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Post by me2 on Feb 24, 2009 11:05:19 GMT -5
I don't have your jar but I can imagine it. Some time ago I have created something similar directly in the MediaWiki language, which can generate a level screen by using a table and the tile images. Input was an ascii-art-like description. But since the page generation was increadibly slow (over 30 seconds for only one screen) I completly stopped using it.
/me
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Post by Disabled on Feb 24, 2009 11:20:15 GMT -5
Little correction, now at least the water pools don't get treated as wall... perhaps I should register, so I can edit my posts... Weired is, I get one more tile on the sides and the ceiling is one block higher on the edges. The extension might be my fault, but I think both differences happen because he tried to do something twice: In order to get proper tiles for the first and last column, you have to extend the map or crop the result by one. He did both, crop the map and extend it again, thus the first and last column are copies of the ones next to them. I will do that too in the future.
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Post by Disabled on Feb 24, 2009 14:46:17 GMT -5
Just finished the generator. Now with water and everything generating excactly the same map as yours - nearly. Some pixels are wrong, especially in the ceiling there are some minor pixels different. I use just four tiles: one corner, floor, water and fill and rotate and mirror them. That seems to be incorrect, but it provides a map that is virtually indistingushable from the real one: I know we already have a map for this cave, but my aproach will give us the next cave map in seconds and maps with different tilesets in minutes. If someone really wants it pixel perfect, just cut every different tile to a seperate png and give them to me, thats no problem to implement, I'm just to lazy to cut the tiles.
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Post by me2 on Feb 24, 2009 16:01:51 GMT -5
Thanks for the image. The differences are caused due to the fact that we have never looked into the .jar file. (Thanks a lot for making me notice you can do that!) We created screenshots of the landscape until we had enough to recreate the landscape. Therefore we can never be sure whether we lost some colums at the borders. But I think the borders are maybe never visible. To create a level screen with 64 tiles, only a section of 58 tiles are selected. The first and last colum is copied three time to create plattforms of 4 tiles at the start (for the rangers) and end (for the next sign). When I made the screenshots I have never seen the last rise of the ceiling at the start and the end, which is in the original black/white image. That's why you can not see them in my image. If the games algorithm would select a section of 64 tiles and ignore the first 3 and last 3, I won't be able to notice the higher ceiling at the beginning, and I would see the rise at the end only with lots of luck, unless the game doesn't have an offset error there. Anyway I think we should show the landscape like in the original image, and not with modified borders. Btw: You can get all tiles for the other stages from here, but they are all in PNG format: danball.wikia.com/wiki/Category:Stick_Ranger_stagesGIF is of course OK, as long as you don't lose colors due to the limited colour range. We currently don't have the Forest tiles, because I created all tiles from screenshots, and you can't do that with the fog. But I'll upload those tiles now in near future. And of course I don't have the mysterious gt5 tileset. /me
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Post by Disabled on Feb 24, 2009 19:33:52 GMT -5
You can do much more with the jars. You can decompile them... speaking of wich: I spend the last 3 hours looking at the java code to find out the drop rates. It took me about 90% of the time to figure out that some lines calculate the bonus from the medailons... stupid me, I should have thought about that in the first place. If I'm not wrong every third monster drops gold, every fifth monster drops onigiri. The Castle Boss drops the Vampires Card every third and the onigiris card every 20th kill. I will look into making a list. Thats not as easy, as I'm not completely sure about identifying the monsters. Stay tuned!
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Post by I wuv M4( Satar Jaèoèdoæ) on Feb 24, 2009 20:43:48 GMT -5
Finally beat it. The boss, unlike os, is hard, for 3 reasons:1: he is often invisable 2: he has improved stats 3: he has a huge range.
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Post by me2 on Feb 24, 2009 20:48:41 GMT -5
I will look into making a list. Thats not as easy, as I'm not completely sure about identifying the monsters. A list would be cool! For the identification, if you can see the the other values (like EXP, EXP-LVL, LP, Gold) you could compare them to the values in the wiki ( danball.wikia.com/wiki/Category:Stick_Ranger_enemies) to make sure, you have the right one. Unfortunately we don't have a list. /mePS: Finally beat it. The boss, unlike os, is hard, for 3 reasons:1: he is often invisable 2: he has improved stats 3: he has a huge range. 4: Bait strategy fails because of the low ceiling! (although it's difficult, it works with the OS boss)
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Post by newbie on Feb 24, 2009 20:52:39 GMT -5
Na dang it, Firefox crashed, so I have to rewrite this - oh, was only copy and past though. I cat not (yet) match them to the levels, but I can give you the stats of the monsters. I hope the numbers make sense, I can't think why they shouldn't. The propabilities are given in % Lv: 1 LP: 10 GOLD: 1 EXP: 100 mach punch: 3.33333333333 White Stone: 1.0 Lv: 2 LP: 20 GOLD: 3 EXP: 100 iron sword: 5.0 Red Stone: 1.0 Lv: 3 LP: 50 GOLD: 10 EXP: 100 triple shot: 5.0 staff of wood: 5.0 Green Stone: 1.0 Lv: 4 LP: 40 GOLD: 15 EXP: 100 explosion: 5.0 Blue Stone: 1.0 Lv: 5 LP: 500 GOLD: 100 EXP: 500 triple shot: 33.3333333333 mach punch: 5.0 Lv: 5 LP: 50 GOLD: 10 EXP: 100 poison arrow: 3.33333333333 Black Stone: 1.0 Lv: 6 LP: 80 GOLD: 20 EXP: 100 ice: 5.0 Red Crystal: 1.0 Lv: 7 LP: 90 GOLD: 30 EXP: 100 fire sword: 5.0 Yellow Crystal: 1.0 Lv: 8 LP: 200 GOLD: 30 EXP: 200 thunder glove: 10.0 Quick's Card: 1.0 Lv: 8 LP: 60 GOLD: 30 EXP: 100 fire glove: 5.0 Silver Crystal: 1.0 Lv: 9 LP: 120 GOLD: 30 EXP: 100 double arrow: 5.0 Black Crystal: 1.0 Lv: 10 LP: 110 GOLD: 40 EXP: 100 fire: 5.0 White Stone: 1.0 Lv: 11 LP: 110 GOLD: 50 EXP: 200 thunder sword: 5.0 Black Stone: 1.0 Lv: 12 LP: 500 GOLD: 200 EXP: 800 thunder sword: 5.0 Long Sword's Card: 5.0 Lv: 10 LP: 90 GOLD: 40 EXP: 150 long staff: 5.0 Ruby: 1.0 Lv: 10 LP: 200 GOLD: 40 EXP: 150 Sapphire: 1.0 Lv: 11 LP: 140 GOLD: 50 EXP: 150 Topaz: 1.0 Lv: 12 LP: 160 GOLD: 60 EXP: 150 Emerald: 1.0 Lv: 14 LP: 800 GOLD: 300 EXP: 1000 Catapult's Card: 5.0 Lv: 10 LP: 180 GOLD: 40 EXP: 100 Peridot: 1.0 Lv: 10 LP: 140 GOLD: 50 EXP: 100 staff of thunder: 5.0 Aquamarine: 1.0 Lv: 12 LP: 220 GOLD: 60 EXP: 200 Garnet: 1.0 Lv: 14 LP: 330 GOLD: 200 EXP: 300 Pierce's Card: 1.0 Lv: 11 LP: 200 GOLD: 50 EXP: 100 poison glove: 3.33333333333 Lv: 11 LP: 180 GOLD: 50 EXP: 100 ice sword: 5.0 Lv: 13 LP: 250 GOLD: 70 EXP: 200 fire arrow: 5.0 Lv: 15 LP: 1000 GOLD: 300 EXP: 500 thunder: 5.0 Guide's Card: 5.0 Lv: 12 LP: 220 GOLD: 50 EXP: 100 Lv: 12 LP: 160 GOLD: 50 EXP: 100 Lv: 14 LP: 210 GOLD: 80 EXP: 200 staff of ice: 5.0 Lv: 16 LP: 1600 GOLD: 300 EXP: 1000 Bullet's Card: 5.0 Lv: 13 LP: 240 GOLD: 50 EXP: 100 freeze glove: 5.0 Lv: 12 LP: 120 GOLD: 50 EXP: 100 long sword: 5.0 Lv: 14 LP: 180 GOLD: 80 EXP: 200 triple arrow: 5.0 freeze: 3.33333333333 Lv: 16 LP: 1200 GOLD: 400 EXP: 1000 Explosion's Card: 5.0 Lv: 14 LP: 200 GOLD: 60 EXP: 100 needle glove: 2.5 Diamond: 1.0 Lv: 15 LP: 240 GOLD: 90 EXP: 200 quad arrow: 5.0 Lv: 14 LP: 160 GOLD: 60 EXP: 100 lightsaber: 5.0 Lv: 16 LP: 2000 GOLD: 500 EXP: 1000 blizzard: 5.0 Critical's Card: 5.0 Lv: 20 LP: 5000 GOLD: 1000 EXP: 1000 Vampire's Card: 33.3333333333 ONIGIRI's Card: 5.0 Lv: 10 LP: 900 GOLD: 30 EXP: 1000 onigiri: 100.0 Lv: 10 LP: 90 GOLD: 30 EXP: 100 Lv: 11 LP: 120 GOLD: 40 EXP: 200 Lv: 13 LP: 900 GOLD: 200 EXP: 1000 Lv: 11 LP: 600 GOLD: 40 EXP: 1000 onigiri: 100.0 Lv: 11 LP: 90 GOLD: 40 EXP: 100 Lv: 12 LP: 230 GOLD: 40 EXP: 100 Lv: 14 LP: 900 GOLD: 200 EXP: 1000 Lv: 12 LP: 900 GOLD: 50 EXP: 1000 onigiri: 100.0 Lv: 12 LP: 900 GOLD: 50 EXP: 1000 onigiri: 100.0 Lv: 13 LP: 240 GOLD: 40 EXP: 100 Lv: 15 LP: 1100 GOLD: 200 EXP: 1000 Lv: 15 LP: 150 GOLD: 60 EXP: 100 Gold Medal: 0.5 Lv: 16 LP: 300 GOLD: 60 EXP: 100 Silver Medal: 1.0 Lv: 17 LP: 300 GOLD: 80 EXP: 200 Bronze Medal: 1.0 Lv: 18 LP: 3000 GOLD: 700 EXP: 1000 Lv: 15 LP: 240 GOLD: 50 EXP: 100 spark glove: 5.0 Lv: 16 LP: 260 GOLD: 80 EXP: 150 volcano: 5.0 Lv: 17 LP: 120 GOLD: 50 EXP: 150 flame sword: 5.0 Lv: 18 LP: 1000 GOLD: 300 EXP: 1000 oct arrow: 5.0 Lv: 16 LP: 180 GOLD: 50 EXP: 100 Lv: 17 LP: 280 GOLD: 80 EXP: 150 Lv: 18 LP: 220 GOLD: 50 EXP: 150 Lv: 19 LP: 3500 GOLD: 800 EXP: 1000 Lv: 17 LP: 300 GOLD: 40 EXP: 200 Lv: 18 LP: 240 GOLD: 40 EXP: 200 Lv: 19 LP: 300 GOLD: 90 EXP: 200 Lv: 20 LP: 4400 GOLD: 700 EXP: 2000 Lv: 20 LP: 77 GOLD: 777 EXP: 200
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Post by newbie on Feb 24, 2009 21:03:32 GMT -5
If someone makes a list of the monster stats with Lv, LP, GOLD & EXP combined with the monster name (and stage if you want) I can auto match them. I'm to lazy to do that myself, that list is auto generated.
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Post by newbie on Feb 24, 2009 23:05:59 GMT -5
Just to spam it a little more, I made a monstercount for every monster and combined it with the other list. Its to cluttered for the forum though, so you have to download it. I wonder if the stats in the wiki are all correct... drops.txt
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Post by me2 on Feb 25, 2009 5:39:09 GMT -5
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Post by bewnt on Feb 25, 2009 8:08:34 GMT -5
Hate to be a party pooper, but it is clearly stated that the use of the source code is prhibited (in English, no less). I'm not sure of how to proceed on from here. Admittedly the information is very useful, but we shouldn't make too big of a din about it.
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Post by doomish on Feb 25, 2009 8:12:32 GMT -5
Well, I didn't understand any of it.
"Stick Range" must be a more complicated game than I'd imagined...
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Post by something on Feb 25, 2009 9:09:58 GMT -5
You can get your list with our names from here: Yay, you lookd up all those names. I will fill them into my "extractor". If you want me to make a special layout or something like that, just ask. Hate to be a party pooper, but it is clearly stated that the use of the source code is prhibited (in English, no less). As far as I know reverse engeneering is not prohibited in my country. I even first saw it after I looked at the code, so even if he wanted us to accept those aggreements, I had to break them before I can see them. Then I don't use the code, I look at it and extract tables, no code. And finally I can extract the tables without even looking at the source, just the class files. I see no problem with my doings, even if he doesn't like it. Well, I didn't understand any of it. If you look at the wiki you see for instance: Green Smiley Walker Lv: 1 LP: 10 GOLD: 1 EXP: 100 mach punch: 3.33333333333 White Stone: 1.0 5xOpening Street_0, 6xOpening Street_1, 6xOpening Street_2, 20xOpening Street_5, 3xOpening Street_7
The first line is obviously the name. The second line first tells you everything thats in the book, like lvl of the monster, Gold, Experience and then the drops. The numbers behind the drops are the droprates. So a mach punch is dropped in 3.33% of the kills, so you get one every 33 kills on average, the white Stone has a droprate of 1%, so you need about 100. The last Line tells you where to find the monster. It sais 5x on Opening Street_0 (I should have added 1 to the stages...), so you will find 5 on the first screen, 6 on the second,... and 3 on the last (Boss) screen on the opening stage. Everything clear? "Stick Range" must be a more complicated game than I'd imagined... To be honest, there are much more things I could come up with, but I don't think they are that interesting.
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Post by jakebob on Feb 25, 2009 10:02:47 GMT -5
On the Enemy page (which took less than 5 seconds to load) surely the enemy experience wouldn't have a peak (ie if your level=their level, xp=max). It's make a bit more sense to make it so that the lower your level in comparison tothe enemy's level, the more xp you'd get. How would being less experienced mean you earn less experience on a high-level kill? Surely killing a level 20 monster at level 5 would yield a crapton of experience, not 1xp. I know that's probably how it's been coded, but it's rather confusing.
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Post by bewnt on Feb 25, 2009 10:33:23 GMT -5
On the Enemy page (which took less than 5 seconds to load) surely the enemy experience wouldn't have a peak (ie if your level=their level, xp=max). It's make a bit more sense to make it so that the lower your level in comparison tothe enemy's level, the more xp you'd get. How would being less experienced mean you earn less experience on a high-level kill? Surely killing a level 20 monster at level 5 would yield a crapton of experience, not 1xp. I know that's probably how it's been coded, but it's rather confusing. By most other RPG games, your method is more correct. My inference is that the coders do not want players adventuring far when their abilities fall short. I guess it is comparable to cutting a tree down. I don't think you should gain more EXP from using a blunt axe to cut the tree, as opposed to using a sharp axe. As a matter of fact, the coders probably lowered the EXP you gain from killing hard enemies as a penalisation for "using the wrong equipment to cut the tree".
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Post by jakebob on Feb 25, 2009 17:39:34 GMT -5
...but surely the fact that you took down a beast stronger than your team would mean better Exp rewards? You're more likely to die, more likely to run out of resurrects and less likely to kill it. The challenge is there, so should the rewards. Besides, the chance of a low-level team hitting the Lv. 15 monsters are minimal, but they should be rewarded for using a good enough strategy to defeat the earlier levels.
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Post by bewnt on Feb 26, 2009 7:47:11 GMT -5
...but surely the fact that you took down a beast stronger than your team would mean better Exp rewards? You're more likely to die, more likely to run out of resurrects and less likely to kill it. The challenge is there, so should the rewards. Besides, the chance of a low-level team hitting the Lv. 15 monsters are minimal, but they should be rewarded for using a good enough strategy to defeat the earlier levels. On the other hand, it is not a wise decision to fight enemies that are so difficult. It's kind of like a 7 year old taking the seat of the President. He may be showered with rewards if he (somehow) carries out his job well, but at the end of the day, it's not a smart decision for small men to try big stuff - penalisation is appropriate in this case. Ultimately, it really is up to the programmer to decide. In some games, you can die as frequently as you want, with your savefile being always there for you. In others, a death is truly a death and you'll have to restart. In the latter case, the programmer wants to bring across the message that like in life, there's no savefile.
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Post by jakebob on Feb 26, 2009 12:48:37 GMT -5
But, we have saves on Stick Ranger. If this were a platformer, it'd be understandable (lives and stuff) but SR has save games. Getting killed means restarting the level, so the only bad thing about dying is that you have to restart at 1 HP each.
Meh, anyway, I'm not too bothered. I'm just used to "Higher level kill = Greater Reward".
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Post by Sandmaster on Feb 28, 2009 19:14:11 GMT -5
How do you read the .jar file?
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