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> HentaiVerse 0.85, Script-breaking day

 
post Jun 26 2017, 23:27
Post #432
Slobber



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oh shit... incoming UI arcanas where you can particpate in random events to win heart shapes to replace the pip circles (IMG:[invalid] style_emoticons/default/ohmy.gif)
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post Jun 26 2017, 23:35
Post #433
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Yeah, we want heart shaped pips! And make them break and shatter if you lose and die. I'm surprised he didn't think of that one himself.

Also, who thought up the word "pip"? It reminds me of that English kid from South Park.

(IMG:[s16.postimg.org] https://s16.postimg.org/fgfyavr7p/South_Park_-_Pip.jpg)

He's played too many rounds.
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post Jun 26 2017, 23:42
Post #434
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QUOTE(Sesshomaru Moon @ Jun 26 2017, 17:35) *

Also, who thought up the word "pip"?


1375-1425; late Middle English pippe < Middle Dutch < Vulgar Latin *pipita, for Latin pītuīta phlegm, pip
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post Jun 27 2017, 00:38
Post #435
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QUOTE(Maximum_Joe @ Jun 26 2017, 11:42) *

1375-1425; late Middle English pippe < Middle Dutch < Vulgar Latin *pipita, for Latin pītuīta phlegm, pip

Oh. I thought it was Gladys Knight.
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post Jun 27 2017, 02:05
Post #436
xystxrucudo33



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thx T.
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post Jun 27 2017, 02:13
Post #437
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The utilitarian vital bars are a nice option, and they have a neat retro feel, so thank you.
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post Jun 27 2017, 05:58
Post #438
Crossett



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Visible health appreciated. Really threw me off when I couldn't see that before. (enough that I actually clicked forums for once to look up answers why) Easier to see when you reach max spirit during combat now too. Think I'll switch over to to the utilitarian style, tho. Too used to the old system to handle much change at once well.
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post Jun 27 2017, 06:07
Post #439
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The utilitarian bars are much better. The placement is great too.

Now.... the fact that it broke Sapo's new mini-hover script literally cracked me up. (IMG:[invalid] style_emoticons/default/laugh.gif) (IMG:[invalid] style_emoticons/default/laugh.gif)

The irony... oh the irony. (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Jun 27 2017, 06:39
Post #440
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"Best Update ever" ~~~

These few Years were worth it ^^

This post has been edited by mutsdhr: Jun 27 2017, 06:47
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post Jun 27 2017, 11:41
Post #441
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It would be nice if you finally spent a minute to fix Random Encounter link to HTTPS for consistency.
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post Jun 27 2017, 13:25
Post #442
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@tenboro Gifts are now not limited to 6 max, what is the new max?
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post Jun 27 2017, 16:27
Post #443
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QUOTE(Ckyc @ Jun 27 2017, 04:25) *

@tenboro Gifts are now not limited to 6 max, what is the new max?


From what I'm seeing, it's 5. And it seems much rarer in achieving that max of 5.
This is from just a few days of observation though.

Edit: There's also the point that the majority aren't playing as much due to the temporary loss of scripts.
Hence.. not as many "flee from combats" happening, and triggering the gifts.

This post has been edited by RoadShoe: Jun 27 2017, 16:31
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post Jun 27 2017, 16:44
Post #444
Tenboro

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QUOTE(nekolor @ Jun 27 2017, 11:41) *

It would be nice if you finally spent a minute to fix Random Encounter link to HTTPS for consistency.


Should be linking to HTTPS everywhere now.

QUOTE(Ckyc @ Jun 27 2017, 13:25) *

@tenboro Gifts are now not limited to 6 max, what is the new max?


There is no cap on the "final" number of gifts, but the base factor is still limited to 3. With maxed gift factor you would have 3 * 2.6 = 7.8, so you could see up to 8 due to the random tie-breaker.
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post Jun 27 2017, 19:05
Post #445
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QUOTE(Tenboro @ Jun 27 2017, 23:44) *

There is no cap on the "final" number of gifts, but the base factor is still limited to 3. With maxed gift factor you would have 3 * 2.6 = 7.8, so you could see up to 8 due to the random tie-breaker.


Yesterday, one of my monsters gave me 10 gifts.
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post Jun 27 2017, 20:22
Post #446
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The utility bars are better.
It's a good step to getting the player info to the way any sensible Non-Candyland system would have them. We've got the HP numbers back and that's good. The overcharge changes will take a while to get used to- or decide if they're unworkable... Clearly the numbers are off, or there's a misplaced decimal point.
We next need the "selection confirmed" highlight around the options in the skillbook in the combat menu. Turn numbers have come in handy a few times when trying to figure out "how long is this taking and how long will this take? Will I have enough turns left in the spell?" The "back to full strength" change after an encounter is over is very useful. There's less limits on going all-out, now.
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post Jun 27 2017, 20:55
Post #447
Tenboro

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QUOTE(sssss2 @ Jun 27 2017, 19:05) *

Yesterday, one of my monsters gave me 10 gifts.


Hmm. Yeah you're right, the tie-breaker isn't quite how it should be, it's multiplying the final number by 0.5-1.5 instead of adding +/- 0.5 as was intended. Wouldn't affect how many gifts you get on average, but it does make it more volatile, so I'll probably fix that.
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post Jun 27 2017, 23:14
Post #448
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if you're making changes, can I propose one?
change the pony riddle thing from a/b/c to 1/2/3

that should just be a minor edit? or allow for both?
I use the riddlemaster addon normally but it broke during the last update.
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post Jun 28 2017, 00:10
Post #449
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On chrome with https it gets really laggy, switching to http it goes away.
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post Jun 28 2017, 01:54
Post #450
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I don't know if it's caused by the new patch or the scripts I am now using, but all the monsters displayed now show the same level as I do. Is this happening to anyone else? Is it supposed to happen?
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post Jun 28 2017, 02:10
Post #451
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QUOTE(Gambit126 @ Jun 27 2017, 23:54) *

I don't know if it's caused by the new patch or the scripts I am now using, but all the monsters displayed now show the same level as I do. Is this happening to anyone else? Is it supposed to happen?

Monster levels are independent of scripts. One of the changes of this update is apparently that we now only battle monsters at the same level. This is most likely related to the monster health scaling which is now based more on level than difficulty.

This post has been edited by Tgbvfr: Jun 28 2017, 02:13
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