Hammerfall RPG Helper

By Dusty Last update Jun 27, 2009 — Installed 2,505 times.

UI improvements

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Subscribe to UI improvements 25 posts, 4 voices



galro User

I don't know about you, but I have a ton of white space on the left side of my screen.

I think it would be great to have a post of your consumables on the left side during normal play. Also having buttons for the various attacks would be great to have there to during a fight (for when you don't want the autoplay).

I was also thinking having Viri's list posted on the left (or right) would be cool so when you are farming you have an idea of where you stand.

Also, you have your floater on the bottom. Might be nice to have your health and energy in there too as it would make potion use a bit easier (so I don't have to scroll down and up all the time).

Just my 2 cents. Been making minor (very minor) changes to the code myself, but don't know java so I am quite limited.

 
galro User

I moved the logic for the progress bars up to line 120, then added to the floating bar.

---Note, first 2 lines are original, included for reference
var locationHfwiki = location.replace(/\s+/, '-').toLowerCase();
say('Location: ' + location + '', 1);
say('Health: ' + attribs.health + '/' + attribs.healthMax + ' Energy: ' + attribs.energy + '/' + attribs.energyMax, 1);

This gives health & energy. Static #s, not dynamic like the progress bar, but will change when you eat a potion, so takes care of my want.

 
Dusty Script's Author

I used to have the health/energy in the log area (bottom-left box), but I removed them because I didn't figure anyone would want them there. I'll put it back since it seems there is demand for it.

I'm happy to see that you're wanting to help improve this helper. I like your idea of having a list of consumables. Adding in something like Viri's list would be good, but only if someone cares about that. Beginners probably wouldn't have a clue what that's for and wouldn't want to see it. Could make it configurable (maybe a sidebar that is collapsable or hideable?) Doing something like that is pretty easy since I'm tracking inventory already.

Keep the ideas coming.

 
galro User

I have been trying to add more "logic" to the fighting, but must have done something wrong, so its not working doing any attacks.

There should be a way to turn off the auto-heal, for those that want to do it on their own (other than setting min health to 0.

Also, since I play on a laptop, it would be nice to have buttons for all the attacks (or specific ones as defined by user in code), that appeared top left so I don't have to keep scrolling to find them. I have access to everything, but mostly use: Defense Up (first round only against big guys), Oblivion, Heal, Inferno, Lightning Bolt, Double Slash, Force Strike, Basic Attack. Anything outside of those pretty much doesn't get used, or not on a regular basis anyways.

During Quests, might be nice to have the Travel buttons top left, but I realize that might be a bit more work figuring out all the jobs for each location.

 
Dusty Script's Author

I have been trying to add more "logic" to the fighting, but must have done something wrong, so its not working doing any attacks.

If you post some code or email me your file, I can help debug the trouble with it. My email is dusty in the hey.nu domain.

There should be a way to turn off the auto-heal, for those that want to do it on their own (other than setting min health to 0.

I'd like to make a button that toggles it as well as sets your heal priorities (might be too complex for a user to want though?)

Also, since I play on a laptop, it would be nice to have buttons for all the attacks (or specific ones as defined by user in code), that appeared top left so I don't have to keep scrolling to find them. I have access to everything, but mostly use: Defense Up (first round only against big guys), Oblivion, Heal, Inferno, Lightning Bolt, Double Slash, Force Strike, Basic Attack. Anything outside of those pretty much doesn't get used, or not on a regular basis anyways.

If it made sense, I could replace the game's interface for fighting with a better organized screen of fight choices, in some manner.

During Quests, might be nice to have the Travel buttons top left, but I realize that might be a bit more work figuring out all the jobs for each location.

Discovering the Trips are easy and is already being done. I'd just have to find a place to put the choices on the screen.

 
Dusty Script's Author

I plan to (eventually!) make a new interface for the game altogether.

I'd prefer to use AJAX so it can perform actions (like mass-buy/mass-sell/heal/etc) without leaving the screen you're on.

Ideas thus far:

- Make a sidebar with usable food/health items that are easy to click when needed without having to go to the Inventory screen.

- Reorganize the fight screen to fit within the screen better. Use less space for things that don't need it. Break long lists into tabbed sections or into concise columns that fit without scrolling.

- Provide better map navigation (reduce need for http://www.dancingcustard.com/map.htm), including a marker on each step on the map. Possibly show where stores are with special indicators. Possibly alter the map to show arrows between points. Or even better, use the map to perform Trip actions instead of trying to figure out which way "south" is today.

- Click a point on the map to auto-travel there (waiting at each stop for stamina when not enough).

- Interface to see auto-play actions already chosen and ability to reorder them as well as remove them.

- Provide meta info about monsters/quests/trips/items/loot/etc if possible (maybe can be enabled/disabled via some toggle button to hide potential spoilers)

More ideas?

 
John Fau User

Love the new floating bars on the left and right side. One request however, is it possible to add a tooltip on the uber abbreviated Auto-buttons on the upper left? I'm scared to click on any of them as I don't have the old interface and haven't memorized what they do.

 
John Fau User

nvm. I misunderstood what they did. It looks like they are information buttons - ie - no need to go to character screen to know how many potions and food you have. YEY!

One request on the gear information. Is it possible to color code the amounts? i.e. If I have 80 max guild, the first 80 weapons/armor/etc are green and the rest are red?

 
Dusty Script's Author

Is it possible to color code the amounts? i.e. If I have 80 max guild, the first 80 weapons/armor/etc are green and the rest are red?

I could do that. I was thinking about it before, but I haven't figured out exactly what it considers to be used and what isn't used (priority of use).

 
John Fau User

It looks like your current sorting already works. I suspect you are using by item ID, descending.

In your loop to color code the mounts, when you get to the mount where some of them are part of the max guild and some are outside, maybe that mount can be orange?

For example, on a max guild of 80, the list would something like below:

Behemoth 5/5 (green)
Wyvern 20/20 (green)
Forest Dragon 30/30 (green)
Dragon Whelp 25/40 (orange)
Armored Horse 0/30 (red)
White Horse 0/24 (red)

 
Dusty Script's Author

I'm sorting by ATK+DEF and then by alphabetical order for those that are equal. I'll check what I can to see if it's always accurate. I think I'll have to rely on user reports to ensure this accuracy. If you can help me prove that it is correct (I don't trust the alphabetical part at least) or if you can tell me where it's wrong, it would be very helpful. I like the idea.

 
John Fau User

ATK+DEF sounds good for now. You could always put a disclaimer "?" with a tooltip that says to go to this site to post the correct.

 
Dusty Script's Author

Let me know what you think of this new version.

 
anthraxis User

Great updates. Good to see the visibility of the items and the color coding for ownership (now I can sell most of those extras).

Requested UI Ideas
* Ability to heal/energy at rest before autoplaying a fight...
* Ability to preset or select the attacks relevant to a battle, we overuse some and underuse others...

 
anthraxis User

OK a bit of further research I figured out bullet two above. However bullet one is still a question/idea....GREAT commenting, appreciate it (however it is a big script so hard to find something sometimes)

 
Dusty Script's Author

I added more comments. I'll try to keep adding useful comments where I can when I work on it. At least all the sections explain what they're doing in general.

Your bullet #1 shouldn't be too hard. We'd probably assume you want to use a bunch of your smallest items instead of your biggest ones. I don't know if that's a safe assumption.

Your bullet #2 would require some more user interface for the users to choose what to do. It might be as simple as some buttons. It could easily get complex, though. I'd love to be able to make a fancy interface to choose attacks/thresholds/priority. No promise that I'll ever do it, though.

 
galro User

@Dusty, many thanks!
I like the new updates. Still trying to review them all (been a while since I updated my code).

I was working on a "more intelligent" sequence for the autoattack, but I put it on the back shelf and haven't looked at it in a few days. Let me see if I can put together something in a logical format (english) and translate to code and put it back to you.

Being level 100+, I pretty much only use healing items outside of battle (since my heal spell yields 500+), and even there, it's bread which you don't have code for. Be nice to have code for bread & black elixirs added. Actually, would be great to have a way to autoheal/energy outside of combat (to get to minimum health/energy if you have the stamina to fight).
Outside of combat I use Bread & Lotus Petals to buff up, since they have the best Health/GP ratio of all of the items. Figuring out how many of these to use might be a challenge.

During combat I almost exclusively use heal & black elixirs. Be nice to code for blacks in there (I see them for the inventory, but not for battle). Something like only use them if Health >500.

I guess Chocolate & Lotus Blossoms are missing also, not such a big loss as they are very specific items. Thinking about that, it might be nice to have check boxes in the inventory panel to click which ones to use during combat. Then if you are fighting weak things, you can choose to exclude your dragon flesh & black elixirs. If you are fighting big things, then exclude the items that don't give enough to be worthwhile.

I noticed before you had some code for Vikram (Kalamar) and now 1744 & 991745. Not sure what those other monsters are but not sure its worth adding specific code for a fight that will only be done once. But going into this fight specifically, yes, waiting for his energy to run out is the easiest way to beat him. So, a cheap way to do it is to constantly heal. Drink that water or eat the bread you just have floating around and wait for him to regen his energy until gone.

AutoDefUp and AutoAtkUp should have qualifiers on them. Only use if monster att/def is >xxx.
If you have 12000 defense, not much point to defense up against the Cave Troll.

Lastly, there are a couple cases where you might want to lose the fight. When doing a Falhill run and trying to do an exit w/ the Ogre perhaps? So, I have during manual play, a quick routine to fight against him just Force Strike the whole fight. I would like to exclude that specific monster from all of the "autoheal/defup/atkup" routines, or have a special routine made for him. Just a thought. :)

 
galro User

Changes needed - Mithiril Armor is spelled different from script, so wasn't catching it.
Hope (sword) was missing. Copy one of the other H-swords and rename it.
Farcatcher (weapon) had a typo (63 atk not 36).

 
Dusty Script's Author

http://hfwiki.wikidot.com/item:mithril+armor claims it's without the extra "i". I think they need to fix the spelling too, eh? Thanks for this catch.

Farcatcher is fixed now. At least it was sorting correctly, just had the transposed attack.

Added "Hope".

Keep these bug reports coming!

Do you have the job ids for the items that are missing? That would be helpful.

 
galro User

Sure:
lightning bolt 368, poison cloud 369, ice strike 114, doom 115

invInfo[770] = new Object(); // Bread
invInfo[770].name = 'Bread';
invInfo[770].singular = 'Bread';
invInfo[770].plural = 'Breads';
invInfo[784] = new Object(); // Lotus Petal
invInfo[784].name = 'Lotus Petal';
invInfo[784].singular = 'Lotus Petal';
invInfo[784].plural = 'Lotus Petals';
invInfo[1586] = new Object(); // Black Elixir
invInfo[1586].name = 'Black Elixir';
invInfo[1586].singular = 'Black Elixir';
invInfo[1586].plural = 'Black Elixirs';

 
Dusty Script's Author

hfwiki fixed the URL, by the way. Mithiril Armor is now correct in title and URL. Yay.

 
galro User
FirefoxWindows

More updates :) Various items for the arrays on the left sidebar
['Black Dragon', 50, 50],
['Ice Dragon', 48, 48],

['Infernus Shield', 110, 40],
['Imperialus Shield', 100, 30],
['Fire Shield', 80, 30],

['Darkness Dagger', 25, 25],
['Hidden Wristblade', 20, 20],
['Poison Dagger', 15, 15],
----
In the ViriContainer, if you change the width from 100px to 130px, this will get rid of the line split on the Spectral Serpent Spirit. It does not seem to have any adverse effects.
----
I personally changed my left sidebar to be 200px and have been trying to remove a lot of the split lines where not needed (location, guild, XP, etc).

 
Dusty Script's Author
FirefoxX11

I've been busy today making some pretty nice UI improvements. Release not ready, but hopefully soon. Some big changes. Hopefully well received.

Here's the start of a hint: http://www.dustywilson.com/hammerfall/map.html

 
galro User
FirefoxWindows

Finally got around to getting a chocolate and lotus blossum to get the job ids.
And I wanted to again thank Dusty for getting the script together. At this point, mine is pretty heavily modded to work for me.
I made a bigger left and right panes, removed the line wraps on all the item fields so that everything is on one line. Added a few items to the item tracker (ice rocks, crab urchins, path lit & lava crossed.
Moved the inline status to the left as when it was in the middle, it would obscure my buttons and text. And with a widescreen laptop, I have extra space on the side for it.
---
invInfo[1915] = new Object(); // Chocolate
invInfo[1915].name = 'Chocolate';
invInfo[1915].singular = 'Chocolate';
invInfo[1915].plural = 'Chocolates';
invInfo[788] = new Object(); // Lotus Blossum
invInfo[788].name = 'Lotus Blossum';
invInfo[788].singular = 'Lotus Blossum';
invInfo[788].plural = 'Lotus Blossums';

 
galro User
FirefoxWindows

I just saw a post that new areas are coming out shortly. Will update things in the script as I find them and post here.

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