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> HV STAT v4.3.3 (5/14/2011), The HV Statistics, Tracking, and Analysis Tool

 
post Apr 29 2011, 15:42
Post #521
flint



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QUOTE(cmal @ Apr 26 2011, 01:09) *

Shit's done, bitches. Go update.

DP because I motherfucking can.


Mentioning shit and DP in the same post usually leads to other topics.

Still, thanks for fixing.
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post Apr 29 2011, 19:12
Post #522
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HV STAT remembers drops and shit.
How about making it remember the resistances of monsters you've scanned?
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post Apr 29 2011, 20:50
Post #523
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Is there possibility to add an option to hide ALL of grafic details for to make the game faster. I just need pure statistics.

This post has been edited by cryomorph: Apr 29 2011, 20:51
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post Apr 30 2011, 00:21
Post #524
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QUOTE(or2 @ Apr 29 2011, 09:19) *

Hi,
I've written something let HentaiVerse SATA to show the monster elemental weaknesses infomation about MID between 1000 ~ 5294.
please refer to the [game.dheaven.net] http://game.dheaven.net/game_dlfile/webgam...se/mob_list.txt
(Chinese version : [game.dheaven.net] http://game.dheaven.net/game_dlfile/webgam...ob_list_cht.txt)

kindly excuse my not good English, thank you.
(IMG:[game.dheaven.net] http://game.dheaven.net/game_dlfile/webgame_hentaiverse/hv_high_mid_info.png)

ps: the data need add by youself or will look like this

(IMG:[game.dheaven.net] http://game.dheaven.net/game_dlfile/webgame_hentaiverse/hv_high_mid_noinfo.png)

No. This is a terrible idea. It bloats the code and requires the user to make a significant number of modifications to the code. Not to mention they have to manually fill in every monster type. There's a better solution to this.

QUOTE(tmihor @ Apr 29 2011, 13:12) *

HV STAT remembers drops and shit.
How about making it remember the resistances of monsters you've scanned?

I've already written a module that does this. It'll be out when HUD comes out. When will HUD come out? When I get the motivation to finish it. How motivated am I right now? Not very. Can you do anything to get me more motivated? Maybe.

QUOTE(cryomorph @ Apr 29 2011, 14:50) *

Is there possibility to add an option to hide ALL of grafic details for to make the game faster. I just need pure statistics.

Errr...?
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post Apr 30 2011, 14:39
Post #525
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QUOTE(cryomorph @ Apr 29 2011, 11:50) *

Is there possibility to add an option to hide ALL of grafic details for to make the game faster. I just need pure statistics.

The vast majority of the time that STAT adds to each page load is the statistics tracking. It's just that the only way to tell when STAT is done is when the visual effects appear after the page load finishes. So, removing the visual effects would not noticeably impact page load speed.
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post Apr 30 2011, 21:16
Post #526
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QUOTE(hitokiri84 @ Dec 14 2010, 03:06) *
Lately there's been a big push by some people to one-shot all grindfest or item world enemies on harder and harder difficulties, but often have that one specific enemy that survives occasionally. My suggestion is to add a feature that can highlight or mark those specific enemies of your choosing so you don't have to spend that extra time looking though the enemy list every round to target it with your AoE attack.
QUOTE(cmal @ Dec 14 2010, 17:55) *

Its not that hard to implement, and core was actually working on a similar feature some time ago. Just tell me how you folks would like the marking system to work and look, and I can work it in.

Ever make any progress on this? Something like, user types in MID, it's box gets shaded a different color. The same way mini-bosses, bosses, legendaries, and gods are now, only with a unique color. It's more needed than ever with the fluctuating custom mob strengths.
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post Apr 30 2011, 21:36
Post #527
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QUOTE(hitokiri84 @ Apr 30 2011, 15:16) *

Ever make any progress on this? Something like, user types in MID, it's box gets shaded a different color. The same way mini-bosses, bosses, legendaries, and gods are now, only with a unique color. It's more needed than ever with the fluctuating custom mob strengths.

I'm done with the module, its just in HUD rather than STAT. It lets you mark up to 10 mobs and you can either fade or blink their letter icon.

This post has been edited by cmal: Apr 30 2011, 21:36
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post May 1 2011, 01:06
Post #528
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Sounds good. I look forward to using it.
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post May 1 2011, 23:04
Post #529
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i did not check all 25 pages to see if this was listed however line 182 you are missing a space in your second match clause (the one that makes sure its not 1 damage) as it stands now damage isn't red when it starts with a 1 eg 1X 1XX 1XXX etc.

CODE
        } else if (content.match(/(hits|crits) you /i) && !content.match(/(hits|crits) you for 1/i)) {

should read
CODE
        } else if (content.match(/(hits|crits) you /i) && !content.match(/(hits|crits) you for 1 /i)) {


edit: line number is for the firefox/greasemonkey/userscripts version of the script.

This post has been edited by its-just-me: May 2 2011, 18:47
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post May 2 2011, 17:31
Post #530
coredumperror



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QUOTE(its-just-me @ May 1 2011, 14:04) *

i did not check all 25 pages to see if this was listed however line 182 you are missing a space in your second match clause (the one that makes sure its not 1 damage) as it stands now damage isn't red when it starts with a 1 eg 1X 1XX 1XXX etc.

I was wondering why some damage lines weren't being highlighted! Thanks for the heads up; now I can go in and fix it on my local copy until cmal releases HUD or another update.
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post May 4 2011, 16:20
Post #531
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Bug Report:

Monster Misses aren't being recorded properly by STAT.
It always displays 0 at the Battle Summary and also at the Battle Stats Tab.
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post May 4 2011, 21:55
Post #532
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Had an idea for placing the roundcounter on the left side.
Also check out those sexy duration counters. Background color is #E1DEBB
(IMG:[img37.picoodle.com] http://img37.picoodle.com/i554/doenator/gcbq_858_ubdsp.png)
Going to sleep right now... Rest I need. Yes. Rest.
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post May 5 2011, 10:32
Post #533
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QUOTE(Bunko @ May 4 2011, 12:55) *
Also check out those sexy duration counters. Background color is #E1DEBB
(IMG:[img37.picoodle.com] http://img37.picoodle.com/i554/doenator/gcbq_858_ubdsp.png)

I do like those duration counters... much less intrusive.

But... wtf? 1220+ per turn from Regen? How the fuck? My Regen II only restores 323 HP per tick, and I'm not that much lower level than you. Are you wearing a lot of Priestess gear? I'm especially baffled because that tick actually healed for more than 1220, but you hit 100% HP before it could heal for all it was worth.
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post May 5 2011, 13:16
Post #534
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Why yes, I do happen to wear a piece or two of priestess armor.
With that, my curative proficiency is: 476,36

Also, note this:
Interference over 25 causes a reduction in magical proficiencies.
Karma+ for your language.

Those of you who know how to copy&paste. I put the modded script here.
Although the badge duration is now green and centered. Tested on Firefox only.
[pastebin.com] http://pastebin.com/r6R0d7y5

This post has been edited by Bunko: May 5 2011, 14:27
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post May 7 2011, 02:47
Post #535
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Felt like working on the script again. Some more stuff got fixed.
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post May 7 2011, 03:22
Post #536
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QUOTE(cmal @ May 6 2011, 17:47) *

Felt like working on the script again. Some more stuff got fixed.

Fixed?
HV Stat is still terribly broken.
It has stopped telling me I'm pretty and never wants to go out anymore.
I know I've gained a few pounds, but I'm still beautiful. (IMG:[invalid] style_emoticons/default/cry.gif)
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post May 7 2011, 16:48
Post #537
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thanks for sharing
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post May 8 2011, 18:06
Post #538
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well the new script works... however is now all on one line. (in np++)

This post has been edited by its-just-me: May 8 2011, 18:08
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post May 11 2011, 01:28
Post #539
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awesome thanks
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post May 15 2011, 12:44
Post #540
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really useful. thank you! (IMG:[invalid] style_emoticons/default/biggrin.gif)
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