Fluxxdog
Active member
I guess I'm lucky, because I haven't had one problem with it. ... <knocks on wood>iTunes should be avoided like the plague, unless you have an iProduct I guess. Horrible, horrible program.
I guess I'm lucky, because I haven't had one problem with it. ... <knocks on wood>iTunes should be avoided like the plague, unless you have an iProduct I guess. Horrible, horrible program.
plus more that I have snipped out.This has got to be the worst line of reasoning I've ever heard....
OCD_Theraze_Data
I see no reason why we can't get along. My attack wasn't at you, necessarily, just at Windows .Zip management.You and I are just not going to get along, are we? *sigh*
Aside from the small handful of skills that are automatically marked HP, isn't that true?The skills are color coded for two of three characters but if I am reading it right the script thinks my never ascended character has no skills.
This was just to let you know that #rrggbb colors are also supported; should you choose to use named colors, you're welcome to do so. As for needing to know what those hex values are in the meantime, well... you should have some vague idea of which skills you've permed and can deduce them by looking at the small border around the image.I understand "red", "green", "blue", "black" and "cyan", but I need external information to know what colors #A0A0A0, #00C0E0, and #00FF00 represent.
Aside from the small handful of skills that are automatically marked HP, isn't that true?
Which mafia will surely point out before you ascend. You can plan many runs in advance with this script, from a pool of -all the skills- not just what you have. So showing which skills you currently have available to -use- seems, to me at least, an extra bit of data my eyes don't want see when planning future runs.you can't take it if you haven't bought it
Darn. One more bug for me to stare at until its reasoning becomes obvious.I think there might be some errors in the way the script is counting skills
ash skill[string, string, string]map; string[string, string, string]map2; file_to_map("Planner.txt",map); file_to_map("Planner.txt", map2); foreach i,j in map["SKILL"] if(map["SKILL",i,j] == $skill[none]) print(map2["SKILL",i,j]);
Kung Fu Hustler
Crossbow_Fever
Summon "Tasteful" Gifts
Cannolloni Coccoon
Flavor of Magic
Jaba�ero Saucesphere
Jalape�o Saucesphere
"Summon Tasteful Items". Kung Fu Hustler just isn't implemented yet.
... does Tasteful have quotes in the drop down, does anyone know?
KoL's HTML Source said:<option disabled="disabled" value="8201">Summon Tasteful Items (5 MP)</option>
write(".skhcperm {color:");
writeln(getOpt("skillhc")+";}");
writeln(".skhcperm img {width:30px; height:30px; border-width:5px}");
write(".skhcperm img {width:30px; height:30px; border:5px solid ");
writeln(getOpt("skillhc")+";}");
Aside from the small handful of skills that are automatically marked HP, isn't that true?
This was just to let you know that #rrggbb colors are also supported; should you choose to use named colors, you're welcome to do so. As for needing to know what those hex values are in the meantime, well... you should have some vague idea of which skills you've permed and can deduce them by looking at the small border around the image.
In other words I was expecting a skill to have one of four status values: Skill exists; Skill exists and is possessed; Skill exists and is SC perm'd; and Skill exists and is HC perm'd.
My bug report might be rephrased as saying that the skills I possess but are not perm'd either way are showing up with the same color as the skills I don't possess.
Given your response, it may very well be that the script deliberately does not make that distinction, in which case This Isn't The Script I Am Looking For.
I suppose I could add support and default the color to match the Don't Have It color. Curse you.
Changelog:
2010.01.12: v1.5 added skills currently available to planner. Defaults to match skills not permed. Adjust accordingly
The script doesn't really do anything with what you put in the boxes but save it and insert it into the final HTML, so however you type it it will stay that way.fronobulax said:it is my sincere hope that when I go to try that out the display will continue to have the name I understand and not revert to #rrggbb.
Some of the colors are designed to fit the skill sets they represent, however for a few of the more broad sets of skills, I couldn't think of a color that "fit" so I was really just sort of attempting to find a color that didn't clash horribly with the colors already present.fronobulax said:Speaking of colors, when the script meets your satisfaction you might consider explaining why you have grouped things together with background colors. Some of the groupings make no sense to me and I presume that is because I lack some key KoL knowledge since my play is casual and sub-optimal.
I should just quit now... I had two typos in one skill, and only fixed half. Wow."Cocoon" is spelled "Coccoon" in the script.
On March 18, 2008, the skill was renamed from "Crossbow Fever" to "Disco Fever" and was applied to all ranged weapons. Previously, the bonus had applied only to crossbows.
EDIT: So, upon re-reading I noticed you were questioning the groups themselves and not the colors chosen.