I've added a trip function, testing...
There are 2 replies to this post. [View entire thread]
Re: Trip function Anonymous◇Ep8pui8Vw2 (fraudster) 2023/10/31(Tue) 07:23 No.134
Fraud test
Re: Trip function Anonymous◆Admin 2023/10/31(Tue) 10:58 No.135
Capcode test
I tried using heyuri dating again after not using it for a while and clicking the manually update button makes a new tab open up instead of updating the same tab like it did before.
Could this change be reverted? It's really annoying
Could this change be reverted? It's really annoying
There are 1 replies to this post. [View entire thread]
Re: Dating Issue Anonymous 2023/10/29(Sun) 23:49 No.130
I didn't change anything, and it doesn't open a new tab for me... (゚Д゚)
Maybe something fux0red on ur end that particular time? Frames can be weird sometimes
Maybe something fux0red on ur end that particular time? Frames can be weird sometimes
mess up in https://cgi.heyuri.net/
the side bar under info shows party2 manual but not heyukoniwa island 2 (idk why party2 manual is there. it should be strictly be in party2 dir, as the side bar will get filled up twice as fast with every big cgi game added)
and another note. should this support BBS even be a thing? i think this might split up heyuri to much as threads under /b/ seem to do well for active parts of cgi games. and any issues of cgi issues can be put put in /q/ and will still reach the proper mods and meta talk just as same.
if heyuri got more massive to a point where you need to redirect human traffic away from /q/, then i can see this place being more needed
the side bar under info shows party2 manual but not heyukoniwa island 2 (idk why party2 manual is there. it should be strictly be in party2 dir, as the side bar will get filled up twice as fast with every big cgi game added)
and another note. should this support BBS even be a thing? i think this might split up heyuri to much as threads under /b/ seem to do well for active parts of cgi games. and any issues of cgi issues can be put put in /q/ and will still reach the proper mods and meta talk just as same.
if heyuri got more massive to a point where you need to redirect human traffic away from /q/, then i can see this place being more needed
There are 1 replies to this post. [View entire thread]
Re: cgi thoughts.. Anonymous 2023/10/12(Thu) 07:42 No.117
First of all - arigatou 4 posting ur thoughts, they're much appreciated! ヽ(´∇`)ノ
>the side bar under info shows party2 manual but not heyukoniwa island 2 (idk why party2 manual is there. it should be strictly be in party2 dir, as the side bar will get filled up twice as fast with every big cgi game added)
Teh @Party II manual is linked in the "Information" section cuz it's an entire wiki & significant area of the server, whereas the Hakoniwa Islands 2 manual is just 3 HTML pages that were added very last-minute ^^;
I can add a link to the Hakoniwa manual there if u think it makes sense, but I don't currently think that removing the @Party II manual/wiki makes sense
Sidenote: originally, the "Information" section was gonna house a Heyuri★CGI-specific rules page, a guide to the various sections & how they work, a place to download all the scripts used here, etc., but that's a lot of extra not-very-fun work, so they haven't ended up happening (;^Д^)
>should this support BBS even be a thing? [...] any issues of cgi issues can be put put in /q/ and will still reach the proper mods and meta talk just as same.
Firstly, it's impr0tant 2 note that this board and most other things here were never originally intended to be part of Heyuri, or even public - I'd just worked on them as personal projects for fun, but kaguya liek'd them once I showed them to him and recommended I use them, so that's why it's this way ヽ(´ー`)ノ
Secondly, this board's software (YY-BOARD) is written in CGI/Perl, which is in keeping with the original intention of this server - namely, to house English-translated Japanese CGI/Perl scripts, and to bring sum much-needed variety to the modern English-speaking web! ヽ(´ー`)ノ
Thirdly, Heyuri★CGI having its own dedicated support board also kinda makes sense from a logical standpoint - other than sharing the domain, this server is completely independent from the main Heyuri servers in every way (including ownership), and thus all issues relating to it have no bearing on the rest of Heyuri (and vice versa)
>i think this might split up heyuri to much as threads under /b/ seem to do well for active parts of cgi games.
Teh issue with housing Heyuri★CGI game-related threads on Off-Topic permanently is that Heyuri has a rule against recurring threads to prevent stagnation (which IMHO has increased ever since the Hakoniwa Islands 2 threads have dominated Off-Topic's front page...)
I've been strongly considering adding a board just for Hakoniwa Islands since it continues to be a popular topic (and teh game itself benefits from having a global place to discuss gameplay/politics/strategies/etc.), but there's the matter of deciding what form it should take, and then the process of actually going through with it ^^;
>the side bar under info shows party2 manual but not heyukoniwa island 2 (idk why party2 manual is there. it should be strictly be in party2 dir, as the side bar will get filled up twice as fast with every big cgi game added)
Teh @Party II manual is linked in the "Information" section cuz it's an entire wiki & significant area of the server, whereas the Hakoniwa Islands 2 manual is just 3 HTML pages that were added very last-minute ^^;
I can add a link to the Hakoniwa manual there if u think it makes sense, but I don't currently think that removing the @Party II manual/wiki makes sense
Sidenote: originally, the "Information" section was gonna house a Heyuri★CGI-specific rules page, a guide to the various sections & how they work, a place to download all the scripts used here, etc., but that's a lot of extra not-very-fun work, so they haven't ended up happening (;^Д^)
>should this support BBS even be a thing? [...] any issues of cgi issues can be put put in /q/ and will still reach the proper mods and meta talk just as same.
Firstly, it's impr0tant 2 note that this board and most other things here were never originally intended to be part of Heyuri, or even public - I'd just worked on them as personal projects for fun, but kaguya liek'd them once I showed them to him and recommended I use them, so that's why it's this way ヽ(´ー`)ノ
Secondly, this board's software (YY-BOARD) is written in CGI/Perl, which is in keeping with the original intention of this server - namely, to house English-translated Japanese CGI/Perl scripts, and to bring sum much-needed variety to the modern English-speaking web! ヽ(´ー`)ノ
Thirdly, Heyuri★CGI having its own dedicated support board also kinda makes sense from a logical standpoint - other than sharing the domain, this server is completely independent from the main Heyuri servers in every way (including ownership), and thus all issues relating to it have no bearing on the rest of Heyuri (and vice versa)
>i think this might split up heyuri to much as threads under /b/ seem to do well for active parts of cgi games.
Teh issue with housing Heyuri★CGI game-related threads on Off-Topic permanently is that Heyuri has a rule against recurring threads to prevent stagnation (which IMHO has increased ever since the Hakoniwa Islands 2 threads have dominated Off-Topic's front page...)
I've been strongly considering adding a board just for Hakoniwa Islands since it continues to be a popular topic (and teh game itself benefits from having a global place to discuss gameplay/politics/strategies/etc.), but there's the matter of deciding what form it should take, and then the process of actually going through with it ^^;
I think it's weird that the home page of the main site has no logo. I'd add one.
There are 6 replies to this post. [View entire thread]
Re: Logo? Anonymous 2023/08/16(Wed) 14:33 No.95
>By main site, do you mean https://www.heyuri.net/ ?
Yes.
The wiki's main page is nice. I think something like this
-----------Welcome to-----------
-------[the logo you made]------
--------"[random phrase]"-------
--------------------------------
News|FAQ|Rules|Links|日本語-----
on https://www.heyuri.net/ would be nice as well. I guess you could remove the "Welcome to"
Yes.
The wiki's main page is nice. I think something like this
-----------Welcome to-----------
-------[the logo you made]------
--------"[random phrase]"-------
--------------------------------
News|FAQ|Rules|Links|日本語-----
on https://www.heyuri.net/ would be nice as well. I guess you could remove the "Welcome to"
Re: Logo? Anonymous 2023/08/17(Thu) 01:34 No.96
That's... exactly how it was! See: https://archive.li/d3fnN (although it was made much bigger than I intended it to be ^^;)
You can see the evolution of teh Heyuri front page here: https://archive.li/https://www.heyuri.net/
You can see the evolution of teh Heyuri front page here: https://archive.li/https://www.heyuri.net/
Re: Logo? Anonymous 2023/08/18(Fri) 03:41 No.97
Ah I see. Will it ever come back?
Re: Logo? Anonymous 2023/08/18(Fri) 14:21 No.98
It's up 2 kaguya, but personally I think it could be improved first - smaller size, better kerning, maybe a better font, maybe a different color between the text and the star (which is how most of my original mockups appeared), etc.
Re: Logo? Anonymous 2023/08/19(Sat) 00:15 No.99
I prefer text same colour as star. This discussion should be brought to /q/, I should have made this thread there.
Thread for general @PartyII discussion. What are you doing? What are you working toward? Why aren't you playing yet????
There are 22 replies to this post. [View entire thread]
Re: @PartyII gameplay discussion Anonymous 2023/08/15(Tue) 15:59 No.90
I just learned that there is a natural stat cap of 255 for attack, agility and defense. This drastically changes some of the assumptions in this thread. For example,
- Any stat growth of more than 3 for agility, attack or defense is a waste, since after a few level 99 resets, you will be maxed eitherway.
- MP and HP have a cap of 999 rather than 255, so they're the stats you really want to invest in, e.g. with SP
- The maximum attack with LiquidMetalSword equipped is 405, and the maximum fully buffed attack is 637. Therefore, with LiquidMetalSword, only 1 Oomph or MusterStrength or Oath is needed to achieve the maximum theoretical attack value (it the buff would normally take your attack to 660, but it is capped at 2.5x your base attack, which maxes out at 255, thus a hard cap of 637).
- 637 attack with a *1 multiplier is about as strong as a 319 attack armor-piercing skill. Kazapple does up to 100 + 3*85 = 355 armor-piercing damage, so unbuffed, it is a little stronger than a regular attack.
- Skills like BlueMage's SelfDestruct and LiquidMetalSlime's MagicBurst are more powerful than once thought, dishing out up to 998 armor-piercing damage. By comparison, a successful HatchetMan "only" deals 955 damage before armor reduction (and this requires using up one turn to buff, while MagicBurst has no such need, and SelfDestruct needs Resurrect or similar).
- Since the highest-health enemy in the game has about 12k health, compared to the max damage of about 8k with MagicBurst at 8x tension, those skills are not the most useful for a boss kill anyway (especially since that boss is accompanied by a couple high-armor balls).
- An armor piercing move with a multiplier of at least 1.6 achieves more damage than MagicBurst.
- ChocoBuckle at 637 agility is exactly as powerful as a successful HatchetMan, but does not get reduced further by armor, pulling slightly ahead
- There are no bosses with >999 defense, only boss "assist" mobs that have very low health (except for one special boss... but he has only 25 HP)
- The real boss with the most defense has about 400 defense
- The most powerful attack in the game against this boss is Berserker's frenzy, which has 1/4 chance of hitting a random ally instead of a random enemy. If it were to actually hit a theoretical boss which has both the most defense and the most health out of the game's bosses, it would deal 14008 damage. The healthiest boss having 12000 HP, it would be an instant kill. Also, since frenzy is a sure hit, it will not be blocked by AttackReflect, or Parry.
- Gigadrain, which deals up to 300 damage, it stupidly powerful given the free heal and the limitations on stat values
- Many bosses hit very hard, so armor buffs are actually very useful, as are break skills (which reset boss attack and defense to their unbuffed state)
- Since armor doesn't really matter due to tension, stat down skills still aren't useful because enemies with hp > 999 are immune to attack down and hp down, and have too much mp and max mp for mp down to do anything worthwhile.
- It may be tactically advantageous to have the following skills among the party:
-- Partywide defense buffs (party-wide magic/attack resists/reflects are nice, but they only last one turn while buffs are forever)
-- Break skill (DisruptionWave or WeaponBreak)
-- Purge skills, like Esuna
-- Heals (obviously)
Beside this, a mobber or two and a boss killer to complete the party.
Note that bosses can have up to 500 hit rate, so hit rate reduction skills are not necessarily that useful. Sandstorm, which reduces hit rate by 20% per hit, would require 8 applications before bringing the boss's hit rate below 100%.
Since 255 is the max stat, the best AoE in the game is Arithmetician's xFlare (260 damage, although it's situational and thus not viable), Summoner's Bahamut (210 damage), Majin's BigRampage at 200 armor piercing damage (I exclude the summoners' skills, because BubbleMaster's, is no longer accessible past level 70, and dragonrider/slimerider's are random), not the variable skills like PearlyGates, which is 191, or NonsenseArrow which is 178 damage.
However, if you find that buffing before doing an AoE is useful, you can get up to 477 damage with PearlyGates and 318 damage from NonsenseArrow at 637 defense or agi respectively. For NonsenseArrow, this would require lucking out on agility gear's random weight value to achieve, or using 2 buffs. This also couldn't be achieved while wearing real armor or weapons. Therefore, in practice, that's untenable. PearlyGates, on the other hand, is achievable with 3 buffs, as the max defense buff is merely +40% per cast. That said, PearlyGates deals more damage than even xFlare after just 1 buff (though that is before armor reduction, and it can still miss; endgame enemy armor can reduce that 267 AoE damage down to 167).
- Any stat growth of more than 3 for agility, attack or defense is a waste, since after a few level 99 resets, you will be maxed eitherway.
- MP and HP have a cap of 999 rather than 255, so they're the stats you really want to invest in, e.g. with SP
- The maximum attack with LiquidMetalSword equipped is 405, and the maximum fully buffed attack is 637. Therefore, with LiquidMetalSword, only 1 Oomph or MusterStrength or Oath is needed to achieve the maximum theoretical attack value (it the buff would normally take your attack to 660, but it is capped at 2.5x your base attack, which maxes out at 255, thus a hard cap of 637).
- 637 attack with a *1 multiplier is about as strong as a 319 attack armor-piercing skill. Kazapple does up to 100 + 3*85 = 355 armor-piercing damage, so unbuffed, it is a little stronger than a regular attack.
- Skills like BlueMage's SelfDestruct and LiquidMetalSlime's MagicBurst are more powerful than once thought, dishing out up to 998 armor-piercing damage. By comparison, a successful HatchetMan "only" deals 955 damage before armor reduction (and this requires using up one turn to buff, while MagicBurst has no such need, and SelfDestruct needs Resurrect or similar).
- Since the highest-health enemy in the game has about 12k health, compared to the max damage of about 8k with MagicBurst at 8x tension, those skills are not the most useful for a boss kill anyway (especially since that boss is accompanied by a couple high-armor balls).
- An armor piercing move with a multiplier of at least 1.6 achieves more damage than MagicBurst.
- ChocoBuckle at 637 agility is exactly as powerful as a successful HatchetMan, but does not get reduced further by armor, pulling slightly ahead
- There are no bosses with >999 defense, only boss "assist" mobs that have very low health (except for one special boss... but he has only 25 HP)
- The real boss with the most defense has about 400 defense
- The most powerful attack in the game against this boss is Berserker's frenzy, which has 1/4 chance of hitting a random ally instead of a random enemy. If it were to actually hit a theoretical boss which has both the most defense and the most health out of the game's bosses, it would deal 14008 damage. The healthiest boss having 12000 HP, it would be an instant kill. Also, since frenzy is a sure hit, it will not be blocked by AttackReflect, or Parry.
- Gigadrain, which deals up to 300 damage, it stupidly powerful given the free heal and the limitations on stat values
- Many bosses hit very hard, so armor buffs are actually very useful, as are break skills (which reset boss attack and defense to their unbuffed state)
- Since armor doesn't really matter due to tension, stat down skills still aren't useful because enemies with hp > 999 are immune to attack down and hp down, and have too much mp and max mp for mp down to do anything worthwhile.
- It may be tactically advantageous to have the following skills among the party:
-- Partywide defense buffs (party-wide magic/attack resists/reflects are nice, but they only last one turn while buffs are forever)
-- Break skill (DisruptionWave or WeaponBreak)
-- Purge skills, like Esuna
-- Heals (obviously)
Beside this, a mobber or two and a boss killer to complete the party.
Note that bosses can have up to 500 hit rate, so hit rate reduction skills are not necessarily that useful. Sandstorm, which reduces hit rate by 20% per hit, would require 8 applications before bringing the boss's hit rate below 100%.
Since 255 is the max stat, the best AoE in the game is Arithmetician's xFlare (260 damage, although it's situational and thus not viable), Summoner's Bahamut (210 damage), Majin's BigRampage at 200 armor piercing damage (I exclude the summoners' skills, because BubbleMaster's, is no longer accessible past level 70, and dragonrider/slimerider's are random), not the variable skills like PearlyGates, which is 191, or NonsenseArrow which is 178 damage.
However, if you find that buffing before doing an AoE is useful, you can get up to 477 damage with PearlyGates and 318 damage from NonsenseArrow at 637 defense or agi respectively. For NonsenseArrow, this would require lucking out on agility gear's random weight value to achieve, or using 2 buffs. This also couldn't be achieved while wearing real armor or weapons. Therefore, in practice, that's untenable. PearlyGates, on the other hand, is achievable with 3 buffs, as the max defense buff is merely +40% per cast. That said, PearlyGates deals more damage than even xFlare after just 1 buff (though that is before armor reduction, and it can still miss; endgame enemy armor can reduce that 267 AoE damage down to 167).
Re: @PartyII gameplay discussion Anonymous 2023/08/15(Tue) 16:48 No.91
Also, since the highest stat is 255, and due to how buffs and weapons work, there is no point in using a weapon with more than 127 attack. Hence, ShamshirOfLight with MightyBracer or LiquidMetalSword is as strong a weapon as anyone needs for normal use.
ZenithianSword and SomaticStaff, which give you an attack score that's randomly selected between 0 and your max HP or MP respectively, are the best weapons in the game since they have a 75% chance of being at least as good as the LiquidMetalSword, and a 50% chance of overmaxing your stats (meaning you can't even apply buffs if you try), and they're the only way to go beyond the buff limit, i.e. they can give you up to +500 attack, compared to +382 for Oomph + any weapon with at least 127 attack.
For armor, since the best buff only gives you +40%, you can benefit from up to +281 defense to max out defense in one buff. Erdrick armor, the best fixed armor, "only" gives +180. Equipping GoldBracer adds another +50 to defense for +230 max, which is still 50 off the maximum buffed value, though that 50 is less than 10% of your armor value at that point, so you can consider this close enough maxed.
Alternatively, the DragovianKingArmor gives variable armor up to +320, which, when combined with GoldBracer, is 12 short from the maximum buffed value at its peak.
It also means that the assumptions that axe-type weapons are anything but rubbish was wrong. In fact, even weapons beyond LiquidMetalSword merely add to your weight without impacting your peak attack damage. The bonus attack is somewhat useful if you want to AoE, except as discussed previously, you would rather stick to PearlyGates for this. With ErdrickArmor and maxed defense, PearlyGates deals 326 damage before armor reduction. With a max DragovianKingArmor, it would be 431.
ZenithianSword and SomaticStaff, which give you an attack score that's randomly selected between 0 and your max HP or MP respectively, are the best weapons in the game since they have a 75% chance of being at least as good as the LiquidMetalSword, and a 50% chance of overmaxing your stats (meaning you can't even apply buffs if you try), and they're the only way to go beyond the buff limit, i.e. they can give you up to +500 attack, compared to +382 for Oomph + any weapon with at least 127 attack.
For armor, since the best buff only gives you +40%, you can benefit from up to +281 defense to max out defense in one buff. Erdrick armor, the best fixed armor, "only" gives +180. Equipping GoldBracer adds another +50 to defense for +230 max, which is still 50 off the maximum buffed value, though that 50 is less than 10% of your armor value at that point, so you can consider this close enough maxed.
Alternatively, the DragovianKingArmor gives variable armor up to +320, which, when combined with GoldBracer, is 12 short from the maximum buffed value at its peak.
It also means that the assumptions that axe-type weapons are anything but rubbish was wrong. In fact, even weapons beyond LiquidMetalSword merely add to your weight without impacting your peak attack damage. The bonus attack is somewhat useful if you want to AoE, except as discussed previously, you would rather stick to PearlyGates for this. With ErdrickArmor and maxed defense, PearlyGates deals 326 damage before armor reduction. With a max DragovianKingArmor, it would be 431.
Re: @PartyII gameplay discussion Anonymous 2023/08/15(Tue) 16:49 No.92
Randomly selected between 0 and HALF your max HP/MP*
Re: @PartyII gameplay discussion Anonymous 2023/08/15(Tue) 17:42 No.93
>So far, we have not seen Ramia's resurrection or a Sealed One
Just a small correction: kaguya has already resurrected Ramia once!
For a (potentially) limited time only, u can see it in one of the PhotoContest submissions: https://cgi.heyuri.net/party2/contest.cgi
Just a small correction: kaguya has already resurrected Ramia once!
For a (potentially) limited time only, u can see it in one of the PhotoContest submissions: https://cgi.heyuri.net/party2/contest.cgi
Re: @PartyII gameplay discussion Anonymous 2023/08/15(Tue) 20:03 No.94
Noooo I can't believe I missed ramia's glorious return ;_;
Suggestion: client-side delay on action commitments to reduce server load and avoid double-clicking mayhem and timing woes.
Pseudo-code, client-side:
let latest = undefined
Put this handleSubmit in the form action for the submit button:
const handleSubmit = e => {
e.preventDefault()
const text = e.target.value
// check if this is an action, i.e. first non-empty char is @
if(text.match(/\s*@.+/)) {
latest = text
} else {
// This is a spoken line or such, just do the normal submit action
}
}
in party2/html/party.js under active_gage when gage_width is calculated:
if(gage_width === 100) {
(do the actual current form's action, but using latest instead of the text field's value)
}
Pseudo-code, client-side:
let latest = undefined
Put this handleSubmit in the form action for the submit button:
const handleSubmit = e => {
e.preventDefault()
const text = e.target.value
// check if this is an action, i.e. first non-empty char is @
if(text.match(/\s*@.+/)) {
latest = text
} else {
// This is a spoken line or such, just do the normal submit action
}
}
in party2/html/party.js under active_gage when gage_width is calculated:
if(gage_width === 100) {
(do the actual current form's action, but using latest instead of the text field's value)
}
There are 17 replies to this post. [View entire thread]
Re: Party improvements thread Anonymous 2023/08/08(Tue) 15:09 No.52
>Although it should be fixed, I am banned for about 5000 minutes so I can't actually test... (゚ー゚)
Should be unbanned now (;^Д^)
Should be unbanned now (;^Д^)
Re: Party improvements thread Anonymous 2023/08/08(Tue) 15:10 No.53
Moar fixors:
https://pastebin.com/9dZdpsVb
- I am now able to login with the script enabled. I tested with tampermonkey and violentmonkey and it works in both. I would like someone daring to give it a spin, though.
- The fixes above makes @Logout work correctly
https://pastebin.com/9dZdpsVb
- I am now able to login with the script enabled. I tested with tampermonkey and violentmonkey and it works in both. I would like someone daring to give it a spin, though.
- The fixes above makes @Logout work correctly
Re: Party improvements thread Anonymous 2023/08/08(Tue) 18:19 No.54
https://pastebin.com/kk0payJh
New version.
Changes:
- Can now enable or disable status updates in the script with a constant at the top of the file. This was causing wobbling from the menu because I can't into CSS, which some could find distracting.
- Fixed some menus not using the right action
- Added more supported actions
- Can now merge the chat and log (like in the default view) using a constant at the top of the script.
- Various bugfixes.
New version.
Changes:
- Can now enable or disable status updates in the script with a constant at the top of the file. This was causing wobbling from the menu because I can't into CSS, which some could find distracting.
- Fixed some menus not using the right action
- Added more supported actions
- Can now merge the chat and log (like in the default view) using a constant at the top of the script.
- Various bugfixes.
Re: Party improvements thread Anonymous 2023/08/09(Wed) 15:33 No.59
I uploaded the latest heyparty version to greasyfork. It contains a lot of QoL improvements based on feedback I received so far.
https://greasyfork.org/en/scripts/472792-heyparty
https://greasyfork.org/en/scripts/472792-heyparty
Re: Party improvements thread Anonymous 2023/08/11(Fri) 18:12 No.67
In the code for quests, enemies have jobs assigned which gives them skills. There's a number value representing a job, and then a comment next to it saying what the job is
Some of these numbers and comments didn't match up with each other, and in some cases were very obviously wrong - so I corrected them!
Here's the complete list of enemies that have changed, with the original values on the left (job/former job) and the corrected versions on the right:
Some of these numbers and comments didn't match up with each other, and in some cases were very obviously wrong - so I corrected them!
Here's the complete list of enemies that have changed, with the original values on the left (job/former job) and the corrected versions on the right:
Black: BlackMage/BlackMage -> BlackMage/DarkMage
FlameDemon: Mage/BlackMage -> Mage/DarkMage
Bomb: Devil -> BlueMage
GamblingFaerie: Mime -> Gambler
DarkShield: Archfiend/Summon -> BarrierMage/Summon
BigDracky: BarrierMage -> Dragon
DarkEye: Assassin -> DarkMage
Minitaurus: Moogle -> Shepherd
Satan: Soldier/FallenAngel -> FallenAngel/DarkKnight
https://2ch.sh/src/2881.jpg
Is there a reason for why they are different?
Black ones don't display year part too
Is there a reason for why they are different?
Black ones don't display year part too
There are 1 replies to this post. [View entire thread]
Re: Colors on dates of polls at Polls@Heyuri Anonymous 2023/08/03(Thu) 13:08 No.32
- Blue means the poll was recently created/bumped
- Red means the poll hasn't been created/bumped in a while (currently happens after 5 days). By default, this means the poll would be at risk of being auto-deleted if it doesn't receive enough votes/polls to prolong it, but I believe I've increased the deletion time to roughly 25 years (9001 days)
- Normal color is when a poll is in the middle of those two states
As mentioned, there's a whole system where votes/bumps prolong a poll's life by X period of time, but I don't really get it since the settings & code are confusing. I'm hoping I've just bypassed it (;^Д^)
Regarding the black ones missing the year, that was an oversight I've now fixed ヽ(´ー`)ノ
- Red means the poll hasn't been created/bumped in a while (currently happens after 5 days). By default, this means the poll would be at risk of being auto-deleted if it doesn't receive enough votes/polls to prolong it, but I believe I've increased the deletion time to roughly 25 years (9001 days)
- Normal color is when a poll is in the middle of those two states
As mentioned, there's a whole system where votes/bumps prolong a poll's life by X period of time, but I don't really get it since the settings & code are confusing. I'm hoping I've just bypassed it (;^Д^)
Regarding the black ones missing the year, that was an oversight I've now fixed ヽ(´ー`)ノ
How come @Party II has a zillion players but the Dating rooms are always empty?
There are 2 replies to this post. [View entire thread]
Re: Anonymous 2023/08/01(Tue) 08:08 No.29
Dating has:
- limited appeal to the typical Heyurian
- few people regularly checking it
- a limit of 2 participants per room
- auto room closure after 10 mins(?), so there's a very low chance of anyone seeing your room before it shows as vacant again
- nothing to do while you wait for someone else to show up
- is mostly just there for teh LOLs since there's a near 0% chance of obtaining a real date/hookup, unlike Japanese 2-shot chats
@Party II has:
- broad appeal to the typical Heyurian
- support for dozens of simultaneous players and multiplayer battles/games
- lots of goals and activities even if nobody else is online
- cute graphics that represent rooms and participants, which inspires interaction
- limited appeal to the typical Heyurian
- few people regularly checking it
- a limit of 2 participants per room
- auto room closure after 10 mins(?), so there's a very low chance of anyone seeing your room before it shows as vacant again
- nothing to do while you wait for someone else to show up
- is mostly just there for teh LOLs since there's a near 0% chance of obtaining a real date/hookup, unlike Japanese 2-shot chats
@Party II has:
- broad appeal to the typical Heyurian
- support for dozens of simultaneous players and multiplayer battles/games
- lots of goals and activities even if nobody else is online
- cute graphics that represent rooms and participants, which inspires interaction
Re: Anonymous 2023/08/01(Tue) 08:26 No.30
That said, while I don't think it will ever be bustling with activity, I have sum ideas on how Dating could (probably) be made more appealing:
- a more unique & appropriate color scheme (I'm thinking pink)
- much longer timeout times (hours rather than minutes)
- better instructions on how it works
- location-specific rooms (1-2 per continent perhaps)
- a more unique & appropriate color scheme (I'm thinking pink)
- much longer timeout times (hours rather than minutes)
- better instructions on how it works
- location-specific rooms (1-2 per continent perhaps)
i was put to sleep for a week. i seem to always end up tapping twice while on mobile. can i be awakened?
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Re: party 2 rip Anonymous 2023/07/28(Fri) 03:40 No.24
Ah... I'll look into it. I'll see if there's a way to make the ban length less harsh as well ^^;
It can trigger a lot if you're using a short auto-update time, doubly so if you have multiple tabs of the game open (i.e. you have it auto-updating on your desktop while you're also playing on mobile)
It can trigger a lot if you're using a short auto-update time, doubly so if you have multiple tabs of the game open (i.e. you have it auto-updating on your desktop while you're also playing on mobile)
Re: party 2 rip Anonymous 2023/07/28(Fri) 03:50 No.25
You should be able to play now, let me know if not
ANARU SEKKUSU!!! (⌒∇⌒ゞ)
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Re: anaru sekkusu Anonymous 2023/07/27(Thu) 05:14 No.17
ヽ(´∇`)ノ