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HV STAT v4.3.3 (5/14/2011), The HV Statistics, Tracking, and Analysis Tool |
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Jan 27 2011, 07:52
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Red of EHCOVE
Group: Gold Star Club
Posts: 9,493
Joined: 28-April 07

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Hmmm, by script tells me it is version 1.6.1 but such version is not even in the changelong...
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Jan 28 2011, 00:57
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Red_Piotrus @ Jan 27 2011, 00:52)  Hmmm, by script tells me it is version 1.6.1 but such version is not even in the changelong...
I renumbered the versions to be more conventional. The old 1.6.1 is now 4.0.1. Anyway, STAT is starting to get bloated, so I'm thinking of cutting out some less used/useful features. Since I was never trained for actual software optimization (it was never an issue in my applications, and if it was there was usually a comp sci/engineer there to do it), I can only optimize the current code so much. Right now, I've got my sights set on the Proficiency tracker (sort of unnecessary with the sidebar table) and the Kill Tally (just a bunch of numbers that don't really give any useful info or feedback). Now is your chance to make arguments for or against anything being chopped.
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Jan 28 2011, 03:40
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Conquest101
Group: Gold Star Club
Posts: 2,852
Joined: 10-March 08

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Chop them. I never even look at either lol.
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Jan 28 2011, 03:54
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masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

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QUOTE(cmal @ Jan 27 2011, 19:57)  I renumbered the versions to be more conventional. The old 1.6.1 is now 4.0.1.
Anyway, STAT is starting to get bloated, so I'm thinking of cutting out some less used/useful features. Since I was never trained for actual software optimization (it was never an issue in my applications, and if it was there was usually a comp sci/engineer there to do it), I can only optimize the current code so much. Right now, I've got my sights set on the Proficiency tracker (sort of unnecessary with the sidebar table) and the Kill Tally (just a bunch of numbers that don't really give any useful info or feedback). Now is your chance to make arguments for or against anything being chopped.
Take out the monster tracker. I kinda like the prof gain tracker, though I won't argue against it if a bunch of people want it out. There's not a lot of optimization you can do when your javascript is being run by greasemonkey xD Oh, and I don't see much use of the powerup alert with how STAT shows your current powerup in that little square. EDIT: Something I've been meaning to mention: it would be nice if the Hath per Artifact ratio only actually included artifacts that rewarded Hath =] This post has been edited by DemonEyesBob: Jan 28 2011, 03:55
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Jan 28 2011, 05:30
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(DemonEyesBob @ Jan 27 2011, 20:54)  Oh, and I don't see much use of the powerup alert with how STAT shows your current powerup in that little square.
Somebody asked for it to stay in at some point or something. And sometimes, when I'm powering through battles, I don't even notice if I've picked up a powerup and I'm sure the mages are the same way. I'll think about taking it out, though. QUOTE(DemonEyesBob @ Jan 27 2011, 20:54)  EDIT: Something I've been meaning to mention: it would be nice if the Hath per Artifact ratio only actually included artifacts that rewarded Hath =]
The answer is ~3. =3 I chose to use every artifact turned in to calculate it because that's a) more useful information, and b) not apparent.
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Jan 28 2011, 05:54
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masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

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QUOTE(cmal @ Jan 28 2011, 00:30)  Somebody asked for it to stay in at some point or something. And sometimes, when I'm powering through battles, I don't even notice if I've picked up a powerup and I'm sure the mages are the same way. I'll think about taking it out, though.
I am a mage though lol. I never miss it =P QUOTE The answer is ~3. =3 I chose to use every artifact turned in to calculate it because that's a) more useful information, and (IMG:[ invalid] style_emoticons/default/cool.gif) not apparent. Be that way (IMG:[ invalid] style_emoticons/default/tongue.gif) What you might consider is to break it up into several scripts. At least the Item View Column thing could be its own script, since it has nothing to do with battles. Also, no offense to the people who 'need' it, but the monster MP percentage is kinda useless. 99.999999% of the time it only matters if the enemy has 50% or more, which, unless you're blind, is obvious. The only other time is vs Real Life, who can cast spells with 25% I believe. Otherwise it's useless. Not that taking it out would make any dent in the size of the overall script, but just saying. This post has been edited by DemonEyesBob: Jan 28 2011, 05:57
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Jan 28 2011, 06:12
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(DemonEyesBob @ Jan 27 2011, 22:54)  I am a mage though lol. I never miss it =P
Yeah, but you're not a facemelter. =p QUOTE(DemonEyesBob @ Jan 27 2011, 22:54)  What you might consider is to break it up into several scripts. At least the Item View Column thing could be its own script, since it has nothing to do with battles.
Neither does changing the page title or making the logo disappear. I think the reason for having it is because STAT is a comprehensive package that tries to improve HV in as many aspects as possible. I had considered making a lite version that only does what the classic Battle Buddy did, but never really got much of a response about it. I might consider breaking STAT up into several components and make it install what you want, but that just might make it annoying to troubleshoot. I'd also have to find logical break points, since some features use the same resources and duplication would be adding to the problem. And I'd have to go through the agony of coming up with a new name(s). QUOTE(DemonEyesBob @ Jan 27 2011, 22:54)  Also, no offense to the people who 'need' it, but the monster MP percentage is kinda useless. 99.999999% of the time it only matters if the enemy has 50% or more, which, unless you're blind, is obvious. The only other time is vs Real Life, who can cast spells with 25% I believe. Otherwise it's useless. Not that taking it out would make any dent in the size of the overall script, but just saying.
It really wouldn't make a dent, but the monster info is one of the areas where there's a huge slow down (the other two are parsing the log and the round-to-round upkeep of having to save and load).
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Jan 28 2011, 13:12
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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QUOTE(DemonEyesBob @ Jan 28 2011, 03:54)  Also, no offense to the people who 'need' it, but the monster MP percentage is kinda useless. 99.999999% of the time it only matters if the enemy has 50% or more, which, unless you're blind, is obvious. The only other time is vs Real Life, who can cast spells with 25% I believe. Otherwise it's useless. Not that taking it out would make any dent in the size of the overall script, but just saying.
I really need it, I guess I'm blind (IMG:[ invalid] style_emoticons/default/tongue.gif)
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Jan 29 2011, 01:16
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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I was planning on releasing my script for displaying base stats on equipment popups today, but now it'll have to wait until I decide what I'm going to do with STAT. So the sooner you guys tell me what you want, the sooner you can get new goodies.
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Jan 30 2011, 13:15
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dekslam
Group: Banned
Posts: 250
Joined: 17-August 10

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QUOTE(cmal @ Jan 29 2011, 06:16)  I was planning on releasing my script for displaying base stats on equipment popups today, but now it'll have to wait until I decide what I'm going to do with STAT. So the sooner you guys tell me what you want, the sooner you can get new goodies.
Thank you ^^ I'll love to have it since new update make old script fail (IMG:[ invalid] style_emoticons/default/dry.gif)
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Jan 30 2011, 22:32
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buttseckz
Group: Members
Posts: 126
Joined: 16-May 09

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QUOTE(cmal @ Jan 30 2011, 18:06)  I am cutting Kill tracking out of the next major version. As far as Weakness/Resist goes, I'm still not sure what I'll do about it. I might just cut it out entirely, since it eats up a ton of resources and Tenboro gave us the Scan Skill in a previous patch, or I might just only support non-Lab monsters. i would prefer it if you keep the kill tracking - best would be if it would also track every monster encountered (maybe by just parsing their names into the db?) though it would be even cooler if the script could keep track of scanning results and use them to classify lab monsters. maybe the weaknesses of the lab-monsters will change though so it should be in a way that recommends re-scanning of those monsters from time to time?
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Jan 31 2011, 00:26
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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I think it would be cool if we had some kinda of thing (like some color covering the monster letter) to differ our custom monsters from others.
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Jan 31 2011, 00:45
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buttseckz
Group: Members
Posts: 126
Joined: 16-May 09

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QUOTE(cmdct @ Jan 30 2011, 23:26)  I think it would be cool if we had some kinda of thing (like some color covering the monster letter) to differ our custom monsters from others. that would be quite awesome, too. ^^
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Jan 31 2011, 03:25
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soliloquy
Group: Catgirl Camarilla
Posts: 646
Joined: 1-September 10

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Highlighting on hp/mp regent isn't being highlighted green anymore in 5.0 HV. Second wind regen is fine though.
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Jan 31 2011, 03:54
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(buttseckz @ Jan 30 2011, 15:32)  i would prefer it if you keep the kill tracking - best would be if it would also track every monster encountered (maybe by just parsing their names into the db?) though it would be even cooler if the script could keep track of scanning results and use them to classify lab monsters. maybe the weaknesses of the lab-monsters will change though so it should be in a way that recommends re-scanning of those monsters from time to time?
QUOTE(cmdct @ Jan 30 2011, 17:26)  I think it would be cool if we had some kinda of thing (like some color covering the monster letter) to differ our custom monsters from others.
Tenboro "No". The Lab is too unstable to keep doing stuff with its monsters. I can tell when a mob is from the Lab, but coding and storing all of that data will just bloat the script even more and I'm trying to reduce that. QUOTE(ramenface @ Jan 30 2011, 20:25)  Highlighting on hp/mp regent isn't being highlighted green anymore in 5.0 HV. Second wind regen is fine though.
I'm already aware of most, if not all, of the problems introduced by the new patch and am already fixing it. Wait until the release before you start reporting things.
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Jan 31 2011, 04:17
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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QUOTE(cmal @ Jan 31 2011, 01:54)  Tenboro "No". The Lab is too unstable to keep doing stuff with its monsters. I can tell when a mob is from the Lab, but coding and storing all of that data will just bloat the script even more and I'm trying to reduce that.
Huh, I was thinking something simple, like a list were you could insert your MIDs, the script would only needed to "check" the MIDs of the current monsters on the field. Too much code to implement? This post has been edited by cmdct: Jan 31 2011, 04:18
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Jan 31 2011, 05:53
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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Posted update to support HV patch 0.5.0. Download the new version or a lot of stuff won't work. QUOTE(cmdct @ Jan 30 2011, 21:17)  Huh, I was thinking something simple, like a list were you could insert your MIDs, the script would only needed to "check" the MIDs of the current monsters on the field. Too much code to implement?
Its not a lot, but its consuming resources for a small amount of vanity that'd just interfere with the methods I'm considering using for the marking feature I'll be adding in a future version.
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Jan 31 2011, 08:18
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masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

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Yay I fixed my equipment shopping/selling scripts!
The new lock icons and a tiny 3px space added in the shop fucked them all up.
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Jan 31 2011, 08:22
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(DemonEyesBob @ Jan 31 2011, 01:18)  Yay I fixed my equipment shopping/selling scripts!
The new lock icons and a tiny 3px space added in the shop fucked them all up.
I know. Your code could have been written better instead of manually traversing every child div. Fortunately, I knew enough about HTML DOM now to have fixed it in just a minute. I'll probably re-write some of STAT's code to take better advantage of this, since some of it is hard-coded selectors as well.
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Jan 31 2011, 08:39
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masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

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QUOTE(cmal @ Jan 31 2011, 03:22)  I know. Your code could have been written better instead of manually traversing every child div. Fortunately, I knew enough about HTML DOM now to have fixed it in just a minute. I'll probably re-write some of STAT's code to take better advantage of this, since some of it is hard-coded selectors as well.
(IMG:[ invalid] style_emoticons/default/rolleyes.gif) Not a great web programmer yet (IMG:[ invalid] style_emoticons/default/tongue.gif) And I know you can do it without traversing every child (remember what I did for the user's hp percentage (IMG:[ invalid] style_emoticons/default/wink.gif)), though I'm not actually sure how you'd do it for the equipment... want to give some hints?
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