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View Code? Open in Web Editor NEWAssortment of MouseHunt utilities
Home Page: https://tsitu.github.io/MH-Tools/
License: Apache License 2.0
Assortment of MouseHunt utilities
Home Page: https://tsitu.github.io/MH-Tools/
License: Apache License 2.0
Certain bonuses (like Snowball Charm's 20% power bonus for Festive Weapons) are persisting even when equipment is changed.
I'll look into this in the morning - common.js likely needs refactoring, and these particular cases definitely need unit tests.
Similar to bonus luck, a field to enter bonus power. Current use for Halloween aura, in future may be used for some special charms, or whatever.
Should be straightforward to implement, similar to the way ZT weapons are handled.
An issue would be to automatically determine the value from submitted trap power. Haven't sit down to do the math, but it may be necessary to compute it in the bookmarlet using the power value tooltip values. This could also interfere with the FRift battery handling.
Re: This forum post. Tablesorter's filter_external
should suffice but not with the current layout.
Super warpath charms supposedly give a power bonus to the respective mouse but this is not reflected in the CRE. Catch rates show the same for regular and super warpath charms.
Attraction & Mouse Power
According to this post there are issues with the FRfit populations:
https://www.mousehuntgame.com/forum/showthread.php?95543-Catch-Rate-Calculator&p=1365767&viewfull=1#post1365767
Implement the power boost of nightlight charm. First find a table (stage -> power bonus)
Snowball charms give an additional 20% power bonus to winter hunt traps (old and new)
Source http://mhwiki.hitgrab.com/wiki/index.php/Great_Winter_Hunt
MH-Tools/src/main/shared-cre-setup.js
Line 1412 in 2975964
when Ambush Trap is passed as a parameter in the URL in "Best Setup:Fields" it leaves the tool stuck at "Loading 100%"
App will break in shared-cre-setup.js on line 265 when weaponsArray[weaponName][0] returns undefined as weaponName is "Ambush Trap" and not "Ambush".
The weapon edge case in shared-cre-setup.js line 898 never gets hit.
While digging through the code I think it could be helpful to either put an edge case statement in the calculateTrapSetup function of shared-cre-setup.js or to create another edge case in bm-setup-fields.js line 543 to prevent "Ambush Trap" from being passed instead of "Ambush"
Another option could be to update the weaponsArray in arrays.js, but I don't know if this will break any other parts of the app.
If the bookmarklet is split into a loader and actual code, the actual code could be hosted along with the rest of the tools, and the loader can just load it when executed. This would allow for seamless updates without the need for the user's to update the bookmarklet.
Ideally the populations file should use the system names for locations/phases. These are not always the best to display.
Investigation is required to create a generic mapping for system -> pretty name and falling back to the system name if it is not present. It can be defined in a csv or text file and integrated into the CI build if necessary.
Keeping the system names in the populations file keeps population updates simpler and minimizes the logic required in the CRE bookmarklet and during URL parsing.
See my comments on 821e417
On the rank dropdown (for example on the best setup tool page), only one set of rank names are shown (e.g only Lord, not Lady, only Baron, not Baroness).
Is it possible to change the dropdown to show "Lord/Lady" etc. instead?
I started integrating the MoPi population and mice powers. Will open PR soon, until then just want to notify so in case anybody is working on this, we can consolidate.
Population for Low/Low is based on horntracker, the rest comes from this forum thread.
Hi,
First of all, thanks for this wonderful tool. It's a real timesaver ๐
I was wondering if it makes sense to add the possibility to select which cheeses are available to you when solving a map.
What triggered this issue for me is that on a not-so-important map, I might not want to use any SB+ when trying to finish it.
Could be similar to how you can disable specific charms/bases/weapons in the "Best trap setup"?
I'm willing to make this contribution myself (trying to find opportunities for learning javascript, am an embedded SW developer), but want to check first to see if this is something that makes sense.
Super/Extreme/Ultimate all give a 20% power bonus to festive weapons.
Cheese does not get populated correctly from the URL:
Ganwnia Rift - Riftagio
Furoma Rift -Rift Susheese
This seems to only affect the setup tool not the CRE
Mouse powers and effect of salt not present
https://sites.google.com/site/tehhowch/data-spreadsheets/king_grub_salt_charms
Allow users to "fixate" on a charm and bypass the "Find best charm" option.
I found myself more and more extracting loot drops and then manually calculating the expected loot based on setup to better plan runs.
Maybe we can integrate such feature into the CRE tool.
The data can be easily retrieved from HT per mice/location, only the BWRift will be a bummer since mice drop different loot depending on stage and HT doesn't support that. Jack's tools on the other hand don't provide loot per mice, but aggregated per location/stage and affected by catch rate.
I can invest some time to implement it, if @tsitu or @Babalela01 think this is a good addition.
The extra clicks seems to annoy some people and it looks strange on large screens, but I do not think we want completely separate tabbed/non-tabbed versions.
I think this can be accomplished by simply removing the boostrap classes with JS when a checkbox is changed, or, alternatively, using CSS media queries.
We've got a new estimate of the catch rate formula (https://discordapp.com/channels/275500976662773761/355474934601875457/705884023943200888) which leads to a new minluck formula:
ceil(ceil(sqrt(mp/4))/min(1.4,effectiveness))
The potion farming population is affected by wind/rain levels so I suggest to include these affects. This also means that instead of the current sublocation divisions, it would be better if we have sublocations similar to WWRift: Low/Low
, Medium/Medium
, ...
Ref #51
Bonus luck calculated from total luck url paramter is incorrect when invalid cheese is selected
On the Best Setup Tool page, clicking Calculate causes a TypeError: weaponsArray[weaponName] is undefined
. See the following code:
MH-Tools/src/main/shared-cre-setup.js
Lines 249 to 252 in 761cda9
I would prefer it if the selection of weapons, bases and charms didn't get reset to ALL every time something new gets added, maybe you could just leave it as is and we can add the check mark for the new item if we choose to?
Implementing this will require changing how the saving works. Using a list of names instead of basing it on array indexes could work, but we need to investigate storage limitations before implementing it.
Hasn't been updated for the new rift PB yet. 10 needs to change to 20.
I'll submit a PR when I'm on my personal computer again tonight.
Waves 1-4 data, as per title.
It seems in living garden the population changes when using sb. Especially Strawberry Hotcakes attraction raises to 23.7%
http://www.horntracker.com/index.php?location=301|false&cheese=3|false
Valour Rift tower mice that only appear on specific floor types are not loading correctly in the map solver.
Affected Browsers: I can reproduce in both Chrome and Firefox
https://tsitu.github.io/MH-Tools/map.html?mice=One-Mouse%20Band%2FChampion%20Danseuse%2FTimid%20Explorer%2FElixir%20Maker%2FMouse%20of%20Elements%2FMagic%20Champion%2FPraetorian%20Champion%2FBulwark%20of%20Ascent%2FLumi-lancer%2F%2F
These 'missing' mice are loading correctly in the CRE
Given that Valour Rift maps are now a thing, the map solver probably needs to be fixed.
Reported here.
I am encountering the same problem on firefox and Chrome.
Golem traps with skins are still not added.
The top options of the best setup page are dominated by the charged denture bases, but I rarely want to use toothlets when hunting. Please have an option to exclude. There used to be a way to manually edit my trap inventory but not anymore.
The CRE bookmarklet doesn't read the district names in Zokor.
It can be found in the user variable:
quests.QuestAncientCity.district_name
Effect of Glowing Gourd Charms on population in Labyrinth/Zokor
http://mhwiki.hitgrab.com/wiki/index.php/Glowing_Gourd
location variable needs updating for recent Mousehunt update
MH-Tools/src/bookmarklet/bm-menu.js
Line 224 in 6992f99
Populations & Catch Rates
Verify accuracy of baselineAttArray values in arrays.js via HornTracker analysis or other means. This site claims Cheddar has 58.5% AR while we use 50%.
In Iceberg the population is affected by several bases, while in ZT the population is affected by several weapons. These cases currently are handled in code with some complicated ifs.
I suggest to include columns for weapon and base in population data and similar to charm column these would be used in cases where specific weapon/base affects the population. The CRE and setup ui could also list these special values on top, again similar to charms.
no idea why
Hunters with the codex will have a 20% Power Bonus and +10 Luck added to their trap when three pieces of Rift equipment are armed.
Chedd-Ore Cheese: Craggy Ore, Slope Swimmer, Mountain
CRE bookmarklets needs to be updated to include BWR phases.
Map bookmarklet might need work depending on mice names.
As this example shows, "No Charm" has a higher CR.
Consolidated list of populations that need an update.
= TODO =
= STALLED =
= COMPLETED =
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