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So I Updated the Manifest Detalier


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#76
ValorOfArms777

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I never cared for DPS I only care for DPC (Damage per clip) a gun that holds many useful rounds is a gun to fear...

#77
K9lArthur

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ValorOfArms777 wrote...

I never cared for DPS I only care for DPC (Damage per clip) a gun that holds many useful rounds is a gun to fear...

The Spitfire may be an exception to that rule :whistle:

#78
Asebstos

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DPS for the Argus seems low. Lower than it used to be in the manifest detailer.

#79
millahnna

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I saw you post in a few threads that you were working on thsi for personal use. Stoked you got it up to a public release. Thank you very much.

#80
ValorOfArms777

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K9lArthur wrote...

ValorOfArms777 wrote...

I never cared for DPS I only care for DPC (Damage per clip) a gun that holds many useful rounds is a gun to fear...

The Spitfire may be an exception to that rule :whistle:


...yeah there is a poitn when there is just a gun too weak to really pose a threat... the other one to list is the GPR and GPSMG which both hold bloistering loads of less damaging ammo but they hold a perpous as primers and focused head shot weapons and are very light... now if the GSF would have a x3 head multiplier might come in handy...but it's a kinda a loony gun it's "neagatives" outweight it's posatives plus that rail up is stupid

the GSF is just a out classed version of the Typhoon in basics, it holds no candle to that gun, it holds not cnadle to the GPR or the GPSMG cause of it's weight and the slow down effect to "others" it's basic abilites are slaughterd junk it might as well be in a scrap heap it sure has bigger "basic damage" than a Typhoon but when the typhoon ramps up its possesses MORE threat than any other gun in the game for a sustained fire beast... this gun ramp up is a JOKE the ramp up litterally is worthless and humiliates the guns potential at all

but this thread isn't about the spitfire... the awsome manifest detailer thats come back up

Modifié par ValorOfArms777, 17 mars 2013 - 05:24 .


#81
Vlandis

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Asebstos wrote...

DPS for the Argus seems low. Lower than it used to be in the manifest detailer.


Didn't touch it so it's the same as it was before.

Also....seriously, this was posted 14 hours ago??? I pressed the refresh button a couple of times this morning and it just came up with a 4th page.

#82
The Perception

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Vlandis, Great job at updating it for the community. I have a quick question, when I click on the mods for the Lancer Assault Rifle, nothing shows up, but for other guns in the Rekoning DLC the Weapon Detailer works fine.

#83
Vlandis

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The Perception wrote...

Vlandis, Great job at updating it for the community. I have a quick question, when I click on the mods for the Lancer Assault Rifle, nothing shows up, but for other guns in the Rekoning DLC the Weapon Detailer works fine.


Dang...could have sworn I fixed that...O well it's not that hard of a fix at all just where the weapon type should be defined, it isn't.

#84
The Perception

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Vlandis wrote...

The Perception wrote...

Vlandis, Great job at updating it for the community. I have a quick question, when I click on the mods for the Lancer Assault Rifle, nothing shows up, but for other guns in the Rekoning DLC the Weapon Detailer works fine.


Dang...could have sworn I fixed that...O well it's not that hard of a fix at all just where the weapon type should be defined, it isn't.


Which line of code should I edit? I can edit it myself if you can help point me in the right direction :-) ;)

#85
Daveros

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Thanks very much for this. :)

#86
Grinch57

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OP, I broke down and installed Firefox and the Greasemonkey add-on (in lieu of reinstalling Chrome and Tampermonkey) and am very happy to see all the fine work you've done, updating the manifest detailer.

Well done OP, well done. And thank you very much.

#87
Vlandis

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so instead of getting that update I promised. I got sick....so yea...it should be out tomorrow evening(EST).

And @ThePerception don't worry about it. Its in the data cache which is retrieved by the script from drop box. Also look on page 2 or 3 for a picture I posted....its that. It's also just not a big deal. just have to include "Weapon Type":"Assault Rifle" in part of the other stats for the weapon. Just forgot about it when I was adding it in...

#88
wyalse

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That's a really cool gadget.

#89
ValorOfArms777

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The shotgun omniblade you provided is the wrong info btw

it starts at 25% then goes up by 5% each level to +50% your current listing is at 30% of it's finale max

Modifié par ValorOfArms777, 18 mars 2013 - 10:59 .


#90
Zero132132

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Any chance that you'll include other racial passives in the near future? I know that the Collector's is missing.

#91
FasterThanFTL

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Can you update this one final time since the Balance Changes are over.

#92
Guest_GohanOwns_*

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Bump for great justice!

#93
Dark_Frezzer

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Hi guys,

I have updated the updated Manifest Detailer!  :wizard:(Final balance updates included) [V 1.07]

After using the original for a long time and loving it, I really wanted the new info from the DLC but the author; Creakazoid had moved on it seems. Some time ago I saw an update by Vlandis which was really great but still had a few things needing changes. So I had a look and it wasn’t so hard to change.


What I have Changed:

Lancer attribute changed to "Weapon Type":"Assault Rifle" to fix the weapon mods (was "Weapon Type":"Assault Rufle" )

Acolyte Pistol changed
from > "Damage Level I":420.2,"Damage Level X":490,"Damage Uncharged I":420.2,"Damage Uncharged X":490,
to > "Damage Level I":378,"Damage Level X":441,"Damage Uncharged I":378,"Damage Uncharged X":441,
Note: Can anyone confirm what the damage of the Acolyte is? I was going by balance changes here.


Adas Anti-Synthetic Assault Rifle changed
from > "Damage Level I":"129.5","Damage Level X":"161.9",
to > "Damage Level I":"178.1","Damage Level X":"222.6",

Geth Spitfire Assault Rifle changed
from > "Damage Level I":53.8,"Damage Level X":67.3,"Damage Uncharged I":44.5,"Damage Uncharged X":55.5,
to > "Damage Level I":62.2,"Damage Level X":77.8,"Damage Uncharged I":62.2,"Damage Uncharged X":77.8,

Blood Pack Punisher SMG changed
from > "Damage Level I":"40.1","Damage Level X":"47.75",
to > "Damage Level I":"40.1","Damage Level X":"50.1",
    
Devastator Mode "Shared" "Clip Size","value" changed to :0.20 (was 0.15)
Drell Assassin passive 4A "Weapon Damage" changed to "value":0.10, (was 0.01)
Turian Veteran BASE passive "Shared" weapon damage changed to "value":0.15 (was 0.1)

[V 1.01]
Shotgun Omni-Blade Mod II-V changed
from > 0.3, 0.3, 0.3, 0.3
to > 0.35, 0.4, 0.45, 0.5

[V 1.02] --- (Thanks to NeoDobby's help with all things headshot related here)
Locust - attribute changed from "HshotMultMod":3 to "HShotMultMod":3
Graal Spike Thrower - attribute changed from "HshotMultMod":3 to "HShotMultMod":3
Kishock Harpoon Gun - added attribute "HShotMultMod":3
Geth Pulse Rifle - added attribute "HShotMultMod":3
N7 Valkyrie Assault Rifle - added attribute "HShotMultMod":3
M-11 Suppressor - added attribute "HShotMultMod":4

Still needs to be changed (I don't know how):
Geth Pulse Rifle - Head shot damage multiplier increased from 2.5 to 3
Done!
N7 Valkyrie Assault Rifle - Head shot damage multiplier increased from 2.5 to 3
Done!
M-11 Suppressor - Head shot damage multiplier increased from 2.5 to 4  Done!

[V 1.03] --- (Thanks to NeoDobby's help guns that can not headshot will not show headshot damage)
Note: The headshot multipliers for weapons that can not
headshot are still in as a default of 2.5. This could be changed by
making ever weapon have a headshot multiplier attribute, setting the
ones not capable to 0 and changing a small part of the script. But I
don't have the time to do that so I'll just leave it in.


[V 1.04]
Collector SMG changed
from > "Weight I":0.75,"Weight X":0.35,
to > "Weight I":0.85,"Weight X":0.45,

Warfighter Package I-V changed
from > "(3,5,7,8.5,10)% extra AR damage"
to > "(4,6,8,10,12)% extra AR damage"

Stronghold Package I-V changed
from > "(3,5,7,8.5,10)% faster shield regen"
to > "(4,6,8,10,12)% faster shield regen"

Responder Loadout I-V changed
from > "(3,5,7,8.5,10)% faster shield regen"
to > "(4,6,8,10,12)% faster shield regen"

Omni-Capacitors I-V changed
from > "Increase power damage by (4,6,10,8.5,12)%"
to > "Increase tech power damage by (4,6,8,10,12)%"

Commando Package I-V changed
from > "(3,5,7,8.5,10)% extra biotic power damage","(3,5,7,8.5,10)% extra pistol damage"
to > "(4,6,8,10,12)% extra biotic power damage","(4,6,8,10,12)% extra pistol damage"

Expert Package I-V changed
from > "(3,5,7,8.5,10)% faster power cooldown","(3,5,7,8.5,10)% extra SMG damage"
to > "(4,6,8,10,12)% faster power cooldown","(4,6,8,10,12)% extra SMG damage"

Operative Package I-V changed
from > "(3,5,7,8.5,10)% extra tech power damage","(3,5,7,8.5,10)% extra sniper damage"
to > "(4,6,8,10,12)% extra tech power damage","(4,6,8,10,12)% extra sniper damage"

Berserker Package I-V changed
from > "(3,5,7,8.5,10)% more melee damage","(3,5,7,8.5,10)% extra shotgun damage"
to > "(4,6,8,10,12)% more melee damage","(4,6,8,10,12)% extra shotgun damage"

[1.05]
Thanks to NeoDobby the weapon descriptions should now be fully visible.
Added weapon descriptions for the Raider, Argus, Collector Sniper Rifle and Collector SMG.
Added to: PROJECTILE_WEAPONS = ["Acolyte", "Venom Shotgun"]; This means they will ignore armor damage reduction.
Changed the Acolyte’s damage back to what it was. (If I don’t know what it is I shouldn’t change it.)
Removed duplicate attribute for lancer: "Weapon Type":"Assault Rifle",

[1.06]
Added Powers:
   -   Tactical Cloak (Ghost)
   -   Tactical Cloak (AIU)

Added Missing Passive Kits:
   -   Volus Training
   -   Quarian Defender (MQS)
   -   Armiger Legion
   -   Elite Mercenary
   -   Krogan Warlord
   -   Unshackled AI
   -   Vengeful Ancient (no collecter/prothean weapon bonus yet)

Edited These Passive Kits:
   -   Turian Veteran rank 6a changed weight reduction from sniper rifles to assault rifles.
   -   Quarian Defender (M) rank 6a changed weight reduction from 0.3 to 0.2

[1.07]
Added Powers:
   -   Ascension Stance

Updated Passive Kits:
   -   Vengeful Ancient (now includes collecter/prothean weapon bonus)


Could be added:
Add passives for the reckoning kits
A few other kits are missing as well

New ammo types
Geth Juggernaut Passive Kit
Blood Pack Punisher DPS calculation update
Armor weakening update


*** How to install this update? [V 1.07] ***


0. (install the original from OP)

Firefox users:
1. Click on Greasemonkey's drop down menu and select "Manage User Scripts".
2. Select "ME3 Manifest Detailer" and Click options. Then select "Edit this User Script". (This should open the script in an editor like notepad++)

Chrome users:
1. Click on Tampermonkey. Click on "Options"
2. Click on "ME3 Manifest Detailer" under "Installed userscripts".

3. Select all and copy from this link
4. Select all from your script and paste.
5. Save and refresh.


All Credit to:

Original Author: Creakazoid
Forum: http://social.biowar.../index/12853771

Updated Author: Vlandis
Forum: http://social.biowar.../index/16282032


Did I miss anything?

Final update: I most likely won't be updating this anymore but you can still post suggestions in case someone else wants to improve the script.



Modifié par Dark_Frezzer, 07 juillet 2013 - 08:48 .


#94
BeardyMcGoo

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Thanks for your work.

#95
NeoDobby

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Dark_Frezzer wrote...

Still needs to be changed (I don't know how):

Geth Pulse Rifle - Head shot damage multiplier increased from 2.5 to 3
N7 Valkyrie Assault Rifle - Head shot damage multiplier increased from 2.5 to 3
M-11 Suppressor - Head shot damage multiplier increased from 2.5 to 4


I looked at the code and the data and found the attribute associated with the head shot damage multiplier.

"HshotMultMod" : 3

In the data file, there are two weapons with this attribute, the Locust and the Graal. I'm not familiar with the data so I'm not sure if those are actually supposed to have increased headshot multipliers. Could someone check this?

Anyway, while both of them have increased headshot multipliers in the data, it isn't reflected on the manifest page, and that's because of two bugs. First, in the script, the attribute is referenced as "HShotMultMod" in line 144:

var EXT_HSHOT_MULT_MOD = "HShotMultMod"

Note the capital "S" instead of the "s" in the data file. The attributes are case sensitive, so it doesn't work. Either change the script version to "HshotMultMod" or the data version to "HShotMultMod" to correct this.

On top of that, the headshot multiplier is referenced as a mod (like in weapon mods, gear items, passives,...) instead of an actual weapon attribute.

To correct this, line 2832:

hshotMult = sumModifiers(EXT_HSHOT_MULT_MOD, mods);

needs to be changed to:

hshotMult = manifestEntry.item.getAttribute(EXT_HSHOT_MULT_MOD);

After fixing those two bugs, headshot damage is calculated correctly for Locust and Graal on my manifest.

To reflect the balance changes, simply add the attribute "HshotMultMod" (or "HShotMultMod") : 3 (or 4) to those three weapons, but sadly, to make it really work, a code update is necessary, so maybe Vlandis can do that if he is still active?

Edit: Of course people can fix those bugs locally if they want until a real update is available.

Modifié par NeoDobby, 13 avril 2013 - 06:42 .


#96
Dark_Frezzer

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@NeoDobby Added all your suggested changes to my post with an update. Thanks for the input. I was using this as a source of data after the balance changes.

#97
Katinka

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Vlandis wrote...

Finally I play on a consol, and don't have any of the image files for new powers since the last update(from back in Oct.) So if anyone can get me those I'll add them ASAP. Currently they just apear as broken images.


I'm not sure if there is a source for the boxes used for the power icons since they don't match the style used in the N7HQ characters page but you could take one of the ones you already have and black out the existing icon and paste over it with an icon copied from the pages of character specs.  For example, here's the icons for the Warlord's hammer powers:
Image IPBImage IPB

#98
NeoDobby

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Dark_Frezzer wrote...

@NeoDobby Added all your suggested changes to my post with an update. Thanks for the input. I was using this as a source of data after the balance changes.


Thanks, the headshot multipliers work now.

I just saw this in your update post, not sure if it was there before:

Dark_Frezzer wrote...

Note: The headshot multipliers for weapons that can not
headshot are still in as a default of 2.5. This could be changed by
making ever weapon have a headshot multiplier attribute, setting the
ones not capable to 0 and changing a small part of the script. But I
don't have the time to do that so I'll just leave it in.


Line 570 has a condition that excludes certain weapons from displaying a headshot damage line:

if(manifestEntry.item.name.indexOf("Krysae") !== -1 || manifestEntry.item.name.indexOf("Plasma Shotgun") !== -1)

As you can see, this includes only Krysae and Plasma Shotgun for now. I would just add the other weapons that can't headshot here, like this:

if(manifestEntry.item.name.indexOf("Krysae") !== -1 || manifestEntry.item.name.indexOf("Plasma Shotgun") !== -1 || manifestEntry.item.name.indexOf("Acolyte") !== -1 || manifestEntry.item.name.indexOf("Scorpion") !== -1 || manifestEntry.item.name.indexOf("Falcon") !== -1 || manifestEntry.item.name.indexOf("Striker") !== -1 || manifestEntry.item.name.indexOf("Adas AntiSynthetic Rifle") !== -1 || manifestEntry.item.name.indexOf("Venom Shotgun") !== -1)

And yeah, this can also only be solved by changing the script.

#99
Grinch57

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Thank you Dark_Frezzer for picking this up ... lots of folks contributing to a great product and keeping it up to date.

Did this link get added to DragonRacer's list? I think it would be very valuable to add, if not already part of that thread.

NeoDobby, when I try to modify the script with your changes for adding more weapons with no head shot mod, the script doesn't work ... I'm doing it wrong.  Can I just copy and paste your edits into the script, save, refresh, like the other changes (including your other changes)?  Or do I need to modify it somehow to comply with the script coding?

Modifié par Grinch57, 14 avril 2013 - 11:57 .


#100
Dark_Frezzer

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@NeoDobby Good find. This is something I would not have found because I'm not looking at the script at all. Your solution was easy and it's what the original author has done, I like it.

About that note I should have added the headshot note as a separate post.
I updated my post with your change added.


@Grinch57 It is a simple find and replace that worked for me.

7. Find this:
if(manifestEntry.item.name.indexOf("Krysae") !== -1 || manifestEntry.item.name.indexOf("Plasma Shotgun") !== -1)

8. Replace it with this:
if(manifestEntry.item.name.indexOf("Krysae") !== -1 || manifestEntry.item.name.indexOf("Plasma Shotgun") !== -1 || manifestEntry.item.name.indexOf("Acolyte") !== -1 || manifestEntry.item.name.indexOf("Scorpion") !== -1 || manifestEntry.item.name.indexOf("Falcon") !== -1 || manifestEntry.item.name.indexOf("Striker") !== -1 || manifestEntry.item.name.indexOf("Adas AntiSynthetic Rifle") !== -1 || manifestEntry.item.name.indexOf("Venom Shotgun") !== -1)

9. Save and refresh.

Modifié par Dark_Frezzer, 15 avril 2013 - 12:50 .