Jump to content

nunnbt473

Members
  • Posts

    62
  • Joined

  • Last visited

Everything posted by nunnbt473

  1. Nah you were pretty clear. Its just after digging through dozens of files, crawling through web page after webpage, reading post after post. My mind gets a bit worn down and my focus slightly divided. I just didnt catch it all the first time through. Which, naturally, only compounds the problem haha. Alright, that does help clarify the terms and help me mentally separate it all out a bit. That is curious that bana can be gotten by a hunter, doesn't make it quite a special then. And since that 2 out of the 3 'special' force mags. Meh. So I guess that 3rd one probably can flip flop around the level 50 evolutions then. Though I notice those sites leave out alot of the 'little' details. Like it says 45 def, but I think its actually 45+ def. Then again another site implies it only occurs at exactly level 50 based on a google image of a table of data I found. Ugh, I dont know. Well, the way the under lying program is designed, I can't really effectively target a 'case' or evolution very easily. Usually if I can say get 1 level 50 evolution working, getting the next 50th evolution takes all of 5 minutes after that. Its just the variables level, class, sectionID..etc. are each measured. So I have to check A then B then C.. or C then A then B, the order doesnt matter. But once I check them, I have to do like the tables do and create an outcome for each possibility. Really in a nutshell it comes down to getting the first one working is usually the hardest part, after that its busy work getting the rest of them in order. Then with new features its back to the thought grind. I also noticed on one of the PSO pages that it said (I think some of the levels or 100s, cant remember) were identical to another chart used. It then had a 'copy' of that chart below on the same page. However, looking at the two in depth showed them to be different even though they were said to be the same. I ended up making the two for now. Its a lot easier to go back later and change a 0 to 1 then it is to trace all the combos to figure out what chart it was supposed to be. So I am curious if there will be any errors there. So when you feed a level 200 mag I assume it just changes sync? and evolution if the character class/sex changes? -------------------------------------------------------------------------------- For the inquiring minds that want to know, the first couple of tests have already gone out. Right now the basic feeding/evolution seems to be on track, but every time I say that three things seem to break, so it'll be a bit longer before I start putting out 'stable' usable versions per say. At least a few more days. For those who have interest in it, its currently designed to work with the .net Framework 4.0. I could realistically create a framework 3.5 or 4.5 if needed, but ultimately it will need some version of the framework for the way its designed now and will continue to be designed for the foreseeable future.
  2. Yes as I was flipping through mags the last day or two I realized a Mark 3 or something is needed for a 195. Don't think I knew that at the time. So many mags to learn and so many little details and rules and exceptions. It never ends ;(
  3. Ok so Rare = Cell or EP2 Formula. Which EP2 formulas are you referring to specifically?? Every mag has a formula of some sort. Are you referring to level 100+ formulas? Cell mags can only be changed by (select and very particular) cells. 4th evo/lvl 100 can only be changed by cells. Def 45 evolutions for forces, are those special/locked like rare mags are? Or can they too later become something else (without using a cell that is). 1st evolution/10 2nd evolution/35 3rd evolution/50 (can occur any/every 5 levels after 50 up to 200). Non Cell Mags 4th evolution/100 (can occur every 10 levels after 100 up to 200). Non Cell Mags. Makes 3rd evolutions impossible (no go back down the chain). Those 'unless' moments are the ones I need to account for. That 1% occurance. Otherwise I have a mag feed program that just spits out wrong stats . Unless as you said, youre making something like a single stat mind mag. So it IS possible dex is not the highest stat..etc. Ultimately the only problem with your recent post is that its based on 'good form' and I have to aim for 'every possible scenario' to get the program proper. If someone wants to experiment with new builds or make a slightly lesser build to check the stats simply because its faster, it still has to be accurate So merely equipping a mag is enough to result in an evolution change? I feel stupid for even asking, but define block change? As for mags being weird and funky, I can tell just from the way you are describing it, that it was a poor code design on when stats are truly saved / refreshed. And whether server or client handles the changes. Typically its good practice to let the server handle everything and then just inform the client. However, I can understand why with multiple episodes and platforms ..etc why the design could become so muddled or have minor things over looked. As for the confusion over the '45 stat'. Well I don't even know how that was managed. It likely just means that the client is using almost identical code to the server, but not exact. The irony is that so many errors happen because of copy/paste moments, but if they had done a copy/paste an error like that (in theory) should never have happened. Unless of course someone different wrote the client and server code, but if that was the case Id expect a lot more little errors like that to pop up. ANYWAY, I've digressed. I almost have the information I need to finish the first stage of it. Er again, for real this time. Edit: Just realized equipping isn't adequate based on your statement. It has to be fed, but does not have to gain a level. OK Also just realized what a 'block' is. Basically a game login (well not technically since you can do so within the same ship) Interesting Note, Vayu is a 2nd evolution/level 35, but is placed in a level 50 food group mix according to PSO-World. Curious if that's actually the case. It definitely doesn't fit with the 'predefined' structure. Heres a stupid question.. can you still feed a level 200 mag? When you die don't you lose sync or something like that?? I made a Whitil FOmar. Fed a baby mag dimates until it evolved to a Vritra. Transferred it to a RAnger and fed it a monomate. It did NOT (re) evolve on feed. The level 10 evolutions are (semi) permeant.
  4. Ok so it CAN have a parallel shift in evolutions then. The PB bit is good to know, but I havn't gone back to even touch that one yet. The way I have it designed, it will be easy to ignore standard evolutions if a mag cell has been used. So no problem there now that I know that limitation needs added. I actually do have a standard evolution check broken down by level already. However, it was set to check @ 50. Then I had to change it to check @ 50 or greater to account for the possible 'level jump' from multiple stats. Then I changed it to check one stat at a time so I could check levels and check evolutions @ 50 exactly without changing the food group and throwing off the gains. However, from what you're telling me, I need to check level 50 evolutions all the way up to level 200 in theory since level 100 evolutions aren't a sure thing. Well level 35/2nd evolution is based on the level 10/1st evolution class. However it is also stat based. So do 2nd evolution (35-49) have parallel shifts? Level 10s evolve based on class Hunter/Ranger/Force so I dont need to keep checking them I assume? If I feed it with a ranger from 9 to 10. Then give it to a force, it will stay its current evolution yes?
  5. Yes I know if I feed say Star Atomizer to a baby mag and it jumps from level 9 to 14 it still evolves. And at appropriate levels it checks for an evolution and cross references section ID/stats/level/class ..etc. "if you feed another item at the same level 50 with another ID group the mag changes the evolution" If I take the EXACT same mag adn feed it with a different section ID, the existing mag will change. Or are you saying simply that two identical 49s will result in different evolutions based on section ID? The former is what I thought was wrong and if thats the case I need to account for it, if its the later I have already accounted for it. As for being pointless for accounting for it, well not entirely, because someone could end up in that scenario by whatever reason, in which case things like feeding charts would change. So I want to be able to mimic the ingame feeding process as accurately as possible. Mag cells are currently setup separately (for the most part). However, I still need to know if its possible for say.. you take a baby mag at level 5. Feed him a Mark 3 and he comes a Mark 3. If he gets to level 100, can he still qualify for the special level 100 evolutions? Or if I make a Mark 3 and he gets 180 IQ / 120 Sync / Level 120 mag, can he then become Pian? Or is that only for a 'normal' mag? Do Evolutions like 100 (or 110..etc referring to all as '100 evolutions') count as regular or do they count as a special circumstance? Edit: It took a little bit of finagling but I got it to check for levels up at each level, applying the evolution if needed, finishing the other level ups, THEN resetting the food type to the new evolution post-extra levels.
  6. So I've been picking apart a few more bugs. I notice as I get higher up in the levels, the balance of stats will sometimes temporarily shift. Especially if I am just going all willy nilly trigger happy clicking random stats. As I have been doing this I've noticed what, at least I think to be, unintentional / impossible evolutions occurring. This is likely a result of the fact that I had to change, for example if level == 50 to if level >= to account for things like multiple levels gained within a single item. I do likely already have a solution to fix my fix there. Two in fact, which may ultimately become redundant... but effective. The first is making sure the previous level was below the evolution target (say previous level < 35 and current > 35). However, I think itd also make sense to say only MagType.Mag can become MagType Varuna, Vritra, Kalki. However, I don't want to unintentionally prevent evolutions either. However, that raised a few questions in my mind. Which mags can evolve exactly into what. Can a cell mag ever become any other mag (Not counting another appropriate cell used)?Besides the evolutions at 100 and every 10 after, is it possible for mags to re-evolve?If an evolution occurred because of a balance of stats and later that balance shifts, can it become a different evolution of the same evolutionary level. Ergo a 50 becoming another level 50http://www.pso-world.com/sections.php?op=viewarticle&artid=1240 Varuna can become Rudra Marutah Vayu? Then Only Rudra can become Varaha, Bhirava or Kama, Apsaras? (SectionID depending of course) Or can Rudra / Marutah / Vayu can become any of the 12? Also for mag cells, I assume any mag meeting the requirements can become that mag, even if it is per say, ill advised. Ergo a level 100 special mag or a Force 45 def special mag could become one of these cell mags?
  7. Lmao, thanks both of you. I've been working on a mag with monofluids and its like pushing a boulder up a hill. Also I just realized that was the wrong build for trying to make a 195 mind mag, oops LOL. Think I would have noticed that a lot sooner.. alwell. Mind is still going in the right general direction at least.
  8. What are the common nuke mind mags? And specially how much does a 195 mind mag run PD wise?
  9. Instead of a bank command, what about a 2nd NPC just linked to the other /bank beside the first one? I didn't even realize there WAS a common bank for the first two weeks.
  10. Well, I went out looking for a pad program because I found the in-game one to be lacking. Xpadder is good, however it is pay without trial. If memory serves it is for use with one controller? Its website also requires your email. Joy to Key is alright, but is a $7 pay with free trial. It has multiple configurations support. The major downside is when I plug in my controller it just says Button 1.. then requests a command/keystroke to attach to it. I have no way of easily telling if Button 1 is A, Start or Left Trigger. So initially setting it up is an extremely time consuming thing. Tweaking it can also be confusing for the same reason. One of the things I noticed while using PGP is that setting my pad to the action palette left/right..etc was not as effective as setting it to BACKSPACE END ENTER. This allowed me to navigate in-game menus easier. In one of my many attempts at creating a 'good' configuration I tried several things. Using Dpad left/right for spells and leaving up/down and my (PS4 X/360 A) key as enter and the (O/B) as my cancel, as enter/cancel also double as action palette commands. The more I started switching controls around I quickly realized two things. Having the ability to quick shift between configurations was going to give me the most flexibility and options for spell /ability / item usage in combat. It also became increasingly easier to get mixed up since nothing on screen changed to notify me which configuration I was using. I found it advantageous to have config A for ship movement and B for combat, however I found great need for a heal button to be on both configurations. Nothing worse than thinking youre in combat mode, hitting heal and accidentally opening a pipe and having your corpse fall on top of it. Especially if you're in Falz and everyone else is out of moons ;(. Actually I'm glad you posted because, at least for the short term, I have to recall my endorsement for the program because of the multiple configuration (hot swap) having internal errors causing it to shut off randomly. Very annoying to tab out, hit play again and then get back into the game. It also has an almost identical, yet different "shift mode" which is basically a 2nd form of hot swap, however.. you cannot use the same button to rotate between configurations, there by taking at least 1 more button away from what is usable in game/combat. It would seem its being developed / supported by a single individual and realistically he just can't keep up with it all right now. He is making efforts though, so I am sure eventually it'll come around.
  11. Now those are some great lists, thank you very much!
  12. I dont need an explanation of why its good or bad. Just something simple like a item of weapons, barriers, armors. If applicable just break it down by nuke/support/solo..etc. Ive seen a lot of guides, but none that really focus on the items to make it easy to tell what I need to look up in drop tables and begin hunting so I can stop getting tossed around like a 5 year old on my FOnewm. Ideally in order of top = lowest, bottom = hardest to wield as far as stat requirements, ignoring how easy/hard they are to acquire (unless its extremely easy or extremely hard for some odd reason). Weapons: Fire Scepter: Agni (470) Storm Wand: INDRA (490 MST) Hildeblue's Cane: (700 MST) Are all I have on my list atm ;(
  13. Well I've just about got the core program ready. I still have to make it not error when there are 0 mags saved at startup. I have feeding groups for every type of mag. All the mags except cells should work properly. I'l add the cells in the nexday or two sometime. After that the first test run should be ready I think.
  14. An excellent point. Though I am a bit too lazy to go through all that right now in addition to jumping in/out of the code lol. I'm barely actually playing the game as it is atm heh.
  15. So Im making excellent progress so far. I kind of skipped the strict versioning for the first few and jumped around a bit. I've been working on 1.00 /1.01 / 1.02 (Ended up renumbering them a bit and update the OP to match). I've got most of it working and functional, I just need to add in a bit of user validation and checking for things like duplicate files/names..etc. I've got the first series of evolution from Mag to Varuna \ Vrita \ Kalki functional already. However I did notice something and I am curious. Say you start with a fresh baby mag. You feed it nothing but monofluids. It will get to level 9 mind with 80 points towards the next level. A monofluid (as mag) gives +40 mind. A monofluid (as Varuna) gives +8 mind. Normally the extra .20 would spill over if it was say.. going level 8 to 9. However, level 10 is an evolution / mag type change. If the mag evolves, will it the .20 spill over. Would +4 spill over? (half of 8) Would it go to 10.00 flat/even and not have any spill over? What if multiple stats level at the same time? Say you have a baby mag. Feed it 7 dimates then 2 trimates. It then gains a level in defense and power from the same item. (This is a poor example since it jumps from 8 to 10, not 9 to 11) I think I currently have it designed so that it spills over it.. 1. adjusts the levels (if needed) 2. adjust the partial levels (if needed) 3. checks for an evolution. I'm not 100% sure thats proper though? Does that sound proper by your ear Fyrewolf? If your level 9 and eat something and gain 2 levels, those stats are based on the original mag type and not the new evolved form's food type/mods? I've also yet to figure out how I am going to distribute this thing when I do get a suitable version fully functional.
  16. Alwell, not every idea can be a gem ;_) For the love of all things digital then, turn down the drop rates on things, just a tiny bit. I had a TTF run the other day and 3 'rares' dropped before I got to the dragon.. Especially them bacon swords ;P
  17. Well as far as devaluing PDs, you could easily adjust those numbers to be 20 or 50..etc. Most people sell many of those weapons for like 1PD to begin with, so to trade 20 of them for 1 means youre only getting 1/20th of the rate. Imagine having to stockpile 20 of the same. So for every 100 you find you get 5PDs? Youre telling its harder to find 5 PDs than 20 identical rares? Yes of course then it would result in trading your unlike rares with someones like rares (Trading an A for B so both could get 20+ like items). So it encourages keeping and trading of lesser rares. Then you just have to adjust the ratio they are worth. 50 for 1 pd? 75? If they are made stackable this would become more practical. if some rares are still too easy to get, too easy, just up the drop rates on them to make them actually rare instead of just 'calling them rares'
  18. A rare to DP converter. Someone that can break down the weapons into raw energy and reform them into PDs! Like 10 rares of any kind = 1 PD or 5 rares of the same kind = 1PD. Something to do with all those insane amounts of rare drops to make them worth picking up. It would also help prevent them from being devalued through excessive drop. And promote trade..
  19. My favorites of all time... &hl=en&fs=1&border=1">&hl=en&fs=1&border=1" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"> There are two kinds of people in this world. Those that can extrapolate. Two hydrogen atoms walk into a bar. One says, “I think I’ve lost an electron.” The other says, “Are you sure?” The first replies, “Yes, I’m positive…” A Mathematician, a Biologist, and a Physicist are sitting in a street cafe watching people going in and coming out of the house on the other side of the street. First they see two people going into the house. Time passes. After a while they notice three persons coming out of the house. The Physicist: "The measurement wasn't accurate.". The Biologist: "They have reproduced". The Mathematician: "If now exactly one person enters the house then it will be empty again." The Psychiatrist: "Perhaps we should up the dosage on your antipsychotics." The Therapist: "And how does that make you feel?" The Carpenter: "Nevermind the people, check out the quality of that door!" The Comedian: "Three people walk into a bar? You'd think one of them would have seen it. (Especially with such a lovely door)" The Realist: "I'm just glad they finally stopped walking into it." The Pessimist: "Someone will probably just walk into it again later anyway." The Union Leader: "Stop questioning it, the book says they are authorized to take an hour lunch break". The Police: "Everyone stay calm. We have a hostage situation." .....and below we have my top tier favorites, which are naturally the more riske'. They say there is safety in numbers. Oh yeah? Tell that to 6 million jews. You know why so many Americans die in schools? They're not allowed to run in the halls. Why do Mexicans never have Sex Ed. and Driver's Ed. on the same day? They have to give the donkey a break at some point. How many feminists does it take to change a light bulb? Don't be stupid, feminists can't change anything. If only we had mosquito nets in Africa, every year we could save millions of mosquitoes from dying needlessly of AIDS
  20. Well what is poor or good is in part based on play style. Whether you prefer to run up and Rabarta something or sit back and safely Fioe it for half the damage comes down to play style. And whether you need 180 dex or 150 is also affected by things like gear and what one or two shots you often times..etc. Which in turn gets into combat and damages..etc. Which opens a whole new can of worms. It is true that it just likely means there are a slightly wider variety of 'proper' mags that do or should have guides written for them. Yet at the same time, someone may not know they are looking for that particular guide. Ultimately though, most likely, the main use of that 'feature' will be for when something goes wrong and someone does want to sit there and do math to figure out if its still possible to acquire a particular 100 mag at 110..etc or what it would cost stat/point wise to do it. I suspect, the main use of the program will ultimately be selecting a guide to follow and putting in where you are so you can easily figure out what comes next. My guess for the second most used function would just be manually punching things in to see how they end up and if they like that particular build.
  21. Fyrewolf I havnt even finished reading that yet or checked the links and already determined that right there is GOLD. Pure mag gold. Absolutely invaluable. I'll be doing a lot of digging around through it this week and trying to put it to good use Thank you much. As for the last comment though. That will have to be the very last edition. Something that calculates time. mesta. Creates alternatives based on those criteria. That is indeed the biggest hurtle in this program, anticipating what it is the player wants to do and what their goals are. As you said, there are a plethora of variables at work. Figuring out exactly how it works. Then doing that two more times. Then finding the common denominator in the logic. Translating that to code. Then trying to implement that code into existing code... well, needless to say THAT one is going to take some time, but its on the long term list as of now.
  22. Hah nah, I just did it because I needed time to think on the design of the mag feeder and it was simple and easy and kept my mind revolving around the code. The two in those pictures arnt actually linked. I will have to add a drop down for class/section ID for the mag though.
  23. 1.00 I pretty much have done at this point. I also completed a section ID check. Hm, yes I did get 3/4 backwards there. 4 would be just a touch more than that. Modifying certain things to give a preview. Such as if the next step is feeding 35 monomates it would say monomate 35.. click it then monomate 34..etc. With basic .txt files/numbers I don't think it will be too hard to create that setup. Well its half hard coded, its still somewhat formula based. Which is what I am trying to figure out from the other websites and just haven't quite managed to do. The code itself isn't very complex, just deep rooted logically. I just don't have a full understand of what I am trying to create. 6 will be a nightmare. It will likely be the coup de grace to the mag feeding section of the program to say the least. I know I'll have to find some type of common denominator and check each sub level for each stat at each item..etc. I haven't sorted out all the details of it yet though since its further down the road.
  24. I want to develop my own version of the mag feeder to simulate the process. To help plan, test and simplify mag feeding for the future. The idea is you say you want, Idk.. a mind sato and it just tells you what to feed. Or you punch in you have X mag with X stats and it says you have these possible mags available from this point onward. My problem is, well, being a noob. I don't fully understand how mags work or what the requirements are for each of them as they evolve. I've read several guides and help sites..etc, but they tend to not be very clear. http://www.pso-world.com/sections.php?op=viewarticle&artid=1240Like how does one properly translate that chart? I get the section ID/Class req part. But the stats..? http://www.pso-world.com/sections.php?op=viewarticle&artid=1016 POW>MIND & DEX | DEF > 45 So Power > Mind. Power > Dex. Def is 45+ or Power >Mind AND Dex or Def > 45? And the PB blasts. Are those determined based on what type of mag it evolved into? And what it evolves into is based off of stats, class, section ID and sex? I'd like to develop it in phases. 1.00 just simulate feeding a mag and the resulting evolution 1.01 Evolutions 10 1.02 Evolutions 35 1.03 Evolutions 50 1.04 Evolutions 100 1.05 Mag Cell Evolutions 1.06 the ability to save the file on the local computer 1.07 Allow multiple mags to hotswap quickly between them 1.08 Tracking of items fed (and quantity) in the mag file history 1.09 Add evolutions to the tracker Above completed. 1.10 The ability to 'undo' a previous item feed (reglardless of how far back it was) via a dbl click in the tracker. 1.11 Load pre-designed 'guides' which instruct how many of each item to feed 1.12 Allow double click of guides/track to 'fast feed' a variety of items in any quantity. 1.13 Allow for manual editing of stats / evolution. 1.14 Saving manual edits to mag file 1.15 Display possible future mag types based on the current evolution 1.16 Add the photon blasts acquired 1.17 Add mag abilities for Boss/10% HP/Death/Bar Fill 1.18 Add a feed timer that occurs every X minutes/seconds. Pop up or sound to alert for a new feed. 1.19 Add a right-click to various mags/items to show the requirements to use or become..etc. 1.20 Add data files for items/feed charts to the install folder. Read information directly from file for easy updates/fixes user side. 1.21 Display possible future mag typed refine, based off of current stats 1.?? Do a systematic comparison/cross reference of stats to determine how to achieve exact stats or correct a 'guide' after you have misfed an item
  25. Ah the 36min TTF. All I can say is thank gawd force has unlimited revives.
×
×
  • Create New...