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AboveTheChemist

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    2022
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Everything posted by AboveTheChemist

  1. No worries, I appreciate that you are giving the badges a thorough checking!
  2. TheWino is correct, you can definitely do this. My bind for Ice Slick is: CTRL+LBUTTON "powexec_name Ice Slick" I hold control and wherever I click my left mouse button (with the power's range, of course), it puts down an ice slick. I have used a macro like this for location AoE powers for many months and never had issues. Targeted and point blank AoE's should be able to be activated the same way, although with targeted AoEs you may need to mind where you click so you don't unintentionally click off the target mob. Edit: See Vulpoid's post immediately below, I was not aware that powexec_location was a thing and that command should take care of targeted and point blank AoEs nicely (see p62 of the consolidated i25 patch notes for more info).
  3. Is that badge earn-able by a villain? The wiki info leads me to believe it is only earn-able by heroes (the usual caveats about the reliability of wiki data notwithstanding). If you earned it as a villain, do you mind sharing how? This is another alignment-related issue that I am hesitant to change.
  4. I tested as well and concur! EDIT: I updated the file in my post above (again) because I forgot to change the badge tags down in the alphabetical section. All the Echo: Faultline and Faultline badges should have the correct tag now.
  5. Updated the file in the OP again to account for the new IO sets introduced in i26p5. Those recipes are still on the beta test server but hopefully the recipes themselves won't change. Edit: I don't think the recipes have changed but the names have changed a couple of times, plus another set was added, so I am going to hold off any more updates until those sets go to the live servers.
  6. Thanks for bringing this up! I did a deep dive into the badges for Faultline and Echo: Faultline and found a lot of issues there (understandably, given how the badges were shuffled around and new badges added). I think I have them sorted out but I need to test them first. Here is how I currently have them mapped: I have no idea if that mapping is correct without testing, so it's entirely possible I just made things worse. Usually the badges are listed in order in the .def file though so I just followed the order I saw there. That, plus I am reasonably confident that the mapping of the original Faultline exploration badges hasn't changed. I updated the menu in my post just above. If anyone else wants to test independently and report back I would welcome that. I am going to try to test them tonight if I can.
  7. Here are a couple of examples I found while gathering some data on the new enhancements on the test server.
  8. I've update the OP with the revised dataset from the leaked game files. A few notes on the updated dataset (behind spoiler tags to avoid a wall of text):
  9. I submitted the fix for this, thanks! Regarding your previous post about the alignment of those badges, I'd like to hear from @KeyboardKitsunebefore submitting anything for those. If I recall, when we were working on the badge data we had some (possibly brief) discussions about what to do about the alignment of some badges, since HC did some blurring of the lines between hero and villain in terms of who could earn which badges. The evidence you presented above does lead me to think that the 'V' option could be removed from those badges but it's been so long that I honestly can't remember what was decided and I am a little hesitant to submit fixes just yet.
  10. I've been able to acquire the recipe data from the leaked game files via OuroDev, and am in the process of verifying the dataset. I have found some discrepancies, so in the event that anyone has started using the data, just be aware of that fact, and I'll post an updated version as soon as I can.
  11. Submitted a fix for this one as well, thanks again!
  12. I didn't make it, I just helped with some of the data and with some of the maintenance. Hope you got your menu fixed!
  13. Looks like a case where the HC devs decided to use a different icon for that, compared to what shows up on ParagonWiki and/or City Info Tracker. I submitted this for a fix, thanks for pointing it out!
  14. Yep I noted that in the spoilered section under 'A few other items of note' (3rd bullet).
  15. If you are looking in Ouro, mission 1.17 in the level 50 range will do the trick.
  16. You're in the wrong thread, this is the one you need: There are newer versions/variations of that menu (including one I made) that should have that already fixed.
  17. Can you post a screenshot please? I cannot find this typo anywhere on the Badger site (or the spreadsheet).
  18. I was able to put this together (and do some very limited testing in my parser) quicker than I expected. Tagging @seebsto make sure they see this.
  19. This is a dataset I've wanted for a while, but only recently found a reasonable means of piecing it together. Attached is a semicolon-delimited text file that contains, for each level range within each recipe, the component salvage required to craft the recipe. The file is structured as follows: First column: Recipe name as it appears in-game, so it can be matched via log files, and without the '(Recipe)' tag (because not all recipes contain that tag). Second column: Minimum level for the applicable level range. Third column: Maximum level for the applicable level range Fourth through eighth columns: Names of the individual salvage components, with a max of five components. Recipes with fewer than five components will contain blanks in the trailing columns. Components that are used more than once in a recipe will appear the appropriate amount of times in separate columns. Note that as of 21-Feb-2020 the in-game name for Encouraged Accuracy: To Hit Buff shows up as 'Family_Boss_Defense'. In this dataset it is listed as Encouraged Accuracy: To Hit Buff, and attempting to match it with game logs will cause issues until the devs can correct that typo. This dataset won't be immediately useful to anyone without coding some means of using it, but feel free to use it for whatever purposes you wish. All I ask is that I be acknowledged for providing the dataset. The data was parsed from the leaked game data files (obtained via OuroDev) and should be highly accurate, but may or may not be 100% accurate. The exceptions to that are the components for the Sudden Acceleration and Experienced Marksman IOs, the five IOs introduced in i26p5, and the five IOs introduced in i27p3. I transcribed the salvage data for those recipes directly from the game (via screenshots) because those IOs were not in the game data. NOTE: The previously posted version was sourced from the wiki, and this updated version corrects many errors found in that data. I have incorporated this dataset into my personal parser and it worked great for the 25 or so recipes I had on hand to test with. I will of course continue to test as I acquire more recipes, but considering there are approximately 1,750 recipe/level range combinations, complete testing won't happen any time soon. To that end, if anyone notices any errors or omissions, please let me know and I will verify and update the dataset accordingly. I can also supply a pickle file (upon request) for any Python users who would like the data in that format. recipe_salvage_data.txt
  20. Here's my final version of my previous screenshot. I adjusted the view a bit to even it up, moved the characters as close to the center as I could reasonably get them, adjusted their spacing, and adjusted their yaw so they were looking towards the camera. This took multiple iterations to get everything looking right, but I think it turned out fine. I've attached the demo file if anyone wants to plunk their characters in. Here's the lineup (spoilered) if you want to know who is where in the screenshot, so you'll know which ones are where to replace with your characters: If your characters are vastly different in size, you'll probably need to adjust positioning a bit. ouro_lineup.cohdemo
  21. I'm a bit late, but I couldn't find any leads in the pigg files. I had a revelation today for a way to get most of this data off the wiki, so I am pursuing that angle. I'll post again if/when I am able to put together a meaningful dataset, hopefully within the next week or two.
  22. Odd, it shows up fine for me.
  23. Here is some light reading where myself and others have been documenting this issue. Feel free to add yours if it isn't already in there.
  24. I'll preface this by giving full credit to Extor Prime. The emotes menu is fine work and I merely saw an opportunity to advance/expand their work in a way that I hope is useful. I took the liberty of running a comparison of the emotes in the original menu posted in the OP with the emotes listed on the wiki to see if any were missing. I also scrounged around the forums (thoroughly, but not necessarily exhaustively) to see if I could find any new emotes mentioned, and found some in this thread as well as this thread, some of which were not in the original menu. In total I found a little over 80 emotes that could be added to the menu, so I added them. Adding this many emotes necessitated adjusting the sub-menus slightly so that each sub-menu holds about 20 items. I also added all the costume change emotes in a section at the bottom. Each costume change emote allows you to choose which costume slot (1-10) to change to. You have to choose a different slot from the costume you are currently wearing. For instance, if you are wearing the costume in slot 2, and choose 2 from the costume change emote menu, nothing will happen. A few other items of note (behind spoiler tags to avoid a wall of text): The full list of emotes added is hidden below (not counting the costume change emotes, which are listed on the wiki page.) If I missed anything or if you notice any errors, please let me know! Edit: Download removed due to update, see post on 2-Dec-2020 below.
  25. I'll preface this by giving huge thanks to Janrith, ROBOKiTTY, Wingman, and anyone else who worked on these menus. They deserve full credit, and the work that I have done here is built upon the work that they have done. In an effort to customize the menu(s) for my personal use, I created a version that I thought others might find useful. I've been involved with several badge data collection/presentation efforts over the past few months, so the first step was to give the BadgeList menu a good once-over to flush out any typos, erroneous settitle IDs, or badge tags. Everything I found was shared with ROBOKiTTY so that they could update their version as well. From that point, I modified the menu as detailed below. I've hidden it behind spoiler tags to avoid a wall of text. The highlights include adding a modified version of Wingman's alphabetic Settitle.mnu to the bottom of Janrith's/ROBOKiTTY's BadgeList.mnu, adding badge requirements for stat-enhancing and temp power accolades, and adjusting some ordering and menu sizes to avoid overly long menus. I've attached my version if anyone wants to try it out. I changed the menu name slightly to 'BadgeSetList' so that it can be added to the game alongside other menus listed in this thread for comparison. Feel free to modify it as you see fit, and please let me know if you find any errors or have any questions. NOTE: If you are updating from an older version be sure to save out your old favorites, so you can replace them after overwriting with the updated file. EDIT: I have created a dedicated thread for my version of this menu. Updates can be found in that thread.
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