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> HentaiVerse 0.85, Script-breaking day

 
post Jun 26 2017, 16:07
Post #412
Jack Tekila



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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
bensalenkkari



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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
Cleavs



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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
GermanPlasma



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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
sssss2



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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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post Jun 26 2017, 16:50
Post #421
Cleavs



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QUOTE(Tenboro @ Jun 26 2017, 16:30) *

Pretty much everything that has to do with HV was moved, but there are obviously still interactions with the other three clusters.

oh, i misread it before. so, now HV has its own space in the great order of the things. seems a nice thing to me (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Jun 26 2017, 17:13
Post #422
legnakrad



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

- 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.

The new bar with numerical reading was great. The pips looked better this way too.

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.

Since this option is available im sticking with this (IMG:[invalid] style_emoticons/default/biggrin.gif)
Thanks for your work.
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post Jun 26 2017, 17:16
Post #423
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QUOTE(End Of All Hope @ Jun 25 2017, 20:14) *

Nope, it's the same.

Fragments cost 1000 instead of 10000, but you have ten times more, and ten times more are needed.

So the expense is always the same.

To fuse an exquisite 100 levels above you, you still need 750k credits worth of fragments. Like before.
750 fragments 1k each = 75 fragments 10k each

I am still confused if fragments were 1k they are now 1000k I guess I am just missing something its not too important and BTW I really like the new update placing the bars above the battle is really great
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post Jun 26 2017, 18:04
Post #424
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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.

- 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, 18:10
Post #425
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QUOTE(Zerozero204 @ Jun 26 2017, 02:19) *

Good item drops come at PFUDOR? Oh, if only I could go check that, but I can't because I've got no idea what's happening to my hitpoints anymore. Is it time to this, is it time to cast that? Not everyone's player is able to shrug off the effects of getting killed for being stupid.

We've got all that Settings Page, why don't we have a setting to use the previous game stat setup?
Let's not overlook that we need to highlight the selected Spells and Weapon skills options in the combat menu. And that the Accept sell button is still mostly covered. Is it only me that's getting that problem? Someone go check that in the bazzar equipment store.


there is an option now to change the vital bars' style in the settings page
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post Jun 26 2017, 18:11
Post #426
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Starting GF and IW loses stamina points, can you bring it back to the old way? I do not think anyone found potting after a battle an issue. Losing a stamina point for entery makes it a pain. I would rather lose all my MP/HP than a single stamina point just for entry.

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post Jun 26 2017, 18:28
Post #427
Jack Tekila



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QUOTE(Shind Mar @ Jun 26 2017, 13:11) *

Starting GF and IW loses stamina points, can you bring it back to the old way? I do not think anyone found potting after a battle an issue. Losing a stamina point for entery makes it a pain. I would rather lose all my MP/HP than a single stamina point just for entry.


I really like it this way... I can't count how many times I started the next arena without restoring... And it's not a penalty if you do at least 50 rounds on GF or complete the IW, afaik.
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post Jun 26 2017, 19:07
Post #428
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QUOTE(Tenboro @ Jun 26 2017, 15:39) *

- 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.


New looks are awesome.
Let us thank our saviour of century's end - Kenshiro Tenboro. (IMG:[invalid] style_emoticons/default/ph34r.gif)

(IMG:[i.imgur.com] http://i.imgur.com/5EfnRTn.gif)
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post Jun 26 2017, 19:11
Post #429
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QUOTE(Shind Mar @ Jun 26 2017, 18:11) *

Starting GF and IW loses stamina points, can you bring it back to the old way? I do not think anyone found potting after a battle an issue. Losing a stamina point for entery makes it a pain. I would rather lose all my MP/HP than a single stamina point just for entry.

i like it this way too. apart for the fact of not having to restore anymore, it will be a hard hit for those e-penis contests.
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post Jun 26 2017, 22:40
Post #430
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Okay, that was different. I just finished a half hour encounter, I get the message that I won....then the screen goes into the Riddlemaster??? (IMG:[invalid] style_emoticons/default/blink.gif) Okay, I answered that riddle correctly, then the game goes into ANOTHER half hour encounter!!! (IMG:[invalid] style_emoticons/default/blink.gif)


Good job putting the number stats on the HP bar (IMG:[invalid] style_emoticons/default/smile.gif) That makes things a little easier to keep track of my vitals.
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post Jun 26 2017, 23:24
Post #431
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After trying the Utilitarian bars, they're pretty good. It's nice everyone has a choice.

On the Standard, you made the pips circle shaped. Do you think you could make them heart shaped? That would be so cute. And make them flash, even better.

My OCD isn't really liking how the health bar is so much bigger than the thin mana and spirit bars under it. Maybe you could keep them in the same position but make them all the same thickness. Thanks in advance.
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