Mafia's physical resistance information was made available to scripts in mafia in 2013, several years after I had implemented support for monster resistances, so it's not quite right to call BatBrain's handling a workaround, when there was originally nothing to work around. I was slightly amused to discover that
my response then was basically the same as my response now. I'm not sure why I never added the code to use mafia's knowledge when present -- maybe I was waiting for a further reply about some of the values? Anyway, I would be happy to work
with this information after it's been accuracyfied (EDIT: which appears to be... now. Okay!).
Also, those bat burritos may be the cutest burritos I've ever seen.
Also, WHAAAAATTTT?! $monster[].id is a thing now?!?! We can access monsters directly rather than foreaching the monster category!!
EDIT: Okay, so these are the monsters in batfactors which presently have an ID of 0:
ID of 0: Ancient Protector Spirit (only present due to physical resistance, can be deleted when we use mafia's information)
ID of 0: Batwinged Gremlin
ID of 0: Count Drunkula
ID of 0: Count Drunkula (Hard Mode)
ID of 0: Don Crimbo (cannot be encountered again; may be removed. Not sure why he's in there to begin with!)
ID of 0: Erudite Gremlin
ID of 0: Hulking Construct
ID of 0: Mayor Ghost
ID of 0: Mayor Ghost (Hard Mode)
ID of 0: Servant of Lord Flameface
ID of 0: Spider Gremlin
ID of 0: The Unkillable Skeleton
ID of 0: The Unkillable Skeleton (Hard Mode)
ID of 0: The Whole Kingdom
ID of 0: Vegetable Gremlin
ID of 0: Zombie Homeowners' Association (Hard Mode)
Gremlins and Dread bosses are the vast majority of those. Hmmmm
I'm thinking at the moment I can just index these in batfactors as negative numbers and then fall back to foreaching that limited subset if the monster can't be located directly by ID in batfactors. Exciting times!