDIT: Also, once this cools down a bit and I have more free time, I'm planning on rebuilding a crapton of the script so that the table layouts, headers, colors, everything is customizable (for all dungeons). How this will work will be explained at a later date, so if you aren't very fond of some organizational tool right now, just wait.
    Last edited by bordemstirs; 07-28-2013 at 09:13 PM.

  3. #23
    Senior Member
    Join Date
    Jan 2010
    Posts
    692

    Default

    Okay. Scratch that. Instead of separating out all the elements and species, each area's table will just be Player Name, Kills, Defeats, NC1, NC2, NC3, Total.
    I will include a second, hidden, table that has a more detailed kill/defeat information, for anybody that wants to know (but they seem to be irrelevant for most purposes).
    Now, I just have one problem: What the crap do the logs say for all the various possible noncombat decisions? Here's where I need help, if you guys could just copy paste the exact lines from the logs HTML (from <br> to <br>) and what area it's under, that'd be awesome, I can do some detective work to find out which noncombat they belong to (or post that too if you know).
    The sooner I have all this, the sooner the script will get finished.

  4. #24
    Minion Bale's Avatar
    Join Date
    Jun 2008
    Posts
    13,263

    Default

    Detailed kill information is pretty irrelevant I believe.

    Now, I just have one problem: What the crap do the logs say for all the various possible noncombat decisions?
    Originally Posted by bordemstirs View Post
    HTML Code:
    The Village
    <br>LAnGsuir (#145735) collected a ghost pencil (1 turn)<br>
    <br>LAnGsuir (#145735) looted the tinker's shack (1 turn)<br>
    <br>Asharaxx (#556893) robbed some graves (1 turn)<br>
    <br>Tuga (#622147) swam in a sewer (1 turn)<br>
    <br>Bale (#754005) made the vilage less stinky (1 turn)<br>
    <br>NotJim (#771603) unlocked the schoolhouse (1 turn)<br>
    <br>MoonageDaydream (#2000953) unlocked the ballroom (1 turn)<br>
    <br>Alden (#1382351) read some lurid epitaphs (1 turn)<br>
    <br>YoMama1 (#1610439) looted the blacksmith's till (1 turn)<br>
    <br>MoonageDaydream (#2000953) drove some skeletons out of the castle (1 turn)<br>
    
    The Castle
    <br>LAnGsuir (#145735) got some roast beast (1 turn)<br>
    <br>LAnGsuir (#145735) sifted through some ashes (1 turn)<br>
    <br>Bale (#754005) raided a dresser (1 turn)<br>
    <br>Asharaxx (#556893) got a wax banana (1 turn)<br>
    <br>Shugars (#1158602) drove some skeletons out of the castle (1 turn)<br
    <br>MoonageDaydream (#2000953) unlocked the ballroom (1 turn)<br>
    <br>MoonageDaydream (#2000953) twirled on the dance floor (1 turn)<br>
    <br>MoonageDaydream (#2000953) made the castle less sleazy (1 turn)<br>
    
    The Woods
    <br>LAnGsuir (#145735) rifled through a footlocker (1 turn)<br>
    <br>LAnGsuir (#145735) unlocked the fire watchtower (1 turn)<br>
    <br>LAnGsuir (#145735) found and sold a rare baseball card (1 turn)<br>
    <br>Tuga (#622147) recycled some newspapers (1 turn)<br>
    <br>Tuga (#622147) got a cool seed pod (1 turn)<br>
    <br>MoonageDaydream (#2000953) acquired a chunk of moon-amber (1 turn)<br>
    That's a nice start.
    If people like my scripts, please send me stuffed Hodgmen.
    Universal Recovery, OCD Inventory Control, CounterChecker, newLife, ChIT.


  5. #25
    Senior Member
    Join Date
    Feb 2009
    Posts
    117

    Default

    Here's some bale's didn't have:

    HTML Code:
    The Woods:
    <br>mattkingcole (#2114360) acquired some dread tarragon (1 turn)<br>
    <br>Nematocyst (#2186263) made the forest less hot (1 turn)<br>
    <br>mattkingcole (#2114360) got intimate with some hot coals (1 turn)<br>
    
    The Village:
    <br>ricardo1234567890 (#2222771) made the village less spooky (1 turn)<br>
    <br>ricardo1234567890 (#2222771) moved some bricks around (1 turn)<br>
    <br>HasteBro (#930575) drove some zombies out of the village (1 turn)<br>
    
    The Castle:
    <br>ricardo1234567890 (#2222771) frolicked in a freezer (1 turn)<br>
    <br>mattkingcole (#2114360) did a whole bunch of pushups (1 turn)<br>
    <br>Ricardo4316 (#2079186) made the castle less spooky (1 turn)<br>
    <br>Saucy Sally (#975363) took a nap on a prison cot (1 turn)<br>
    <br>Saucy Sally (#975363) read some ancient secrets (1 turn)<br>

  6. #26
    Minion Bale's Avatar
    Join Date
    Jun 2008
    Posts
    13,263

    Default

    I like the colors suggested in drEvi1's thread: http://forums.kingdomofloathing.com/...&postcount=642

    That gold on black looks great and is thematically relevant.
    If people like my scripts, please send me stuffed Hodgmen.
    Universal Recovery, OCD Inventory Control, CounterChecker, newLife, ChIT.


  7. #27
    Senior Member
    Join Date
    Feb 2009
    Posts
    117

    Default

    BTW, kill info might be important actually, more specifically, the type of monster most/least killed in each area. Or has it been confirmed that that has nothing to do with which boss shows up at the end of the area?

  8. #28
    Senior Member
    Join Date
    Jan 2010
    Posts
    692

    Default

    BTW, kill info might be important actually, more specifically, the type of monster most/least killed in each area. Or has it been confirmed that that has nothing to do with which boss shows up at the end of the area?
    Originally Posted by HasteBro View Post
    Interesting theory. I'll look out for that info.

    Okay, this is nearing ready to post, but um... does anybody know the image name of the Zombie HOA? That's the only thing I'm missing for the preliminary update.

  9. #29
    Developer
    Join Date
    Apr 2006
    Posts
    883

    Default

    Player Name (#000000) was defeated by the Zombie Homeowners' Association (1 turn)
    Player Name (#000000) defeated the Zombie Homeowners' Association (1 turn)
    Automatically download the newest daily build - Version 1.8
    Better Basement Automation
    - Version 1.??? Someone else is maintaining this
    Get an effect from a buffbot
    - Version 1.4

  10. #30
    Developer
    Join Date
    Aug 2009
    Posts
    2,664

    Default

    BTW, kill info might be important actually, more specifically, the type of monster most/least killed in each area. Or has it been confirmed that that has nothing to do with which boss shows up at the end of the area?
    Originally Posted by HasteBro View Post
    That's... not it. We'll probably have a thread out later today discussing our findings ("CG presents" or something).

Similar Threads

  1. Replies: 0
    Last Post: 09-11-2013, 03:02 AM
  2. Bookshelf Override
    By deadned in forum Relay Override Scripts
    Replies: 2
    Last Post: 12-01-2012, 10:02 AM
  3. Feature Override images
    By ckb in forum Bug Reports
    Replies: 0
    Last Post: 08-03-2012, 03:35 AM
  4. Bug - Fixed Went a little TOO far on the Override annotations
    By wrldwzrd89 in forum Bug Reports
    Replies: 5
    Last Post: 05-28-2012, 10:11 PM
  5. override missing
    By bordemstirs in forum Community Support
    Replies: 3
    Last Post: 03-14-2011, 02:42 AM

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •