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melvor-idle-combat-simulator-reloaded's Issues

Cannot read property 'equipment' of undefined

Loading the game while you are doing a dungeon without the 'Dungeon Equipment Swapping' upgrade results in the following error:

7e2dce15-1c65-4f00-9198-4a0aea6c6ec2:279 MICSR: TypeError: Cannot read property 'equipment' of undefined
    at SimPlayer.get equipment [as equipment] (player.js?6124:11)
    at SimPlayer.computeAttackType (player.js?6124:316)
    at App.updateSpellOptions (5147153e-b878-45fc-af45-88d22c3dbede:2463)
    at App.updateUi (5147153e-b878-45fc-af45-88d22c3dbede:333)
    at App.<anonymous> (5147153e-b878-45fc-af45-88d22c3dbede:324)
    at Generator.next (<anonymous>)
    at fulfilled (language.js?6124:2)

This prevents this mod from functioning.

Steps to reproduce:

  1. Load a character without the Dungeon Equipment Swapping upgrade
  2. Start any dungeon
  3. Reload the game
  4. See error in console and non-functional mod

Out-of-Combat Stats show in-combat stats if char loaded during combat

Import in case it's relevant
Save in case it's relevant. Setup used is on slot 3.

If you load a character that is currently in combat, the "Out-of-Combat Stats" will show the current in-combat stats in Combat Sim. This issue is purely visual and will use your correct Out-of-Combat stats when doing sims. Seems this only effects Damage Reduction as the max hit is accurate. This only applies if you load the game while a mob is spawned.

Out of combat stats provided by the game:
image
In combat stats provided by the game:
image
Combat Sim stats if fighting a mob when loading the character. Slot 3 was imported with the button. Note the max skill cape was removed to ensure the mob (pegasus) is spawned upon loading, however this is not a necessary step. It just helps with replicating this issue.
image

Some gear is assigned to the wrong combat style

When selecting gear I noticed some inconsistencies.

Boots:
Lightning Boots are listed in Melee despite granting Magic bonuses
Frostspark Boots are listed twice
Cave Giant Boots probably belong in the Melee category

Gloves:
Elementalist Gloves should be listed in Magic
Paladin Gloves belong in Melee

Chest:
Freezing Touch Body is listed in Melee despite granting Magic bonuses
Ward of Flabe Chestplate is listed in Other despite only granting Melee Bonuses statwise

Head:
Blazing Helmet maybe fits better into Other

Passive Slot:
Needs

Modded gamemodes are not supported

Loading the simulator with a gamemode other than the default few (Standard, Hardcore, Adventure). This means that gamemodes created by mods do not work.

Simulating and cancelling doesn't work

Can't simulate and when i cancel buton is locked on Cancelling...
image

Tried to disable/enable uninstall/install the mod, the bug is present on every device type of this save (Android / Steam / Chrome)

Burning Chest is missing from item list

Burning Chest missing:

image

For simulating the Underground Lava Lake the only workaround I could find was to select Infernal Bones (which are a drop from the Burning Chest) instead

the other items from the chest (Ash, Charcoal, Blazing Helmet, Heated Fury 2H Hammer) are missing from the list as well

Simulation error this.renderQueue.markState is undefined

I'm intermittently getting this error: Error while simulating monster melvorF:HuntingGreaterDragon in dungeon undefined: TypeError: this.renderQueue.markState is undefined when running a simulation.

This example is with the Hunting Greater Dragon, but it applies for other monsters as well. I think it's related to Summoning Tablets that affect combat stats, as when I remove those from the equipment the simulation does work. When using Skill Tablets the simulation works fine, and Golbin Thief also works, depending on the weapon.

Let me know if you need any more info.

Cannot see all gear

85220433-0AFD-4779-B8FD-FDDAB89AD2DF
3895C2C3-8564-415E-A61F-8944F69CB0D6

Iโ€™m unable to select the gear I need, because the popup appears halfway outside the visible window.

On iOS 16.3.1, Melvor 3.0.3

Big Ol Ron's passive 100% Drop Rate is not taken into account during calculation

When running combat simulations with Big ol' Ron equipped its passive does not affect the double loot modifier.

This can be seen by equipping Big ol' Ron and clicking the 'Show Modifiers' button; which will then show a <100% double loot modifier (81% for me). This also seems to affect actual simulation results as equipping or unequipping other items that increase the double loot modifier (tested with Chapeau Noir) affect the drops per hour.
The expected behaviour would be that the drops per hour would stay constant due to Big ol Ron's passive keeping double loot chance at 100% regardless of other modifiers.

I assume this is because Big Ol Ron's passive affects double loot using different methods than simply fixing the double loot modifier at 100% but let me know if you need more info.

Cheers

Deadly Toxins Potion not available for simulation

Deadly Toxins Potion can only be crafted as a bonus item while wearing Toxic Maker Gloves. The only have a single form not associated with any numbered tier. For best user experience I would suggest having it appear in the empty spot on all 4 tiers.

image

Changing gamemode doesn't update combat triangle

  1. Create/Load a standard character
  2. Import this: https://pastebin.com/8V7795f2
  3. Select Umbora and sim against them; Should result in ~0.002 death rate (see below)
  4. Change Addy shield to Rune to increase DR by 1; Sim for 0 death rate
  5. Change to the sim to hardcore
  6. Sim again; Should result in no deaths despite the combat triangle being harsher; 0.95x DR -> 0.75x DR

3-> For this step, sometimes it shows the following (saying you're going to die with a 0 death rate). As far as I can tell, this only happens at near 0.00... death rates.
image

Show Modifiers update

The Show Modifiers code has not been updated for TotH. Figure out a good way to do this or make a dependency on the actual Show Modifiers mod

Gear selector window goes off the side of the screen in mobile

When I try to select a piece of gear from the list, about half the options are unselectable off the right side of the screen. The pop-up selector window should be scrollable. For reference, I am using a Galaxy S22 Ultra.
Here's a few screenshots:
Screenshot_20230228_191929_Melvor Idle
Screenshot_20230228_191822_Melvor Idle

Food(s) heal for 0 if not in selected food slot

When there are multiple foods in the food slots, the foods that are not currently selected will show 0 healing in Combat Sim. All foods that are not in the food slots will show the correct values. This only updates after a restart. The below showcases the issue.
image
image

Steps to reproduce:

  1. Create character.
  2. In console: game.bank.addItemByID("melvorD:Chicken", 100000000);game.bank.addItemByID("melvorD:Shrimp", 100000000)
  3. Equip Chicken and Shrimp
  4. Check Combat Tab to see which is the selected slot (Let's assume it's Chicken)
  5. Restart game, load character
  6. Open combat sim and manually select Shrimp
  7. See issue.

Slayer Coins not calculated correctly

Sim is estimating less than half the coins/hour I am getting in the real world. Checked lightning/cyclops synergy and slayer bounty pot and they both appear to be working.

Screenshot 2023-02-07 at 9 04 29 AM

Screenshot 2023-02-07 at 9 06 46 AM

Agility Pillar and Elite Pillar do not affect combat

I am simulating Ice Hydra, which is in the Forsaken Tundra, which gives +150% attack interval. The setup in the attached file should provide +155% Slayer Area Effect Negation:

Superior Cape of Completion - 35%
Slayer Leather Body (Mythical) - 30%
Slayer Cowl (Mythical) - 30%
Agility: Gap Climb - 15%
Agility: Pillar of Combat - 5%
Agility: Elite Pillar of Conflict - 35%
Astrology - 5%

Ice Hydra.txt

This should be enough to completely negate the slayer area effect. However, I noticed that adding the Explorers Map (+20% negation) to this setup drastically increases the kills per hour, from 375 to 478. Adding another mythical slayer item in the passive slot further increases it to 573. These changes should have no effect on the kills per hour because the slayer area effect should already have been fully negated.

If I remove the Elite Pillar of Conflict from the original setup, the kills per hour does not change, remaining constant at 375. This should not be the case, because removing it should take the total negation from 155% to 120%, going below the threshold of 150%.

I did some additional testing that showed that the other effects of the regular Pillar of Combat and Elite Pillar of Conflict also are not being applied.

compatibility with Bypass Agility Costs mod?

testing this out and it seems like some things work and some things don't:

  1. "pillars of everything" do not import but can be manually selected

  2. "pillars of everything" do display correct tooltips:

image

  1. manually selecting "pillars of everything" doesn't actually function properly, you appear to be able to select them but if you look at derived stats it looks like it's still using whatever pillar you selected previously

  2. negative modifiers are still applied when using BAC's "disable negative modifers" option

  3. inherited modifiers are not applied when using BAC's "link obstacle cost passives when mastered" option

  4. "merged obstacles" can be imported or manually selected but don't appear to function properly at all, if even a single "merged obstacle" is selected, any changes to other obstacles will have no effect, plus the merge obstacles themselves have no effect, either in practice or on the tooltip

  5. having a single "merged obstacle" selected also completely breaks importing

  6. the most serious consequence of most of this stuff is that HP and damage reduction can wind up "wrong" and combat simulator who no way to override them. What about an option to either set them manually, or import them directly from the game instead of trying to derive them?

Simulation hangs on either "simulate selected" or "simulate all"

Hey there, I have been having no problems with the combat sim until today. As of today, whenever I run the simulator it hangs and the button changes to "Cancel 0/X" for as long as I will let it. If i try to cancel, I am then stuck with "Cancelling..." until I restart the game.

Screen Shot 2023-03-31 at 11 30 32 PM

Screen Shot 2023-03-31 at 11 32 22 PM

Some details:
-Playing on Chrome (latest version)
-MacOS 12.6.3
-Also tested on Safari, same symptoms

Mods Installed:
-SEMI Core
-Combat Simulator Reloaded
-Shop Item Owned Indicator
-SEMI Auto Farming
-SEMI Auto Master
-QoL - Grouped Notifictaions
-Will I Die? (added this one to used while I cant use Combat Sim)

Let me know if you need any more info!

being in combat when character loads causes the CombatSim to fail to load

Describe the bug
If you are in combat when the character loads the ComabtSim fails to load. This is caused by a TypeError when trying to access the current gamemode via SimPlayer.activeTriangle.

To Reproduce

  1. Fight a monster, save and reload with offline combat enabled.

Expected behavior
The CombatSim loads properly every time.

Screenshots
TypeError screenshot

Location of undefined property

Mod Version
2.0.8

import set doesn't work well when the game is not in English

So when you game is in French for example the import your equipment button doesn't work correctly, it adds the stuff you are currently wearing and that's it. It doesn't add the auto eat stuff not the astrology stat no potion no agility set up.

Summoning Synergies Not Applying

When importing an active gear set the sim will show and apply combat synergies, even if you dont have the synergy unlocked. Also if you edit the sim without importing (clicking on a tablet and changing it) will not display or apply any summing synergy, regardless of if you have it unlocked.

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