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

 
post Oct 7 2009, 22:13
Post #361
grumpymal



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Battle Buddy Enhanced is more or less a fork (software lingo meaning its based on, but changed from, another piece of software) of gillian's Battle Buddy. What it does is add a few extra features not (yet) found in the main script, as well as a few tweaks and fixes. Its comprised of contributions made by various members of the community. You use it just like the regular Battle Buddy -- however, do not use both at the same time.
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post Oct 7 2009, 23:29
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Ah gotcha.

Maybe it is just me but item drops and kill tally aren't getting captured. I clearly killed some monster and found some items but they aren't being listed. The "play at least one round" message is displayed.
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post Oct 7 2009, 23:48
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Since you're getting the "play a round" message, I'm going to assume you've enabled those features on the settings tab. Item drops should be fine since those aren't affected by the battle log changes, but kill tally will be until the new tracking method is sorted out. Are you sure you've disabled the regular Battle Buddy? Try deleting the cookies set by hv.e-hentai.org and try it again.
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post Oct 8 2009, 00:47
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I've deleted the cookies for hv.hentai. "[the regular] Battle Buddy" is disabled. Only Battle_buddy_enhanced_2.1.8" and "Battle Buddy Enhanced" are enabled. Yeah. It still isn't tracking item drops. >_>;;;;;
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post Oct 8 2009, 01:04
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There should only be one enabled. Is "Battle_buddy_enhanced_2.1.8" the zip file? Only "Battle Buddy Enhanced", the .user file inside the archive, should be showing up as enabled on the little monkey icon in your browser.
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post Oct 8 2009, 01:20
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Okay. I reinstalled battle buddy enhanced and cleared my cookies again and the regular battle buddy is still disabled, and item drops is still not tracking.

Arena Rewards is being tracked though =D

This post has been edited by oumi11: Oct 8 2009, 01:32
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post Oct 8 2009, 02:23
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I have no idea what's wrong. It sounds like its installed correctly, for the most part, since rewards are being tracked. It shouldn't be a problem with the script itself, I've been using it and it works as expected.
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post Oct 8 2009, 02:58
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Here's a quick check if you notice your Battle Buddy isn't tracking stats in cookie:

open up the js file in Wordpad, and look at one of the first couple lines. Do you see this line?

CODE
var SAVE_STATS = false;


if that is false, then it won't save a cookie. I added that as a debug for when I want to do stuff without keeping stats. Just change "false" to "true" (no quotes) to make it track stats.

This is for Battle Buddy, and not BBE, but the code may still have this set since I accidentally released a version with that variable as "false". (FYI current version has it as true)
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post Oct 8 2009, 03:12
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QUOTE(gillian @ Oct 7 2009, 20:58) *

Here's a quick check if you notice your Battle Buddy isn't tracking stats in cookie:

open up the js file in Wordpad, and look at one of the first couple lines. Do you see this line?

CODE
var SAVE_STATS = false;


if that is false, then it won't save a cookie. I added that as a debug for when I want to do stuff without keeping stats. Just change "false" to "true" (no quotes) to make it track stats.

This is for Battle Buddy, and not BBE, but the code may still have this set since I accidentally released a version with that variable as "false". (FYI current version has it as true)

This shouldn't be a problem for BBE, you mentioned it before it went out so it was modified appropriately.
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post Oct 8 2009, 18:39
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I had the same issue like oumi11 however if i keep Show monster HP/stats/effects toggled on, It'll start keeping track of item count and kill tally.
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post Oct 8 2009, 18:53
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QUOTE(rawrboy @ Oct 8 2009, 12:39) *

I had the same issue like oumi11 however if i keep Show monster HP/stats/effects toggled on, It'll start keeping track of item count and kill tally.

Looking at the code again, the log that catches the actual drops is independent from the mob stats function. However, the code that tracks the monsters for the tally and drop analysis are not. So there should be no problem with the log of what you've picked up, just funkiness with the stat analysis and kill scores. I'll fix it when I get persistent monster tracking working, since I need to rewrite that function anyway.
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post Oct 9 2009, 03:26
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QUOTE(rawrboy @ Oct 8 2009, 18:39) *

I had the same issue like oumi11 however if i keep Show monster HP/stats/effects toggled on, It'll start keeping track of item count and kill tally.


Oh okay. That's why Cmal's item tracking is working but not mines. Like you, I have everything disabled other than the four trackings.

And your trick does work for me too. Thanks.

This post has been edited by oumi11: Oct 9 2009, 03:28
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post Oct 9 2009, 04:41
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It shouldn't be a problem anymore since I moved the tracking function. Don't know if I'll release the new version yet, I'm still looking to see if there's anything else I can do.
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post Oct 9 2009, 09:38
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Really nice work
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post Oct 9 2009, 15:37
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I have no idea if it has been mentioned yet or if it is already known, but the battle buddy only seems to use the visible battle log for its calculations.

E.g. I fought a battle and attacked 35 times. Because the log is limited it only shows me the last 17 rounds and only those rounds are used for the battle end stats, which shows me an accuracy of 15/17 instead of xx/35.

I also don't know if only the battle end stats are then used for the total stats, which would mean half of the battle rounds would be ignored for the total stats.
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post Oct 9 2009, 15:47
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Yeah the log cuttoff is a recent change to the HV, and they're still trying to code up a few fixes to get back to business as usual. Give em a bit and it a later release should clear it up.
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post Oct 9 2009, 16:34
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I've been looking at gillian's code and I think I understand how he wrote the round-start function to persist monster stats. It uses DOM functions to look at the log and find the first (top/newest) line, specifically the turn counter. Theoretically, you could write a loop that does the same, reading each line until you get hit a turn number that's different, and then storing the data parsed so far. That method is pretty direct, but a little clumsy, and I haven't a clue how exactly to do it. This whole web thing has got my code-experimenting mojo out of whack, so trying to learn Javascript and now DOM is a bit overwhelming.
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post Oct 9 2009, 17:47
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In the next BB/BBE version you think ya guys could close up some of the space on the item grid? Ive got a lot of spare room under potions that I'm pretty sure will never get filled for anyone but my special box is overflowing and going all funky on me.

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post Oct 9 2009, 19:19
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QUOTE(marcho @ Oct 9 2009, 08:47) *

In the next BB/BBE version you think ya guys could close up some of the space on the item grid? Ive got a lot of spare room under potions that I'm pretty sure will never get filled for anyone but my special box is overflowing and going all funky on me.

Attached Image


Wow that's a lot of artifacts! When I made that I had like...3? And I always trade my trophies in.

Anyways, I'll put that on my todo, unless Cmal wants to handle it (I know every time I make an edit, Cmal has to do some extra work.)
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post Oct 9 2009, 19:41
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I was thinking of just swapping the Special and Infusion panes. Saves having to resize the grids and there's a limited number of infusions anyway. I'll take care of it as soon as I get out of Grind and release a new revision with the mob stat-tracker decoupling fix, but I'm perfectly fine with it being part of the main script. The tip you gave about diff viewing really makes making changes between versions super easy.
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