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> Battle Buddy, your HentaiVerse companion, How else does Chuck Norris play HentaiVerse? (current: v.2.1.8)

 
post Sep 5 2009, 03:35
Post #161
Seeker4015



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No offense intended, I'd prefer to keep everything on a one-page display accessible by only one button. To that end, I'm trying to code the stuff I want into battle buddy right now, but given how bad I am at it, when I post the mod (if anyone wants to use it), it's liable to be a wall of text.

Anyway, we'll see how it goes, it's keeping me entertained...I only dabbled in C++, and that was years ago.

edit: Oh, could someone please tell me the exact text printed in the battle log when you gain staff skill? Is it "Staff weapon proficiency" or just "Staff proficiency"?

edit2: lol, what a mess, I have no idea if I'm cloning this button properly ^ ^

This post has been edited by Seeker4015: Sep 5 2009, 04:07
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post Sep 5 2009, 04:32
Post #162
Red of EHCOVE



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The new version is impressive but it still lacks a key thing: equipment profiles.

I would very much like to compare my stats separately for different equipment sets I am using (1h/shield vs 2 handed vs dual wielding, and cloth armor vs heavy armor).
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post Sep 5 2009, 05:47
Post #163
Seeker4015



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So that was fun, and not fun at the same time. I'm going to post what I have so far, in case anyone is interested in using it. What I did was add a bunch of variables and if statements to track skill gains, so if you, like me, jam your 'D' key down all night long, all you need to do is finish the round to see how much you gained. There is one limitation: it resets every round (which is what I wanted, and achieved by fluke). I have no fucking clue how to make the numebrs persist, or a reset button, because I have 0 experience with javascript and graphical interfaces. Anyway, here's the goods:

Copy and paste the following at the end of the //globs (global variables) section:
CODE
    var _onehand = 0;
    var _twohand = 0;
    var _dualwield = 0;
    var _staff = 0;
    var _shield = 0;
    var _cloth = 0;
    var _light = 0;
    var _heavy = 0;
    var _elemental = 0;
    var _divine = 0;
    var _forbidden = 0;
    var _deprecating = 0;
    var _supportive = 0;
    var _curative = 0;


Next, use the search function to find "#ba9e1c". Make a new line, then paste:
CODE
                //skill gain counter
                if (content.match(/0.01 points of one-handed weapon proficiency./)) {
                _onehand = _onehand + (.01);
                } if (content.match(/0.02 points of one-handed weapon proficiency./)) {
                _onehand = _onehand + (.02);
                } if (content.match(/0.03 points of one-handed wewapon proficiency./)) {
                _onehand = _onehand + (.03);
                } if (content.match(/0.01 points of two-handed weapon proficiency./)) {
                _twohand = twohand + (.01);
                } if (content.match(/0.02 points of two-handed weapon proficiency./)) {
                _twohand = twohand + (.02);
                } if (content.match(/0.03 points of two-handed weapon proficiency./)) {
                _twohand = twohand + (.03);
                } if (content.match(/0.01 points of dual wielding proficiency./)) {
                _dualwield = _dualwield + (.01);
                } if (content.match(/0.02 points of dual wielding proficiency./)) {
                _dualwield = _dualwield + (.02);
                } if (content.match(/0.03 points of dual wielding proficiency./)) {
                _dualwield = _dualwield + (.03);
                } if (content.match(/0.01 points of staff proficiency./)) {
                _staff = _staff + (.01);
                } if (content.match(/0.02 points of staff proficiency./)) {
                _staff = _staff + (.02);
                } if (content.match(/0.03 points of staff proficiency./)) {
                _staff = _staff + (.03);
                } if (content.match(/0.01 points of shield proficiency./)) {
                _shield = _shield + (.01);
                } if (content.match(/0.02 points of shield proficiency./)) {
                _shield = _shield + (.02);
                } if (content.match(/0.03 points of shield proficiency./)) {
                _shield = _shield + (.03);
                } if (content.match(/0.01 points of cloth armor proficiency./)) {
                _cloth = _cloth + (.01);
                } if (content.match(/0.02 points of cloth armor proficiency./)) {
                _cloth = _cloth + (.02);
                } if (content.match(/0.03 points of cloth armor proficiency./)) {
                _cloth = _cloth + (.03);
                } if (content.match(/0.01 points of light armor proficiency./)) {
                _light = _light + (.01);
                } if (content.match(/0.02 points of light armor proficiency./)) {
                _light = _light + (.02);
                } if (content.match(/0.03 points of light armor proficiency./)) {
                _light = _light + (.03);
                } if (content.match(/0.01 points of heavy armor proficiency./)) {
                _heavy = _heavy + (.01);
                } if (content.match(/0.02 points of heavy armor proficiency./)) {
                _heavy = _heavy + (.02);
                } if (content.match(/0.03 points of heavy armor proficiency./)) {
                _heavy = _heavy + (.03);
                } if (content.match(/0.01 points of elemental magic proficiency./)) {
                _elemental = _elemental + (.01);
                } if (content.match(/0.02 points of elemental magic proficiency./)) {
                _elemental = _elemental + (.02);
                } if (content.match(/0.03 points of elemental magic proficiency./)) {
                _elemental = _elemental + (.03);
                } if (content.match(/0.01 points of divine magic proficiency./)) {
                _divine = _divine + (.01);
                } if (content.match(/0.02 points of divine magic proficiency./)) {
                _divine = _divine + (.02);
                } if (content.match(/0.03 points of divine magic proficiency./)) {
                _divine = _divine + (.03);
                } if (content.match(/0.01 points of forbidden magic proficiency./)) {
                _forbidden = _forbidden + (.01);
                } if (content.match(/0.02 points of forbidden magic proficiency./)) {
                _forbidden = _forbidden + (.02);
                } if (content.match(/0.03 points of forbidden magic proficiency./)) {
                _forbidden = _forbidden + (.03);
                } if (content.match(/0.01 points of deprecating magic proficiency./)) {
                _deprecating = _deprecating + (.01);
                } if (content.match(/0.02 points of deprecating magic proficiency./)) {
                _deprecating = _deprecating + (.02);
                } if (content.match(/0.03 points of deprecating magic proficiency./)) {
                _deprecating = _deprecating + (.03);
                } if (content.match(/0.01 points of supportive magic proficiency./)) {
                _supportive = _supportive + (.01);
                } if (content.match(/0.02 points of supportive magic proficiency./)) {
                _supportive = _supportive + (.02);
                } if (content.match(/0.03 points of supportive magic proficiency./)) {
                _supportive = _supportive + (.03);
                } if (content.match(/0.01 points of curative magic proficiency./)) {
                _curative = _curative + (.01);
                } if (content.match(/0.02 points of curative magic proficiency./)) {
                _curative = _curative + (.02);
                } if (content.match(/0.03 points of curative magic proficiency./)) {
                _curative = _curative + (.03);
                }


Last, but not least, search for "takenPerRound + '</td></tr>' +", create a new line, and paste:
CODE
                 '<br><tr><td align="left" colspan="2"><strong>Skill Gains:</strong></td></tr>' +
                 '<tr><td align="left"> One-Hand: ' + _onehand + '<td> Two-Hand: ' + _twohand + '</td></tr>' +
                 '<tr><td align="left"> Dual-Wield: ' + _dualwield + '<td> Staff: ' + _staff + '</td></tr>' +
                 '<tr><td align="left"> Shield: ' + _shield + '<td> Cloth Armor: ' + _cloth + '</td></tr>' +
                 '<tr><td align="left"> Light Armor: ' + _light + '<td> Heavy Armor: ' + _heavy + '</td></tr>' +
                 '<tr><td align="left"> Elemental: ' + _elemental + '<td> Divine: ' + _divine + '</td></tr>' +
                 '<tr><td align="left"> Forbidden: ' + _forbidden + '<td> Deprecating: ' + _deprecating + '</td></tr>' +
                 '<tr><td align="left"> Supportive: ' + _supportive + '<td> Curative: ' + _curative + '</td></tr>' +



This will be your result (the skill gains part, I hand tailored the other part to my tastes too):
(IMG:[i871.photobucket.com] http://i871.photobucket.com/albums/ab271/seeker4015/Battlebuddyedit.jpg)

Let me know what you all think, it was a pain in the ass to do (IMG:[invalid] style_emoticons/default/dry.gif)
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post Sep 5 2009, 10:13
Post #164
gillian



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@seeker4015 you don't need a huge IF statement to match each point of proficiency. You can use Regular Expressions to match (and capture) the numbers.

Here's a good place to start and for reference: [www.regular-expressions.info] http://www.regular-expressions.info/javascript.html
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post Sep 6 2009, 22:31
Post #165
Cyriel



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Battle buddy ® (>w<)=b

Making you feel more OP* than you did before.

*
Reporting period: zaterdag 5 september 2009 2:58:10 to zondag 6 september 2009 22:29:31 (1 days, 43 hours, 31 mins)
Number of rounds: 147

Total exp gained: 261088.22
Avg exp per round: 1776.11 Exp per hour: 5998.9

Total credits gained: 29395
Avg credits per round: 199.97 Credits per hour: 675.4
Total equipments found: 6 pieces (avg 25 rounds per equip)
Last found: (25 minutes ago)
Battle stats:

Melee accuracy: 76%

Melee crit chance: 7.6%

Offhand hit chance: 0%

Spell interference: 0%

Spell crit chance: 36.32%
Avg damage per hit: 6429.3
Avg total damage done per round: 7478.98

Overall chance of getting hit: 46.64%

Dodge chance: 77.97%

Evade chance: 36.44%

Parry chance: 0%

Block chance: 0%
Avg damage taken per hit: 143.72
Avg total damage taken per round: 230.73

Behold ! a mage. >:3
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post Sep 6 2009, 22:35
Post #166
grumpymal



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LOLwut

QUOTE
(2 days, 61 hours, 59 mins)
Number of rounds: 2153

Total exp gained: 137329.33
Avg exp per round: 63.79 Exp per hour: 2215.7

Total credits gained: 47060
Avg credits per round: 21.86 Credits per hour: 759.27
Total equipments found: 18 pieces (avg 120 rounds per equip)
Last found: (5 minutes ago)
Battle stats:

Melee accuracy: 91.35%

Melee crit chance: 7.08%

Offhand hit chance: 0%

Spell interference: 0%

Spell crit chance: 0%
Avg damage per hit: 324.58
Avg total damage done per round: 4608.59

Overall chance of getting hit: 17.23%

Dodge chance: 224.76%

Evade chance: 0%

Parry chance: 39.88%

Block chance: 215.7%
Avg damage taken per hit: 15.79
Avg total damage taken per round: 99.83


This post has been edited by cmal: Sep 6 2009, 22:35
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post Sep 6 2009, 22:48
Post #167
FinalixerX



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So I tried to download the latest patch for the Battle Buddy after deleting the old patch, but nothing seems to be coming up. Even before the buddy was rather finicky in the sense that it only seemed to be working every other day before just not working altogether a few days ago. The only other add-on I have for Firefox is No-Script. Can No-Script get in the way of GreaseMonkey, and if so what can I do to get the Battle Buddy working again?
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post Sep 6 2009, 23:39
Post #168
grumpymal



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QUOTE(FinalixerX @ Sep 6 2009, 16:48) *

So I tried to download the latest patch for the Battle Buddy after deleting the old patch, but nothing seems to be coming up. Even before the buddy was rather finicky in the sense that it only seemed to be working every other day before just not working altogether a few days ago. The only other add-on I have for Firefox is No-Script. Can No-Script get in the way of GreaseMonkey, and if so what can I do to get the Battle Buddy working again?

It probably is. The old version needed to access another domain (Google, I think) in order to pull some APIs. The new version also does that, but its also accessing another domain (gillian's host) to pull the little images and a few other resource files. Try making exceptions for these domains, they might be getting blocked.
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post Sep 6 2009, 23:41
Post #169
PandAGruel



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QUOTE(Cyriel @ Sep 6 2009, 22:31) *

Overall chance of getting hit: 46.64%

Dodge chance: 77.97%

Evade chance: 36.44%

Parry chance: 0%

Block chance: 0%

chances for Dodge, Evade, Parry & Block counts as percentage of hit that you didn't took, not from all hits ever tried to reach you
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post Sep 6 2009, 23:47
Post #170
lolzerznijmniewdupe



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QUOTE(FinalixerX @ Sep 6 2009, 22:48) *

So I tried to download the latest patch for the Battle Buddy after deleting the old patch, but nothing seems to be coming up. Even before the buddy was rather finicky in the sense that it only seemed to be working every other day before just not working altogether a few days ago. The only other add-on I have for Firefox is No-Script. Can No-Script get in the way of GreaseMonkey, and if so what can I do to get the Battle Buddy working again?

I had the exact same problem. Click on NoScript and add gillian's host to the trusted list in order to get it to work.
The domain's dekandustry dot com.
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post Sep 7 2009, 00:31
Post #171
gillian



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QUOTE(PandAGruel @ Sep 6 2009, 14:41) *

chances for Dodge, Evade, Parry & Block counts as percentage of hit that you didn't took, not from all hits ever tried to reach you


There's a slight bug I found - I've been calculating the dodge/block etc rates as:

dodge chance = #dodges / #monster_hits_landed

where it really should be:

dodge chance = #dodges / #monster_hit_attempts

So if you add up your dodge/block/parry/evade chances, it will be your total chance of not getting hit.

I've updated the code to reflect this minor change: [static.dekandustry.com] http://static.dekandustry.com/release/battle_buddy.user.js

Code change (if you just want to update your own local copy of Battle Buddy):
CODE
'<tr><td align="left" colspan="2">' + shieldIcon + 'Dodge chance: ' + Math.round((_cache.mDodges/_cache.mAttempts)*10000)/100 + '%</td></tr>' +
'<tr><td align="left" colspan="2">' + shieldIcon + 'Evade chance: ' + Math.round((_cache.mEvades/_cache.mAttempts)*10000)/100 + '%</td></tr>' +
'<tr><td align="left" colspan="2">' + shieldIcon + 'Parry chance: ' + Math.round((_cache.mParrys/_cache.mAttempts)*10000)/100 + '%</td></tr>' +
'<tr><td align="left" colspan="2">' + shieldIcon + 'Block chance: ' + Math.round((_cache.mBlocks/_cache.mAttempts)*10000)/100 + '%</td></tr>' +


This post has been edited by gillian: Sep 7 2009, 00:31
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post Sep 7 2009, 01:01
Post #172
grumpymal



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There's also a small bug with the time display, but its not as critical as the "miss" calculations.
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post Sep 8 2009, 04:15
Post #173
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Would it be possible to make hits that do 0 damage show up in gray rather than red?
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post Sep 8 2009, 04:28
Post #174
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QUOTE(tenkicks @ Sep 8 2009, 04:15) *

Would it be possible to make hits that do 0 damage show up in gray rather than red?

I'd like this also.
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post Sep 8 2009, 04:46
Post #175
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QUOTE(gillian @ Sep 6 2009, 18:31) *

So if you add up your dodge/block/parry/evade chances, it will be your total chance of not getting hit.


WRONG!!!!!!

"dodge" = your character stats.
ie. chance to dodge a magical attack = Resist. Chance to dodge a physical attack = Evade.

Equipment with evade stat is a chance to evade both physical and magical attacks.

Block is only obtainable from shields and will work against magical and physical attacks.

Parry only works for physical attacks.

This post has been edited by DemonEyesBob: Sep 8 2009, 04:57
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post Sep 8 2009, 04:59
Post #176
gillian



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QUOTE(DemonEyesBob @ Sep 7 2009, 19:46) *

WRONG!!!!!!

"dodge" = your character stats.
ie. Resist = chance to dodge a magic attack. Evade = chance to dodge a physical attack.

Equipment with evade stat adds to both character resist and evade chances.

Block is only obtainable from shields and will work against magical and physical attacks.

Parry only works for physical attacks.


At the moment I'm not capturing monster damage type. That'll probably come in the next fix. Generally your parry stat would be a bit skewed (to be lower than what it is) using the current system. However your overall chance of getting hit is pretty much dead on.
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post Sep 8 2009, 05:28
Post #177
Seeker4015



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I'd like to add my vote to the 0 dmg displayed in gray, and suggest as well a round listing where it's easily seen, perhaps directly to the left of the 'attack' option, right underneath the first spell effect, so you can more easily track how much farther in that arena you need to go (or for grindfest).
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post Sep 8 2009, 06:08
Post #178
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@Seeker4015 great suggestion on the round counter.

Grab the latest script. Changes:

- 0 damage now displayed in gray
- current arena/grindfest round displayed at the top, beside the action sequence bar

[static.dekandustry.com] http://static.dekandustry.com/release/battle_buddy.user.js
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post Sep 8 2009, 06:17
Post #179
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QUOTE(gillian @ Sep 7 2009, 22:59) *

At the moment I'm not capturing monster damage type. That'll probably come in the next fix. Generally your parry stat would be a bit skewed (to be lower than what it is) using the current system. However your overall chance of getting hit is pretty much dead on.

There is still a difference between dodge, evade, block and parry for stats sake. Your primary attributes control the dodge rate. The evade is calculated solely on equipment (and auras), same for block and parry.
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post Sep 8 2009, 06:25
Post #180
D.D.D.



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Oh~ho~ho~ho~!! V.2.0.0 is very nice, thank you! (IMG:[invalid] style_emoticons/default/happy.gif)
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