If anyone has ever used my parser during Salvage, could you please send me one of the raw chat log files? Would have a .dvsc extension.
If anyone has ever used my parser during Salvage, could you please send me one of the raw chat log files? Would have a .dvsc extension.
I haven't yet, I've just nabbed the new version though, if you still need parses when I do my next run on Wednesday, I'll fire one over.
Yea that would be tight. I don't really care if you filter everything either, all I care about is seeing item drops from enemies, and seeing those items get distributed out to players.Originally Posted by Shuemue
actually remembered to run it tonight during salvage, you still need the data?
I got one already, but a second wouldn't hurt.
Hmm, smells like somebody is writing an app that logs what cells dropped, and who has what to make Salvage easier to manage :3
Just an experiment for the time beingOriginally Posted by Faranim
If it turns out to be useful maybe it'll see the light of day. At the moment I'm struggling over how to make it know when a person has used a cell. Do you parse the "obtained a xxx cell", the "uses an xxx cell", or something else? If the first, then it fails when people use slots to dupe cells, or bazaar extra cells. If the second, then it fails when people are out of range when using the cell.
That being said, it is possible to have an accurate view of the treasure pool in real time, and provided you configure rule priorities in advance, and provided you can reliably tell who has used what, you should be able to have it down to the level of detail that it actually calls out in LS the exact players who should lot the 1st, 2nd, 3rd, etc items in the treasure pool.
The first case also fails when people trade cells. I've gotten an extra cell before that I've given to someone else.Originally Posted by divisortheory
You could do a combination to reduce error. Keep track of confirmed and tentative uses, as well as unaccounted cells (cells that drop to a person that already has unlocked that pathos).
e.g.
"___ obtains a ___ cell."
Set tentative flag for that cell. If the person already has a tentative or confirmed flag for that cell type, set unaccounted flag for the repeat cell.
"___ uses a ___ cell."
If the person previously had a tenative flag for that cell type, clear tentative flag and set confirmed flag. If someone else had a tenative flag for that cell type (but the cell user didn't), clear their tentative flag and set the cell user's confirmed flag (and assume it was traded to them).
"You find a ___ cell on (slot NM)." x N
Remove N/2 cells of that type that were set to tentative or unaccounted for whoever had them (remove unaccounted cells first, then tentative), then reassign tentative flags as the new cells drop.
When getting a report of who has what cells, each cell for a person would be reported as either being a confirmed use (i.e. you saw them use it), a tentative use (you saw them get the cell, but didn't actually see them use), or an unaccounted cell (you saw them get a repeat cell, despite them already having or using another).
It still has some room for error, but at least it gives you a good idea of who either has used, or is holding on to, a cell.
I think for the most basic App, it would be easier to just look for _____ uses a Cell messages and store that information. Then provide a big button that says "Show me the status" and it prints out a table in Party/LS Chat like...
then the next step is to provide reporting functions for a specific piece. Eg:Code:Player_Name Weapon Ranged Head Body Hand Ring Waist Feet HP MP Abil Magic SJ Faranim O X X O O X X X O O O O X SomeOtherGuy X etc...
Still_Needs_Hands: Faranim, SomeOtherGuy, FrankTheTank
Even something with just these 2 functions, would be incredibly useful.
Future versions could support setting "Priority" based on jobs / zone. So you could rank cells on a scale of 0-10 for each job, and when cells drop the program would automatically decide who lots on which cells. But I think we need to get the basics working first :wink:
Something like this?Originally Posted by Faranim
http://dvsparse.ultimals.com/wp-imag...Attainment.jpg
That is incredibly hot.
Don't forget to make it analyze spells, ranged attacks, etc. And if you get bored, how often people evade, block, parry stuff, etc. Apparently some WHMs wish their was a parser that parsed their Cure spells, but screw WHMs.![]()
Been doing that for a long time >.>Originally Posted by Hiruke
It says how much total damage for ranged, but doesn't give low/avg/high for crits or noncrits. Doesn't give low/avg/high for spells either. Nor does it, now that I think of it, give you a by mob breakdown. Unless, of course, there's something I'm missing.![]()
It does this, I think you just never tried clicking "Select Reporting Fields".Originally Posted by Hiruke
![]()
I'm sure this is a work in progress, but would using some kind of colored icons or colored dots instead of X's and O's be hard to do? Just from the point of view of being able to pick out specific people/slots out of the data, it seems like it might be a little more noticeable. Of course you might prefer having X's and O's aesthetically or for practical reasons too.
Heh, was trying to keep that a secret. But guess you unknowingly let the cat out of the bag.Originally Posted by Quicklet
http://dvsparse.ultimals.com/wp-imag...CellColors.jpg
About 30 minutes from now is the first chance I'll have to test it during an actual Salvage. Been waiting on that for testing purposes, but otherwise it pretty much works now.
oh snap![]()
My search skills obviously fail, can you post the link to your parser Divisor?
Check his sig? I'm assuming that works.
And this is just another thing I thought of and I imagine you've probably already thought of it, but including the person's current job with each name, and then even have different jobs grouped/sorted (all the mage jobs together, etc.).