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> HentaiVerse 0.85, Script-breaking day

 
post Jun 26 2017, 14:43
Post #401
Laboq



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QUOTE
Snowflake and the moogles are basking in the summer sun. Check back later.

(IMG:[invalid] style_emoticons/default/ph34r.gif)



This post has been edited by Laboq: Jun 26 2017, 14:55
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post Jun 26 2017, 14:47
Post #402
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QUOTE

Snowflake and the moogles are basking in the summer sun. Check back later.


Just got this mid-fight. Is HV down for maintenance or something?
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post Jun 26 2017, 14:48
Post #403
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Old style bars coming back I hope (IMG:[invalid] style_emoticons/default/cool.gif)
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post Jun 26 2017, 14:52
Post #404
Scremaz



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QUOTE(The Original Zeo @ Jun 26 2017, 14:47) *

Just got this mid-fight. Is HV down for maintenance or something?

taken from news page:
QUOTE
HV will go down in around 20 minutes to finish up some backend work. Expected downtime is around an hour.
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post Jun 26 2017, 15:39
Post #405
Tenboro

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Micro we're-in-maintenance-anyway update:

- HV was split off into its own database cluster. This should theoretically speed things up somewhat, but as this is the first time we use this particular database version in production, let me know if you encounter any issues.

- An alternative utilitarian (and easier skinnable) left-to-right vital bar with numeric overcharge readout was added. This can be chosen under Settings.

- The normal vital bar now shows a numerical readout for the current health if it can fit within the bar (>6% health - missing numbers should be read as "heal plz").

- The vital bar charge pips were moved above the health bar, and visually tweaked somewhat. A final faded-out pip will now be displayed if you have between 10 and 24 points towards the next pip. The pips will also change color if you are at max charges.

- Corrected a bug in the forge where gear what was at less than 1 condition point of wear was calculated in the "Repair All" cost but still unlisted.

- Better wording for monster activation conditions.

- Fixed a bug where powerup gems dropped during a battle round would not be available until end of the round or a different item was used.
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post Jun 26 2017, 15:43
Post #406
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Thanks for the new bars Pony-sama!
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post Jun 26 2017, 15:45
Post #407
Laboq



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Sweet! Thank you, 10bro! (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jun 26 2017, 15:50
Post #408
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New OC bar looks awesome.

Btw, after the update the first line of Log with the Round# is no longer visible after scrolling down during the battle. Also, would it be possible to list the Round# somewhere on screen without the mod too?
[s1.postimg.org] Example

This post has been edited by Madprank: Jun 26 2017, 15:58
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post Jun 26 2017, 16:00
Post #409
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utilitarian is better than standard to me, thank you Tenboro (IMG:[invalid] style_emoticons/default/smile.gif)
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post Jun 26 2017, 16:02
Post #410
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QUOTE(Tenboro @ Jun 27 2017, 00:09) *

Words


ARIGATOU PONI-DONO!! *hugs you*

I really do like the look of the standard bars, but the exact number for overcharge is all-important, so it's the utilitarian look, for me (IMG:[invalid] style_emoticons/default/happy.gif)

Thank you for capitulating to 20 pages of peer pressure. It really means a lot to us =)
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post Jun 26 2017, 16:07
Post #411
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Thank you so much for the utilitarian option. Very much appreciated.
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post Jun 26 2017, 16:07
Post #412
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Thanks a lot! New bars look awesome now with numbers on them (IMG:[invalid] style_emoticons/default/biggrin.gif)

Having a hard time deciding which I should get just because of the "heal plz" on standard... But I guess I'll go with the numerical overcharge...

I guess we can't thank you enough, so Thanks again!
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post Jun 26 2017, 16:10
Post #413
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New utilitarian bars are really nice, thanks for those!

Improved standard bars are also fine, but I'll stick to utilitarian.
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post Jun 26 2017, 16:10
Post #414
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CODE
09:05:45 <+tazmanian> Hmm, still getting ghost gem drops.
09:06:01 <+tazmanian> battle log says spirit gem dropped
09:06:21 <+tazmanian> but nothing in item list and pressing 'G' does nothing
09:07:41 <+tazmanian> go to next round and gem magically appears
09:07:46 <+tazmanian> <.<
09:09:15 <+tazmanian> I'd wager something with the new XHR updates is borking with gems.


This is unfortunately still a thing :<

EDIT:

CODE
09:17:16 <~tenboro> should be fixed now


Huzzah.

This post has been edited by tazmanian devil: Jun 26 2017, 16:20
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post Jun 26 2017, 16:19
Post #415
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QUOTE(Tenboro @ Jun 26 2017, 15:39) *

- HV was split off into its own database cluster. This should theoretically speed things up somewhat, but as this is the first time we use this particular database version in production, let me know if you encounter any issues.

any? or is there something in particular that should be affected? just to know where to look at to break things (IMG:[invalid] style_emoticons/default/tongue.gif)

QUOTE(Tenboro @ Jun 26 2017, 15:39) *

- An alternative utilitarian (and easier skinnable) left-to-right vital bar with numeric overcharge readout was added. This can be chosen under Settings.

- The normal vital bar now shows a numerical readout for the current health if it can fit within the bar (>6% health - missing numbers should be read as "heal plz").

- The vital bar charge pips were moved above the health bar, and visually tweaked somewhat. A final faded-out pip will now be displayed if you have between 10 and 24 points towards the next pip. The pips will also change color if you are at max charges.

really appreciated, for both versions. thank you (IMG:[invalid] style_emoticons/default/happy.gif)
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post Jun 26 2017, 16:30
Post #416
Tenboro

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QUOTE(Scremaz @ Jun 26 2017, 16:19) *

any? or is there something in particular that should be affected? just to know where to look at to break things


Pretty much everything that has to do with HV was moved, but there are obviously still interactions with the other three clusters.
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post Jun 26 2017, 16:30
Post #417
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Praises the new option

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post Jun 26 2017, 16:34
Post #418
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[i.imgur.com] [Credit Log]
the log of the new "sell all". (IMG:[invalid] style_emoticons/default/faint.gif)
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post Jun 26 2017, 16:46
Post #419
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I just did the "A Rolling Stone" arena on PFUDOR, and the monsters seemed a lot easier now, compared to a few hours ago.

I doubt it but, did the monster's attack values drop after the bar restoration, or did I just get a lucky run?
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post Jun 26 2017, 16:50
Post #420
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Nice!

but a description of skill still says "Orbital Friendship Cannon: Requires 8 Charges to use."

You need to insert some codes into set_infopane_spell.

CODE

if (L > 0) {
  if(vital_prefix==="d"){L*=25;} // THIS
  M += L + " Charge" + (L == 1 ? "" : "s")
}


This post has been edited by sssss2: Jun 26 2017, 16:52
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