eegee
Member
If you are referring to the numbers looking a little wacky, maybe you can try widen the frame (the vertical gray line) more to the right and see if that helps?This is what my fullness counter looks like.. Am I doing anything wrong?
If you are referring to the numbers looking a little wacky, maybe you can try widen the frame (the vertical gray line) more to the right and see if that helps?This is what my fullness counter looks like.. Am I doing anything wrong?
Ok, I've looked at your settings and it seems that Character Info Toolbox might not have intended for the last adventure to be added to the stats pane. I could be mistaken though.
I have a suggestion for two of your settings that will prevent the stats window from being distorted. Type the following into your CLI and let me know what you think:
Code:zlib chit.roof.layout = character,stats,trail,familiar,modifiers zlib chit.stats.layout = hp,mp,axel|muscle,myst,moxie|stomach,liver,spleen|mcd
A couple of things you can try:This certainly fixes the problem, but of course I don't like the full trail there like that.
result.append('<td class="info" colspan="2"><a class="visit" target="mainpane" href="' + group(target, 1) + '">' + group(target, 2) + '</a></td>');
white-space:nowrap;
white-space:default;
Tell me why you think that is wrong and I'll try to help. Personally I have it in chit.toolbar.layout so it doesn't look quite like that for me. Your picture is [way] too cropped for me to figure out where you put it so I'm really lacking helpful details.
I suppose the thing for you to note is that this script is very configurable as to what your charpane can look like.
If you are referring to the numbers looking a little wacky, maybe you can try widen the frame (the vertical gray line) more to the right and see if that helps?
} else {
pattern = create_matcher("\\((<a .*?</a\>)\\)", column2);
if (find(pattern)) {
turns = group(pattern, 1);
} else {
pattern = create_matcher("\\((.*?)\\)", column2);
if (find(pattern)) {
turns = group(pattern, 1);
}
}
}
canShrug = false;
if (isIntrinsic) {
myBuff.effectTurns = 0;
} else {
pattern = create_matcher("\>(.*?)<", turns);
if (find(pattern)) {
myBuff.effectTurns = to_int(group(pattern, 1));
That's some funky use of regex
it shouldn't break mafia, since you've escaped out of considering it as a useful item and told it to consider it only as a single character...([\w\s\(\)]+) \((\d+)\)
Otherwise, if it is actually breaking with a standard KoL effect please show me and I can fix it.
Based on testing with the sample timer, I'm pretty sure mafia would improperly handle Educated (Kinda) regardless of a relay override being used. There's too much going on in that function for me to figure out how to have it look for the last ( and ) instead of the first ( and ).
I have no idea what you did wrong, but it probably isn't chit's fault.