Bio Engineer Archive
Thread: BE Calc 1.1
- Added more error checking.
- Fixed reversed calculation on attack speed.
- Added scaling for HAM price.
- Added scaling for Resist price.
- Added "Cool Factor" checkbox.
- Hitting the "Calc Cost" button now resets the Output window.
- Other general "under the hood" changes to tidy the code up.
"x/10 credits per HAM point", a 1 means .1, for "1" credit you need to have "10
listed.This has made BECalc much more flexible IMO).
you, so if you tweak up a set yourself, post the contents of the .INI to the SWG
forums, I'm sure others would like them too.
Thanks for the nice tool.
However, I would prefer to type in the resists, damage, to hit, attack speed, etc. than to have a pull down menu. It's probably faster to tab and type, than to select from a menu. ![]()
Also, attack speed can be lower than 2.0 (which is currently the tool's lower limit). Personally I've just made a tank with an attack speed of 1.98. Though this doesn't matter very much indeed. ![]()
when i clic on calc button i get a pop up. :
'0.40' is not a valid floating point value
ftong wrote:
Thanks for the nice tool.
However, I would prefer to type in the resists, damage, to hit, attack speed, etc. than to have a pull down menu. It's probably faster to tab and type, than to select from a menu.
Also, attack speed can be lower than 2.0 (which is currently the tool's lower limit). Personally I've just made a tank with an attack speed of 1.98. Though this doesn't matter very much indeed.
Agreed, for entry when running windowed mode its alot easier to tab and type than click and pull, I can handle a 10-key just fine so entering values (which I currently do in an excel spreadsheet) is a fast process... Also, could youset the tab order to match that of the examine window so you can enter items top down instead of jumping around
Attack speed, also the same, anything under 2.0 is exceptional, I rarely see much over 2.1, but I'd like to see all values totally float to 2 digit precision(enforce x.xx format and your program shouldn't crap itself on 'invalid' data values).. reduce sanity checks and rely on the player to make sure then enter valid data ![]()
I rechecked the pulldowns, on my system I can enter values and it works out ok
Tab order is my primary issue, attack speed is secondary.
I decided against scaling based on level.
To a lot of folk, HAM is more important than level once the critter is over CL 10and there is an option to add a "once off" bonus to the important level breaks for CH's (23 for trio's, 35 for duo's).
In the current version there is also a "Cool Factor Bonus" you can use as a general bonus if you want to be able to "tweak" the price a bit (say for a CL 15 pet with especially high HAM or just for a multi-gen pet that took ages to make).
Durabatr wrote:
i am testing it tonight.
Just i would like to know if you if you can scale prices according to theHAM AND the CL.
for example :
for a CL 10
i would like to set prices like that
: 0-2k ham => give4 crd
: 2-5k ham=> give 9 crd
: 5k-7k ham=> give 12 crd
: 7k -9k ham=> give15 crd
: above 9k=> give 50 crd.
so a 4/3/2 will be priced 2000*4+3000*9+2000*12+2000*15 = 89k.
But a 6/3/2 will cost more : 2000*4+3000*9+2000*12+2000*15+2000*50 = 189k.
However a CL 60pet tank would have he following check :
0-7k ham => give 1crd
.....
above 39k ham => 50 crd.