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PostPosted: Wed Jul 28, 2010 2:43 pm 
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Ok, as has been mentioned elsewhere, I'm modifying the a-a script to record info for spading purposes. I'm sorta adding features that I think would be useful, but as I'm not a spader, I don't know what all you want. So speak up.

What information would you most want the script to record? Prioritize as much as you like, but bear in mind that what gets included in the initial release will have more to do with what I think is gonna be easiest. There will be updates, however, so if something is important enough I'll keep working on it.


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PostPosted: Thu Jul 29, 2010 7:03 pm 
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ummm... maybe when you stop have it display how many of each adventure and how many of each drop, including chips? or is that too much?

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PostPosted: Thu Jul 29, 2010 10:48 pm 
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blackmatter615 wrote:
ummm... maybe when you stop have it display how many of each adventure and how many of each drop, including chips? or is that too much?


Currently, it records the number of each encounter (so N combats with enemy-type 1, with the quantity of items dropped by said enemy, and so on for each enemy faced... as well as the non-combat encounter name; choice-non-combats get the name of the result, though ie: Exit stage center) Chips aren't added yet.

And the 'battle computer' has a button to check the 'spading report', which is a new page. That page displays everything in a table format. It also has a button to clear the data. (Note: this can be done at any point during the combat.)

So, basically... you're just asking for chip data to be recorded as well? Aggregate, with min and max drop, or just a list of the raw numbers? (note: raw numbers is probably the least work, but depending on how long a spading run is before clearing the data, it could take up a lot of memory. It shouldn't be an issue... I mean localStorage does allow up to 5meg, so that's a hefty string.)


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PostPosted: Sat Jul 31, 2010 5:37 pm 
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Seriously, nobody has any requests? It should be some time next week that I release 4.0 if there aren't any last-minute additions to be included. Maybe once people are using it, they'll have some ideas they want incorporated, then.


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PostPosted: Sat Jul 31, 2010 7:05 pm 
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I can't say that I do much spading. Maybe drop Jesus (229) a line and point him to this thread. And I'm sure Muh will have ideas once he's not being swamped.

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PostPosted: Sun Aug 01, 2010 12:05 am 
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I haven't been doing any spading lately, and I don't use GM.

But...
Totals for combat and noncombat adventures.
And you have to have the item drops be specific to each combat encounter, rather than just having a list of everything that dropped in a session because some enemies drop the same stuff at different rates. But it sounds like you're on top of that.
And... uh... it should also note any +item/+chip effects that may be active.

Oh! And it'd be nice to have a record of the lowest damage used to kill an enemy and the highest damage that fails to do so. I think enemy HP is one of the least spaded things in the game.

That's all I can think of.

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PostPosted: Sun Aug 01, 2010 1:12 am 
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Jesus wrote:
And... uh... it should also note any +item/+chip effects that may be active.

Oh! And it'd be nice to have a record of the lowest damage used to kill an enemy and the highest damage that fails to do so. I think enemy HP is one of the least spaded things in the game.

That's all I can think of.


Ok, the way I was recording it, the drops are all kept separately for each enemy. That seemed obvious.

I didn't think there was much point in the effects issue... I figured anyone spading would keep track of that on their own. It'd be a serious PITA to try to do that. (First, I'd need to keep a database of sorts for all the gear and effects, then continually request wear.php to check that the gear hasn't changed, and repeatedly request nav.php to check effects... every time combat is about to start. It'd torture the server.)

Now, the damage issue... that's probably gonna have to wait until later, as it requires tracking mid-combat information. Currently, the script only tracks info from the end of combat.


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PostPosted: Mon Aug 02, 2010 1:34 am 
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I'm curious about rates of occurrences. Take for instance this month's Majestic noble. How often does it restore PP? How often does it delevel? These might require two different approaches sinch the first is something to count per encounter, while the second is per round.


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PostPosted: Mon Aug 02, 2010 10:43 am 
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Ok, muh... I can look into that, but...
you're gonna need to send me source from the frames where the events you're talking about occur. I'll talk to Ryme about making some slight alterations to the source to make capturing the data with the script easier, but I haven't got a clue what changes to ask for atm on this one. (And I am NOT wasting stars on this month's IotM. So someone else will have to provide the data.)


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PostPosted: Mon Aug 02, 2010 2:02 pm 
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Doc Igor wrote:
Ok, muh... I can look into that, but...
you're gonna need to send me source from the frames where the events you're talking about occur. I'll talk to Ryme about making some slight alterations to the source to make capturing the data with the script easier, but I haven't got a clue what changes to ask for atm on this one. (And I am NOT wasting stars on this month's IotM. So someone else will have to provide the data.)

Actually, it was just an example. There are many things for which we don't have an occurrence rate, or have just a wild guess. There is usually nothing special about the text, in this case, one of the end messages is:
Code:
<P>Cut-Me-Own-Throat Dibbler builds up a mighty charge of chi by rubbing his hands together quickly and capping it off with a loud clap. Cut-Me-Own-Throat Dibbler places a hand on your shoulder, and passes the energy to you. You gain <strong>21 PP.</strong>
and one of the mid messages is
Code:
Cut-Me-Own-Throat Dibbler speaks to your opponent like a servant, calling the foe "boy" and commanding them to commit ritual suicide to atone for losing face. Your opponent tries to ignore the commands, but you can see them becoming visibly demoralized.
(that's the source, as you can see there is nothing there but the text).

Maybe the best approach would be text matching. Provide some way to supply list of strings that are counted per round, per encounter, or per combat. For example I'd put:

1. encounter: "builds up a mighty charge of chi"
2. round: "speaks to your opponent like a servant"

And I'd get after 100 turns something like

1. 40 out of 100 encounters
2. 30 out of 300 rounds


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PostPosted: Mon Aug 02, 2010 3:43 pm 
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Nah. Easier, I think to get Ryme to include an empty tag every time some sort of activation occurs. Text matching would be a bitch, since I'd need to know every message possible for various activations, then need to include enough in the script to uniquely identify them... nah. I'll just run a request by Ryme.

He's been pretty good about including things for scripting purposes, once I point out what would help.


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PostPosted: Tue Aug 03, 2010 3:05 am 
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Doc Igor wrote:
Nah. Easier, I think to get Ryme to include an empty tag every time some sort of activation occurs. Text matching would be a bitch, since I'd need to know every message possible for various activations, then need to include enough in the script to uniquely identify them... nah. I'll just run a request by Ryme.

He's been pretty good about including things for scripting purposes, once I point out what would help.


Just to clarify my idea - you wouldn't need to know anything - the whole idea was that this can be user configurable. Including enough to identify would then becomes the user's problem, not yours. It also has much more flexibility, since one can match anything this way.


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PostPosted: Tue Aug 03, 2010 11:10 pm 
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Muhandes wrote:
Just to clarify my idea - you wouldn't need to know anything - the whole idea was that this can be user configurable.


Yeah, well user configurability is a bitch to code. Then I'd still need to include the code for the search (not too problematic) but really, scripts can grab element ids faster than they can search pages. For performance reasons, just getting element id/classes inserted by Ryme seems like a better idea.


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