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 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)).
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 have a custom title that includes my level, so the script thinks I don't have one.
I actually agree with most of that, and it's something I considered. In the end I decided to keep the progress bars becauseI 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.
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'm assuming you mean an option to not show the effect name, only the icon? I don't see why not.I think I would like a chit.effects.showname setting.