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HentaiVerse 0.85, Script-breaking day |
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Jun 24 2017, 19:56
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Mantra64
Group: Catgirl Camarilla
Posts: 5,600
Joined: 23-March 12

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I'm beginning to really not like the newest changes. (IMG:[ invalid] style_emoticons/default/sad.gif) I think that I will just do REs and check my monsters for some time. So have fun with HV 0.85
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Jun 24 2017, 20:54
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Tenrag
Group: Gold Star Club
Posts: 696
Joined: 22-January 11

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Is it just me or the Cloak of the Fallen is now only 1 turn? I died 2 times doing IW in the last hour.
I play without any scripts now and just hold the number on the keyboard until the monster is dead. 1 turn is way to little time to take the finger off the key.
If it is intentional and won't be changed then is there some working popup user-script that will block further actions after spark is triggered?
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Jun 24 2017, 21:02
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BlueWaterSplash
Group: Members
Posts: 3,307
Joined: 15-March 11

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Maybe it only matters to low level players, but like the previous person in this thread I also used my exact HP to determine when to heal. I didn't always heal at the same amount, it depended on the situation. But generally at low levels I think the Cure spell heals more of your health bar and you don't want to waste.
The game has gotten so much easier for low level players that it doesn't matter though. Full recovery outside of battle prevents me from having to scrounge, and the monsters are so weak now that I can beat most of the arenas on PFUDOR if I want to. At low difficulties the game might be harder, especially for Ring of Blood challenges, but I haven't tried.
There is no variation on encountered monster levels for me anymore, they are all equal to my player level exactly.
Is there a bug with the character stats gained from leveling up? I seem to be gaining over double the stats I used to. My stats from before weren't changed, so this only affects new levels gained. Maybe I'm just leveling up more and not noticing it with the new layout.
This post has been edited by BlueWaterSplash: Jun 24 2017, 21:23
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Jun 24 2017, 21:24
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conundrum
Newcomer
  Group: Members
Posts: 92
Joined: 15-March 12

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QUOTE(victorpofa @ Jun 23 2017, 17:24)  Bug: My under level 300 monster is now eating Edibles instead of chow.
Checked and it is still chow until level 300 on the Wiki.
So, monsters below PL300 need edibles now, too? Out of curiosity, is your monster PL250 or higher? I have a theory as to what happened here. QUOTE(Tenboro @ Jun 22 2017, 06:19)  - The drain rate bonus for powerlevel was rescaled to start from PL 250 and increase linearly up to the cap at PL 2250. It now caps at x6 (i.e., the morale bar takes six times longer to drain) up from the old x4. Chaos upgrades no longer affect monster morale drain rate. I would imagine that changing the drain rate system had a side effect of reducing the level at which monsters switch to edibles. It's likely that monsters currently start eating edibles at PL250 instead of PL300, although I'm not sure whether this is intentional or a bug. ---- QUOTE(Tenboro @ Jun 23 2017, 18:40)  #vbh>div{text-align:left !important}
Place in Stylish or whatever. FTFY.
No offense, but we really shouldn't have to use a browser addon to fix a flaw in the game's UI. By default, it should either show your actual HP (in which case being centre-aligned becomes a non-issue), allow the player to select whether they want left- or centre-alignment on the settings page (defaulting to left for accounts made before the patch, and centre for ones made after it, so as not to hinder people used to the old system), or both. I have yet to see anyone that has anything positive to say about this UI nerf, so telling us to use an addon to fix it honestly seems like you're telling us that you're leaving it there just to spite us for not liking it. Not sure if that's the intent or not, but it certainly feels like it. This post has been edited by conundrum: Jun 24 2017, 21:25
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Jun 24 2017, 21:54
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Tenboro

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QUOTE(Doc69 @ Jun 24 2017, 16:47)  So the difference is the proficiency bonus for mitigations seems to be multiplicative now, but was additive before, at least concerning the displayed value.
I had a peek at the old code for this. Because the mitigation abilities were something of a hack in the first place, these were not recognized as multiplicative stats when they were previously calculated. This was indeed fixed by accident due to a minor change in the order of operations, and is now calculated correctly. As for people continually bitching about vital bars, it is 99% CSS, so you can easily make them into whatever you want. I like the centered bars, and I don't have the time or inclination to make alternatives for all the ways other people want them to look like. That is why things like Stylish exist.
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Jun 24 2017, 22:05
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Dead-ed
Group: Members
Posts: 3,577
Joined: 4-March 14

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QUOTE(Tenboro @ Jun 24 2017, 13:54)  ~Fixed heavy prof calculation, so it's supposed to be worse now.~
Check melee damage too, it's pretty additive. Just checked, it's indeed additive in wiki. /ashamed This post has been edited by Dead-ed: Jun 24 2017, 22:19
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Jun 24 2017, 22:16
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Tenboro

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QUOTE(Dead-ed @ Jun 24 2017, 22:05)  Check melee damage too, it's pretty additive.
Only affected specific mitigations. It would have affected the *proof potencies as well, but no one ever keeps them anyway.
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Jun 24 2017, 22:23
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Juggernaut Santa
Group: Gold Star Club
Posts: 11,132
Joined: 26-April 12

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QUOTE(Tenboro @ Jun 24 2017, 21:54)  As for people continually bitching about vital bars, it is 99% CSS, so you can easily make them into whatever you want. I like the centered bars, and I don't have the time or inclination to make alternatives for all the ways other people want them to look like. That is why things like Stylish exist.
Wise words. Are you coming later to my home to teach me writing CSS? I'm waiting for you (IMG:[ invalid] style_emoticons/default/duck.gif) Jokes apart, now I have to wait for someone to write something like that (IMG:[ invalid] style_emoticons/default/laugh.gif)
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Jun 24 2017, 23:17
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Sapo84
Group: Gold Star Club
Posts: 3,332
Joined: 14-June 09

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QUOTE(Tenboro @ Jun 24 2017, 21:54)  As for people continually bitching about vital bars, it is 99% CSS, so you can easily make them into whatever you want. I like the centered bars, and I don't have the time or inclination to make alternatives for all the ways other people want them to look like. That is why things like Stylish exist.
I don't think the main issue is centered vs aligned (well, not for me at least). OC is represented by the number of divs inside another div. How can we know if the OC is 200, 210 or 224? Same is true for HP bar, which lacks the precise number. Unless you put the number in an attribute (data-value maybe) CSS or even scripts won't help much. This post has been edited by Sapo84: Jun 24 2017, 23:18
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Jun 24 2017, 23:39
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conundrum
Newcomer
  Group: Members
Posts: 92
Joined: 15-March 12

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Thanks for fixing the Ether Tap thing, it makes a significant difference for mages. QUOTE(Tenboro @ Jun 24 2017, 16:24)  As for people continually bitching about vital bars, it is 99% CSS, so you can easily make them into whatever you want. I like the centered bars, and I don't have the time or inclination to make alternatives for all the ways other people want them to look like. That is why things like Stylish exist.
Considering that the HP bar's alignment actually reduces its functionality, instead of being purely an aesthetic issue, we shouldn't need to use an addon to change it; the option should be built into the game itself. You've shown that you have the code for both centre and left alignment available, so IMO, they should both already be in place, with an option to choose which is active. If you can't be bothered to code the option yourself, I would suggest getting one of the scripters to throw one together, then merging it into the settings page's actual code. Alternatively, as I said before, the entire thing could be solved by simply adding a numerical HP display. The main issue people have with the centre-aligned bar is that it makes it difficult to judge your actual HP (it effectively makes it look like you're missing twice as much as you actually are, unless you make an effort to actually focus on just one side of the bar instead of just taking a quick glance), so showing the actual number removes its primary downside. This would make the alignment issue purely aesthetic, at which point it's fine for it to be relegated to an addon instead of core functionality. Hmm... considering that replacing the overcharge number with pips significantly harms melee builds as well, I think an ideal solution, if you don't want to change the HP bar's alignment, would be to display your HP number on one side of the bar, and your OC on the other. This gives players exact values for reference, while still preserving the current aesthetics (and in fact improves the aesthetics, by making the HP/OC bar more consistent with the MP/SP one), handily solving both issues without any significant restructuring. (And, to be fair, should've been done in the first place, considering you were switching the bars to less exact graphics.) tl;dr: It's fine to get players to use an addon for purely aesthetic changes, but not to view crucial information that they need to be able to actually play the game. Either the core interface should be modified to more clearly present this information without needing an addon, or the presentation of information should be decoupled from the aesthetics by presenting the numeric values separately (like you did with MP and SP).
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Jun 24 2017, 23:42
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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QUOTE(Tenboro @ Jun 24 2017, 15:54)  I like the centered bars
Please do remember that it's immensely imprinted on us to read things from left to right.
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Jun 25 2017, 00:24
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conundrum
Newcomer
  Group: Members
Posts: 92
Joined: 15-March 12

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Also, I forgot to mention this earlier, but for anyone having trouble telling how many OC pips you have: Look at your MP/SP bar. It's mirrored where the blue & red meet, so looking there makes it a lot easier to see how many you have. - If you have an odd number of pips, there'll be one directly above the centre of the bar.
(IMG:[puu.sh] http://puu.sh/wtnqp/e7a7974a04.png) Count each pip on one side as 2, and add 1 for the middle pip. For example, I have 9 here. - If you have an even number of pips, there won't.
(IMG:[puu.sh] http://puu.sh/wtne1/e105b58199.PNG) Just count each pip on one side as 2. For example, I have 10 here.
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Jun 25 2017, 00:28
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Juggernaut Santa
Group: Gold Star Club
Posts: 11,132
Joined: 26-April 12

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QUOTE(conundrum @ Jun 25 2017, 00:24)  Also, I forgot to mention this earlier, but for anyone having trouble telling how many OC pips you have: Look at your MP/SP bar. It's mirrored where the blue & red meet, so looking there makes it a lot easier to see how many you have. - If you have an odd number of pips, there'll be one directly above the centre of the bar.
(IMG:[puu.sh] http://puu.sh/wtnqp/e7a7974a04.png) Count each pip on one side as 2, and add 1 for the middle pip. For example, I have 9 here. - If you have an even number of pips, there won't.
(IMG:[puu.sh] http://puu.sh/wtne1/e105b58199.PNG) Just count each pip on one side as 2. For example, I have 10 here.
That's not the main matter. The matter is distinguishing 210 from 200, 85 from 75, et cetera.
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Jun 25 2017, 00:51
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,571
Joined: 12-July 14

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Is it normal if now the plus icon is yellow (and clickable) while we don't have enough Chaos Tokens? It was pretty useful to have it greyed out when we didn't have enough. (IMG:[ i.imgur.com] http://i.imgur.com/1UfEewB.png)
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Jun 25 2017, 00:56
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Tamao Serizawa
Group: Gold Star Club
Posts: 119
Joined: 15-February 12

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QUOTE(Basara Nekki @ Jun 23 2017, 23:01)  For me the PABs appear like this with the default font: (IMG:[ imgur.com] http://imgur.com/3dJvPJg.jpg) By switching the font to, say, Arial, the problem is solved. But there appears another: (IMG:[ imgur.com] http://imgur.com/MmQTvWg.jpg) Even doing the vertical adjustment does not improve as before. If I lift too much, what's below ends up too close to the line. And HP my also increased: (Balance Set: 28756 ---> 30144), (Protection Set: 28762 ---> 30150). As far as I remember, that was the only thing that changed. I tried the verdana 8 one with vertical adjust and so far okay. (IMG:[ i.imgur.com] http://i.imgur.com/u8iyrXR.png)
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Jun 25 2017, 01:01
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Juggernaut Santa
Group: Gold Star Club
Posts: 11,132
Joined: 26-April 12

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QUOTE(boulay @ Jun 25 2017, 00:53)  well, I have something like that, if anyone's interrested: (IMG:[ image.noelshack.com] http://image.noelshack.com/fichiers/2017/25/7/1498344643-overcharge-chips.png) That's a start, but doesn't help much to know when's the right time to use OFC/FRD/Frenzied Blows/Skyward Sword with Spirit Stance on. Basically you'd have to overcharge the overcharge (lol I made a pun) to make sure to have enough OC.
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Jun 25 2017, 01:06
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boulay
Group: Gold Star Club
Posts: 2,675
Joined: 27-June 11

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QUOTE(End Of All Hope @ Jun 25 2017, 01:01)  That's a start, but doesn't help much to know when's the right time to use OFC/FRD/Frenzied Blows/Skyward Sword with Spirit Stance on.
Basically you'd have to overcharge the overcharge (lol I made a pun) to make sure to have enough OC.
from what I've read in-game, you need to count in terms of chips now: 8 for OFC, etc... It shouldn't be too complicated and if needed, I can just number the chips from 1 to 10... This post has been edited by boulay: Jun 25 2017, 01:06
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Jun 25 2017, 01:29
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WeebLife
Group: Gold Star Club
Posts: 1,151
Joined: 27-September 07

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QUOTE(Tenboro @ Jun 25 2017, 06:24)  As for people continually bitching about vital bars, it is 99% CSS, so you can easily make them into whatever you want. I like the centered bars, and I don't have the time or inclination to make alternatives for all the ways other people want them to look like. That is why things like Stylish exist.
Idc about the centred bars. It's not my preference, but whatever. The important bit (for me at least) is to get exact numbers added to the overcharge metre. Exact numbers on the health metre would be appreciated too, but I care about it much less than I care about the overcharge numbers... Why not put overcharge in between the mana and spirit bars? - Mana drains from left, with exact numbers to the left of the bar (as per current)
- OC would have a fixed size translucent bar that fills/drains gold at both ends like the hp bar, and have exact numbers in the centre of it.
- SP drains from the right, with exact numbers to the right of the bar (as per current)
- This would also make room for the HP bar to have exact numbers added to the middle, when OC pips currently reside.
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Jun 25 2017, 01:41
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Sardion
Group: Members
Posts: 913
Joined: 4-November 09

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Since counting dots is the new hotness and asking for going back to numerical display of overcharge is going to fail, how about overcharge pips changing color when OC is maxed out? Also, is R hotkey doing melee intentional? What is purpose of storage aside of forcing everyone to use it under threat of having mess in bazaar's player gear tab? QUOTE(Tenboro @ Jun 24 2017, 00:10)  #vbh>div{text-align:left !important}
Place in Stylish or whatever. FTFY.
10/10, Can I get same thing for mana too? I fail to notice I'm running out in this new 4d chess GUI.
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