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    Character Info Toolbox

    I just downloaded the... wait... do you set the image size with CSS? I don't actually use your repo, so I've been downloading the ash file manually when you make changes. Let me grab the CSS/js and then see if it's pretty. EDIT: That's a yep. Coolio, much better. EDIT EDIT: Ooh, the bold is a...
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    Character Info Toolbox

    You want full size images on the charpane.. that's cool, I guess. Means I won't be using it, because that's way too much space for too little info. However, it makes the picker outright unusable. It pops up larger than the charpane, and the ability to close it is hidden off the top of the...
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    Character Info Toolbox

    I haven't had much time to work on this. As is I don't think digging works (or it only works when already at the florist... not sure) Not sure if there's been much else changed. string toPlant(int i) { foreach s in plantData if (i == plantData[s].no) return s; return ""; } void...
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    three questions

    I've read this several times and I'm still not sure what exactly you're asking for. You have a breakfast script that runs on login. But you want to have it... not run on login sometimes. How is mafia supposed to know which times it should or should not run it? I think I'd better understand with...
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    Feature - Implemented florist command

    Wait... if you have to call the forestvillage.php to get to choice.php first anyway, then couldn't you use the results of that to determine if/where a particular plant is buried so that the command could take a plant name and remove it? Unless the hesitancy is to not make any page hits at all if...
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    Feature - Implemented florist command

    Ooooh. That explains the bugginess that Bale was having that I was not (I did all my testing while actually at the friar) so... would something like "cmd=text+floristfriarwhatever;+text+choiceStuff" do the trick?
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    Feature - Implemented florist command

    ... what? Planting and digging were working fine before I switched to sideCommand (I had them loading in the mainpane before) and they only had 1 URL. What's the other URL supposed to be?
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    Feature - Implemented florist command

    Nothing more than it's something that the user may want to do. I'm currently trying to work around it but... what I have isn't quite working. picker.append('<a href="/KoLmafia/sideCommand?pwd=' + my_hash() + '&cmd=text+' + url_encode('choice.php?option=2&whichchoice=720&pwd=' + my_hash() +...
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    Feature - Implemented florist command

    While probably not ideal for most people, that would actually work for me... better than by name.
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    Feature - Implemented florist command

    I actually just included this in the florist brick. However, what I need is a "florist uproot"
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    Character Info Toolbox

    I'm going to assume that is what he meant, as I didn't code it for the stats brick. I love the stat brick for its inherent density (lot of info in a small spot) and would love to add the florist to it, but I can't think of a good way to do so that wouldn't be too large or disfigure the images...
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    Character Info Toolbox

    Okay. So... it's now in its own brick. Breakdown for colors are as follows. Planting Section: Territorial are green, or yellow if one already exists. Non-territorial is blue, or gray if one already exists. Out of stock plants simply do not appear (waste of space). Digging Section: Territorial...
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    Character Info Toolbox

    As for the comments on UI I'm not sure what about it you don't like. I agree that the color is pretty bad, I only added that at the very end to mark territorial plants, and was too tired and lazy to find a better color. So yeah, I'm definitely willing to change that. Making it its own brick...
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    Character Info Toolbox

    Hey Bale! Hey hey Bale! I made something cool! Totally open to ideas, but as is I think it's pretty great (needs a few things, but I wasn't sure which direction to go, so now I'm here) This adds Florist info to the trail (if chit.trail.florist is set to true) along with a nifty picker. I tried...
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    Skill/CS planner

    Interesting. I haven't looked at this code in a while, and I should be in bed already, so ... I'll take a gander at it when I can. Thanks for the info. EDIT: r6 should fix this.
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    Feature - Rejected get_florist_plants() return size, and others

    No biggie, the workaround isn't terrible. And also, thank you much!
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    Feature - Rejected get_florist_plants() return size, and others

    Would it be possible to make get_florist_plants()[locationName] only have as many keys as there are plants, instead of having 3 with 1 or 2 of them returning empty strings (didn't check what it does for a zone with no plants, I assume it just isn't in the map at all)? Would make counting plants...
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    florist friar flower facts

    Yup, but that only gets you the names of the plants. Thanks though.
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    florist friar flower facts

    Just thought I'd leave this here in case any scripters wanted to avoid doing the work themselves. Also, if there is already access to any of this data from within mafia (without any page hits) would be awesome to know. record plantInfo{ int no; string desc; boolean territorial...
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    Bug - Fixed Florist Friar showing in queue

    While doing some work with the new get_florist_plants, I saw this:Returned: Cobb's Knob Harem nocombats => false zone => Knob parent => Knob parentdesc => Cobb's Knob bounty => none combat_queue => Knob Goblin Harem Guard noncombat_queue => The Florist Friar's Cottage Pretty sure that last...
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