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> HentaiVerse 0.4.7, No Time Like The Present

 
post May 8 2010, 21:25
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Sayo Aisaka



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QUOTE(Tenboro @ May 3 2010, 15:34) *

- Spells now display as faded-out if you don't normally have enough MP to cast them. They are still clickable however, for those situations where a monster is affected with Coalesced Ether or when you have Channeling.

I just spotted that spells are faded-out if your MP is equal to the amount required, but don't panic - you can still cast them.
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post May 8 2010, 21:40
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QUOTE(Sayo Aisaka @ May 8 2010, 12:25) *

I just spotted that spells are faded-out if your MP is equal to the amount required, but don't panic - you can still cast them.

I wouldn't be surprised if that was a product of MP rounding.
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post May 8 2010, 23:07
Post #63
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Now I can't replicate it. Maybe it was my imagination. (IMG:[invalid] style_emoticons/default/unsure.gif)
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post May 13 2010, 05:08
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Could Snowflake not eat Equipment in the Bazaar so fast? Two pieces that someone wanted were eaten well within the same day they were sold to the Bazaar before they could be bought.
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post May 14 2010, 04:11
Post #65
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QUOTE(Boggyb @ May 3 2010, 17:57) *

If unlocking it required beating Blue Skies, would you go for it?

Yes, especially with the increased EXPs on higher difficulties. My semester is over now, so I might start putting some time back into the HV, aside from the two seconds it takes to collect the dawn event bonuses.
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post May 14 2010, 04:31
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If EoD and Twilight are a legendary per round, Blue Skies would be, what, 2 legendaries per round? A legendary and 2 bosses?

This post has been edited by Boggyb: May 14 2010, 04:35
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post May 15 2010, 03:26
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Could you coding whiz-kids who created and/or improved upon STAT simply add an "Auto-Drop/Use" feature to the script??

In terms of Coding (not saying that I know anything at all about it), would it not be relative childs' play to simply replicate and re-purpose the part of the STAT script that currently alerts you to the appearance of Gems of your choice, to also use up the Gems of your choice automatically while allowing Tenboro's "hold 'em" script to continue to work on the other Gems that you might want to keep??

(I'm not saying that this is an easy thing to do, I'm just making what I believe to be an intuitive observation.)
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post May 15 2010, 03:35
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QUOTE
Could you coding whiz-kids who created and/or improved upon STAT simply add an "Auto-Drop/Use" feature to the script??

I'm pretty sure that would be considered botting.
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post May 15 2010, 03:38
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QUOTE(Golden Sun @ May 14 2010, 18:35) *

I'm pretty sure that would be considered botting.
Why??

The Auto-Drops, to coin a new phrase, would be a part of active play.

If "Auto-Drops" are by your definition "botting," then the current "Auto-Cast" Hath Perk would be "botting," too.
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post May 15 2010, 03:43
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QUOTE
The Auto-Drops, to coin a new phrase, would be a part of active play.

I see. I think what you're trying to say is that you want to click the gem image, rather than clicking on items, then double clicking on the gem. That's not "Auto-drop" then.
IA is a hath perk. It is not a script.
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post May 15 2010, 04:20
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QUOTE(Golden Sun @ May 14 2010, 18:43) *

I see. I think what you're trying to say is that you want to click the gem image, rather than clicking on items, then double clicking on the gem. That's not "Auto-drop" then.
IA is a hath perk. It is not a script.
No...what I am saying is that my proposed solution -however easy or hard it would be to put into the STAT Script -is the ability for a Player to choose in the STAT Settings Page which Gems will be "Auto-Used" the instant they appear during HV play, and which ones would be allowed to stay in inventory (preventing new Gems from dropping) until such time as the individual player would like to deploy them at will.

Some HV Players have a legitimate complaint that the old system forced you to quickly use "important" Gems or risk losing them to less important ones -and this in turn often forces them to use those important Gems sooner than they'd like to.

Some HV players, on the other hand (like me), have a legitimate complaint that now we have to constantly hit the "P" button in order to get the "less important" Gems out of the way -and that's annoying any way you slice it, since this means that you either turn on "Alert all Gem Drops" in STAT, or keep it turned off and risk not seeing the last time a "less important" Gem dropped, and missing out on any Important Gems that might have otherwise dropped.

It seems to me that an optional, "Choose which Gems Drop and which Gems 'Sticky' " setting in STAT (if not a rewrite of HV by Tenboro) would be a win-win-win for all.

(Again, I don't know how easy or hard that would be to enact in terms of coding it, but the STAT boys already have a means of auto-detecting Gems, so why not an auto-use 'em up feature??)
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post May 15 2010, 22:45
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Aside from the botting question, I'd really rather just wait to see what Tenboro does with regard to the feedback about sticky Gems. I've gotten mostly used to them, it just sucks that I waste a tick dumping the powerups I don't want. On the other hand, I have P bound to one of my mouse buttons and remapped onto my numpad, so having to reach for P was a non-issue.

Detecting the gems is relatively easy, since we can read the text on the page to find them. Using them would require interacting with HV's own script (you can't send keystrokes or interact with certain page elements with Javascript because that's a security issue, IIRC).
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post May 15 2010, 22:58
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QUOTE(cmal @ May 15 2010, 13:45) *
Aside from the botting question, I'd really rather just wait to see what Tenboro does with regard to the feedback about sticky Gems. I've gotten mostly used to them, it just sucks that I waste a tick dumping the powerups I don't want. On the other hand, I have P bound to one of my mouse buttons and remapped onto my numpad, so having to reach for P was a non-issue.

Detecting the gems is relatively easy, since we can read the text on the page to find them. Using them would require interacting with HV's own script
(you can't send keystrokes or interact with certain page elements with Javascript because that's a security issue, IIRC).
A. Thanks for the insight on how the scripting works, at least with STAT.

B. Well, here's to hoping that whatever Tenboro thinks up in the future, that it has something along the lines of what I came up with -something that allows Users to choose one way or the other so that everybody "wins."

(And personally, I'd pay Hath Perks for an Auto-Deploy/Sticky-Gems-Of-My-Choosing option, if that's what it would take.)
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post May 16 2010, 04:41
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QUOTE(Boggyb @ May 13 2010, 21:31) *

If EoD and Twilight are a legendary per round, Blue Skies would be, what, 2 legendaries per round? A legendary and 2 bosses?

If it follows the same pattern, then it's more likely to still have one legendary per round for the second half of the challenge, aside from the last round, which has been two legendaries and a boss. Once you can beat EoD, just adding more rounds in the same manner doesn't really add to the challenge. It only serves to annoy since it takes such a long time to play through that many legendaries.
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post May 16 2010, 05:26
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QUOTE(hitokiri84 @ May 15 2010, 19:41) *

Once you can beat EoD, just adding more rounds in the same manner doesn't really add to the challenge.

Yeah, I get the feeling that I could beat an infinite number of legendaries if I was able to fight them one at a time.
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post May 16 2010, 06:53
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I just wanted to point out a bug I noticed with Lifestream. When the damage from Lifestream kills the enemy, the "_____ has been defeated" log entry doesn't appear, and the active effects on the monster don't disappear, only fade out with the rest of the box. Everything else works normally.


EDIT:

Yo, Tenboro. A bit of déjà vu here. It looks like I broke my HV again, this time no doubt thanks to the doubled EXP on battletoads since the last time I played.

"A fatal error has occurred. Execution has been interrupted in order to protect user data. Please contact staff if this error persists. (INVALID_EXP_MODIFICATION)"
[i422.photobucket.com] http://i422.photobucket.com/albums/pp308/h...ri84/dejavu.png

This post has been edited by hitokiri84: May 16 2010, 08:07
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post May 16 2010, 10:13
Post #77
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QUOTE(hitokiri84 @ May 16 2010, 06:53) *

I just wanted to point out a bug I noticed with Lifestream. When the damage from Lifestream kills the enemy, the "_____ has been defeated" log entry doesn't appear, and the active effects on the monster don't disappear, only fade out with the rest of the box. Everything else works normally.


The more severe bug is that it was healing you for 47k per round, amirite? (IMG:[invalid] style_emoticons/default/rolleyes.gif)

QUOTE(hitokiri84 @ May 16 2010, 06:53) *
o, Tenboro. A bit of déjà vu here. It looks like I broke my HV again, this time no doubt thanks to the doubled EXP on battletoads since the last time I played.

"A fatal error has occurred. Execution has been interrupted in order to protect user data. Please contact staff if this error persists. (INVALID_EXP_MODIFICATION)"
[i422.photobucket.com] http://i422.photobucket.com/albums/pp308/h...ri84/dejavu.png


It's funny, I actually increased that a few days ago, but I didn't push it to HV yet. Should be, now.
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post May 16 2010, 18:42
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Well I didn't notice that one until later, but I was gonna say, that looks like some pretty extreme overkill but I'm sure it was totally intended as a reward for all the long hours it took to get to 250. (IMG:[invalid] style_emoticons/default/biggrin.gif)


Edit: And I didn't get my ill gotten gains on the last round after all. It's not like I wouldn't have beaten it. (IMG:[invalid] style_emoticons/default/cry.gif) (IMG:[invalid] style_emoticons/default/laugh.gif)

Oh well, I'll just do it again after the reset.


Edit2: Oh, and Battletoad legendaries are still resisting magic when they are supposed to be unblockable. Both with Channeling and MagNet.

This post has been edited by hitokiri84: May 16 2010, 22:35
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post May 17 2010, 19:58
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QUOTE(Thanos008 @ May 14 2010, 22:20) *

No...what I am saying is that my proposed solution -however easy or hard it would be to put into the STAT Script -is the ability for a Player to choose in the STAT Settings Page which Gems will be "Auto-Used" the instant they appear during HV play, and which ones would be allowed to stay in inventory (preventing new Gems from dropping) until such time as the individual player would like to deploy them at will.

...

It seems to me that an optional, "Choose which Gems Drop and which Gems 'Sticky' " setting in STAT (if not a rewrite of HV by Tenboro) would be a win-win-win for all.

(Again, I don't know how easy or hard that would be to enact in terms of coding it, but the STAT boys already have a means of auto-detecting Gems, so why not an auto-use 'em up feature??)

I'm pretty sure it would be easy to make an auto-use feature in STAT, though doing so would be getting into bot-territory (I'm pretty sure I could do it, but my next sentence explains the problems). If you did so you'd also have to make sure you left safeguards for not auto-using a gem when you're about to die or otherwise need to do something else (like silence, bewilder, weaken, etc. if you're fighting a legendary) which would make it a lot more complicated.

@Tenb: It would be nice if autocast spell tool-tips said "Expires if MP goes below <insert amount here>." instead of "Does not expire."

Also, what do you think of having a "Preferred Gems" setting that lets you rank your top 3 gems and has them drop marginally more often based off your current Luck of the Draw rating (you'd also think that crit chances would increase a bit based on luck too...)?

QUOTE(Tenboro @ May 16 2010, 04:13) *

The more severe bug is that it was healing you for 47k per round, amirite? (IMG:[invalid] style_emoticons/default/rolleyes.gif)

Whatever that was, LOLZ.

This post has been edited by DemonEyesBob: May 17 2010, 20:22
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post May 17 2010, 20:30
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QUOTE(DemonEyesBob @ May 17 2010, 19:58) *

@Tenb: It would be nice if autocast spell tool-tips said "Expires if MP goes below <insert amount here>." instead of "Does not expire."


Guess it would.

QUOTE(DemonEyesBob @ May 17 2010, 19:58) *

Also, what do you think of having a "Preferred Gems" setting that lets you rank your top 3 gems and has them drop marginally more often based off your current Luck of the Draw rating (you'd also think that crit chances would increase a bit based on luck too...)?


Still thinking about that one, but I doubt you'll be able to pick gems in any way.

QUOTE(DemonEyesBob @ May 17 2010, 19:58) *

Whatever that was, LOLZ.


It's what you get when you accidentally base an equation on 5% of the target HP instead of 5% of the caster HP. (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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