2014/04/29 THIS TOOL IS ABANDONED, NO FUTURE UPDATES WILL BE RELEASED Consider using the Collection Export tool instead, comparing the contents of your collection before and after mining runs. --- This tool (an html page) parses your verbose session logs in order to extract treasure drop information, producing output like so: Code: item isclub battlename modulename moduleid battleid 753 false Gashstone Pass Diamonds of the Kobolds DMND 0 900 false Gashstone Pass Diamonds of the Kobolds DMND 0 1117 true Gashstone Pass Diamonds of the Kobolds DMND 0 264 false Mine Entrance Diamonds of the Kobolds DMND 1 899 false Mine Entrance Diamonds of the Kobolds DMND 1 1732 true Mine Entrance Diamonds of the Kobolds DMND 1 You can use this other tool to cross-reference output with the standard equipment file. Also, check out the online version. (Original discussion archived here.)
Done. The log data doesn't actually indicate which is club (unless the item is locked), but I assume it's the last item in the set.
This is very cool. I have to admit it really hadn't occurred to me that verbose would be useful for anything other than testing half completed game features (which is what I wrote it for).
Thank you very much, Neoncat! Your efforts are very much appreciated! A question not directly related to the mining log parser tool: I mentioned in the posts link1 and link2 another utility for parsing and reformatting the player inventory data. Are you planning to create also that kind of tool? I ask so we don't perform the same work twice. I think I could probably create it based on the code of your two tools. I'm not promising any timetable for it, but I'll probably be making it if someone else doesn't do it first. Anyone at all interested, feel free to create it! I'd be happy to offer input into such a project should anyone want it.
Oh, another thing, it would be very useful if the mining log parser output included also the adventure level. I'm pretty sure I can add this myself, but if you want to do it, that would be great.
Doesn't it? This is copied from Veza's log in the "What is the shortest ..." thread: Code: Received extension response: treasure Parameters: (sfs_array) items: (sfs_object) (bool) clubLocked: false (int) item: 154 (bool) club: false (sfs_object) (bool) clubLocked: false (int) item: 902 (bool) club: false (sfs_object) (bool) clubLocked: false (int) item: 1487 (bool) club: true Doesn't the "club: true" line indicate a club item? Am I missing / misinterpreting something?
I tested the "isclub" column and I'm afraid it had erroneous data in it. The club item is not the last one at least in my test data (one playthrough of The Defense of Woodhome adventure). I noted the club items while playing and can verify the "club: true" lines in the log indicate the true club items. Running the parser tool currently marks the wrong items as club items.
I have only the dimmest recollections of writing this system, but I would expect it to work that way yes.
I was able to add the adventure level myself. It was a trivial task due to the smart way you made the parsing work.
Huh, that parses just fine for me. Is the problem that (1) logs generated by CH in Chrome aren't parsed correctly or (2) the tool doesn't load/function in Chrome?
Heh. That seems to be the case. So I can play in chrome, parse in FF, and see if that speeds things up a bit. Thanks!
I'll get around to installing Chrome at some point, and then seeing what's up. Until then, happy farming!
Changelog v4: - removed dependence on ECMAScript6 features (should now work in non-FF browsers) - added "modulelevel" field to output