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The .85 Hovering Script crowdfunding/discussion, Part 2: the crowdfunding/discussion thread - script finished |
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Jun 30 2017, 08:12
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,572
Joined: 12-July 14

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QUOTE(sickentide @ Jun 30 2017, 05:17)  major update coming soon, but before that it would be nice to get a final word on whether the option to interrupt hoverplay when buffs are expiring should be removed
No it shouldn't. How about doing it like how CracklingCast did : having a list of effects that do not interrupt the hoverplay when they expire? It was called "innatearcana" in it, but it was what it actually did. Or maybe the other way around : a list of effects that should stop the hovering. That'd make a global option to turn on and off that feature, and one that adjusts to just what we need. For my part, I do think it's essential to have the hovering stopped when Regen or Heartseeker expire, but to keep going when Haste or Mana Draught expire.
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Jun 30 2017, 08:21
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(decondelite @ Jun 30 2017, 08:12)  Or maybe the other way around : a list of effects that should stop the hovering.
i can add this later, but first i need to know if the function is legal at all
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Jun 30 2017, 08:27
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friggo
Group: Gold Star Club
Posts: 2,134
Joined: 9-October 14

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QUOTE(sickentide @ Jun 30 2017, 09:21)  i can add this later, but first i need to know if the function is legal at all Considering that it's listed in the first post as a mandatory requirement, I'd say it's legal (IMG:[ invalid] style_emoticons/default/rolleyes.gif) QUOTE(Scremaz @ Jun 26 2017, 01:13)  [*]Stop on HP/MP/SP thresholds, Spark triggering and buffs expiring (buffs from scrolls/draughts included, preferably with an icon)
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Jun 30 2017, 08:37
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(friggo @ Jun 30 2017, 08:27)  Considering that it's listed in the first post as a mandatory requirement, I'd say it's legal (IMG:[ invalid] style_emoticons/default/rolleyes.gif) i think so too, but some people have been disagreeing
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Jun 30 2017, 10:03
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Noni
Group: Catgirl Camarilla
Posts: 13,391
Joined: 19-February 16

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QUOTE(DJNoni @ Jun 30 2017, 09:03)  Small request:
is it possible to disable the Key_I = Cast('Imperi') at the same conditions that the hover stops? This prevents sudden death during the imperil-stage of the round. Happens a lot in 2nd half of PFUDOR-Fest.
QUOTE(sickentide @ Jun 30 2017, 09:10)  it's possible in theory, but i think when you are manually casting a spell you should know what you are doing. stopping hover is already on the limit of what's legal
QUOTE(Epion @ Jun 30 2017, 09:13)  When you are playing for 30 minutes a repetitive action, at the end, you just go imperil, imperil, imperil, kill. imperil, imperil, imperil, kill. The moment of the imperils is not really looked after too much at the start of the round.
This is actually the most commonly registered moment when mages die in this game.
QUOTE(DJNoni @ Jun 30 2017, 09:29)  It's can't be more illegal than hoverplay. And hoverplay is allowed. Because all you do is stop a keybind for an offensive action, just like hoverplay. It's exaclty the same!
It could be bad if you then change the I into 'cure' instead of 'imperil' automatically. But that's not what we need, and should NOT be done. Just stopping the keybinds for all offensive actions.
Scremaz, can you confirm that this is allowed?
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Jun 30 2017, 10:45
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Sapo84
Group: Gold Star Club
Posts: 3,332
Joined: 14-June 09

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Probably as long it's not adding a binding for low HP/MP/SP it's ok (like hover is not added when HP is slow, but you can still click instead of hovering and die like an idiot (yeah, it happened (IMG:[ invalid] style_emoticons/default/heh.gif) )). If it's binding a realtime check for every possible action I think it's exactly what Tenboro doesn't want scripts to do (decide on action based on live data check).
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Jun 30 2017, 10:55
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Cleavs
Group: Gold Star Club
Posts: 24,313
Joined: 18-January 07

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QUOTE(friggo @ Jun 30 2017, 08:27)  Considering that it's listed in the first post as a mandatory requirement, I'd say it's legal (IMG:[ invalid] style_emoticons/default/rolleyes.gif) oh, you made me remember that i have to update that list based on tenb's new hints QUOTE(DJNoni @ Jun 30 2017, 10:03)  Scremaz, can you confirm that this is allowed?
sorry, it may be because i just woke up but i'm not sure i understood what you meant. mind to rephrase it a bit? (IMG:[ invalid] style_emoticons/default/heh.gif)
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Jun 30 2017, 11:30
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Noni
Group: Catgirl Camarilla
Posts: 13,391
Joined: 19-February 16

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QUOTE(Scremaz @ Jun 30 2017, 10:55)  oh, you made me remember that i have to update that list based on tenb's new hints sorry, it may be because i just woke up but i'm not sure i understood what you meant. mind to rephrase it a bit? (IMG:[ invalid] style_emoticons/default/heh.gif) I cast imperil a lot. I do this by pointing at a monster and pressing [I] key. That works because I run a script that binds the [I] key to the action "Cast('Imperil'). At this point, the hoverplay isn't enabled. After all monsters are imperiled this way, I click on another key and hoverplay is troggled and I cast Cold damage spells like crazy. As you know, during hoverplay there is an emergency brake. Too low health and the hovering stops. That way I don't die automatically. In the 500+ rounds of PFudorfest / IWBTH fest, I need to cure regularly during the imperil stage of the round. I imperil monster 2, then monster 5, and then I need to cure or I die an then I imperil monster 8. What happens is after 1hr of playing, I don't see the low health after the second imperil. And I go on to imperil the third. I die. That sucks. Solution: the keybind for Imperil, the [I], should be cancelled on the same conditions that hovering stops in case of emergency. That way, I can't imperil myself to death, just as I can't hoverplay myself to death. With this feature, PFUDOR-Fest is possible again for imperil-style mage. Without this feature, even a full mage lv 479 with Great Gear can't finish PFUDOR-fest.
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Jun 30 2017, 11:54
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Cleavs
Group: Gold Star Club
Posts: 24,313
Joined: 18-January 07

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QUOTE(DJNoni @ Jun 30 2017, 11:30)  What happens is after 1hr of playing
personally, i'm tempted to say that after 1hr of playing 5 minutes pause is a due if you really care about your eyes (IMG:[ invalid] style_emoticons/default/heh.gif) and even about your face skin. it's been proven that staring too much at a monitor can affect wrinkles. btw, do you run a different script for keybind?
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Jun 30 2017, 12:23
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Noni
Group: Catgirl Camarilla
Posts: 13,391
Joined: 19-February 16

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QUOTE(Scremaz @ Jun 30 2017, 11:54)  personally, i'm tempted to say that after 1hr of playing 5 minutes pause is a due if you really care about your eyes (IMG:[ invalid] style_emoticons/default/heh.gif) and even about your face skin. it's been proven that staring too much at a monitor can affect wrinkles. btw, do you run a different script for keybind? no, it's the same script. The change is minor in the script, it's just the question if it's allowed. It should be allowed, because hover-stop is allowed.
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Jun 30 2017, 12:27
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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all right, i've axed the buff expiring stop function, but i have enhanced code with the option to select which buffs trigger stop when expiring ready to put back in if this matter should be reconsidered
in its place there is now a drop tracker and a round/turn/speed counter
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Jun 30 2017, 13:56
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Cleavs
Group: Gold Star Club
Posts: 24,313
Joined: 18-January 07

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really good, thank you. seems to me that with this all requests are fulfilled, right?
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Jun 30 2017, 14:15
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Noni
Group: Catgirl Camarilla
Posts: 13,391
Joined: 19-February 16

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QUOTE(Scremaz @ Jun 30 2017, 13:56)  really good, thank you. seems to me that with this all requests are fulfilled, right?
I don't know: Stop on buff expiration is allowed if done with internal timers. you said the buff expiration was axed, that means there is no stop on buff expiration anymore, doesn't it? Then the internal timer option should be realised.
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Jun 30 2017, 14:45
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Cleavs
Group: Gold Star Club
Posts: 24,313
Joined: 18-January 07

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ah, yes. the post just above mine. today i'm dumber than usual, i guess... any ideas, anyone?
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Jun 30 2017, 16:50
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simrock87
Group: Members
Posts: 647
Joined: 12-June 11

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QUOTE(Scremaz @ Jun 29 2017, 18:56)  speaking of which, when we'll do the new compendium we may need a bit of coders to check the scripts in order to find the not allowed ones. and eventually i may need to take them down, i guess...
Eeeyup (IMG:[ invalid] style_emoticons/default/laugh.gif) Might be a good idea to come up with sort of a sheet with: Feature, How and where it was accomplished in the code (short description), Do you think it is legal and why. And this for every feature that needs to be accomplished for completion to streamline and compare responses. QUOTE(Scremaz @ Jun 29 2017, 18:56)  since it's quite generic, if it's really urgent you may want to post in 0.85 patch, since he checks it quite frequently. otherwise, when i'll have another few questions i'll throw that in as well.
Nah, not urgent as such, i've hooked myself into the api call for actions now to get the what is happening. I don't parse live data "as such", i just get the action the player used (after it was sent to the server), so not really any data that is put on the page as such. Background for this is that i'm trying to guess the turns and so on.
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Jun 30 2017, 18:22
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(Scremaz @ Jun 30 2017, 14:45)  ah, yes. the post just above mine. today i'm dumber than usual, i guess... any ideas, anyone?
not only do different actions require different fractions of a turn and are affected by haste, proficiency and equipment also have an effect on action speed, differently for attacks and each individual spell. what i'm saying is, i see no way of keeping track of buffs internally meanwhile my script turns the durations of effects aquamarine when they have 4 or less turns left, maybe this is enough of a visual indication. it's just formatting of data already present on the page, so it doesn't fall under the rule for stop conditions This post has been edited by sickentide: Jun 30 2017, 18:27
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Jul 1 2017, 01:11
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RoadShoe
Group: Catgirl Camarilla
Posts: 3,241
Joined: 9-August 15

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After getting familiar and using Monsterbation 1.1.0, I am fully satisfied. In my opinion, this script is superior to the 0.84 scripts I was using. I proxy my vote to Scremaz for whenever the time comes to pay the piper. The next crowdfunding should be a very thorough drop tracking script. I was letting the track drops accumulate for one month, and then pasting it into a spreadsheet. I'd enjoy seeing those days return. (IMG:[ invalid] style_emoticons/default/smile.gif)
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Jul 1 2017, 02:04
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Superlatanium
Group: Gold Star Club
Posts: 7,617
Joined: 27-November 13

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QUOTE(RoadShoe @ Jun 30 2017, 23:11)  I was letting the track drops accumulate for one month, and then pasting it into a spreadsheet. I'd enjoy seeing those days return. (IMG:[ invalid] style_emoticons/default/smile.gif) I'll have Income Summary up and running in a bit (though it doesn't account for the rare high-value equips)
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Jul 1 2017, 02:39
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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concerning the matter of stop on buff expiration:
i don't like the ruling that "it's fine as long as the counting is done internally." either you want players to pay attention to effect durations at all times or you want to allow them to use a script to help with that. it should be decided by how you want people to play the game, not by what can be done technically
so please either ban the function outright or make it fully legal, none of this half-way nonsense
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Jul 1 2017, 03:17
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RoadShoe
Group: Catgirl Camarilla
Posts: 3,241
Joined: 9-August 15

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QUOTE(Superlatanium @ Jun 30 2017, 17:04)  I'll have Income Summary up and running in a bit (though it doesn't account for the rare high-value equips)
Super, that would be phenomenal! Thank you! And I pledge 5m to the endeavor to start it out. As for rare high-value equips... yeah...that never happens for me, so I wouldn't notice. (IMG:[ invalid] style_emoticons/default/smile.gif)
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