Monster spoiler page

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  • Thraalbee
    Knight
    • Sep 2010
    • 707

    Monster spoiler page

    See thraalbee.azurewebsites.net for my first functional vanilla spoiler page. The idea was to learn javascript well enough to make it look really good, but I ran out of time so it is what it is for now. There will be a separate page for artifacts and ideally a possibility to display your randarts-file as well. We'll see...

    Feedback is welcome but this is work in progress, so don't complain too much on non-neatness. Yet. Special characters not displaying as well as .-'" etc in the description strings are in the list already.
  • takkaria
    Veteran
    • Apr 2007
    • 1951

    #2
    To fix the character encoding issue, try using <meta charset='utf-8'> instead of ISO-8859-1? Think it might be that simple.
    takkaria whispers something about options. -more-

    Comment

    • Nick
      Vanilla maintainer
      • Apr 2007
      • 9647

      #3
      This is really very useful. As advance warning, at some point the info and power lines will probably be expanded out to make the test file more human-readable; so
      Code:
      info:110:400:20:72:20
      power:19:2:400
      will become something like
      Code:
      speed:110
      hit-points:400
      vision:20
      armor:72
      alert:20
      depth:19
      rarity:2
      xp:400
      Last edited by Nick; January 27, 2017, 00:17. Reason: Remove rubbish accidentally left in post
      One for the Dark Lord on his dark throne
      In the Land of Mordor where the Shadows lie.

      Comment

      • Pete Mack
        Prophet
        • Apr 2007
        • 6883

        #4
        Looks good! "Does not resist" isn't useful on a spoiler, since you get perfect knowledge of actual resistances, which is just the complement set, and is a much shorter list (with the exception of Aether hounds.)

        Comment

        • Thraalbee
          Knight
          • Sep 2010
          • 707

          #5
          Originally posted by Nick
          This is really very useful. As advance warning, at some point the info and power lines will probably be expanded out to make the test file more human-readable; so
          Code:
          info:110:400:20:72:20
          power:19:2:400
          will become something like
          Code:
          speed:110
          hit-points:400
          vision:20
          armor:72
          alert:20
          depth:19
          rarity:2
          xp:400
          That is a good thing. I would love if you also added
          variant: angband
          version: 4.0.5
          in the beginning as well

          I use regexp so easy to adapt to your changes.
          I willl also propose adding my file to json converter to the tools once it is in a decent state

          Comment

          • Sky
            Veteran
            • Oct 2016
            • 2321

            #6
            since you have the database, would it be possible for you to print a list of mobs that can be slowed / confused ?
            "i can take this dracolich"

            Comment

            • Derakon
              Prophet
              • Dec 2009
              • 9022

              #7
              Originally posted by Sky
              since you have the database, would it be possible for you to print a list of mobs that can be slowed / confused ?
              A lot of monsters are merely functionally immune to slowing/confusing, in the sense that they will resist it reliably enough to not make it worth trying to stick the monster with the status. So just because a monster doesn't have the NO_SLOW (or whatever it's called) flag doesn't mean that slowing will work against it.

              Comment

              • Patashu
                Knight
                • Jan 2008
                • 528

                #8
                Originally posted by Derakon
                A lot of monsters are merely functionally immune to slowing/confusing, in the sense that they will resist it reliably enough to not make it worth trying to stick the monster with the status. So just because a monster doesn't have the NO_SLOW (or whatever it's called) flag doesn't mean that slowing will work against it.
                Sounds like a % chance of landing the status effect would be useful to know then!
                My Chiptune music, made in Famitracker: http://soundcloud.com/patashu

                Comment

                • Sky
                  Veteran
                  • Oct 2016
                  • 2321

                  #9
                  Originally posted by Derakon
                  A lot of monsters are merely functionally immune to slowing/confusing.
                  i thought as much. i tend to just squelch the various staves of debuff, as they never seem to affect the mobs i need to weaked - which generally means "uniques".
                  "i can take this dracolich"

                  Comment

                  • Derakon
                    Prophet
                    • Dec 2009
                    • 9022

                    #10
                    Originally posted by Sky
                    i thought as much. i tend to just squelch the various staves of debuff, as they never seem to affect the mobs i need to weaked - which generally means "uniques".
                    The last time I tried to use them, they could be useful in the early game (roughly, 1000' and earlier), when you tend to not have much of a ranged offense and thus may well have spare turns to spend on trying to stick status effects on your enemy. But after that point, there's really not much point. The staves in particular are mostly only useful for waking up a large group of enemies.

                    Comment

                    • takkaria
                      Veteran
                      • Apr 2007
                      • 1951

                      #11
                      Originally posted by Thraalbee
                      That is a good thing. I would love if you also added
                      variant: angband
                      version: 4.0.5
                      in the beginning as well

                      I use regexp so easy to adapt to your changes.
                      I willl also propose adding my file to json converter to the tools once it is in a decent state
                      The edit files used to have a version number in them but I removed them. I think they're a bad idea, because it's yet another place to update the version number when a new release happens especially now there's so many edit files.
                      takkaria whispers something about options. -more-

                      Comment

                      • kandrc
                        Swordsman
                        • Dec 2007
                        • 299

                        #12
                        Originally posted by takkaria
                        The edit files used to have a version number in them but I removed them. I think they're a bad idea, because it's yet another place to update the version number when a new release happens especially now there's so many edit files.
                        With the makefile + sed (or awk or any number of other tools), this update can be automated. I'd pull the version number from the git metadata and write it into the appropriate files as part of the build process. If you want to avoid shipping git metadata with official releases (sensible enough), then you have a rule to build the release distribution that queries git and does the file update(s) before the code ever goes to the consumers. It may be that git contains some methods to do this automatically when you check out; CVS did, back in the day (or maybe I'm thinking of perforce...?).

                        Comment

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