zarqon
Well-known member
Is $N a shortcut for regex groups? That's pretty excellent.
I'm still curious what adds those key handlers to the body tag, since for me content loaded in all three cases.
Also, this release is not compatible with the CAB. It was never really intended to be, so I don't feel too bad about that. It is, however, intended to be compatible with all major browsers, so this body tag nonsense must be fixed posthaste.
Different browsers also "clean up" the HTML in various ways (which matters because the fight.ash-altered page actually re-submits itself via jQuery to BatMan RE after it loads), which in turn means I have one more update to make to BatBrain as well before this script fully works in IE. IE users may notice that there are no skills present in the Actions Table -- that will be fixed when I update BatBrain. While I had my tongs out, I also refactored build_skills() to run a matcher on the skills dropdown to add skills rather than foreaching all the skills in batfactors -- should be a bit of a speed improvement, especially for low-skilled characters. If you don't have a skills dropdown, however (i.e. you're simulating a combat) it will still foreach batfactors and check have_skill().
Thank you heeheehee and Oh Pie for the detailed reports.
I'm still curious what adds those key handlers to the body tag, since for me content loaded in all three cases.
Also, this release is not compatible with the CAB. It was never really intended to be, so I don't feel too bad about that. It is, however, intended to be compatible with all major browsers, so this body tag nonsense must be fixed posthaste.
Different browsers also "clean up" the HTML in various ways (which matters because the fight.ash-altered page actually re-submits itself via jQuery to BatMan RE after it loads), which in turn means I have one more update to make to BatBrain as well before this script fully works in IE. IE users may notice that there are no skills present in the Actions Table -- that will be fixed when I update BatBrain. While I had my tongs out, I also refactored build_skills() to run a matcher on the skills dropdown to add skills rather than foreaching all the skills in batfactors -- should be a bit of a speed improvement, especially for low-skilled characters. If you don't have a skills dropdown, however (i.e. you're simulating a combat) it will still foreach batfactors and check have_skill().
Thank you heeheehee and Oh Pie for the detailed reports.