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

 
post Sep 28 2009, 18:58
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QUOTE(hen_Z @ Sep 28 2009, 07:24) *

I STLL cannot make that header overflow, using earlier beta. Looks like you slay FAR more monsters than I do...

That's odd. What browser are you using?

Bleh, looks like the monster array only delayed the inevitable. Went about a hundred rounds (instead of the dozen or so from before) before I got the header overflow. I'm gonna test the script on my laptop now to see if its just a problem with the settings on my desktop, though I don't expect any difference.
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post Sep 28 2009, 19:41
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QUOTE
That's odd. What browser are you using?
Obvious FireFox for its Greasemonkey.

Hm, just a thought, but do you running any other script with BBEb? Like, older versions or some completely another (but still working with HV (as well?)?
Maybe this makes header become too bloated?

And, did you kill other BBs' cookies?

If it is not the case, then only hope is help from other hies with testing.

This post has been edited by hen_Z: Sep 28 2009, 19:43
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post Sep 28 2009, 20:30
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QUOTE(cmal @ Sep 28 2009, 02:54) *

Another update on BBE:
I converted the monster tracker into an array and got it working. Testing for header overflow now, but its looking good (an array takes up much less space since there's only one variable). If all is well, it should be ready for release in the next day or two.

You get the next release out and I'll start debugging it lol. Too much has happened since I last looked at the code to know what's changed and what's new. :P

This post has been edited by DemonEyesBob: Sep 28 2009, 20:30
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post Sep 28 2009, 21:19
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I've gone over 150 rounds on my laptop and still no header overflow. Its running the same version of FF, with the same GM plugins (only BB/E but only BBE is currently enabled), and I still haven't gotten the header overflow bug. I guess for now, I'll go ahead and pull v1.1.0 out of beta and release it, see if anyone else gets the overflow problem and fix it later.

v1.1.0 changelog:
*Fixed the bug where the hours in the reporting period goes over 24 (well, technically 23).
*Fixed a bug with the item trackers not picking up Tokens of Blood (forgot the case insensitivity flag in the regex).
*Added proficiency gain tracking, courtesy of icetea. Currently only tracks gains -- there are no statistics. If you want statistics, post what kind you want.
*Added proc tracking for Overwhelming Strikes (courtesy of hen_Z) and Coalesced Mana.
*Converted monster tracker into an array from individual variables. Had to rewrite a good bit of the report generator for the tab, as well. Also added monsters with IDs above 24 (the "new" ones).
*Abbreviated practically all of the variables added by BBE. The ones from the mainline were left alone.
*Increased the height and width of the UI window by 50 pixels to accommodate the new stuff.
*One or two things I forgot about (LOL, I'm a lousy dev).

You will need to hit Reset and create a new cookie, since there were a ton of changes and additions. Otherwise you'll get errors because the data doesn't exist for the script to pull. Post if you encounter any bugs or problems so they can be fixed ASAP.

Today you get a zip with the plugin. No extension changing shenanigans today.
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post Sep 28 2009, 23:51
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QUOTE(cmal @ Sep 28 2009, 15:19) *

I've gone over 150 rounds on my laptop and still no header overflow. Its running the same version of FF, with the same GM plugins (only BB/E but only BBE is currently enabled), and I still haven't gotten the header overflow bug....

You will need to hit Reset and create a new cookie, since there were a ton of changes and additions. Otherwise you'll get errors because the data doesn't exist for the script to pull. Post if you encounter any bugs or problems so they can be fixed ASAP.

Today you get a zip with the plugin. No extension changing shenanigans today.

I have done 1 battle. The script even says "Number of rounds: 1", but it didn't add the mob to the kill tally (and I completely removed the previous version first and did a reset) and it says to play at least one round, which I've obviously done lol.

The item reward did get logged though (IMG:[invalid] style_emoticons/default/wink.gif)

This post has been edited by DemonEyesBob: Sep 29 2009, 00:16
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post Sep 29 2009, 02:18
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QUOTE(DemonEyesBob @ Sep 28 2009, 17:51) *

I have done 1 battle. The script even says "Number of rounds: 1", but it didn't add the mob to the kill tally (and I completely removed the previous version first and did a reset) and it says to play at least one round, which I've obviously done lol.

The item reward did get logged though (IMG:[invalid] style_emoticons/default/wink.gif)

That's strange, of all the things that haven't been working, monster logging hasn't been one of them. All I can say is manually remove the cookie with FF and try again.
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post Sep 29 2009, 02:46
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QUOTE(cmal @ Sep 28 2009, 20:18) *

That's strange, of all the things that haven't been working, monster logging hasn't been one of them. All I can say is manually remove the cookie with FF and try again.

Still happening. x_x

Doesn't make sense either, since it says I've done 6 rounds and earned exp, which means I must've killed something.

edit: I got it to not happen, but I think it has something to do with the type of your first battle after resetting the stats. My first battles before were grindfest or hourly, and it wasn't working. I just reset again, removed the cookie, and did an arena. Now it's Working. I could be wrong, will do more checks.

This post has been edited by DemonEyesBob: Sep 29 2009, 02:52
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post Sep 29 2009, 03:25
Post #308
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QUOTE(DemonEyesBob @ Sep 28 2009, 20:46) *

Still happening. x_x

Doesn't make sense either, since it says I've done 6 rounds and earned exp, which means I must've killed something.

edit: I got it to not happen, but I think it has something to do with the type of your first battle after resetting the stats. My first battles before were grindfest or hourly, and it wasn't working. I just reset again, removed the cookie, and did an arena. Now it's Working. I could be wrong, will do more checks.

From what you're describing, I'm thinking it has something to do with the way the tab displays and caching. A long explanation follows, you can skip it if you're not interested in a description of the script.

Normally, the tabs use two flag checks to display the Play A Round message or the stats page -- a boolean for whether or not the cache has been loaded and if you've completed a round or more. To create the local resets, I changed the round loaded flag to one specifically related to the tab. In the case of the monster tally, I check element 0 of the monster array. To make things simple, I use the monster ID as the array index, rather than subtracting one to fill the array from 0, which left me with a spare. So every time the monster reference function is called, the element is incremented by one. When the round ends, the monster array is written to cache -- the same process for the other stats being tracked over time. The monster report tab then checks whether or not element 0 of the cache is greater than 1. So depending on when/where you clear the cache, it may be mucking with the check.

If it becomes an issue, I can always create an independent variable for tab displaying. Let me know what you find.
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post Sep 29 2009, 08:20
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QUOTE(cmal @ Sep 28 2009, 21:25) *

From what you're describing, I'm thinking it has something to do with the way the tab displays and caching. A long explanation follows, you can skip it if you're not interested in a description of the script.

Normally, the tabs use two flag checks to display the Play A Round message or the stats page -- a boolean for whether or not the cache has been loaded and if you've completed a round or more. To create the local resets, I changed the round loaded flag to one specifically related to the tab. In the case of the monster tally, I check element 0 of the monster array. To make things simple, I use the monster ID as the array index, rather than subtracting one to fill the array from 0, which left me with a spare. So every time the monster reference function is called, the element is incremented by one. When the round ends, the monster array is written to cache -- the same process for the other stats being tracked over time. The monster report tab then checks whether or not element 0 of the cache is greater than 1. So depending on when/where you clear the cache, it may be mucking with the check.

If it becomes an issue, I can always create an independent variable for tab displaying. Let me know what you find.

Well, like I said, it seemed to be working, but not quite. It's registering some kills, but not others (like the tentacle monster I just killed). I'm trying to find a pattern, and when I get a chance I will check my theory about the first battle after a reset, but I'm not sure what to say about my tentacle monster not registering since it appeared to be working before that.
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post Sep 29 2009, 08:55
Post #310
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QUOTE(DemonEyesBob @ Sep 29 2009, 02:20) *

Well, like I said, it seemed to be working, but not quite. It's registering some kills, but not others (like the tentacle monster I just killed). I'm trying to find a pattern, and when I get a chance I will check my theory about the first battle after a reset, but I'm not sure what to say about my tentacle monster not registering since it appeared to be working before that.

That's strange, it shouldn't be doing that. The monster tracker is still piggybacking on the monster reference function, so every time the page loads after an action, it should be checking what monsters you're fighting and incrementing the corresponding value. It was working fine while I was testing it (I wrote it on a vanilla build of the main script so none of the Enhanced stuff would interfere). Keep me updated on your findings. I'll look into it some more to see if I can recreate any missed kills scenarios.
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post Sep 29 2009, 09:23
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Everything seems just fine for me.
First battle after the manual deletion of the old cookie was hourly...
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post Sep 29 2009, 16:54
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I didn't read the whole topic, I must admit.
I just learned about the existence of BattleBuddy, and I'm really impressed by that mod.

But something just strike me as inadequate: is it possible not to count the Arena credit reward in the credit gain? Or better, substract the entry cost to the credits gained.
Because my Buddy think I've gained a lot of money, but that's just not exactly true (IMG:[invalid] style_emoticons/default/smile.gif).
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post Sep 29 2009, 18:21
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QUOTE(URB @ Sep 29 2009, 10:54) *

I didn't read the whole topic, I must admit.
I just learned about the existence of BattleBuddy, and I'm really impressed by that mod.

But something just strike me as inadequate: is it possible not to count the Arena credit reward in the credit gain? Or better, substract the entry cost to the credits gained.
Because my Buddy think I've gained a lot of money, but that's just not exactly true (IMG:[invalid] style_emoticons/default/smile.gif).

It should be possible, but it can get complicated. First there's the matter of checking whether its the arena reward versus a normal credit reward. Then you have to check whether its Ring of Blood or the regular Arena, because it doesn't cost credits to do the Ring so the full bonus is all yours. Then you have to check by how much the reward is bigger than the entry cost to figure out if its the credit bonus or a repeat reward. I'll look into it, but I can't guarantee anything.
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post Sep 29 2009, 19:45
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QUOTE(cmal @ Sep 29 2009, 18:21) *

It should be possible, but it can get complicated. First there's the matter of checking whether its the arena reward versus a normal credit reward. Then you have to check whether its Ring of Blood or the regular Arena, because it doesn't cost credits to do the Ring so the full bonus is all yours. Then you have to check by how much the reward is bigger than the entry cost to figure out if its the credit bonus or a repeat reward. I'll look into it, but I can't guarantee anything.

One hackish method would be to just subtract the arena cost from the "credits earned" counter on round start.
It's pretty easy to distinguish between grindfest/arena/(and persumably RoB) as they have different messages on start ("initializing arena challenge #n" vs. "starting grindfest")
Though there's still the problem of increasing cost per each time you start the challege in the same day.

So maybe just set a flag when the script detects an arena challenge final round ends and if the reward is greater than the credits that would be returned, you'd subtract the appropriate sum.

E.g.
"0 1 Initializing arena challenge #2 (Round 1 / 1) ..." -> script notices it's the final round, and looks up that "#2" means 200 c
"6 8 You gain 210 Credits!" -> script sees that the reward is > than 200 c. It then subtracts that 200 from the final credit gain. The player gains only 10 c.

If the reward would be 50 c then the script would just add 50, as clearly you are doing the challenge again.


(Dunno for higher levels if you can actually earn more from round rewards than the whole arena challenge....)
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post Sep 29 2009, 19:51
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QUOTE(lolzerznijmniewdupe @ Sep 29 2009, 19:45) *

(Dunno for higher levels if you can actually earn more from round rewards than the whole arena challenge....)


The 10 C from the 210 C is actually the reward for that battle, ie. beating the monsters in that battle (or round challenge), while the 200 is from the arena challenge.
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post Sep 29 2009, 19:51
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*sigh* double post. Anyone know how to delete?

But I have something to say... How about an average damage done from each monster? I want to know who I should take out first.

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post Sep 30 2009, 01:07
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I think there may be a bug with the item tracker. The list has been showing as me having picked up 1068 total items with the quantities matching up, but I've been picking things up. At the end of the round, it all shows up fine and dandy, but once a new page is loaded, it goes back. There doesn't seem to be anything wrong with the caching in the script, so I wanted to know if anyone else was seeing this.

Edit:
Okay, I think I may have found a major problem with long-term caching of data. The item and monster trackers are pretty much locked at what they are, so I'm going to look into it. Let me know if you've experienced the same thing to make sure its not just me.

This post has been edited by cmal: Sep 30 2009, 03:53
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post Sep 30 2009, 05:03
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QUOTE(cmal @ Sep 29 2009, 16:07) *

I think there may be a bug with the item tracker. The list has been showing as me having picked up 1068 total items with the quantities matching up, but I've been picking things up. At the end of the round, it all shows up fine and dandy, but once a new page is loaded, it goes back. There doesn't seem to be anything wrong with the caching in the script, so I wanted to know if anyone else was seeing this.

Edit:
Okay, I think I may have found a major problem with long-term caching of data. The item and monster trackers are pretty much locked at what they are, so I'm going to look into it. Let me know if you've experienced the same thing to make sure its not just me.


Longterm item/kill etc. tracking isn't meant to be. Cookies weren't designed for that kind of purpose; I've hacked them to make it a local db system.

Using HTML5 you can create local datastores, which would be a perfect fit for this scenario. Until then, I think you've pretty much reached the limit of cookies.
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post Sep 30 2009, 05:25
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QUOTE(gillian @ Sep 29 2009, 23:03) *

Longterm item/kill etc. tracking isn't meant to be. Cookies weren't designed for that kind of purpose; I've hacked them to make it a local db system.

Using HTML5 you can create local datastores, which would be a perfect fit for this scenario. Until then, I think you've pretty much reached the limit of cookies.

I had a feeling that was the case, all of my stats were no longer being tracked -- rounds, battle stats, everything. It would update at the end of the round, but once the new page was loaded everything went back. I checked the cookie and it wasn't updating any more. I dunno if its just that I generated a lot of data, but 2 days wasn't very long-term as far as tracking went.

I guess that pretty much means there's not much more I can do. I do all of my programming for hardware like robots and sensor arrays, embedded applications. Web dev is way out of my league and I was already out of my element mucking about with Javascript.
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post Sep 30 2009, 06:00
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QUOTE(cmal @ Sep 29 2009, 20:25) *

I had a feeling that was the case, all of my stats were no longer being tracked -- rounds, battle stats, everything. It would update at the end of the round, but once the new page was loaded everything went back. I checked the cookie and it wasn't updating any more. I dunno if its just that I generated a lot of data, but 2 days wasn't very long-term as far as tracking went.

I guess that pretty much means there's not much more I can do. I do all of my programming for hardware like robots and sensor arrays, embedded applications. Web dev is way out of my league and I was already out of my element mucking about with Javascript.


While this only spells the end of the statistics tracking portion of the mod, I think there's still a lot of innovation to be done. Pretty much everyone has complained about the equipment screen. I'd like to see a few changes - though I'm waiting for the next HV version to roll out before I plan anything.

A cookie is perfect for storing settings...one idea I had was storing equipment "sets", allowing users to quickly switch between a set for Grindfest cake, grind normal, Arena, Hourly, Ring of Blood....etc.
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