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).
We could also automatically submit gathered data to a server like how we do with the mallprices.
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.
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.
<script type="text/javascript">var monsterstats = {"hp":"1","def":"0","off":"1"};</script>
<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>
[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
Scaling monsters are tagged with 0/0/0, so in that case Mafia should probably just override with accurate values.
It's not losing 187162180 attack, it's reading something like
nicesword.gif 180
whiteshield.gif 162
hp.gif 180
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?
Is there anything in the HTML code of the fight page added by the Manual to differentiate them?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...