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  #1  
Old March 14th, 2012, 12:54 AM

Hrum Hrum is offline
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Default Re: momfreeek's new magic item browser!

First off, let me add to the chorus of thank yous momfreeek. This looks really great. Just the ability to column sort like that, and a booster column too! So awesome.

Quote:
Originally Posted by Shangrila00 View Post
Soul Contract doesn't list any of its effects except the devil bodyguard.

Lifelong Protection summons imps every round, not when previous imps die.
Good list of updates Shangrila00, but your phrasing here confused me. Soul Contracts don't provide bodyguards, it just auto summons Devils (1 per turn), but the item doesn't do anything in combat. And as you say Lifelong Protection has an onbattle casting (or 2 castings?) of summon Imps every round of combat (at least that's what the wiki says - I've never actually forged that one but now I'm thinking I should give it another look ).

The wiki appears to have the correct info:

http://dom3.servegame.com/wiki/Soul_Contract
http://dom3.servegame.com/wiki/Lifelong_Protection
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  #2  
Old March 13th, 2012, 07:41 PM

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Default Re: momfreeek's new magic item browser!

Wow... this is really cool. Thanks for putting in the effort!

Edit: If it's cool, I'll list some things I see that are off with some of the magic items I used profusely last game, just to help you out. It's a wonderful resource and is very useful with zero fixes, but just in case you plan to do edits:
*****************************
Robe of Calius the Druid gives Magic Resistance +3 too. I remember liking that aspect of it a lot in the last game I played.

http://dom3.servegame.com/wiki/Robe_of_Calius_the_Druid
*****************************
I would check "Gift of Kurgi" since it's got some inaccuracies. The description in the mod inspector misses "Stormimmune" (can fly during storms), horrormarking +20% (I think it's 20% chance of getting a horror mark but not sure... was never enough to matter on the SC I put it on), Phasing 2% (2% chance of getting lost in the void maybe? not sure, it never came up). The insanity effect is that it gives you Insanity = 10 when you equip it, and then 2% every turn thereafter (although some turns I think it was only 1% for whatever reason).

Stormimmune: +1
Assassination attempts: Lesser Horror
Fear: +30
Horrormark: +20%
Phasing: +2%
Insanity: +10
Growinsane: +2
*****************************
For Magic lamp you might mention "Can be forged by other players once Djinn is summoned, losing Djinn".
*****************************
The Aegis - Petrification on attackers (magic resistance to resist)

*****************************
Flying Carpet says:
map army flight: 14
special: flytr points indicate total size

It gives army map move 3 in most cases (I think that rooted treants got map move 2 but not positive). 14 points total size I assume.

"This carpet can be used to fly through as many as three provinces per turn. It can carry 7 human-sized units, 4 mounted units, or 3 giants. "

Last edited by Stretch; March 13th, 2012 at 07:58 PM..
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  #3  
Old March 13th, 2012, 07:58 PM

llamabeast llamabeast is offline
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Default Re: momfreeek's new magic item browser!

This is amazing! The fact that you can't look up items in-game unless you can already make them is a huge problem for mods like CBM, so this is extremely helpful!
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  #4  
Old March 13th, 2012, 09:03 PM

momfreeek momfreeek is offline
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Default Re: momfreeek's new magic item browser!

Quote:
Originally Posted by bbz View Post
Yea Im using IE. And it locks on loading mod.
Which version? Its a javascript error (not necessarily failing to get the data from the server but parsing the data). IE 8 & 9 have build in error consoles.. Developer Tools -> Scripts. errors output there will help.

Quote:
Originally Posted by llamabeast View Post
This is amazing! The fact that you can't look up items in-game unless you can already make them is a huge problem for mods like CBM, so this is extremely helpful!
wow, praise indeed! I've got time to work on this so input and ideas are appreciated.


thanks Shangrila00 & stretch for corrections.

I haven't touched the raw data at all yet... its infinitely easier to find the errors once the data is presented in a form that people actually want to look at so I've just concentrated on the front end .

I've got to work out a usable way to edit the raw data. Corrections are invaluable and each one will be set right in time.
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  #5  
Old March 14th, 2012, 04:45 AM

bbz bbz is offline
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Default Re: momfreeek's new magic item browser!

Quote:
Originally Posted by momfreeek View Post
Quote:
Originally Posted by bbz View Post
Yea Im using IE. And it locks on loading mod.
Which version? Its a javascript error (not necessarily failing to get the data from the server but parsing the data). IE 8 & 9 have build in error consoles.. Developer Tools -> Scripts. errors output there will help.
Thanks that helped and now it works.

Although it gave those errors.

LOG: ERROR: data not found
mod line: 8273
#selectweapon "Blow Pipe"
LOG: ERROR: data not found
mod line: 18542
#selectitem "Lychantropos' Amulet"
LOG: ERROR: data not found
mod line: 19294
#selectitem "Lightweight Scale Mail"
LOG: ERROR: data not found
mod line: 21618
#selectitem "Champion's Trident"
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  #6  
Old March 14th, 2012, 12:18 PM

momfreeek momfreeek is offline
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Default Re: momfreeek's new magic item browser!

Quote:
Originally Posted by bbz View Post
Thanks that helped and now it works.
it works now? IE is a strange beast.

the errors you see are issues handled gracefully by the mod parser (useful output rather than fatal errors).
javascript errors show up there in red and break the app silently (it just stops working).


@llama:
A checkbox for each path seems useful (numbers for each path seems unnecessary.. you can see that easily enough on the table). I'll add that below the search box.

Right now I'm neatening code structure to faciliatate further expansion and options (and avoid future confusion).
thoughts and possibilities:

- toggleable options pane (perhaps the top right pane could expand/contract). extra buttons and filter options and suchlike could be here without cluttering the basic view.

- more columns.. would be cheap and easy to add but what would be useful? Armor & weapons seem too reliant on a wide variety of effects and stats for this to give a good idea of their capabilities (pointless for sorting). could have optional columns selected from a larger list but its perhaps not worth the clutter. reinvigoration and magic resistance maybe?

- improved search. could perhaps search on effects or other fields.. but too much would get expensive (slow).

- more filters fields. I'll add path filters. and maybe a drop down type filter (including missile weapons). I think additional columns woudl be better for most things (filtering on stats that aren't visible on the table seems oblique)
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  #7  
Old March 14th, 2012, 01:09 PM

bbz bbz is offline
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Default Re: momfreeek's new magic item browser!

Quote:
Originally Posted by momfreeek View Post
Quote:
Originally Posted by bbz View Post
Thanks that helped and now it works.
it works now? IE is a strange beast.

the errors you see are issues handled gracefully by the mod parser (useful output rather than fatal errors).
javascript errors show up there in red and break the app silently (it just stops working).
Yea I need to have the console on for the cbm version but thats not much of a problem. So thanks.
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  #8  
Old March 14th, 2012, 05:06 AM

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Default Re: momfreeek's new magic item browser!

Okay, I have a suggestion: it would be very useful to be able to search for forgable items in the same way as snoddasmannen's spell database, here:

http://www2.onyx.nu/pb/dom3/spells.html

So, you could put in what paths you have available and see what you can forge. It sounds like a bit of a big UI addition though - I thought I'd just suggest it, then you can disregard it if it's not feasible!
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  #9  
Old March 14th, 2012, 05:06 AM

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Default Re: momfreeek's new magic item browser!

Okay, I have a suggestion: it would be very useful to be able to search for forgable items in the same way as snoddasmannen's spell database, here:

http://www2.onyx.nu/pb/dom3/spells.html

So, you could put in what paths you have available and see what you can forge. It sounds like a bit of a big UI addition though - I thought I'd just suggest it, then you can disregard it if it's not feasible!
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  #10  
Old March 14th, 2012, 07:02 PM
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Tarrax Tarrax is offline
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Default Re: momfreeek's new magic item browser!

This is really great. Excellent job!

I am a programmer myself so if you need any help with anything I'd be happy to help. I haven't looked at your source code yet but I am guessing your IE problem is:

You are using the console object in your JS to do debugging but the console object doesn't exist in IE by default so it crashes the JS. Try removing or commenting out console.log() statements. This is just a wild guess without even looking at your source code of course!
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