Jump to content

zoopokemon

Members
  • Posts

    127
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by zoopokemon

  1. This was asked, I made sure to share a screenshot of the 3 question here, but it looks like Darkyz missed the answer for your question. Rosso claimed to have made that effect but it was eventually removed by the team as the game was updated over the years. He also said that he should have the team look into improving the effects when getting rewards like girls and other stuff.
  2. Turn off the "Disable the "No Girls Available" warning pop-ups in Pachinko/NC" module, I messed up the fix for that one.
  3. Updated HH++ BDSM to 1.39.16, it now will work with or without the bundler change. There's still going to be some issue when the bundler change comes back, mostly tooltips and styling issue, but they removed the bundler change from the test server as well...
  4. Added to the blessing sheet, still try to get back into the habit of checking for new girls since they updated the harem page.
  5. I had no idea what they where referring to, so I asked in the mod discord and they clarified in the patch notes that it's for the character items and outfits in the profile page.
  6. Thanks, so I see that the 2nd and 3rd floors are outside the expected level range so those floors should be more difficult than in easy mode. Now I just wonder what hard mode is like.
  7. I don't have a high enough level on the test server to see for my self, so is the only thing the medium and hard mode add is just a 4th and 5th floor? Does it make the lower floors harder as well? Currently the opponent's level is linked to be in a percentage range of the player's level, which should be generally correlated with their stats and difficulty. Can someone check if these numbers hold up in the new modes? And what are the level ranges for these new floors? Also if someone could say what the distribution of the hex tiles is on the new floor is
  8. All the problems with the session not found errors for Nutaku should be fixed now with HH++ BDSM v1.39.11. The problem is because now on Nutaku the session ID has to be passed through any game url, due to the chrome 3rd party cookie ban, which seems like a very bad method for handling that problem.
  9. Added another addition to the labyrinth module to actually add in some of the relic stats into the tooltips and they'll get factored into the script's team filter module. This should make picking the best girls much easier. Relics included into the stats are the girl and team versions of Impactful, Egoist, Sweet Harmony, and Defender of the Haremverse and all the elemental power relics. None of these relics should be bugged last I checked. This will be the last labyrinth feature I add to the script for now, though I do want to eventually show the battle end state on skip, but there are still issues since the harem update and I want to update the Improved Waifu module first.
  10. HH++ provides a helper function for that. I'm also working on updating my script that tracks changes in girl data that I use for the blessing spreadsheets Almost done with it, just have to figure out how to handle migrating the old data since now I'm tracking the shared ref data separately to only have to check each ref_id instead of each girl.
  11. I remember checking it and saw that it worked, and looking at my past data it did in labyrinth cycle ID 25. But my last cycle (ID 34), it didn't. Also for some reason after cycle ID 25 it jumped to ID 33.
  12. This should have been fixed in v1.39.7
  13. It takes your player stats without the effects of any boosters. Oh while I'm here, since I saw some of you guys looking into the response JSON I moved a module, to console log the labyrinth data for easier copying, from my private script to the Zoo's script. Also I don't think its been mentioned here but I found translations for two relics which appear to be unimplemented girl_first_in_line First in Line Attacks always first (Legendary rarity only, can be taken once per Labyrinth session) girl_backline Backline Barrage Attacks the backline with priority (Legendary rarity only, can be taken multiple times on different girls)
  14. I recently brought this up with Rosso himself, and he said it will be addressed.
  15. Wasn't in the patch notes, but they doubled all the card bonuses for the lab coins Note: avg is based on how many treasure I been able to get on average while optimizing for it. Really cementing that this is just a p2w feature in disguise
  16. Would this work? "#battle .impact_text_animation.bigger" would be the css selector your looking for. It's applied when I believe is_execution is when the "Finish Move" relic activates. I've actually gone and copied a lot of the game's code so I can then copy player, opponent, and response data to freely playback the battle step by step to better analysis everything.
  17. Some of the stuff I put in the labyrinth module was stuff rena already had their own implementations of in their script, so you'll have to disable those conflicting modules. Someone else also wanted to be able to view their girls while selecting relics. Since the selection is on the main lab page I might be able to just make it so you can open up the squad and relic tabs before selecting.
  18. Np, I added support for TPSH and GPSH in v1.39.0 along with the labyrinth module. Still got some more things planned for the labyrinth module Showing battle end state on skip An option to replace girl's "total power" with the sum of their HC/CH/KH stats and have it sort by that instead. (Maybe also add the ability to sort by each of those stats) Show current relics in the team edit menu, or otherwise show the effects of the relics (it's annoying that the tooltip doesn't show the increase to stats from any relics). Eventually it would be great if we could get a sim for labyrinth, but we are far from understanding how the battle system works to be able to do that.
  19. So I noticed that each floor has a set number of easy/hard/medium opponents with their placement being shuffled. First row of floor 1 is always both super easy opponents, and on all floors the last row before the boss is always either treasure or shrines. Has anyone seen something that goes against this pattern? Also I realize now how they've gone about monetizing this...
  20. I just mined for the stats of all my girls on the selection page and did some linear regressions to figure out the formulas. Figuring out that boosters weren't being factored into the players stats was a bit tricky. Also afterwards I ended up confirming that I figured out the correct formulas with a dev on the mod server. I don't know what the formula for starting mana is, and mana generation seems to be always 20.
  21. The girls' stats are calculated as Harmony: CEIL(0.2*G's KH + 2*P's Harmony) Attack: CEIL( G's KH + P's Primary Stat) Defense: CEIL(0.5*G's CH + 0.25*(P's Secondary Stat + P's Tertiary Stat)) Ego: CEIL( 8*G's HC + P's Endurance) Speed: CEIL(0.2*G's KH + P's Harmony) Display Power = CEIL(Ego + 7.5*(Attack + Defense) + 0.625*Speed) The player stats are calculated without any boosters and girl stats are taken without any blessings applied. Opponents stats don't seem to follow any formula and instead are random and based on the player's own stats.
  22. My sim loads the player's data from the pre-battle page and doesn't use any player info from the main league page itself, so it should still be detecting and considering the AME.
  23. @Horsting Oh your the 2nd person I've seen that mentioned that their local storage became full recently. Local storage, at least on chrome, has a limit of 5MB. With just HH++ that normally shouldn't be exceeded. There is a risk of that with the Zoo's Script's pachinko log and girl data recorder both on. You can use this code to check the size of all the local storage variables The other person said they had a variable called gmap that was 8.8MB. That variable isn't from HH++, so I don't know what other script made that. They suggested that it might be a variable from one of @430i's scripts.
  24. IMPORTANT UPDATE!!! Updated HH++ BDSM to v1.38.9. Had to remove the auto-refresh module, as I found out it was causing some players to be flagged as cheaters and could have resulted in a ban. I talked with Sandman and he said the module should have been fine if you were just on a single tab, but it could trigger their cheat detection otherwise. So while auto-refreshing is technically allowed I'm going to be on the safe side and remove it and I advise anyone else to not use any similar tools. If you think you have been flagged as a cheater or banned because of this module please tell me and I'll work with Sandman to reverse any flag/ban caused by this false positive. You'll know if you've been flagged as a cheater if you can't see yourself on any of the leaderboards.
×
×
  • Create New...