raidlog override a la Dr. Evi1

Note that "X fixed the machine" will be overridden by "Freddies" or "blood kiwitini" or anything else in the castle, if the character did something after using the machine. So, yes - some other mechanism for the machine being fixed.

I don't believe the log shows when somebody has gotten a skill, so there isn't currently a way to know if the machine is available any more, even if it's been fixed. Perhaps we could suggest that they add "X learned a skill in The Machine (0 turns)" to the log or something.

I have already asked TPTB to add lines for the skills learned, however due to the current implementation of a line of the log being a derivative of an adventure being used, I don't think it will be resolved any time soon. I added to my script working historical loot logging, machine fixing in the dread table while preserving other choices as well, etc.

For an example of how I did the loot tables and such, you can check out the screen shots I posted at https://docs.google.com/document/d/1On79l3kSLYu0z5wT3JYErHL2Y1yxOiE21QrhapnEqjc/edit?usp=sharing
 
Ah, I didn't know that fixing the machine didn't count as your Tower adventure. I'll have to make it akin to unlocking an area. Any suggestions for how this is displayed in the area table, or should I just put it in the item table?
 
I have already asked TPTB to add lines for the skills learned, however due to the current implementation of a line of the log being a derivative of an adventure being used, I don't think it will be resolved any time soon.

I don't necessarily think that's true. Unlocking an area doesn't take a turn, but shows up as taking a turn. Not that turns spent matter in this dungeon anyway.

So, it takes a turn to fix the machine, but doesn't take a turn to learn a skill from it? And neither action locks you from the Tower?
 
Having checked turn numbers for earlier today, unlocking lab takes 0 turns, fixing machine takes 0 turns, learning skill takes 0 turns, none of them lock you out of tower. (log claims unlock and fixing take 1 turn, but they don't)
 
What does a colon in the killing numbers mean?

[TABLE="class: tableD DreadWoodsT"]
[TR]
[TH="class: DreadWoodsO"]Players[/TH]
[TH="class: DreadWoodsO, colspan: 6"]Bugbear[/TH]
[TH="class: DreadWoodsO, colspan: 6"]Werewolf[/TH]
[TH="class: DreadWoodsO"]Totals[/TH]
[/TR]
[TR]
[TH][/TH]
[TH]Hot[/TH]
[TH]Cold[/TH]
[TH]Spooky[/TH]
[TH]Sleaze[/TH]
[TH]Stench[/TH]
[TH]All[/TH]
[TH]Hot[/TH]
[TH]Cold[/TH]
[TH]Spooky[/TH]
[TH]Sleaze[/TH]
[TH]Stench[/TH]
[TH]All[/TH]
[TH][/TH]
[/TR]
[TR="class: rowD"]
[TD="class: DreadWoodsO, align: left"]Ferdawoon
[/TD]
[TD="class: HotO"]67[/TD]
[TD="class: ColdO"]77[/TD]
[TD="class: SpookyO"]58[/TD]
[TD="class: SleazeO"]68[/TD]
[TD="class: StenchO"]65[/TD]
[TD="class: DreadWoodsO"]335[/TD]
[TD="class: HotO"]37[/TD]
[TD="class: ColdO"]35[/TD]
[TD="class: SpookyO"]43[/TD]
[TD="class: SleazeO"]38[/TD]
[TD="class: StenchO"]44[/TD]
[TD="class: DreadWoodsO"]197[/TD]
[TD="class: DreadWoodsO"]532[/TD]
[/TR]
[TR="class: rowD"]
[TD="class: rowEven, align: left"]Winterbay
[/TD]
[TD="class: rowEven"]41[/TD]
[TD="class: rowEven"]38[/TD]
[TD="class: rowEven"]37:1[/TD]
[TD="class: rowEven"]40:1[/TD]
[TD="class: rowEven"]49[/TD]
[TD="class: rowEven"]205:2[/TD]
[TD="class: rowEven"]23[/TD]
[TD="class: rowEven"]31[/TD]
[TD="class: rowEven"]28[/TD]
[TD="class: rowEven"]15[/TD]
[TD="class: rowEven"]31[/TD]
[TD="class: rowEven"]128[/TD]
[TD="class: rowEven"]333:2[/TD]
[/TR]
[TR="class: rowD"]
[TD="class: DreadWoodsI"]Total
[/TD]
[TD="class: HotI"]108[/TD]
[TD="class: ColdI"]115[/TD]
[TD="class: SpookyI"]95:1[/TD]
[TD="class: SleazeI"]108:1[/TD]
[TD="class: StenchI"]114[/TD]
[TD="class: DreadWoodsI"]540:2[/TD]
[TD="class: HotI"]60[/TD]
[TD="class: ColdI"]66[/TD]
[TD="class: SpookyI"]71[/TD]
[TD="class: SleazeI"]53[/TD]
[TD="class: StenchI"]75[/TD]
[TD="class: DreadWoodsI"]325[/TD]
[TD="class: DreadWoodsI"]865:2[/TD]
[/TR]
[/TABLE]

Also, the SHeets-number appears off in our dungeon. It says 954 while the actualCarriageman page says 2001 which is just a tad bit bigger.
 
What does a colon in the killing numbers mean?
If a colon appears, the numbers are Wins:Losses
Also, the SHeets-number appears off in our dungeon. It says 954 while the actualCarriageman page says 2001 which is just a tad bit bigger.
Weird. WL me (almighty sapling) in and I'll take a looksie, as it works fine in the handful of dungeons I've checked.
 
I'd like to make a request that would save both clicks and attention span.

On the item table, each section is devoted to a single noncombat adventure. It would be awesome if you made them links to that noncombat. For instance, under "The Village" if I click on the words "Skid Row" it should link to clan_dreadsylvania.php?action=forceloc&loc=5 so that I can go to "The Even More Dreadful Part of Town" without needing to load the map first.
 
I'd like to make a request that would save both clicks and attention span.

On the item table, each section is devoted to a single noncombat adventure. It would be awesome if you made them links to that noncombat. For instance, under "The Village" if I click on the words "Skid Row" it should link to clan_dreadsylvania.php?action=forceloc&loc=5 so that I can go to "The Even More Dreadful Part of Town" without needing to load the map first.

Right, that. Done.
Meant to do that forever, guess I forgot.
 
If a colon appears, the numbers are Wins:Losses

Weird. WL me (almighty sapling) in and I'll take a looksie, as it works fine in the handful of dungeons I've checked.

There appears to be two almighty saplings in the game (player ID 1453212 and player ID 2194849), which one is you? :)

Edit: The first one appears to have played no turns, I'm assuming the second one. WL sent.
 
Last edited:
bordemstirs: I hate to tell you this, but all the noncombats in the Castle are mapped to the wrong links.
 
Thanks, Bale! Noncombat locations fixed (all of them, was more than just the Castle).

Winterbay: It looks like you haven't even completed one run... so maybe you fed him the other 1047 sheets prior to the KoL update where that started appearing in the logs?
The script is getting data from the logs only, and they do indeed total 954.
 
Thanks, Bale! Noncombat locations fixed (all of them, was more than just the Castle).

Winterbay: It looks like you haven't even completed one run... so maybe you fed him the other 1047 sheets prior to the KoL update where that started appearing in the logs?
The script is getting data from the logs only, and they do indeed total 954.

Correct on the first part (being only two members we decided to finish off collecting our Hobopolis factoids first) and that is very possible. I had no idea such a change had been made :)
 
Thanks, Bale! Noncombat locations fixed (all of them, was more than just the Castle).

Winterbay: It looks like you haven't even completed one run... so maybe you fed him the other 1047 sheets prior to the KoL update where that started appearing in the logs?
The script is getting data from the logs only, and they do indeed total 954.

My logs have the wrong sheet values. I attribute this to my memory of a trivial update by KoL that started logging sheets after I had already started plying the carriageman. In other words if the instance was opened before that change then the logs will, by definition, be wrong.
 
Name (#number) unlocked the master suite (1 turn)

Is this not working for you? I've had most of the matchers in for at least a week (still awaiting Gawking text and Owl folder text, other that that I'm pretty sure the whole dungeon is covered). It seems to be displaying properly for me.
 
The current dungeon in HCO has the master suit unlocked - and I see the message I cited in the raw log - but the person who did it has no other adventures in the Village (that is the one and only message for them in the Village section of the raw log) and does not appear at all on the Village table that you generate.
 
Works for me:

Suite unlocked by talas300.
OK, I see the difference. You are looking at the "Noncombats" table - and when I do that, it correctly shows who unlocked it. But I run with the "Turns" table.

Which is neither here nor there, since the issue I am reporting is in the "Village" table, where the person who spent nothing but a skeleton key to unlock the Master Suite - they did not even go inside it to grab an eau de mort - does not show up, with a gold star (for generously unlocking the area) and nothing else done.
 
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