Bio Engineer Archive
Thread: BEtool v0.55 Updated 13/9: Experimentation
With this you can choose 5 DNA samples, see what the Generic DNA Template will look like and also get a Pet Prediction (use 5 DNA samples of the same quality. There's some stuff hidden in the generic template if you mix quality and this might predict the wrong CL). Check the quick guide-link for more info, I'm too lazy to write anything
Big thanks to Dorelli, Mirrl and Sumorex. They're the brains behind all this stuff.
Quick guide
http://namessiah.underlandet.com/ <- Guide. Outdated. Deleted. Some kind of guide.
Download
http://namessiah.underlandet.com/BETool.rar
http://namessiah.underlandet.com/BETool055.exe <- New version.
http://namessiah.underlandet.com/BETool.exe
http://namessiah.underlandet.com/dna_test.txt - Test file with a few DNA's. Right-click save.
Download COMDLG32.OCX - Put in same directory as the program if asked for (it's for showing load/save dialogs in windows). Most ppl have it installed already.
Download MSCOMCTL.OCX - Same with this, don't get it unless your asked for, it should already be on your system. Mighty-Quiin found this site where you can download it if needed.
Update 13/9:
You're now able to increase stats in a fake exp./crafting session.
Small Update 25/8:
* Added Dorelli's updated CL formula. There's a checkbox in the option window where you can choose if you wanna use the new or old prediction.
Update 18/8:
* Rewritten.
Update 29/6:
* Changed sorting to work with da filter, phew.
* Fixed 200 bugs or so.
Update 28/6:
* Added filtering. *BUG* Do not turn on filter if you have or plan to use the sorting function! *BUG*
* Added save option. It'll save the width of the DNA-list collumns, the filters and the window size. Loads at startup.
* Put an extra button in the 'Add DNA'-window. It won't close the window every time you have added a DNA.
* 'Always stay on top' added. If you don't play SWG in fullscreen and wanna add DNA samples fast - open the 'Add DNA'-window, check 'Always on top' and (hopefully) it'll float over your SWG screen.
* And a bunch of bugs
I messed up the code with this version when I made the filter. No backups.
Update 27/6:
* Changed side of the DNA list and made it resize with the window.
* Added Planet, Level and Mission/Wild to the DNA list.
* Added one more save function. 'Save DNA List' save the file in numbers while 'Save real data' write eg Tatooine instead of 11.
* Changed the slot for DNA's to only show the name of the sample. To see all data you can hover above it with the mouse and a tooltip
will pop up.
* Added a simple meter under the DNA slot that show you some kind of simple average quality. (Add up all stats)/10.
Update 26/6:
* Made a sorting function for DNA samples (by clicking on the column header).
* Fixed a bug with the min-max experiment buttons.
Update 25/6:
* If you click on the 'MAX Experiment'-button it will now turn into a 'MIN Experiment'-button (or reset button).
* Fixed a bug with loading files. If you try to load an invalid file now it will reset and not get stuck in a loop (I hope).
* Added an about box with the equations.
Message Edited by Namessiah on 09-13-2005 05:04 PM
Namessiah wrote:
I would like some ppl to try if this works now. I post a .rar now with the program, 2 DNA text files and 1 ocx. When you try it for the first time, please drag out the exe from the archive and see if it runs without COMDLG32.OCX (windows common dialog boxes). It's a file that should be on all systems, but I'm not sure.
Quick guide:
1) Load one of the dna textfiles from the menu.
2) The samples pop up in list.
3) Drag and drop the DNA into the Phys/Prow/Mental/Psych/Aggr now. Or if you doubleclick on a DNA sample it'll
be put into the first empty Phys/Prow/Mental/Psych/Aggr-box.
4) Every time you add a sample to the template you'll see the stats change at the bottom, and look something like this 190 [367]
The first number is the lowest possible (no experimentation).
The number inside the [ ] is the highest stat possible.
5) Same goes for the percent - 13% [29%]. This means you'll start at 13% and the highest possible is 29%.
6) The + buttons next to the DNA means 'Experiment this as much as possible, cuz that's what I will do in SWG.'
Me and Dorelli are lookin in to how experimentation works, I hope to be able to fake a exper. session.
7) To clear a DNA sample just doubleclick on it.
8) If you add a Generic DNA Template directly and want to see the pet prediction, drag and drop it on the white box in the bottom of the
Pet Prediction frame.
9) I think you understand what Add / Edit DNA is
10) The textbox next to the Add DNA-button is just faster way of typing DNA stats. Put the stats like:
145,10,192,230,169,183,108,34,67,173,name
and press enter. Done.
I think that's it. I know about some bugs, will fix 'em later.
Download: http://namessiah.underlandet.com/BETool.rar
http://namessiah.underlandet.com/betool.exe - The program.
2 test-files if you wanna see how they should work or just to test the program with:
http://namessiah.underlandet.com/dna_test.txt
http://namessiah.underlandet.com/Ankhesanamun _dna.txt
And maybe this is needed:
http://namessiah.underlandet.com/COMDLG32.OCX
Message Edited by Namessiah on 06-24-2005 04:38 PM
This works great on my system!!!!
Just dragged everything out of the .rar into its own folder, and it worked like a dream ![]()
Thank you soooo much for this little tool. /bigHug Namessiah
Quick question...
Is there a way to note what the fixed stats (armor/def/2hit) will be when the pet grows up? I made a lvl 60 pet, but since I knew those values were fixed, i didn't worry about them when I made the pet. Now I'm waiting on it to grow up to see what level it will be. The data pad says 60 still, but I have my doubts. the armor went up about 900pts, the def went up 7 and the 2hit went up about 40. Will the pet gain levels? If it does, how many will it gain? (ish) Is there even any data about this final pet adjustment ?
Or are you askin for a function where you type in the current level and stats of a pet (in your datapad) and get the final stats of it?
Message Edited by Kaomond on 06-24-2005 06:08 PM
Yeah, I didn't explain myself too well...
When pets are called, there are 3 values that are changed to fit the pet's level: armor/defense/2-hit
I don't know if anyone has been able to determine if there is any effect on pet level or not, but I believe there is. My understanding is that when the pet is fully grown, it will become invalid and the level will be adjusted (?) I think that is the problem I'm reading about with the level 70 pets becoming invalid after they are tamed, but I'm not sure.
With this program, I was wondering if it was possible to state what the new stats (armor/def/2-hit) would be, and therefore be able to predict what the possible level change might be. I'm not sure if there is enough data to determine the adjusted stats or the level gain due to the stat adjustment.
was that better ? lol
Kaomond wrote:
This is excelent mate, well done, if i collect my dna info and put it in the dna_test.txt file the same as yours wqill it work in the calculator? if so this means all BE's could collect mission dna for their level and keep it in a text file and use this to make their own recipes for their level of missions, i'm going to start collecting asap hehe.Message Edited by Kaomond on 06-24-2005 06:08 PM
If you've got a bunch of DNA sample stats (like I know you've got in your forum) just dump it in any text-file and load/append it from the menu. If you've only got a few there's an 'Add DNA'-button too.
LuCha wrote:Yeah, I didn't explain myself too well...
When pets are called, there are 3 values that are changed to fit the pet's level: armor/defense/2-hit
I don't know if anyone has been able to determine if there is any effect on pet level or not, but I believe there is. My understanding is that when the pet is fully grown, it will become invalid and the level will be adjusted (?) I think that is the problem I'm reading about with the level 70 pets becoming invalid after they are tamed, but I'm not sure.
With this program, I was wondering if it was possible to state what the new stats (armor/def/2-hit) would be, and therefore be able to predict what the possible level change might be. I'm not sure if there is enough data to determine the adjusted stats or the level gain due to the stat adjustment.
was that better ? lol
Yep, now I understand. The thing is I'm the worst BE ever and haven't been able to make high level pets yet so I'm not sure what's up with lvl 70 creature
Namessiah wrote:
LuCha wrote:Yeah, I didn't explain myself too well...
When pets are called, there are 3 values that are changed to fit the pet's level: armor/defense/2-hit
I don't know if anyone has been able to determine if there is any effect on pet level or not, but I believe there is. My understanding is that when the pet is fully grown, it will become invalid and the level will be adjusted (?) I think that is the problem I'm reading about with the level 70 pets becoming invalid after they are tamed, but I'm not sure.
With this program, I was wondering if it was possible to state what the new stats (armor/def/2-hit) would be, and therefore be able to predict what the possible level change might be. I'm not sure if there is enough data to determine the adjusted stats or the level gain due to the stat adjustment.
was that better ? lol
Yep, now I understand. The thing is I'm the worst BE ever and haven't been able to make high level pets yet so I'm not sure what's up with lvl 70 creature
sorry. I've had that title for a VERY long time, and I'm afraid I'm not willing to part with it.
that, and your work with dorelli on pet crafting indicates that you are NOT the worst BioE ever, and moreover that you 'play well with others.'
lammergeier wrote:
sorry. I've had that title for a VERY long time, and I'm afraid I'm not willing to part with it.
Namessiah wrote:
Yep, now I understand. The thing is I'm the worst BE ever and haven't been able to make high level pets yet so I'm not sure what's up with lvl 70 creature
that, and your work with dorelli on pet crafting indicates that you are NOT the worst BioE ever, and moreover that you 'play well with others.'