Character Info Toolbox

Chez

Member
I think I'll be heavily modifying the Modifiers section to make it fit my needs (having things disappear once the value is high enough, removing some parts of it that just aren't useful (like DR with high DA)).
I'll admit that modifiers were something I added in quite late, and not something I spent too much time thinking about. Due to the sheer number of modifiers available, and the fact that people likely have vastly differing opinions on which ones are useful, I'm not even sure it's possible to make them configurable in a meaningful, non-sucky way. I kinda figured some users would be happy with the set I included, and scripters would adapt it according to taste. Also, I assumed most people would stick it in the toolbar, where the amount of space it occupies isn't as crucial.

I have a custom title that includes my level, so the script thinks I don't have one.
Hah. I had some clannies with custom avatars/titles send me some html snippets to look at, since I don't have either of those myself. Obviously I missed something. If you can post (or kmail me in-game) the relevant bits of the (unmodified) charpane html I'll have a look.

I might be the only person, that thinks this, but progress bars generally seem useless to me (including the ones that KoL provides). Some of them from this script have identical information to the text right by them (and interfere with my desire to have things be compact). Others have information that I would prefer in text form. If it's just me then I'll figure out how to change it in my copy.
I actually agree with most of that, and it's something I considered. In the end I decided to keep the progress bars because
a) It looked kinda empty without them
b) removing them didn't save any vertical space, which is what most people care about

I'm going to include an option to remove all those progress bars. (Seeing only the stuff you care about is the whole point of this script)

I think I would like a chit.effects.showname setting.
I'm assuming you mean an option to not show the effect name, only the icon? I don't see why not.
 

lostcalpolydude

Developer
Staff member
HTML with and without the custom title.

<img src="/images/otherimages/accordionthief_f.gif" width=60 height=100 border=0></a></td><td valign=center><center><a class=nounder target=mainpane href="charsheet.php"><b>bmaher</b></a><br>autosold 13 dictionaries so far today<table title='5,175 / 8,025' cellpadding=0 cellspacing=0 style='border: 1px solid #5A5A5A'><tr><td height=5 width=64 bgcolor=#5A5A5A></td><td width=36 bgcolor=white></td></tr></table></td></tr></table><table align=center><tr><td align=right>Muscle:

<img src="/images/otherimages/accordionthief_f.gif" width=60 height=100 border=0></a></td><td valign=center><center><a class=nounder target=mainpane href="charsheet.php"><b>bmaher</b></a><br>Level 13<br>Accordion Thief<table title='5,718 / 8,025' cellpadding=0 cellspacing=0 style='border: 1px solid #5A5A5A'><tr><td height=5 width=71 bgcolor=#5A5A5A></td><td width=29 bgcolor=white></td></tr></table></td></tr></table><table align=center><tr><td align=right>Muscle:

My charpane override (posted somewhere around here) was a (possibly poorly done) attempt at configurable modifiers being displayed. The main issue with undesired modifiers was that it makes the ones you care about not stand out so much.
 

Chez

Member
Thanks, will be fixed in the next release. I'll have a look at your script again and give it some more thought.
 

Chez

Member
Version 0.3 uploaded

  • Fixed some parsing errors when in Valhalla
  • Added Ronin information with a link to Hagnk's
  • Recognize Way of the Fist paths correctly
  • MCD changer now checks if the Gnomads camp is available
  • Changed the order of organs in the consumption toolbar popup
  • Added the "elements" tool (Displays the Elements chart fom the wiki)
  • Fixed a custom title parsing bug
  • Fixed some documentation errors
  • Added chit.stats.showbars preference. Setting this to false will hide all progress bars in "My Stats"
  • Added chit.effects.usermap preference. Setting this to true will attempt to load chit_effects_<myname>.txt instead of chit_effect.txt
    This will allow you to customize styling/renaming of effects on a per-character basis
 

roippi

Developer
If I haven't mentioned it yet, I'm very impressed by this override. It's probably the most professional-feeling of any that I've tried.

Two functionality losses from vanilla that I miss:

-When an effect that is in your mood has zero turns, it loses the "up" arrow next to it. Clicking the mood execute button refills it, but occasionally I just want to re-up that individual buff in lieu of all of them.
-Maybe I just can't find it, but I can't find any "burn mana" button on the interface. Usually the mood execute button turns into that if (all mood buffs > trigger) && (mana > burn threshold).

Other than that, I'm very content with this mod. Good job.
 

Winterbay

Active member
I tried setting the setting to have the icons show up as class icons for all my buffs but nothing happened. I then set it to do so for only AT buffs, and yet again nothing happened. Is this a) intentional, b) a bug or c) an error on my part? :)
 

Chez

Member
If I haven't mentioned it yet, I'm very impressed by this override. It's probably the most professional-feeling of any that I've tried.

Two functionality losses from vanilla that I miss:

-When an effect that is in your mood has zero turns, it loses the "up" arrow next to it. Clicking the mood execute button refills it, but occasionally I just want to re-up that individual buff in lieu of all of them.
-Maybe I just can't find it, but I can't find any "burn mana" button on the interface. Usually the mood execute button turns into that if (all mood buffs > trigger) && (mana > burn threshold).

Other than that, I'm very content with this mod. Good job.
Thank you, I'm glad you like it. I don't usually (or ever) run moods in the relay browser, which is probably why I missed that. I've never even seen the "burn mana" button. :D

I'll have a decent look at moods when I come out of my current HC run in a few days.
 

Chez

Member
I tried setting the setting to have the icons show up as class icons for all my buffs but nothing happened. I then set it to do so for only AT buffs, and yet again nothing happened. Is this a) intentional, b) a bug or c) an error on my part? :)
Not intentional. If you have chit.effects.classicons set to something like sc,tt,pm,sa,db,at it should work for all classes.

The script uses the chit_effects.txt (or chit_effects_yourname.txt) file to determine which class each buff belongs to. If it can't load that map for some reason it may explain why it's not working for you.
 

T_E

Member
This is really cool.
I have a question regarding the toolbar. I'm trying to get my setup to look more like the third image in your screenshot but additional icons aren't showing up even after I add them to zlib chit.toolbar.layout list via the cli. I'm sure I'm doing something wrong (I'm having a difficult time reading the documentation due to my laptop screwing up the spacing- I've had that trouble with other files so I'm sure it's my issue not yours) but if you could advise me that would be awesome. Thanks! =)
 

Chez

Member
What's your current value for chit.toolbar.layout? Are you not seeing any additional icons, only the refresh and mood icons?
 

T_E

Member
What's your current value for chit.toolbar.layout? Are you not seeing any additional icons, only the refresh and mood icons?

zlib chit.toolbar.layout = effects,modifiers

Appearing on my toolbar are the reload icon, modifier icon, and the save mood icon. I have quest set to false.
EDIT: and I've just noticed in your documentation that effects is not an option for the toolbar- my fault. The problem is that my laptop screen isn't tall enough for the scrollbar to show up in the effects area so I can't see them at the moment, unless I modify my screen setting to the point that I can't read the top text frame (I'm running Mr Script). I'll keep tweaking and trying to figure it out. =)
 
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Chez

Member
A couple of bricks, including effects, are not available in the toolbar at the moment. Mostly because I didn't think anyone would not want to see that information at all times. Guess I was wrong... :eek:

The list of valid values for the toolbar is: trail,quests,helpers,organs,substats,modifiers,elements.

Edit: What might work for you is moving everything you currently have in your walls to the roof section. (So leave the walls completely blank). That will give you a much larger scrollable area. Alternatively, only keep the character info in the roof and move everything else to the walls.
 
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T_E

Member
Thanks...doing that helped quite a bit. I now have a scrollbar along the whole side panel that works great.
The elements info in the toolbar is awesome- I'm always needing to look on the wiki for that so having it readily available is wonderful.
 

Rinn

Developer
This is pretty cool, you might want to make a just build in a settings control to the toolbar to make modification easier. Having a visual notification that the script is out of date on the char pane might also be useful since anyone using this might not be watching the cli.

It also seems my fortune cookie counter isn't showing up anywhere with the default settings. I'm not sure though if I'd rather have a different brick for counters or just have them included with buffs, maybe at least allow ordering counters as a group like with intrinsics and songs? Edit: It seems it's only not showing up if I have no other active buffs? Also when I had a mood set where all the turns remaining were 0, the turn count showed up as ∞ and didn't show the arrow.

Additionally maybe an option to have clicking on your familiar open a quick familiar switcher pane instead of going to the terrarium.
 
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Chez

Member
This is pretty cool, you might want to make a just build in a settings control to the toolbar to make modification easier.
I'll probably do that eventually, once all of the functionality is bedded down. In the meantime you can try FN Ninja's Zlib Manager. That's what I usually end up using myself when making changes.

Having a visual notification that the script is out of date on the char pane might also be useful since anyone using this might not be watching the cli.
Good idea! Since I modified zlib's check_version() to only show the update message once per day, instead of every time the the charpane is loaded, I was a bit worried that people might miss it. This will be a great solution.

It also seems my fortune cookie counter isn't showing up anywhere with the default settings. I'm not sure though if I'd rather have a different brick for counters or just have them included with buffs, maybe at least allow ordering counters as a group like with intrinsics and songs? Edit: It seems it's only not showing up if I have no other active buffs?
Correct. When there's no other active effects, mafia sticks the counters in some unexpected places (as far as I can tell it appends them to the last table it finds in the charpane). There's a related bug report here. In any case, it's almost impossible for me to correctly parse that information, so it usually just gets ignored.

Also when I had a mood set where all the turns remaining were 0, the turn count showed up as ∞ and didn't show the arrow.
I'm going to play around with moods in the next few days. I'll add that to my list of things to look out for.

Additionally maybe an option to have clicking on your familiar open a quick familiar switcher pane instead of going to the terrarium.
Right-clicking on the familiar image should still work. I haven't removed that functionality from the vanilla charpane.

Thanks for all the great feedback. :)
 

caphector

Member
I'm having an odd issue with this; stuff in Walls slides up to the top of the charpane, covering the Roof. If I move stuff in Walls to the Floor, it stops doing it. Also, if I pull basics.js from the Relay folder the issue stops until Mafia recreates the file on next launch. I'm seeing this in Safari 5.0.5 in 10.6.8 and Safari 5.1 on 10.7.1. Running Mafia 9738.
 

Winterbay

Active member
An interesting bug has come up for me. WHen using an item in-line (using it without reloading the page, just adding the result at the top) the floor (I guess it is, where I have my effects, the part at the bottom) moves ontop of the roof. Picture attached.

Edit: That image is perhaps not the best as I only had one effect on then, it gets a lot more interesting when you have 10-15 effects on...

Also, I love the fact that the sugar counter was displayed when I had a sugar shield on :)
 

Chez

Member
I'm having an odd issue with this; stuff in Walls slides up to the top of the charpane, covering the Roof. If I move stuff in Walls to the Floor, it stops doing it. Also, if I pull basics.js from the Relay folder the issue stops until Mafia recreates the file on next launch. I'm seeing this in Safari 5.0.5 in 10.6.8 and Safari 5.1 on 10.7.1. Running Mafia 9738.
I was wondering when somebody was going to mention that. I usually see it after using clicking on an inline [use] link. I should have a new version up some time tomorrow that addresses that. Unless your talking about every charpane load, in which case it's something I haven't seen yet.

Edit: @Winterbray...I think your bug is the same one mentioned by caphector. The inline use links trigger some javascript code (in basics.js) that uses an ajax request to update the body of the charpane, instead of a full charpane refresh. That means my own onLoad JS code (which positions all the different boxes) never fires. As soon as you resize the charpane frame everything jumps back into place. Hopefully the next update will sort it out.
 
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I'm not sure if it's the effect of something else, but A Little Bit of Evil seemed to do weird things to my effects list. It didn't show how many turns I had remaining and it almost completely removed Go Get 'Em, Tiger! effect from showing (only showed the icon, in the wrong place).

littlebitofevileffect.PNG
 
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