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Old January 12, 2017, 14:03   #21
caruso
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Quote:
Originally Posted by fph View Post
You can see the page, but the search itself doesn't work. The search was implemented server-side, and of course the Wayback machine can't archive it...
But you can still click the numbers and initials below to open up the lists of monster entries
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Old January 13, 2017, 00:07   #22
Pete Mack
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On this, I agree with Eddie. There is zero upside to monster memory. It's primary effect is to encourage slow play among newbies, which is...unfortunate. Get rid of it, and get rid of rods of probing and the corresponding priest spell.

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This is an old old discussion. FWIW I think the idea of monster memory is stupid, and have advocated for telling the players the rules of the game [i.e. full monster info] for more than a decade.
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Old January 13, 2017, 01:59   #23
Ingwe Ingweron
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Quote:
Originally Posted by Pete Mack View Post
On this, I agree with Eddie. There is zero upside to monster memory. It's primary effect is to encourage slow play among newbies, which is...unfortunate. Get rid of it, and get rid of rods of probing and the corresponding priest spell.
I disagree about the zero upside, at least I did when the game was newer to me. At that time, I remember it being fun to discover the monsters and to work out what each did. The upside being FUN. But, maybe I was just masochistic. Once I had become sufficiently versed at the game, however, the monster memory mechanic eventually ceased to be fun. Fortunately, Nick made it so that simply copying monster.txt to lore.txt made the problem moot.
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Old January 13, 2017, 08:28   #24
Thraalbee
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Work in progress

I just uploaded to http://angmongraph.azurewebsites.net/monGraph.html
Works on my laptop but I see that on the mobile version of Chrome the modal will not show.

The main struggle I had is that the html-page reads the actual monster definition files from vanilla angband, they are not hard coded. What would help a lot is if >> monster definition files had version name or revision count in their head <<

Next step is to make the description complete or perhaps partially complete. Not sure how much I want to include. I will also look at reading the artifact.spo file instead of monster file and display in the same manner, should not be difficult and would be extra useful for reviewing randarts.

p.s. I made this to learn html/javascript on which I am still a rookie, so all feedback is welcome.
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Old January 13, 2017, 22:23   #25
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Quote:
Originally Posted by Thraalbee View Post
This is way more useful to me than any other interface I've seen for monsters. Classifying by level, splitting uniques and non-uniques, and just displaying the glyphs are all massive wins. Awesome work

The monster.txt file is likely to get a bit of an overhaul fairly soon. I'll probably expand the info and power lines to make it more human-readable, and replace colour symbols with names (g->Green, etc).

It would be easy to put a line like this
Code:
# Angband 4.0.5
at the top of the file; the only danger here is that updating it is forgotten, but I guess an old header would be better than nothing.
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Old January 13, 2017, 22:42   #26
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Quote:
Originally Posted by Thraalbee View Post
I just uploaded to http://angmongraph.azurewebsites.net/monGraph.html
Works on my laptop but I see that on the mobile version of Chrome the modal will not show.

The main struggle I had is that the html-page reads the actual monster definition files from vanilla angband, they are not hard coded. What would help a lot is if >> monster definition files had version name or revision count in their head <<

Next step is to make the description complete or perhaps partially complete. Not sure how much I want to include. I will also look at reading the artifact.spo file instead of monster file and display in the same manner, should not be difficult and would be extra useful for reviewing randarts.

p.s. I made this to learn html/javascript on which I am still a rookie, so all feedback is welcome.
Nice! This looks cool. I started prototyping something but yours looks way better. A couple of suggestions:

typeahead.js - https://twitter.github.io/typeahead.js/ - might be a useful tool (the 'bloodhound' component) for doing name-based search. I've used it in other projects and the interface is fairly straightforward.

Also, if you're looking for a challenge, it's probably worth converting the angband .txt file into javascript-friendly data ahead of time and then just serving it up already processed, instead of making the browser parse it whenever you load the page.

EDIT: I just looked at the source, and saw that you're building strings so you can parse them as JSON. You can just build objects directly - if you have an array like 'var x = []' you can add entries using the push method, like 'x.push({ level: mlevel, name: mname, ... })'.
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Last edited by takkaria; January 13, 2017 at 22:48.
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Old January 13, 2017, 23:18   #27
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Thanks for feedback. I wanted to learn using json input so started there. Then bolted the read text file to json in front for this use case. But it makes sense see to simplify. Unless Nick changes the source files to json ☺
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Old January 14, 2017, 09:02   #28
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If you write a parser from the gamedata to Json, maybe it would make sense to include it in the main source files, in utils/ -- it is going to be handy for a number of different side-projects.
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Old January 14, 2017, 13:02   #29
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Quote:
Originally Posted by fph View Post
If you write a parser from the gamedata to Json, maybe it would make sense to include it in the main source files, in utils/ -- it is going to be handy for a number of different side-projects.
Good idea! I did the two step model to learn both ways, that is handy now. Will be easy to split them into two pieces.
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