Smuggler Archive

Thread: Slicing Assistant Web Application (a tool to help figure out slices)

Nicolas_Frost
Fri Jul 22, 2005 11:47 pm
#14

Now all we need is someone who can figure out the formula used to adapt for the player's skill mod we're set.



Well, that and the ability to SMUGGLE.



Jaecob Maragi
Babelonian Militia Captain
Master Smuggler and Alliance Pilot
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Nezodon
Fri Jul 22, 2005 11:56 pm
#15

Very nice SonGouki


/secret handshake


/offer pie


/offer beer






Jorrai Takkori
Elder jedi
Force explorer

Deego
Sat Jul 23, 2005 2:29 am
#16

for a non-ie version, also using elemental damage:


http://www.paradoxium.com/test/




Deego Arch'lar
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Ahazi Server

ssekrer
Sat Jul 23, 2005 2:37 am
#17

About the JavaScript error, it seems than 'frmMain' wasn't defined.
_scout_
Sat Jul 23, 2005 4:27 am
#18

both linked from the Slicing Page from Star Wars Wiki







- Star Wars Galaxies Wiki -

Combat Upgrade - An Analysis of a Design Variance - Five Deadly Styles of SWG - What are the core starwarsy elements? Tal-N Chratk thoughts
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SonGouki
Sat Jul 23, 2005 6:02 am
#19






Akiram_Glockem wrote:




SonGouki wrote:






Akiram_Glockem wrote:
It doesn't appear to work with Firefox.





Is scripting enabled?


If it is, exactly what isn't working? Are you getting any errors? Do sections not hide/display? Do the checkboxes not get updated? Does the summary area not get updated?







It says under options that javascript is enabled. The components list and customization bar update for weapon slices, but the numbers for the modified stats, slice details, and the customization total percentage don't. I can't get the armor slicing part to work at all. Everything else is fine though.





Hmm... Looks like I'll have to get Firefox to work this out. Thanks for the reports!





- SonGouki

"If you strike me down, I shall become more powerful than you can possibly imagine."

ToOW Quests Guide :: NGE Classes Overview :: Kkowir Loot Weapons


SonGouki
Sat Jul 23, 2005 6:05 am
#20






Deego wrote:

for a non-ie version, also using elemental damage:


http://www.paradoxium.com/test/






Nice.


I have an update coming to add in Elemental Damage for the DPS calculation, btw...





- SonGouki

"If you strike me down, I shall become more powerful than you can possibly imagine."

ToOW Quests Guide :: NGE Classes Overview :: Kkowir Loot Weapons


SonGouki
Sat Jul 23, 2005 6:07 am
#21






Nicolas_Frost wrote:
Now all we need is someone who can figure out the formula used to adapt for the player's skill mod we're set.




Well, that formula is known, I just didn't think it was that important for this tool... Ifpeople think itis then I can add it in fairly easily.






Nicolas_Frost wrote:
Well, that and the ability to SMUGGLE.





/agree!





- SonGouki

"If you strike me down, I shall become more powerful than you can possibly imagine."

ToOW Quests Guide :: NGE Classes Overview :: Kkowir Loot Weapons


SonGouki
Sat Jul 23, 2005 6:08 am
#22






ssekrer wrote:
About the JavaScript error, it seems than 'frmMain' wasn't defined.






Interesting... I'll have to look into that one.


Is that error from Firefox?





- SonGouki

"If you strike me down, I shall become more powerful than you can possibly imagine."

ToOW Quests Guide :: NGE Classes Overview :: Kkowir Loot Weapons


SonGouki
Sat Jul 23, 2005 6:23 am
#23


Version 1.1



  • Added a textbox to put in Elemental Damage so that DPS will get calculated correctly.

  • Potentially fixed an issue with the main Form object.


(Note: If you're seeing the old version of the page when you go there use CTRL + F5 to reload the page from the server to get the latest version.)





- SonGouki

"If you strike me down, I shall become more powerful than you can possibly imagine."

ToOW Quests Guide :: NGE Classes Overview :: Kkowir Loot Weapons


VitoGenovese
Sat Jul 23, 2005 8:31 am
#24

nice work Son-G!



______________________
Adapt! Or be Darwined.
I don't believe in the Force anymore, but I do believe in Karma.
Nicolas_Frost
Sat Jul 23, 2005 9:15 am
#25


SonGouki wrote:


Nicolas_Frost wrote:
Now all we need is someone who can figure out the formula used to adapt for the player's skill mod we're set.

Well, that formula is known, I just didn't think it was that important for this tool... If people think it is then I can add it in fairly easily.


Nicolas_Frost wrote:
Well, that and the ability to SMUGGLE.


/agree!






For the first part, its not of extreme importance, its just convenient to have that data on hand so you can see not only what the base weapon stats are, but how it changes in your hand.

As for the second part, yeah, that is of extreme importance.



Jaecob Maragi
Babelonian Militia Captain
Master Smuggler and Alliance Pilot
Captain of the LongShot(2)
THE Official Smuggler Forum Smartass!
The prices of my services are based on "tolerance". The more I have to tolerate you, the more you have to pay me.


SonGouki
Sat Jul 23, 2005 9:38 am
#26






Nicolas_Frost wrote:




SonGouki wrote:






Nicolas_Frost wrote:
Now all we need is someone who can figure out the formula used to adapt for the player's skill mod we're set.




Well, that formula is known, I just didn't think it was that important for this tool... If people think it is then I can add it in fairly easily.






Nicolas_Frost wrote:
Well, that and the ability to SMUGGLE.





/agree!






For the first part, its not of extreme importance, its just convenient to have that data on hand so you can see not only what the base weapon stats are, but how it changes in your hand.

As for the second part, yeah, that is of extreme importance.






I'll consider it then... I'm just worried about it becoming over-complicated beyond it's intended purpose. For example, if I do that then I should probably add in an area to put in power-ups as well... that's a lot of extra boxes that aren't really pertinent to determining how a slice will turn out.





- SonGouki

"If you strike me down, I shall become more powerful than you can possibly imagine."

ToOW Quests Guide :: NGE Classes Overview :: Kkowir Loot Weapons


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