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zoopokemon

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Posts posted by zoopokemon

  1. 2 hours ago, Yamiray said:

    I can't find where that 750 is coming from.

    I found it

    image.png.b898210c3672762d772a2b388fe3e917.png

    When taking a value from the selectors it's capping any integer it finds to the max girl level. This should be just be applied to the level range filter but it's being applied to all filters. This also makes it impossible to search for Ash brown (765) and using "8008" to find "Sheba V.A.L.E.T-8008". I've reported this to KK's devs.

    • Like 4
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  2. 8 hours ago, jelom said:

    Did you forgot to ask this? 😭

    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.

    • Like 1
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  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...

    • Like 2
    • Thanks 5
    • Thinking 1
  4. 5 hours ago, DvDivXXX said:

    Some skin tones were changed for "a few characters

    2 hours ago, Yamiray said:

    Thanks for the heads up, that part of my code should still be working. I'll plan on running it tonight so that it will be done before the next wave of events start.

    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.

    image.thumb.png.82fbd97f7ef9eeead580d4657e80fcdb.png

    • Thanks 1
  5. 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?

    image.png.3fe7cb858722662d36c5c77083636d44.png
    Also if someone could say what the distribution of the hex tiles is on the new floor is
    image.png.9b7b3effa411538b08e0c976a07aa160.png

    • Like 1
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  6. 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.

    • Like 1
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  7. 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.

    image.png?ex=65d99606&is=65c72106&hm=2e00fe9593896098a6ffc23a5012b9cde61bbaa372d79029f54556be3bf1d899&

    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.

    • Like 1
    • Thanks 4
  8. 2 hours ago, Yamiray said:

    Hmm, this gave me a idea and then I found where they put the data. its in the ajax.php calls now. not sure at this time how I can get me script to pull from here but for the short term I can get all the data manually here.

    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

    image.png.dfea844885688c32f9bf64702c64ca35.png

    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.

    image.png.dcc97ae25d198c09395dd28140ca0252.png

    • Like 1
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  9. 3 hours ago, Horsting said:

    Note that, since the "raise damage of back line" relic has no effect, I guess the "raise defence of front line" has no effect either. So in case you got and picked that one, it might explain why you still lost your team (which is still surprising).

    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.

    • Thinking 1
  10. 2 minutes ago, EpicBacon said:

    Anyone know why my numbers are off?

    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)
    • Like 1
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  11. 1 hour ago, Horsting said:

    Has the major issue with the wrong stats formulas regarding defence, mana and mana regeneration, as EpicBeacon mentioned in his edits, already been reported in your closed mods channel? IMO this is the most critical Laby bug, as it breaks those tank/mage/dd roles and the info page about the stats all together, and makes the Laby much more difficult.

    I recently brought this up with Rosso himself, and he said it will be addressed.

    • Like 3
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  12. 12 hours ago, EpicBacon said:

    @zoopokemon would it be possible to make the numbers for critical damage more distinct in the labyrinth?

    image.png.40732fe9edc30075b72ca26262f70afb.pngWould this work? 

    41 minutes ago, Horsting said:

    I didn't think about this, but should be possible. I only wonder how to catch the element with developer tools (to see its classes) before it fades 😄. Will see whether I can do this in my today's run and post the results here.

    "#battle .impact_text_animation.bigger" would be the css selector your looking for. It's applied when

    image.png.53b5ff72265cd6ad81a1d1c832e06c87.png

    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.

    • Hearts 2
    • Juicy peach 1
  13. 1 hour ago, EpicBacon said:

    And my girls seems to have so much ego that its displayed twice

    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.

    1 hour ago, 430i said:

    Maybe also a way to show the existing relics on the relic selection screen? I never remember what relics I picked so far, especially if it was some element buff, so it would be helpful to look it up.

    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.

    • Like 2
  14. 20 hours ago, Der DinX said:

    Very nice, many thX 😍

    Np, I added support for TPSH and GPSH in v1.39.0 along with the labyrinth module.

     

    18 hours ago, DvDivXXX said:

    I'm liking the Laby module a lot, it was well worth the wait! Thanks, @zoopokemon. ❤️

    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.

    • Like 3
    • Hearts 2
  15. 1 minute ago, Horsting said:

    Thanks a lot! How did you find this out? 😅

    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.

    • Hearts 1
  16. 1 hour ago, Horsting said:

    I would be interested in how the stats are calculated exactly.

    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.

    • Thanks 2
  17. @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

    Quote

    var _lsTotal=0,_xLen,_x;for(_x in localStorage){ if(!localStorage.hasOwnProperty(_x)){continue;} _xLen= ((localStorage[_x].length + _x.length)* 2);_lsTotal+=_xLen; console.log(_x.substr(0,50)+" = "+ (_xLen/1024).toFixed(2)+" KB")};console.log("Total = " + (_lsTotal / 1024).toFixed(2) + " KB");

    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.

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