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I don't know if you're considering feature suggestions at all, but it would be really cool if designated "milestones" of collecting numbers of creatures in a category gave you rewards of some kind, either from just detecting how many entries are in your dex or interacting with an object/npc who can give quests checking your progress at specific milestones.
Someone mentioned a "shiny charm" - which may have been a joke given this mod's clear inspiration, but it would actually be pretty cool if scanning every unique/rare variety of monster(at least from vanilla) gave you an item that made it more likely for rare variants of unique monsters to spawn while you're carrying it.
(To warn you, I'm not the one testing. I just watch people try and see the flaw that arises.)
I modified the monster data to be stored in the Player instead of in the item.
Hopefully the lag caused by the scripts scanning the item the player is holding is gone.
I think it's probably impossible. I'll see if there's a way to display treasure pool.
I think it's because the scan data is stored in the item. If you put it in storage when not in use, all the lag will be gone. ;ㅅ;
Fixed the suspected cause of the error. Please let me know if the same issue occurs after updating.
I updated it so that you can see captureable and relocatable information when hovering over the info icon at the top right corner.
Thank you! I added 'Delete Monster Data' button in the bottom right corner.
It works well with other mods and I'm still testing it out, would it be possible to add an option to remove individual scanned profiles as sometimes I've scanned a monster that wasn't intended.
Import all elemental types including custom resistances from the file '/damage/elementaltypes.config' and read the monster's default resistance value directly from the monster file(root.monsterParameters).
warm blanket for u
Perhaps yes, it can be applied to all monsters with names(shortdescription).