Character Info Toolbox

Is that why it's all wonky now? I noticed about 5 minutes into play yesterday that the char pane was gone. It's horrible playing without it :(
 
Ohhhhhhhh!!!!! It's back, so so so happy :D I never knew how much I loved this. Thank you so much Bale!!! You are the best ;) Not that Bale is the only dev here, I love you all and sent my stuffed emo roe and rubber bracelets every time I asc ;)
 
Well, you do shower me with stuffed Hodgmen also, so I can't be too jealous of the rubber emo roe and WWtNSD? bracelet collector. You're welcome.
 
Hey, I can't seem to find the guide on how to set up all of those zlib variables. Is it hidden somewhere? Any chance of a link to it on the first post? Thanks!
 
There's a text file in the install, which contains some instructions. The line breaks are somehow messed up in my version, making it a tad hard to read, but try searching your KoLmafia folder for a file named Chit_ReadMe.Txt. Or get it from here: View attachment chit_ReadMe.Txt
 
Last edited:
Erenion, as a result of the wonderful custom title you gave me, I modified ChIT. When displaying a custom title it now recognizes if the character's level is displayed at the beginning of the title. Since ChIT displays the level in it's own place, it excises the level from the custom title. The result is much more aesthetically pleasing. Thank you very much.

I suppose there are probably other common places and formats for displaying level in a custom title, but I'm not bothering to survey them. This was a fairly specific fix. People can give me data if they want ChIT to handle their cases.

ckb, I preformed surgery upon your parseMods function. I removed all the special case handling for combining stats and elements, replacing it with a single case which handles all of your special cases. I did this because your function couldn't handle "Pie in the Sky" which I often have in Class Act II. I expect there shouldn't be any other special cases that the function cannot handle. After doing this, I removed the code to remove stray commas. Because there are no longer any leftover commas.

I'm now so proud of the way parseMods handles effect descriptions that I have enabled it as a default, starting now. Which won't affect the 20 people who have registered ChIT since I posted this yesterday.

svn update mafiachit
 
Last edited:
I predict that someone will eventually be given a title that starts with their level and ends with "level" to make it disappear completely. Kind of an expensive joke though.
 
Hi!

Just installed ChIT via svn command, and every time I run the relay browser, it says CHIT: Compact Character Pane not supported in blue text, and no traces of the ChIT charpane. Tried "svn update", then redownloading latest Mafia EXE and daily build, no luck.

After that I looked into vars_Gadaree.txt. chit.disable was set to "false", and just for the hell of it I changed it to "true" even though in theory it's the opposite of what I want to do. After restarting Mafia - the charpane was still the default - I saw a small link at the bottom that said "Enable CHit". Clicking it made the link go away and the familiar CHIT: Compact Character Pane not supported message in gCLI.

What am I doing wrong?

EDIT: Oh wow I'm dumb. Sorry everyone, please disregard this post. I just needed to reread the message and wake up maybe.
Good Lord this is embarassing...
 
Last edited:
[ckb, I preformed surgery upon your parseMods function. I removed all the special case handling for combining stats and elements, replacing it with a single case which handles all of your special cases. I did this because your function couldn't handle "Pie in the Sky" which I often have in Class Act II. I expect there shouldn't be any other special cases that the function cannot handle. After doing this, I removed the code to remove stray commas. Because there are no longer any leftover commas.

Wow. That is fancy!

I have 3 updates I would like to make, after fiddling with this a bit (and using a very similar code for my skills relay page):
  1. Add a bit that adds "+" to any modifier that does not have it, for consistency
  2. Highlight the Item and Meat and ML modifiers with colors (because those tend to matter more)
  3. Make the standard description text color 'dimgray' for better visability

modifications attached.

ckb
 

Attachments

I have taken to enabling this and I really like the descriptions since there are a lot of effects I sometimes get which I don't know well. As a result I've gotten somewhat particular about how it looks. I've tried your highlighting and after using it a bit I've decided it is too distracting and the dimgray blends in with the name of the effect, causing effects on two different lines to lose their visual separation.

As for the extra "+" for consistency. Can you give me some examples of effects that do not have the +? (And what is up about lostcalpolydude's disagreement about that?)

Question: Would it be weird to refer to Prismatic Res instead of Elemental Res when it refers to all elements?
 
As for the extra "+" for consistency. Can you give me some examples of effects that do not have the +? (And what is up about lostcalpolydude's disagreement about that?)

Question: Would it be weird to refer to Prismatic Res instead of Elemental Res when it refers to all elements?

1) See http://kolmafia.us/showthread.php?14727-modifiers-for-hot-dog-effects

2) I chose the wording of 'Prismatic' and 'Elementall' based on the conventions used by Enhanced Inventory Spoilers.


Edit: after some consideration about coloring and highlighting, it would probably be best to do the decorations of the effects by adding some additional CSS classes. This way, a user (me) could easily update the colors by having a custom css instead of a new charpane.ash
 
And what is up about lostcalpolydude's disagreement about that?

What ckb really wants is a way to access that information without parsing the data file, and I guess his request to have the data files changed instead is based on the idea that his other feature request will never get done. It takes nonzero effort to make data files consistent, and end users shouldn't have a reason to care about the formatting.

I think the main cases (if not all of them) where the output from this script doesn't have a + is unrelated to that though. I see it for elemental res (Astral Shell and Elemental Saucesphere), and mafia does have a + for those in the data file, except the 5 elements are listed separately there, so this script is reformatting it.
 
I've accepted ckb's reasons for adding a plus as well as my own judgment that it makes the meaning more intuitive. Added that. Then I noticed it broke regeneration parsing by adding a plus there also! LoL! Fixed it and committed the changes.

lostcalpolydude, I get it.
 
Is there a way to separate timers (timer 1, timer 2, ...) out from the other effects? I mostly use the timers for the extra damage with the Ultracolor™ shirt and would like to just push them to the bottom of the list of effects.
 
Back
Top