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an-en-tags's Issues

[Bug] Elite Materials menu does not properly load required materials into material calculator.

Steps to reproduce

  1. Open Elite Materials tracker (https://aceship.github.io/AN-EN-Tags/akhrelite.html)
  2. Select an operator
    2.1. Select E1 or E2, both are broken
  3. Click on "Check on Material Calculator"

Expected behavior

Detailed breakdown of E1/2 materials should be attached to url to be loaded into Material Calculator. Pressing "Load saved data" should then populate required materials into calculator.

Actual behavior

Instead of materials being attached to the url, in every operator case I've tried every material option will be set to 0 thus nothing is actually transferred from the breakdown.

akhrelite: choosing CN operators only changes portrait

  1. Choosing a CN-exclusive operator (up to Ch'en currently, Spot is concerned even though being EN too) only changes the portrait regardless of the server chosen.
  2. The names given to the items are the non-official names and should be changed.

aceship_error_cnOp_in_en

suggestion: comparing operators

certain operators (Silence and Hellagur for example) have varying attack speed from their traits. i'd like to suggest a slider to change filters based on this, if possible. for example, to see what Hellagur's dps is when he's at different HP thresholds. similarly, Exusiai and Skadi will always have a +% of attack added to their damage due to traits, making their DPS higher than what their raw stats say. something on the menu to allow these things to be added / shown would be nice

Rename the new materials

The new materials in Materials calculator still use placeholder names instead of their final in-game names. I suggest renaming them to reduce confusion.

Synthetic Resin -> Coagulating Gel
Fined Synthetic Resin -> Polymerized Gel
Silicic Alloy -> Incandescent Alloy
Silicic Alloy Block -> Incandescent Alloy Block

Compare operator

When compering operators, if there are too many operators or the skill description is too long it appeares to be unable to view the other operators behind the ones at front

Material Total Usage not showing certain operators.

When I put Polymerization Preparation in Material Total Usage Thorns doesn't come up in the usage section even though he does use it. Weedy also doesn't show up with d32 steel, are new cn operators not added in there yet or something? It would be really useful if it showed all operators.

[Suggestion] Add sorting to Infrastructure tab

It'd be great if there was an option to sort the Infrastructure tab by strength of skills, or at the very least have an additional filter based on the different subskills, e.g. Efficiency/Limit for tradepost.

D32 Material Calculator

the D32 on the material calculator seems to be bugged. When I add in the amount i need for D32 then select update, the amount on both Need and Have shows "NaN"

[Bug] Material Calculator does not seem to output saved input address correctly

Steps to Reproduce

  1. Open Material Calculator
  2. Input values for needs and haves (see below example screenshot).
    image
  3. Right click to save input (example saved input below)

https://aceship.github.io/AN-EN-Tags/akevolve.html?n=4+4+4+0+8+22+26+0+13+0+7+16+15+29+32+40+53+39+21+9+20+21+33+28+26+4+5+5+4+21+20+54+49+19+24+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0&h=6+4+4+0+8+22+26+0+13+8+12+16+5+2+23+3+5+36+0+1+1+3+1+3+2+1+1+1+1+1+2+84+30+4+15+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0&o=1+2+3+4+5)

  1. Clear input/page by resetting (either in new browser window or tab).
  2. Paste saved input into address field.
  3. Click on Update or to load save.

Expected Behavior

Should reload values back into their respective positions (see above screenshot) as originally inputted.

Actual Behavior

Seems to incorrectly calculate/output a saved input address that outputs need and have values not matching the original input. See below output screenshot.

image

Simpler Example

Here's a simpler input using just T4 and T5 items (everything else is blank).
Input
image

Saved Input
https://aceship.github.io/AN-EN-Tags/akevolve.html?n=10+10+10+10+10+10+10+10+10+10+10+10+10+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0&h=2+1+2+0+0+0+1+1+0+0+1+1+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0+0&o=1+2+3+4+5

Reloaded Input after Reset
image

[Suggestion] Material Total usage show which skill needs matz

It would be alot more helpful at the total usage to see which skill needs matz for masteries not only the info that u need it for mastery.

for example if we look at RMA70-24 than we see Ifrit needs M1x 4 and M2x 8 of RMA70-24 >>> so u would think u need to farm 12
but u only need 4x for S3M1 and 8x for S2M2.

just a little info which skill needs the matz for upgrade would really help

[Suggestion] Add information from Taiwanese server

Recently Long Cheng open up Taiwanese server for Arknights. Since the game using Cantonese not Mandarin, most of in-game texts are different. It maybe not too confusing while using Google Translate at anytime, but maybe add information from Taiwan server to the website might be helpful.

Thank you!

[Suggestion] Change sort order of character possibilities on the recruit calculator

I would like to suggest a change to the ordering of possible recruitment results. First, I think each row should be sorted from lowest to highest rarity, for example like this:

image

My reasoning for this change is that sorting rows from highest to lowest (as it is currently) tends to put all the 5 star operators at the start, while putting all the operators that you are most likely to get at the end of the row, wherever that may be. Sorting lowest to highest aligns all the operators you will likely get at the very start of each row on the left, which looks more reasonable to me.

In addition, I think the way the rows themselves are sorted could be improved.
The code responsible for sorting tag combos appears to be:

AN-EN-Tags/js/akhr.js

Lines 566 to 581 in c30ac3d

let s = 0;
$.each(chars, (_, char) => {
s += char.level;
// console.log(char)
});
s = s / chars.length;
comb.score = s - tags.length / 10 - chars.length / avg_char_tag;
//console.log("tags length = "+tags.length);
//console.log("chars length = "+chars.length);
// console.log("avg char tag = "+avg_char_tag);
//console.log("score = "+comb.score);
});
combs.sort(function (a, b) {
return a.score > b.score ? -1 : (a.score < b.score ? 1 :
(a.tags.length > b.tags.length ? 1 : (a.tags.length < b.tags.length ? -1 : 0)));
});

So the sort is taking into account average rarity of the possible operators, the number of tags, and the number of possible ops.

These are the results of Sniper, Survival, and Supporter:

image

Here is Ranged, Specialist, Survival, and Shift:

image

Here is Melee, AoE, Survival, and Shift:

image

Here is Top Operator, Caster, DPS, AoE, and Defense:

image

And finally here is Senior Operator, Defender, and DPS:

image

There isn't anything terribly wrong with this ordering, it's just that there isn't a clear order. In the first image, Jessica appears below Orchid, even though she is a 4*. In the second image, Jessica's two tag combo is placed beneath Specialist+Shift even though her combo produces fewer possible operators, and yet Ifrit's two tag combo is placed above Top Operator+DPS. Estelle+Specter or Ifrit tag combos are separated by another combo because of the fewer number of tags (I think?), while the Liskarm+Vulcan tag combos remain together though Senior Operator+Defender is only 2 tags as opposed to 3. I believe these inconsistencies arise from the somewhat strange formula for score.

I think ordering like so would be better:

  • Minimum rarity of the tag combo: so 4*+5* combos go before 3*+4*+5*, obviously so that better tags will appear first
  • Number of possible operators of that minimum rarity: so something that gives only Shirayuki will go before something that gives Gravel, Rope, or Shaw - if a specific operator is preferred, an option that guarantees it will appear first, even if more tags need to be selected (like Top Op+DPS+Defense for guaranteed Hoshiguma over Top Op+Defense)
  • Number of tags: so Melee+AoE will go before Melee+AoE+Survival, because I've been told fewer tags is better because they are less likely to drop?
  • The tie-breaker after all the other factors is the total number of possible operators

Here are all the examples from above, with the sorting method described:
Sniper, Survival, and Supporter:
image
Ranged, Specialist, Survival, and Shift:
image
Melee, AoE, Survival, and Shift:
image
Top Operator, Caster, DPS, AoE, and Defense:
image
(Senior Operator, Defender, and DPS is unchanged)
Note: though the above examples make it look like the same operator results stick together, that is not always the case, for example Melee+Sniper+AoE+Slow:
image

If any changes are made, it doesn't have to be this order, there might be something I forgot to consider, or some downside to sorting like this, these are just things that have very mildly bothered me over the past few months and I thought I might as well share my thoughts.

Enemy Database: Add search functions

Search by name and/or enemy identifier (the numbers/letters in the box), etc.
Filters, such as "only enemies that appear in episode X or event Y", etc.

suggestion: change tag ordering

It will be great if you change the order of tags in the Recruitment Calculator to match the game.
I beleive it should help alot in tag serching, especially for the most common ones.

I wrote out all tags throug ~40 recruitments and found out that the tags in game's Recuitment menu always have the same order.
Here is what I found after further searching (mainly on the internet):

  • Class tags → Position tags → Qualification & Affix tags
  • Guard → Sniper → Defender → Medic → Supporter → Caster → Vanguard
  • Melee → Ranged
    • Top Operator → Crowd Control → Nuker → Senior Operator → Healing → Starter → DP-Recovery → DPS → Survival → AOE → Defense → Slow → Fast-Redeploy
    • Top Operator → Support → DPS
    • Survival → Debuff → Shift → Summon
    • Slow → Robot

By the way, Qualification tags are for some reason mixed up with Affixes. It is not so important though since Starter is mostly not used and Senior and Top are extremly rare.

[Bug] Material inventory's save feature is not correctly saving material amounts

Material inventory's save feature (Copy me with right click or long press, to save your input) is not consistent

Steps to Reproduce:

  1. Open Material Inventory
  2. For D32 Steel, input 6 on "Need" field
  3. For RMA70-24 input 6 on "Have" field
  4. For Grindstone Pentahydrate, input 6 on "Have" field
  5. For Manganese Trihydrate input 1 on "Have" field
  6. Click on "Copy me with right click or long press, to save your input"
  7. After the page loads, click on "Load saved data"

Expected Result

Materials should have the same numbers I input before clicking "Copy me with right click or long press, to save your input"
That is:

  • D32 Steel: Need 6, Have 0 Require 5
  • RMA70-24: Need 0 Have 6 Require 0
  • Gridnstone Pentahydrate: Need 0 Have 6 Require 0
  • Manganese Trihydrate: Need 0 Have 1 Require 5

Actual Result

  • D32 Steel: Need 6 Have 1 Require 5
  • RMA70-24: Need 0 Have 5 Require 0
  • Grindstone Pentahydrate: Need 0 Have 5 Require 0
  • Manganese Trihydrate: Need 0 Have 0 Require 5

Top Operator Tag + Support missing new operator.

I just did a Top Operator Recruitment with Support combination. Did 9 hours, and immediately used the red ticket. I got Magallan - I double checked the tags, and Magallan is neither in Support or Top Operator.

Add skill buff to the overall status

Most skills have some kind of status buff, like attack, defense, attack time, etc...
So it would be nice if we had some kind of button to Add (or remove) the buff from the skill to the overall stats shown on the "Operator" tab

Rounding error (maybe) in levelup cost calculator?

I don't know what could possibly be causing this.

I attempted to calculate the cost to raise a six-star operator from elite 2, level 37, to elite 2, level 69, with a base of 93 Currency Experience. If the on-hand LMD is entered at 83,908 or less, it displays a correct subtraction. If the on-hand LMD is 83,909 or higher, it seems to have some kind of rounding error, displaying the cost at (for example)
131071.70000000001 = 214980.7 - 83909
I've attached a screenshot of the error, and the settings that caused it. Error occurs in both Firefox and Chrome.
image

New feature on Material Tracker makes it difficult to use

Thanks for making toolbox, super helpful.

Recently implemented feature on Material Tracker automatically coverts lower tier items to it's corresponding higher tier craft. Perhaps this directly demonstrates how many units are needed to craft higher tier and shows it realtime, but it's inconvenient and disruptive when using Material Tracker to keep inventory.

The old version served it's purpose well. It provided visibility so that users didn't have to go to depot every time they wanted to check inventory. And provided awareness by calculating and showing how much more of an item or lower tier parts would be needed.

By automatically converting lower tiers, we can no longer confirm at glance how much inventory we have, and thus by extension, lowering confidence in the calculated results.

Basically, it becomes a simulator instead of inventory tracking/planner.

[Advice] Change the Google Analytics id to your own

Glad to see your version getting so many new users, congrats!

Recently I review the Google Analytics statistics for graueneko/aktools-old, and find that the number of your user is growing. I think you can change the GA id to your own, to know better how wonderful your work is.

Many pages integrate the GA id in <head>, after you've registered one, simply replace this id, e.g.:

gtag('config', 'UA-138420636-1');

... and many other pages.

I'm not bothered at all, but I think owning your own statistic data is good for you.

suggestion: advanced operator filter?

hey so i’ve been using this site for awhile now and it’s really helpful, but i think an advanced filter when browsing operator info could be useful when looking for operators that do certain things.

like filtering by traits, tags, skill type (such as sp charge, activation, etc). even an ascending/descending sort by stats/dpcost could also be nice.

[Bug] Exia has the senior operator tag

Exusiai has the senior operator tag if you click on her in the recruitment calculator, but doesn't show up under the senior operator tag filter. (Plus she can't be pulled from a senior operator tag, as far as I know)
exia tag bug

Add material drop location

Silicic Alloy: S3-6 (Rare), S5-8 (Rare), 6-12 (Rare)

Silicic Alloy Block: S5-8 (Very Rare), 6-12 (Very Rare)

Synthetic Resin: S4-10 (Rare), S5-7 (Rare)

Fined Synthetic Resin: S5-7 (Very Rare)

Make site PWA compatible and installable

Hi,
I like your interface, it's much neater than the three Arknights support apps currently available in Google Play.
Could you consider adding a service worker to your application to make it installable on mobile phones and PC? (Chrome has very good support for installing PWA on mobile PC and Firefox started adding that functionality recently).

Most popular is probably Workbox script. Adding the functionality involves adding a site manifest, service worker init script, service worker JS file and few icons.
You can probably generate most of that within minutes sing like PWAbuilder

Data architecture

I am a bit confused about the current architecture of the data.
We have json/gamedata. Should we consider it to be the language or the region ?

  • If we consider it language, all the elements should be populated and translated (which is not the case, it's populated as it would be for region - the unreleased operators in the given region are not available)
  • if we consider it region, all multilingual information should be in translation files tl-* (which is not the case as a part of the internationalization data is in gamedata.

In the current state, we can't provide the content of each server in each language (CN-related content would always be in Chinese or partially in English, heck I even seen some parts that assume English or interchangeably use lang and reg).

Imo, the best way to organize data is to have 1 global file for items, 1 for characters, ... which would hold all the meaningful info and have each internationalization data be kept in gamedata with any language-dependent info be replaced by an id (or equivalent). Also a list of existing items / chars / ... should be maintained for each server for easy manipulation (adding a new operator to a server, for exemple).

Does this seems reasonable ? It's a big change and it would be better to do it before changing any language-dependent page as it would change the way data is queried and used.
I can take care of it if needed (iff translation is provided of course).

Where to get the new materials

Basically, in material calculator says that the Incandescent Alloy Block and the Polymerized Gel only can be crafted

But the Incandescent Alloy Block can be get in S5-8 and 6-12 with very rare and the Polymerized Gel in S5-7 with very rare too

Wrong skill shown in website

In operator detail section, silverash RIIC skills was written as order limit +4 for elite 2 RIIC skills. While in-game was written down as order limit +3 for elite 2 skills
Screenshot (68)
Screenshot (69)

Tags listed for Bagpipe

image
The tags listed for operator Bagpipe are as follows: "Healing, Support, and Ranged" which I believe belongs to operator Ptilopsis.

[Suggestion] Add Skill Leveling to Elite Materials Section

Currently, under Elite Materials you can look up and add breakdowns of what an operator needs for e1 and e2. It would be nice to also be able to add breakdowns of what you need to level their skills. For example, there could be general info to track everything needed for skills 1-7, and then each skill's specialization materials could be separate items you can add. I personally don't even care if the list specifies which skill level or level of specialization calls for what materials since I'm just trying to get the whole picture of what I need to farm. Thank you!

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