SL2 Analyzer
Read a FromSoftware .sl2 save and report what is in it
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timeline.py File Reference

Go to the source code of this file.

Namespaces

namespace  sl2
 
namespace  sl2.timeline
 

Functions

 sl2.timeline.estus_level (ch)
 
 sl2.timeline.snapshot (ch, path, slot_no, game, title)
 Flatten one parsed character into the fields a timeline needs.
 
 sl2.timeline.group_runs (snaps)
 Group snapshots into RUNS — one per character, across every file that holds it.
 
 sl2.timeline.flag_bosses (s)
 Boss kills that came from a FLAG, which is the only boss evidence that cannot go backwards.
 
 sl2.timeline.progress (s)
 The monotone progress a snapshot holds — the things that only ever grow.
 
 sl2.timeline.descends (a, b)
 Could b be a continuation of a — is everything a had still in b?
 
 sl2.timeline.build_tree (rows)
 Work out each snapshot's parent, turning a run into a forest.
 
 sl2.timeline.carry_bosses (rows, parents)
 Carry every boss kill forward down each line of descent.
 
 sl2.timeline.carried_only (row, carried)
 The bosses a snapshot can only prove through an ancestor, newest first.
 
 sl2.timeline.children (parents)
 Children of each node, in order.
 
 sl2.timeline.fork_count (parents)
 How many snapshots in this run have more than one child — the fork count.
 
 sl2.timeline.achievements (cur, prev, cap=3)
 What this snapshot achieved that its parent had not — the node's headline.
 
 sl2.timeline.reference_index (snaps)
 Number every file in the whole document, earliest to latest by FILE DATE.
 
 sl2.timeline.first_seen (rows, get)
 Generic first-seen walk: the earliest snapshot each item appears in.
 

Variables

 sl2.timeline.ESTUS_RE = re.compile(r"^Estus Flask(?: \+(\d+))?$")
 The Estus Flask's reinforcement level, or None if this character holds none.
 
tuple sl2.timeline.RESETTABLE = ("bonfires", "bosses", "cinders", "covenants")
 Progress that a New Game+ lap wipes — the per-map flags.