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Battle Buddy, your HentaiVerse companion, How else does Chuck Norris play HentaiVerse? (current: v.2.1.8) |
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Oct 1 2009, 16:12
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hen_Z
Group: Members
Posts: 499
Joined: 31-August 09

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Is there a way to make BB notice you hit something twice (trice, you got it) on the same round& If yes, then it is a sure-fire way to track domino strikes!
Well, there IS an (estimated, I guess) chance on the 3rd scroll of Equipment screen, but still, it would be interesting to know how often it really happens...
This post has been edited by hen_Z: Oct 1 2009, 16:25
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Oct 1 2009, 18:55
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icetea101
Group: Members
Posts: 251
Joined: 31-January 09

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QUOTE(hen_Z @ Oct 1 2009, 07:12)  Is there a way to make BB notice you hit something twice (trice, you got it) on the same round& If yes, then it is a sure-fire way to track domino strikes!
Well, there IS an (estimated, I guess) chance on the 3rd scroll of Equipment screen, but still, it would be interesting to know how often it really happens...
edit: oops that other idea didnt work attack attemps per turn it would have to read how many attacks there were between the seperators an idea i have for equipment sets is to make a colored flag system. click the flag (they will be sitting in the bottom corner somewhere) then click the equipment and it reads the current pop up and saves the name under that color and when the page is refreshed a colored square appears next to the equipment with the same name as the saved one (a square would appear next to duplicate names, im not sure how it would be distinguished). So that you can make sets or group equipment into color catagories. Although there are some problems to overcome, the scrolling and placement of the squares, reading equipment names that are hidden by the scroll its just an idea, and im also waiting to see what is in store for the next update This post has been edited by icetea101: Oct 1 2009, 19:14
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Oct 4 2009, 02:08
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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Some minor bugfixes.
v1.1.1 changelog: *Fixed a bug where spell resistance wouldn't be calculated properly on the stats page if you have round-end stats disabled. *Fixed a weird bug where the kill tracker and drop counter would count monsters from a round where you flee or die. *Adjusted the item grid's line spacing to take care of the clipping experienced by some users.
You'll need a fresh cookie for the spell resistance fix to start working.
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Oct 4 2009, 06:05
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masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

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QUOTE(cmal @ Oct 3 2009, 20:08)  Some minor bugfixes.
v1.1.1 changelog: *Fixed a bug where spell resistance wouldn't be calculated properly on the stats page if you have round-end stats disabled. *Fixed a weird bug where the kill tracker and drop counter would count monsters from a round where you flee or die. *Adjusted the item grid's line spacing to take care of the clipping experienced by some users.
You'll need a fresh cookie for the spell resistance fix to start working.
I'm still getting the issue where sometimes it records items/kills, sometimes it doesn't. At least it's consistent though - if it records them at all, it gets them right. Otherwise, it doesn't record anything. I don't know what's causing it.
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Oct 4 2009, 06:32
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(DemonEyesBob @ Oct 4 2009, 00:05)  I'm still getting the issue where sometimes it records items/kills, sometimes it doesn't. At least it's consistent though - if it records them at all, it gets them right. Otherwise, it doesn't record anything. I don't know what's causing it.
That still has me stumped. I've never experienced that (except for when my cookie goes stale and I have to make a new one). Everything looks right, and I can't think of ways that would do it differently and still work. My best guess is "LOL, that isn't what cookies are for." Like gillian said, cookies were NOT meant for frequent writing and rewriting such large amounts of data. After some reading on the subject, I'm surprised it was even able to take arrays properly. Tried looking at the HTML5 documentation regarding client-side data storing, but that went over my head like my RF Comm class back in school. GreaseMonkey's API has functions that let you read/write values to FF's stuff, but that would likely cause slowdown over time and it also can't take arrays. It'll be up to someone else who knows more about web dev to stabilize the data storage issues, its out of my hands. All I'm good for now is tweaking.
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Oct 4 2009, 20:42
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icetea101
Group: Members
Posts: 251
Joined: 31-January 09

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just to note a few things that need to be changed from the new update:
monsters evade your attack instead of dodging Tentacle Monster evades your attack.
you no longer dodge, but instead monsters miss you Scary Ghost misses the attack against you.
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Oct 4 2009, 21:09
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(icetea101 @ Oct 4 2009, 14:42)  just to note a few things that need to be changed from the new update:
monsters evade your attack instead of dodging Tentacle Monster evades your attack.
you no longer dodge, but instead monsters miss you Scary Ghost misses the attack against you.
Testing the changes right now, actually..... I'll edit the post with the updated BBE file in a bit. And just like that. v1.1.2 changelog: *Changed the script to catch the new wording for misses. *Script now tracks monster skills as an attack attempt that can miss/be evaded/parrier/blocked. *Changed Fighting Style proc capture string to be more selective -- before it was also catching when the proc wore off. This post has been edited by cmal: Oct 4 2009, 21:16
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Oct 4 2009, 21:33
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masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

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QUOTE(cmal @ Oct 4 2009, 15:09)  Testing the changes right now, actually..... I'll edit the post with the updated BBE file in a bit.
And just like that. v1.1.2 changelog: *Changed the script to catch the new wording for misses. *Script now tracks monster skills as an attack attempt that can miss/be evaded/parrier/blocked. *Changed Fighting Style proc capture string to be more selective -- before it was also catching when the proc wore off.
Do you think you could make it possible to easily disable certain (logging) parts of the script? I keep running into the issue stated above, and I personally care least about kill tallies and prof recording, and if disabling those made the rest of the script run well for me I'd do it in a heartbeat. Does that make sense? If it's not easily doable then don't worry about it - I'll try commenting the relevant code myself, but that is not going to be fun (trial and error drives me nuts). This post has been edited by DemonEyesBob: Oct 4 2009, 21:39
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Oct 4 2009, 21:48
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(DemonEyesBob @ Oct 4 2009, 15:33)  Do you think you could make it possible to easily disable certain (logging) parts of the script? I keep running into the issue stated above, and I personally care least about kill tallies and prof recording, and if disabling those made the rest of the script run well for me I'd do it in a heartbeat. Does that make sense? If it's not easily doable then don't worry about it - I'll try commenting the relevant code myself, but that is not going to be fun (trial and error drives me nuts).
Sure, I'll get to work on it right away. I'll do options to enable/disable tracking of prof gains, item drops, arena rewards, and kill tallies. I'll make it so unless the options are turned on, it won't even record the data but the null vars will still be recorded in the cookie. Making new var entries in the cookies doesn't work, so that way if you want to track something for a short time, you won't need a fresh cookie. This post has been edited by cmal: Oct 4 2009, 21:55
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Oct 4 2009, 22:24
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masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

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QUOTE(cmal @ Oct 4 2009, 15:48)  Sure, I'll get to work on it right away. I'll do options to enable/disable tracking of prof gains, item drops, arena rewards, and kill tallies. I'll make it so unless the options are turned on, it won't even record the data but the null vars will still be recorded in the cookie. Making new var entries in the cookies doesn't work, so that way if you want to track something for a short time, you won't need a fresh cookie.
Thank you very much! At them moment I'm afraid to reset my stats because if I do chances are it will take me 20-30 minutes of tinkering with it to get them to start recording again (what type of battle is first, whether highlighting is on (for some reason I think that affects it), what options are set, etc. Sometimes I get it right quickly, sometimes it takes forever x_x). Hopefully this change will make it start playing nice (IMG:[ invalid] style_emoticons/default/tongue.gif)
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Oct 5 2009, 06:16
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Aarwyn
Lurker
Group: Recruits
Posts: 6
Joined: 31-December 08

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QUOTE(DemonEyesBob @ Oct 4 2009, 16:24)  Thank you very much! At them moment I'm afraid to reset my stats because if I do chances are it will take me 20-30 minutes of tinkering with it to get them to start recording again (what type of battle is first, whether highlighting is on (for some reason I think that affects it), what options are set, etc. Sometimes I get it right quickly, sometimes it takes forever x_x). Hopefully this change will make it start playing nice (IMG:[ invalid] style_emoticons/default/tongue.gif) Seems plausible that highlighting settings could affect data collection, since the collection happens in the highlightLogText function. That could be the cause of the strange intermittency people are experiencing. Mind you, I only speak a bit of Perl and Python and no JS, so I could be completely wrong here. Seems like if "isHighlight" is disabled, you might have some trouble. The block in lines 213 - 224 keeps track of zero damage hits for example, but only if highlighting is enabled. That's the only example my untrained eye could find, but there may be others.
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Oct 5 2009, 06:26
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Aarwyn @ Oct 5 2009, 00:16)  Seems plausible that highlighting settings could affect data collection, since the collection happens in the highlightLogText function. That could be the cause of the strange intermittency people are experiencing. Mind you, I only speak a bit of Perl and Python and no JS, so I could be completely wrong here. Seems like if "isHighlight" is disabled, you might have some trouble. The block in lines 213 - 224 keeps track of zero damage hits for example, but only if highlighting is enabled. That's the only example my untrained eye could find, but there may be others.
That is not the case. The function highlightLogText is always called and has one variable being passed to it: the setting for whether or not log highlighting is enabled. Within the function, there are condition statements for each that only affect highlighting and not whether or not data should be collected. However, you are correct in the case of the zero damage hit tracker, which is my mistake. I'll double check all the other statements to make sure this isn't the case.
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Oct 5 2009, 07:42
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Alpha 7
Group: Gold Star Club
Posts: 14,999
Joined: 24-October 08

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QUOTE(cmal @ Oct 4 2009, 15:09)  Testing the changes right now, actually..... I'll edit the post with the updated BBE file in a bit.
And just like that. v1.1.2 changelog: *Changed the script to catch the new wording for misses. *Script now tracks monster skills as an attack attempt that can miss/be evaded/parrier/blocked. *Changed Fighting Style proc capture string to be more selective -- before it was also catching when the proc wore off.
Umm, total clueless noob here. (IMG:[ invalid] style_emoticons/default/blink.gif) Now that I've downloaded it, and unzipped it, what do I do with it? Right now I have the battle_buddy_enhanced.user file sitting in a folder.
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Oct 5 2009, 07:43
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Alpha 7 @ Oct 5 2009, 01:42)  Umm, total clueless noob here. (IMG:[ invalid] style_emoticons/default/blink.gif) Now that I've downloaded it, and unzipped it, what do I do with it? Right now I have the battle_buddy_enhanced.user file sitting in a folder. Drag and drop it into Firefox and install. I'm assuming you've already got GreaseMonkey installed.
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Oct 5 2009, 07:47
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Alpha 7
Group: Gold Star Club
Posts: 14,999
Joined: 24-October 08

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QUOTE(cmal @ Oct 5 2009, 01:43)  Drag and drop it into Firefox and install. I'm assuming you've already got GreaseMonkey installed.
Ahh, yes, have greasemonkey. Thanks for the help and quick response. (IMG:[ invalid] style_emoticons/default/biggrin.gif)
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Oct 5 2009, 09:00
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Alpha 7
Group: Gold Star Club
Posts: 14,999
Joined: 24-October 08

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QUOTE(Alpha 7 @ Oct 5 2009, 01:47)  Ahh, yes, have greasemonkey. Thanks for the help and quick response. (IMG:[ invalid] style_emoticons/default/biggrin.gif) Umm, what did I do wrong? I am getting double and triple things...   Edit: Fixed it by right-clicking the little monkey icon and de-selecting Battle Buddy... This post has been edited by Alpha 7: Oct 5 2009, 09:27
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Oct 5 2009, 10:28
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bullpup
Group: Gold Star Club
Posts: 234
Joined: 28-April 09

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No, you probably have both the Battle Buddy and the enhanced version on at the same time. Go to greasemonkey's manage scripts function and disable one of them.
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Oct 5 2009, 11:51
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Alpha 7
Group: Gold Star Club
Posts: 14,999
Joined: 24-October 08

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QUOTE(bullpup @ Oct 5 2009, 04:28)  No, you probably have both the Battle Buddy and the enhanced version on at the same time. Go to greasemonkey's manage scripts function and disable one of them.
de-selecting seems to have had the same effect. When I went into the Manager screen, it had a checkbox to enable BB.
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Oct 6 2009, 05:11
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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3 updates in 3 days? What? What? New feature and a bugfix, so go download it. Again.
1.2.0 changelog: *The Enhanced features can now be toggled on the settings pane like the regular script's features, as requested by DemonEyesBob. You can now "pause" tracking of the features added by BBE. They're all set to off by default and will tell you as such. They also have reset buttons that appear if you want to clear out some stats that you were tracking and have since disabled so you don't have to enable it, refresh, reset, and then re-disable. *Fixed a mistake with zero damage stat not being tracked if highlighting was turned off. Good catch, Aarwyn.
Battle Buddy Enhanced is now nearly twice as fat as the main script. I don't know what kinds of effects this will have on performance, but if it becomes an issue, I am thinking of looking where I might be able to do some trimming down and streamlining some things though there likely aren't many places.
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Oct 6 2009, 21:08
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bbgr
Group: Catgirl Camarilla
Posts: 27,771
Joined: 19-September 08

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With new 0.3.8 there're some problem... HP-MP of monster and "old" elemental-weaken
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