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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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Aug 25 2009, 04:14
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gillian
Group: Gold Star Club
Posts: 228
Joined: 20-December 08

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QUOTE(Actraiser @ Aug 24 2009, 18:53)  I like the new addition, but can you have the older version posted as well as this newer one in case we want to go back?
Thanks
I don't have any backups on me - but I'll tweak the script and post the previous versions on the first post when I have time.
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Aug 25 2009, 04:40
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Drygone Forever
Group: Gold Star Club
Posts: 9,125
Joined: 26-August 06

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Fucken' Nice!
Creds and Karma going your way my man.
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Aug 25 2009, 07:50
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loszo
Lurker
Group: Recruits
Posts: 7
Joined: 23-May 07

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I got problem with text that show monster weakness with my firefox3.0.13.  Also my suggestion could it be possible to add the price next to item/equipment in bazaar? Edit: Some how that problem fixed by itself after start new battle. I think it not cause by browser may be some bug on the text. This post has been edited by loszo: Aug 25 2009, 08:32
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Aug 25 2009, 07:53
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gillian
Group: Gold Star Club
Posts: 228
Joined: 20-December 08

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QUOTE(loszo @ Aug 24 2009, 22:50)  I got problem with text that show monster weakness with my firefox3.0.13.  Also my suggestion could it be possible to add the price next to item/equipment in bazaar? That's the version of FF I use, and I don't have that issue. Are you using the new font system or the old one? (if you don't know, then you're likely using the old).
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Aug 25 2009, 08:01
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icetea101
Group: Members
Posts: 251
Joined: 31-January 09

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good stuff man. a suggestion of mine would be to add another set of the hit counters that count the total for all the roundsthat you go in a grindfest and place it right next to the others. we'd be able to see a better representation of our rates as such: Accuracy: 5/10 (50%) Total: 500/1000 (50%) keep up the good work (IMG:[ invalid] style_emoticons/default/biggrin.gif)
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Aug 25 2009, 08:14
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Seeker4015
Newcomer
  Group: Members
Posts: 55
Joined: 20-April 08

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Does it matter what version of firefox we use? I'm running FF 3.5 and both Greasemonkey and the script installed without a problem, other than that it does nothing in grindfest or hourly battles. On the chance that it matters, I'm playing in a tab in an already opened window in firefox, and I have the downloadable fonts enabled (although it doesn't work on regular either).
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Aug 25 2009, 09:32
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gillian
Group: Gold Star Club
Posts: 228
Joined: 20-December 08

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Just uploaded a minor fix to the script to fix a bug in the stats - and also average damage Done and average damage Taken. Grab it and have fun: [ dekandustry.com] http://dekandustry.com/fromfriends/hv_battle.user.jsQUOTE(icetea101 @ Aug 24 2009, 23:01)  good stuff man. a suggestion of mine would be to add another set of the hit counters that count the total for all the roundsthat you go in a grindfest and place it right next to the others. we'd be able to see a better representation of our rates as such: Accuracy: 5/10 (50%) Total: 500/1000 (50%) keep up the good work (IMG:[ invalid] style_emoticons/default/biggrin.gif) The script can't keep track of stats outside of the current battle, so it can not get a summary of previous battles. (IMG:[ invalid] style_emoticons/default/sad.gif) QUOTE(Seeker4015 @ Aug 24 2009, 23:14)  Does it matter what version of firefox we use? I'm running FF 3.5 and both Greasemonkey and the script installed without a problem, other than that it does nothing in grindfest or hourly battles. On the chance that it matters, I'm playing in a tab in an already opened window in firefox, and I have the downloadable fonts enabled (although it doesn't work on regular either).
it should work in all firefoxes (the script is not browser-dependant). Do you have greasemonkey turned on during the battles (the greasemonkey icon in the bottom right of the window lights up)? Also, double check that the Battle Buddy script is active by right-clicking on the greasemonkey icon (is there a checkmark beside it?) Might be obvious but just a few things you may have forgotten. If it still doesn't work, post a full screenshot (IMG:[ invalid] style_emoticons/default/smile.gif)
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Aug 25 2009, 09:36
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bingo24
Lurker
Group: Recruits
Posts: 3
Joined: 21-December 08

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not working here =[
Mozilla/5.0 (Windows; U; Windows NT 5.1; pt-BR; rv:1.9.1.2) Gecko/20090729 Firefox/3.5.2 (latest version) and Greasemonkey 0.8.20090123.1 (latest version)
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Aug 25 2009, 14:10
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lolzerznijmniewdupe
Group: Members
Posts: 278
Joined: 9-July 08

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I'm loving this script so far, but regarding the latest update.. Could you maybe compress the statistics displayed? I'm not asking for a button with a tooltip or anything equally fancy, just abbreviate it a bit more and maybe put more than one thing per line? Like: CODE Acc: 5/10 (50%) Crits: 0/5 (0%) Offhnd: 0/5 (0%) Avg dmg: 47.3 Hit: 13/16 (81%) Dodged: 2/16 (13%) Ev: 1/16 (6%) Bl: 0/16 (0%) Par: 0/16 (0%) Avg taken: 6.31 A matching background colour would be nice as well, but my only real suggestion is to compress the statistics a bit.
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Aug 25 2009, 20:32
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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Even though I really like the divider between each battle stage, I ultimately turn it off because its sort of jarring because the script loads after the fact. The same goes for the battle stats. I really like them and I do use them, but is there any way to make it not load until the end of the battle? That's really the only time I'm concerned with them, otherwise they just interfere with the normal flow of battle.
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Aug 25 2009, 21:16
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gillian
Group: Gold Star Club
Posts: 228
Joined: 20-December 08

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QUOTE(cmal @ Aug 25 2009, 11:32)  is there any way to make it not load until the end of the battle? That's really the only time I'm concerned with them, otherwise they just interfere with the normal flow of battle.
Great idea - i'll make a version that only shows the stats at the end, sometime today
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Aug 25 2009, 22:48
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bbgr
Group: Catgirl Camarilla
Posts: 27,771
Joined: 19-September 08

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Accuracy: 31/36 (86%) Crits: 2/31 (6%) Offhand: 0/31 (0%) Avg dmg: 190.67 <--- I hit harder than this Hits taken: 44/76 (58%) Dodged: 26/76 (34%) Evaded: 0/76 (0%) Blocked: 3/76 (4%) Parried: 3/76 (4%) Avg taken: 23.11 <--- I recive more than this How do they work? (IMG:[ invalid] style_emoticons/default/huh.gif)
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Aug 25 2009, 23:17
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(gillian @ Aug 25 2009, 15:16)  Great idea - i'll make a version that only shows the stats at the end, sometime today
Cool, thanks. I tried to do it myself, but I'm not too familiar with whatever scripting language GreaseMonkey uses (though I've got the general idea), since I always end up doing my own tweaks whenever you add new features. Like I commented out stuff I didn't need (LOL evade) and added a counter for no damage taken stats. I also sent you a few more creds earlier, as well. QUOTE(bbgr @ Aug 25 2009, 16:48)  Accuracy: 31/36 (86%) Crits: 2/31 (6%) Offhand: 0/31 (0%) Avg dmg: 190.67 <--- I hit harder than this Hits taken: 44/76 (58%) Dodged: 26/76 (34%) Evaded: 0/76 (0%) Blocked: 3/76 (4%) Parried: 3/76 (4%) Avg taken: 23.11 <--- I recive more than this How do they work? (IMG:[ invalid] style_emoticons/default/huh.gif) With these: CODE var averageDealt = Math.round((_damageDealt / _attackAttempts)*100)/100; var averageTaken = Math.round((_damageTaken / _monsterAttempts)*100)/100; damageDealt is a rolling sum that gets updated every time you actually hit something for damage. attackAttempts is a counter that increments by one every time you make a successful attack on something. Its similar for the damage you take. And since its an arithmetic mean, rather than a "true" statistical average that does fancy weighting and tossing outliers, it'll be less than your harder hits/harder hits taken.
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Aug 26 2009, 01:54
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Seeker4015
Newcomer
  Group: Members
Posts: 55
Joined: 20-April 08

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Aha, I got it. I figured I'd check my noscript settings before I posted a screenshot. The script won't run unless you give permission to googleapis.com. Any idea why it's named that way? Also, thanks for your time and effort in making this (IMG:[ invalid] style_emoticons/default/smile.gif)
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Aug 26 2009, 02:38
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bbgr
Group: Catgirl Camarilla
Posts: 27,771
Joined: 19-September 08

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QUOTE(cmal @ Aug 25 2009, 23:17)  Cool, thanks. I tried to do it myself, but I'm not too familiar with whatever scripting language GreaseMonkey uses (though I've got the general idea), since I always end up doing my own tweaks whenever you add new features. Like I commented out stuff I didn't need (LOL evade) and added a counter for no damage taken stats. I also sent you a few more creds earlier, as well. With these: CODE var averageDealt = Math.round((_damageDealt / _attackAttempts)*100)/100; var averageTaken = Math.round((_damageTaken / _monsterAttempts)*100)/100; damageDealt is a rolling sum that gets updated every time you actually hit something for damage. attackAttempts is a counter that increments by one every time you make a successful attack on something. Its similar for the damage you take. And since its an arithmetic mean, rather than a "true" statistical average that does fancy weighting and tossing outliers, it'll be less than your harder hits/harder hits taken. OK understand, small misunderstanding with the words! (IMG:[ invalid] style_emoticons/default/smile.gif) Thanks.
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Aug 26 2009, 03:19
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Actraiser
Group: Members
Posts: 846
Joined: 12-June 08

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I do like this new script addition, but it gets pretty depressing at times when you look at hits taken vs avoided...ah well.
I also like how you managed to blanket the dead spawn.
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Aug 26 2009, 03:34
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(cmal @ Aug 25 2009, 17:17)  With these: CODE var averageDealt = Math.round((_damageDealt / _attackAttempts)*100)/100; var averageTaken = Math.round((_damageTaken / _monsterAttempts)*100)/100; damageDealt is a rolling sum that gets updated every time you actually hit something for damage. attackAttempts is a counter that increments by one every time you make a successful attack on something. Its similar for the damage you take. And since its an arithmetic mean, rather than a "true" statistical average that does fancy weighting and tossing outliers, it'll be less than your harder hits/harder hits taken. I'm stupid and didn't read the code right. Average damage is calculated using all attacks, not just ones that land. It makes sense in the way that the average should give you a sense of DPS, but it doesn't make sense if you're trying to figure out what amount of damage you could when a hit lands. I've also since modified mine to display total damage taken and how many of the hits that land on me result in 0 net damage.
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Aug 26 2009, 04:46
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gillian
Group: Gold Star Club
Posts: 228
Joined: 20-December 08

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QUOTE(cmal @ Aug 25 2009, 18:34)  I'm stupid and didn't read the code right. Average damage is calculated using all attacks, not just ones that land. It makes sense in the way that the average should give you a sense of DPS, but it doesn't make sense if you're trying to figure out what amount of damage you could when a hit lands.
I've also since modified mine to display total damage taken and how many of the hits that land on me result in 0 net damage.
Yeah you got it. I did it that way because I place a lot of values on not missing, so I count misses as 0. The defensive battle stats really help when I'm switching around with different armors - you can see how effective they are after a few good grindfests.
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Aug 26 2009, 05:26
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Seeker4015
Newcomer
  Group: Members
Posts: 55
Joined: 20-April 08

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Now that I've gotten it working, I love it, and I wanted to put in my 2 cents. I agree with the earlier person about compressing the stats. I tinkered with the code and made it really ugly, but got the job done: [ i871.photobucket.com] HVCODE "Accuracy: " + _attackHits + "/" + _attackAttempts + " (" + percentHits + "%)" + " " + "Crits: " + _attackCrits + "/" + _attackHits + " (" + percentCrits + "%)" + " " + "Offhand: " + _attackOffhands + "/" + _attackHits + " (" + percentOffhands + "%)" + "<br />" + "<hr />" + "Dodge: " + " " + _monsterDodges + "/" + _monsterAttempts + " (" + percentDodges + "%)" + " " + "Evade: " + _monsterEvades + "/" + _monsterAttempts + " (" + percentEvades + "%)" + " " + //"Blocked: " + _monsterBlocks + "/" + _monsterAttempts + " (" + percentBlocks + "%)" + "<br />" + "Parry: " + _monsterParrys + "/" + _monsterAttempts + " (" + percentParrys + "%)" + "<br />" // "Avg dealt: " + averageDealt + " | " + "Landed: " + _monsterHits + "/" + _monsterAttempts + " (" + // percentMonsterHits + "%)" + " | " + "Avg taken: " + averageTaken Like I said, it's horribly messy, but it does it. I also took out some of the stuff I didn't want (average hits in and out). So, compressing the text is easy, but I have a request if it's possible (two actually). Can you overlay the spell effect timers directly on the graphics? And if you can, can you add timers to the debuffs placed on monsters? That would be awesome. Regardless, good work! This post has been edited by Seeker4015: Aug 26 2009, 05:28
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