New Content - Implemented Heavy Rains

digitrev

Member
Thunder tracking

Here's a snippet for the amount of Thunder I currently have:

Code:
<center>You'd better keep an eye on your drinking...</center></td></tr><tr><td align=right>Thunder:</td><td align=left><b><font color=black>100 dBs</font></b></td></tr><tr><td align=right>Soulsauce:</td><td align=left><b><font color=black>92</font></td></tr></table>
 

Veracity

Developer
Staff member
Merged with existing New Content thread.

If Thunder is only in charpane.php, that is useless, since it means we only see it while you are using the Relay Browser.

Is it in api.php?
 

Veracity

Developer
Staff member
Code:
# Fishy, Oily: (In Heavy Rains only)
Fishy, Oily	Initiative: +60
That's a new mechanism for modifiers. We have loc() and zone() and class() and so on. Sounds like we need path().

There is a report on the G_D thread for the path that beyond Thunder skills, there are Rain skills (and rain drops), (and it is conjectured that there might be Lightning skills). If this is all true, seems like there will be more things in the charpane and that TPTB will probably not add them to api.php until they've all been seen by the playerbase, at least.
 

Bale

Minion
There is a report on the G_D thread for the path that beyond Thunder skills, there are Rain skills (and rain drops), (and it is conjectured that there might be Lightning skills).

Rain is verified! Lightning is very likely.

At water level 6, underground, you can encounter a giant tardigrades that drops thunder thighs.
At water level 6, indoors, you can encounter an aquaconda that drops aquaconda brain.
At water level 6, outdoors, you can encounter ???

All skill description IDs for rain skills can be found in the following choice adventure which you get from using an aquaconda brain:
HTML:
<body><img src='/images/itemimages/blank.gif' id='dragged'><div id='debug'></div><div class=contextmenu id='skillmenu'></div><div class=contextmenu id='itemsmenu'></div><div id=topbar><center><table class=actionbar cellpadding=0 cellspacing=1><tbody><tr class=label><td> </td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td></tr><tr class=blueback><td><a href='choice.php?action=auto'><img src='/images/itemimages/plexpock.gif'></td><td class=spacer></td><td><img src='/images/itemimages/blank.gif' id='skills'></td><td class=spacer></td><td><img src='/images/itemimages/blank.gif'></td><td><img src='/images/itemimages/blank.gif'></td><td><img src='/images/itemimages/blank.gif'></td><td><img src='/images/itemimages/blank.gif'></td><td><img src='/images/itemimages/blank.gif'></td><td><img src='/images/itemimages/blank.gif'></td><td><img src='/images/itemimages/blank.gif'></td><td><img src='/images/itemimages/blank.gif'></td><td><img src='/images/itemimages/blank.gif'></td><td><img src='/images/itemimages/blank.gif'></td><td><img src='/images/itemimages/blank.gif'></td><td><img src='/images/itemimages/blank.gif'></td><td class=spacer></td><td class=spacer></td><td><img src='/images/itemimages/blank.gif'></td></tr><tr class=label><td>auto</td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td><td></td></tr></tbody></table></center></div><div class='content' id='content_'><div id='effdiv' style='display: none;'></div><div style='overflow: auto;'>
<Center><centeR><script async src="//pagead2.googlesyndication.com/pagead/js/adsbygoogle.js"></script>
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<br><img src=/images/otherimages/1x1trans.gif height=4><br><table  width=95%  cellspacing=0 cellpadding=0><tr><td style="color: white;" align=center bgcolor=blue><b>The Rain Falls Down With Your Help...</b></td></tr><tr><td style="padding: 5px; border: 1px solid blue;"><center><table><tr><td><center><img src="/images/adventureimages/raining.gif" width=100 height=100></center><p>You pop the brain into your mouth, where it immediately liquefies.
<p>
I mean it liquefies you.  You're a liquid now.  A fast-moving liquid in the sky.  Rain.  You're rain.
<p>
Drops of you glisten in every direction.  Which one will you encompass?<center><form name=choiceform1 action=choice.php method=post><input type=hidden name=pwd value='c2745cad4e99497ac08645126b019c2a'><input type=hidden name=whichchoice value=968><input type=hidden name=option value=1><input class=button type=submit value="Rain Man"><img onClick='javascript:poop("desc_skill.php?whichskill=16011&self=true","skill", 350, 300)' src="/images/itemimages/rainman.gif" width=30 height=30 border=0></form><form name=choiceform2 action=choice.php method=post><input type=hidden name=pwd value='c2745cad4e99497ac08645126b019c2a'><input type=hidden name=whichchoice value=968><input type=hidden name=option value=2><input class=button type=submit value="Rainy Day"><img onClick='javascript:poop("desc_skill.php?whichskill=16012&self=true","skill", 350, 300)' src="/images/itemimages/familiar31.gif" width=30 height=30 border=0></form><form name=choiceform3 action=choice.php method=post><input type=hidden name=pwd value='c2745cad4e99497ac08645126b019c2a'><input type=hidden name=whichchoice value=968><input type=hidden name=option value=3><input class=button type=submit value="Make it Rain"><img onClick='javascript:poop("desc_skill.php?whichskill=16013&self=true","skill", 350, 300)' src="/images/itemimages/meat.gif" width=30 height=30 border=0></form><form name=choiceform4 action=choice.php method=post><input type=hidden name=pwd value='c2745cad4e99497ac08645126b019c2a'><input type=hidden name=whichchoice value=968><input type=hidden name=option value=4><input class=button type=submit value="Rain Dance"><img onClick='javascript:poop("desc_skill.php?whichskill=16014&self=true","skill", 350, 300)' src="/images/itemimages/blooddrops.gif" width=30 height=30 border=0></form><form name=choiceform5 action=choice.php method=post><input type=hidden name=pwd value='c2745cad4e99497ac08645126b019c2a'><input type=hidden name=whichchoice value=968><input type=hidden name=option value=5><input class=button type=submit value="Rainbow"><img onClick='javascript:poop("desc_skill.php?whichskill=16015&self=true","skill", 350, 300)' src="/images/itemimages/rrainbow.gif" width=30 height=30 border=0></form><form name=choiceform6 action=choice.php method=post><input type=hidden name=pwd value='c2745cad4e99497ac08645126b019c2a'><input type=hidden name=whichchoice value=968><input type=hidden name=option value=6><input class=button type=submit value="Rain Coat"><img onClick='javascript:poop("desc_skill.php?whichskill=16016&self=true","skill", 350, 300)' src="/images/itemimages/raincoat.gif" width=30 height=30 border=0></form><form name=choiceform7 action=choice.php method=post><input type=hidden name=pwd value='c2745cad4e99497ac08645126b019c2a'><input type=hidden name=whichchoice value=968><input type=hidden name=option value=7><input class=button type=submit value="Rain Delay"><img onClick='javascript:poop("desc_skill.php?whichskill=16017&self=true","skill", 350, 300)' src="/images/itemimages/clock.gif" width=30 height=30 border=0></form><form name=choiceform8 action=choice.php method=post><input type=hidden name=pwd value='c2745cad4e99497ac08645126b019c2a'><input type=hidden name=whichchoice value=968><input type=hidden name=option value=8><input class=button type=submit value="Never mind"></form></center></td></tr></table></center></td></tr><tr><td height=4></td></tr></table></center><script async src="//pagead2.googlesyndication.com/pagead/js/adsbygoogle.js"></script>
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<br><img src=/images/otherimages/1x1trans.gif height=4><br><script>top.charpane.location.href="charpane.php";</script>
</div></div></body>
 

lostcalpolydude

Developer
Staff member
The biggest thing left is handling Water Level. Underground zones are 5, indoors are 3, outdoors are 1. If the recommended stat for a zone is high enough (I actually don't know what the threshold is, and mafia would need all those values to handle it anyway; I didn't see any sane way to get those values from the wiki except one at a time), add 1. There are a few things that alter the water level of a fight. The end result is limited to the range [1,6].

Each level of WL is equivalent to +10 ML, with all the benefits and penalties that come with +ML.
 

Veracity

Developer
Staff member
If the recommended stat for a zone is high enough (I actually don't know what the threshold is, and mafia would need all those values to handle it anyway; I didn't see any sane way to get those values from the wiki except one at a time), add 1.
I wouldn't be averse to adding a column to adventures.txt for that; it's another location-specific datum which I can imagine some people would be interested in.

I also notice that we have a column for "is potential clover adventure" which I think is quite inaccurate; I think people add new adventures and just say "true". Look at the Dreadsylvanian zones, for example. That's safe, I guess, since TPTB can add a clover adventure at any time to a zone that didn't used to have one, but it generates a lot of clover nagging where there is currently no clover adventure.

It'd be a (small) project to add a column for recommended stat and to use the Wiki to add that number (and check clovers) for all the adventure locations. Then add location.recommended_stat or something as a proxy field. And then figure out how to use it for Water Level. :)
 

Darzil

Developer
Yeah, I've been changing a lot of trues to falses when the revamps have hit.

On recommended stats, I wonder how right the wiki is, as Jick has said he had to add them to a lot of areas recently. We also might be able to use them for turtle prediction, as I think they said the game uses them for that now. Still, might not be too bad in aftercore to reduce mainstat to the point they are visible and check the main areas at least.

Is it worth (maybe for now) generating predicted water levels from this information once generated, but generating actuals from waterX.png in the fight text ?
 

Darzil

Developer
r14408 adds basic thunder support. No thunder in api.php yet, so only works properly in relay browser. Couldn't test a lot of it as I haven't got an out of combat or buff skill. Includes my_thunder() and thunder_cost( skill ) ash commands.

Not added it to Compact Side Pane. Am considering adding the path under Hardcore/Ronin/Aftercore/Bad Moon label, and providing Thunder, Rain etc levels when you click on the path. We could add any other appropriate path (rather than class) things there in future.

Is there a better way? It's largely moot til thunder etc are added to api, as the pane is mainly useful when not using relay browser.
 

Veracity

Developer
Staff member
Well, I don't think KoLmafia itself is interested in "predicted" level. Your beforeBattleScript might be interested, if it wants to make sure you are prepared for a particular ML adjustment. However, if you can pick up the actual water level when the first page of the fight loads, then, yeah, we could save that and make it available to consult scripts and such.

I wish they'd done that for "kiss level" in Dreadsylvania, but TPTB did not respond to my requests. Good thing they implicitly coded that info from the get go, here. :)
 

Darzil

Developer
Well, I don't think KoLmafia itself is interested in "predicted" level. Your beforeBattleScript might be interested, if it wants to make sure you are prepared for a particular ML adjustment. However, if you can pick up the actual water level when the first page of the fight loads, then, yeah, we could save that and make it available to consult scripts and such.
Apparently there are a few monsters with larger than normal images that don't have the actual level in the image, but they will be very much the exception.

I'd like Mafia to know about the "predicted" level for giving accurate information in Location Details for Hit, Evade and Jump chances.
 

lostcalpolydude

Developer
Staff member
I just realized that I left the start of getWL() in KoLCharacter for that commit. It's harmless for now, but it should be used or removed at some point.
 

Veracity

Developer
Staff member
I would probably rename that to be getWaterLevel before actually finishing it; I had to go look at the code to see what you meant. :)
 
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