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Hymore246
03-09-2015, 05:50 PM
-Version 2.6.2- (Date: 8/5/2017)
STATISTICS PANEL
-Health resource calculation now uses the proper formula for health gain instead of increasing health by 5 per Physical Fitness rank.

MANEUVERS PANEL
-Fixed an error that prevented training in Armor Specializations.

LOADOUT PANEL
-Fixed a formatting problem with the effect scaling rows in the effect dialog box
-4 new effect Categories:
--Special Abilities: For effects that are gained through skills ranks (Stamina Burst) or as something or certain professions can do (Meditate). 3 Effects
--Generic Bonus: This set of 19 effects allows you to add from a +1 to a +100 bonus to any type of AS, DS, CS, or TD. These are meant to represent non-standard bonuses that come from unique or rare items and other sources.
--Enhancive (Resources): These effects allow you to enhance the maximum and recovery bonus for health, mana, stamina, and spirit. 8 effects total.
--Items: The 43 effects in this category are based of the enhancive items created through alchemy. Other items that don't fit into other categories are here too such as Defense Bonus Item.

PROGRESSION PANEL
-Added new formulas:
--First Aid - Bandage Duration & Herb RT
--Mana Control - Mana Pulse & Spellup
--Trading - Skill Boost
--Resources - Maximums & Recovery
--Spellburst
-The effects "Kneeling" and "Lying Down" now properly calculate Ranged AS when using a crossbow.
-Added additional Effects that are not in the brand new categories:
--Manna (203), Tend Lore (206), Symbol of Proselyte (340), Mana Focus (418), Assume Aspect (650) Bear, Core Tap (950), Vigor (1608)
--Armor Blessing, Armored Evasion, Combat Toughness, Shield Forward
--Sigil of Concentration, Sigil of Mending
--Node


What is the Hymore Character Planner?
The Hymore Character Planner is a Python 3 GUI that allows you to create complete training plans for your Gemstone 4 characters. The planner was made to be the successor to the Tsoran Character Trainer. Tsoran's Trainer has been used for a long time but it's age is really showing. It was originally created in the mid '90s for Gemstone 3 for Microsoft Excel Spreadsheet but it is still being used today thanks to the dedicated work of various people to update it for modern Windows systems. While I am impressed that the Character Trainer is still alive, it hasn't been expanded very much in the 20+ years since it was made. As far as I am concerned, you need a some way to create a training plan for characters in Gemstone 4 and I felt it was time to make something new with the current Gemstone 4 in mind.


Where can I download the Planner?
I am using Github to host the newest releases of the planner as well as the source code for the entire planner. In the event I stop play Gemstone 4 or cannot continue development on the planner, the source code for the planner is freely available. That way, anyone with some programming knowledge can pick up the planner and continue from where I left off.

Link to the newest release of the Hymore Character Planner (HERE) (https://github.com/Hymore246/GS4-Character-Planner/releases)
Link to the source code of the Hymore Character Planner (HERE) (https://github.com/Hymore246/GS4-Character-Planner)


What can the can the Hymore Character Planner do?
The Planner is divided into multiple panels. Each panel is designed to help develop different parts of a character. All the panels build off each other and this allows users to create highly detailed training plans for their characters. Users can save and load characters from flat text files as well. Below is a brief description for each panel.

Statistics Panel
This panel is a stat cruncher. The user picks their race, profession and set their starting statistic scores and the panel will display the growth of each statistic from level 0 to level 100. In addition, The character's health, mana, stamina, spirit, PTP and MTP are also calculated for each level.

Misc Panel
Any character information that is too minor to have it's own panel is placed on this panel instead. Currently, the panel allows users to set their Deity, Elemental Attunement, Society, Society rank and guild skill ranks for their profession (if any).

Skills Panel
On the Skills panel, users can create a prioritized list of skills to train from level 0 to level 100. The left side of the panel displays an ordered list of skills that the user has selected to train while the right side shows the total ranks and bonus for each skill as well as the PTP and MTP gained and used for each level. After calculating a training plan, users can see the results for each level by changing the level indicator on the top right side of the panel.

This panel allows users to specify a level range in which to train each skill. For example, a Ranger character could chose to train "1x" in Armor Use from level 0 to level 29 or a train "20" ranks in Spiritual Lore, Blessings from level 30 to level 45.

Maneuvers Panel
Training in combat maneuvers, shield maneuvers and armor specialization from level 0 to level 100 is done on this panel as long as the character is the right profession and has created a training plan on the Skills panel. The layout for the Maneuvers panel is similar to the Skills panel. The left side displays an ordered list of maneuvers to train in and the right side showing to ranks of all maneuvers. Only one type of maneuver (combat, shield or armor) is shown at one time but the user can be freely switch between each by using a drop down menu on the upper left part of the panel.

Postcap Panel
The Postcap panel can be seen as a combination of the Skills and Maneuver panels with a focus on training skills and maneuvers past level 100. The layout is similar as Skills panel but also has a drop down menu that switches between skills, combat, shield, and armor training. Postcap training in maneuvers works the same way as it does on the Maneuver panel but training in skills is very different. Characters in a postcap setting gain 1 PTP and MTP for every 2500 experience earned and because of this they technically have infinite TP. So rather than setting a training rate like "2.5x" or using a level range like on the Skills panel, users simply set the number of ranks in each skill they want to train. After calculating a training plan, the panel will show you how much experience it will take to train the indicated ranks and what experience interval (or ending experience number) those ranks are achieved at.

Loadout Panel
There are two parts to the Loadout panel: Gear and Effects. "Gear" is any item that is used in combat such as weapons, shields, armor, or UAC gloves/boots. An "Effect" is any sort of modification applied to the character such as the Natrual Colors spell, Surge of Strength maneuver or an enhansive item. The left side of the panel is a dedicated Gear list and the right is an Effects list. Users can add as many Gear and Effects to their character as they wish. All Gear and Effects are used by the Progression panel in it's numerous calculations.

Progression Panel
By using the combined information gathered by all other panels, the Progression panel allows users to see, in graph format, what their AS, DS, and more is for each level from 0 to 100 or for each post experience interval. The left side of the panel allows users to select what Gear and Effects to use in the calculations while the right side displays a graph on the top side with several graphing options on the lower side. The graph is interactive and by clicking a point on the graph, the box on the lower right side of Progression panel will display a complete break down of how the character's AS, DS, etc was calculated for that specific level or experience interval.

Fallen
03-09-2015, 06:28 PM
Way to take initiative. I'll have to mess with this once I get back to playing.

Geijon Khyree
03-09-2015, 06:28 PM
It has a nice look. I was able to plug in my info start without issues and it properly viewed my growth to cap. That seems to be as far as I could get outside of the look and feel.

prance1520
03-09-2015, 09:01 PM
Really nicely done. I've been wanting to do this for a while, but I can never seem to find the time, so I'm glad you did. I've cloned from Git, let me know if your looking for help. Happy to pick up a module if you want.

JackWhisper
03-09-2015, 11:29 PM
Major props to you, man. Designing this helps a LOT of people out with their character planning.

Allereli
03-11-2015, 11:03 PM
It has a nice look. I was able to plug in my info start without issues and it properly viewed my growth to cap. That seems to be as far as I could get outside of the look and feel.

what did you do? I can't get past selecting profession and race

Geijon Khyree
03-12-2015, 12:03 AM
Base stat boxes below that are clickable and changeable.

Allereli
03-12-2015, 12:12 AM
Base stat boxes below that are clickable and changeable.

I didn't extract first :P

Hymore246
03-14-2015, 03:00 PM
Updated the code at github.

v1.1.1
FEATURES
-Skills and Maneuver panels now have a clear all button to reset them back default.
-Save files no longer record skills and maneuvers that are not used or have no values.
TECHNICAL
-Moved a large amount of code into a globals.js file in the hopes of keeping track of the global values better.
-Attempted to fix the slowness of the panels by having them generate and destroy themselves when viewed and hidden. I think I might have made it even slower doing that. Never the less, I still managed to make each panel function by itself using variables instead of html elements. I swear the maneuvers panel is like poison, every time I include it's code it lag the hell out of everything. Ugh.
-Only works in Firefox for the time being, I'll have to find a way to debug it in the other browsers


Here is a list of the features I want to add the planner as it continues to be developed.

Statistics - tracks profession, race and character stats. It will display stat growth as well as character resources (health, mana, etc).
Skills - handles skill training. Can show ranks by level, total ranks or total bonus for all skills.
Maneuvers - handles combat and shield maneuvers as well as armor specialization training.
Combat - Will display the AS, DS, CS, TD, etc for a player given a combat style for all levels.
Magic - Shows the effects of spell training and lores on all spells available to the player.
Post Cap - Will handle post cap training.
Formula - Displays formula results for various skills (MUI, AS) and game mechanics (Spellburst, etc)
Enhancive - Will let you include your enhancive bonuses in the planner's calulcations
Summary - Creates a good looking summary of the character at a specific level of training suitable for forum posts.

m444w
03-14-2015, 06:08 PM
Great work on getting a prototype up and running for this.

I don't really have the ability to help with development of it right now (my productive coding time is currently eaten up by work), but if you don't mind a few tips on why it's "laggy" I can give you some advice for now.

re-rendering DOM elements is a very expensive task computationally in the browser, every time a new one is added it's dimensions and positions must be calculated from the current CSS rules and layout components on the page.

Most web app frameworks mitigate this through the implementation of a "diffing" algorithm.

These algorithms maintain a "virtual DOM" that when you change the values of whatever the data-store they are bound to, they then update the virtual DOM and diff it with the real DOM, minimizing the amount of recalculations per data change as only the nodes that have changed are then redrawn in the browser.

as it stands now the app runs around 18*101*N base calculations with every update of the rightside panel for statistics alone (where N is the number of ele.style.whatever = x operations that occur).

on top of that global elements and UI states could be cached so that it isn't necessary to do something like this:



// I'm only looked up once per refresh
cached_checked_toggle = document.getElementById("StP_show_statistics").checked;
for (var j=0; j < statistics.length; j++) { cell = document.getElementById("StP_"+statistics[j]+ "_growth_" + i); if(document.getElementById("StP_show_statistics").checked) { // The checked state of this element should be stored globally in a UI object or at least moved outside of this loop to prevent statistics.length number of DOM queries }}


There are a couple of them that would be pretty plug-n-playable with your logic now that you've separated most of the variables from the view generation functions, but any other calculations should also be decoupled from your view generation logic.

Adding the styling to the elements via javascript also makes for much more complicated DOM rendering, it would be a bit more performant to simply add a class and allow the CSS engine to figure it out.

I would recommend mithril.js for it's very unopinionated and lightweight way of storing the data and views + related helper functions http://lhorie.github.io/mithril/mithril.html

mithril.js also has a very intuitive "reactive data store" implemented with the "m.prop" method

Compared to most other HTML5 app libraries (like backbone or angular) is is a much more transparent and easy to understand way of handling evented data.

There is a good walkthrough here on how to create a very lightweight spreadsheet (like google docs) : http://lhorie.github.io/mithril-blog/a-spreadsheet-in-60-lines-of-javascript.html

If I get some spare time with the inclination to work on a passion project this week i'll try to jump in and give you a bit more hands on help with it, you've already done most of the hard work by compiling the various GS related calculations and data.

kcostell
03-14-2015, 06:45 PM
One thing which would be nice is if we could input that a character has a certain number of ranks in a skill by a certain level (I guess it's possible to do this with the rate command, but in some cases you're not planning on training the skill at the same rate in the future),

Hymore246
03-14-2015, 10:33 PM
I call that the "Target Level" variable. I thought about it at one point when looking at Tsoran's spreadsheet. I'll add something like that in the future.


Lots of stuff

I would appreciate the help on this problem since it's driving me nuts. I was hoping that deleting/creating the panel on the fly would fix the lag but finding out it worse is a real kick in the pants. Since there are more panels coming in the future, this is only going to get worse. The maneuvers panel is the worst offender of this problem because on how many maneuvers need to be tracked. Considering the right side contains 303 elements per each row, tracking 120+ maneuvers is well over 36,000 elements and it really shows. I'll look into the information you posted and see if using that stuff will help. Hopefully, I can fix the problem and start adding some other fun stuff.

I'd love to reduce the element count but I'm not sure the best way to do it. I'm thinking row reuse at this point since both the hidding and delete/create methods failed.

Tisket
03-14-2015, 11:36 PM
Nice work, Hymore.

indomitable
03-15-2015, 12:30 AM
I am perhaps way too stupid for this, but what do I click on to make this work?
the link appears to take me to a bunch of code.

Allereli
03-15-2015, 12:32 AM
I am perhaps way too stupid for this, but what do I click on to make this work?
the link appears to take me to a bunch of code.

download the zip file, don't forget to extract it, run in firefox

Tisket
03-15-2015, 12:34 AM
I extracted to my computer then opened the file folder called GS4 Character Master Planner and clicked on the icon in the folder called Planner.

indomitable
03-15-2015, 12:34 AM
download the zip file, don't forget to extract it, run in firefox

thank you!

Tisket
03-15-2015, 12:34 AM
I was only slower in responding than Allereli because I looked up the file names!!

Hymore246
03-23-2015, 03:49 PM
I am hard at work rewriting the layout using the Mithril framework m444w recommended. I've managed to get the Statistics panel done this weekend but I can't update github until everything done since it breaks the other panels. I have high hopes for Mithril working out since this is the third time I've had to rewrite the layout stuff. I've added some quality of life stuff to the panels by splitting split each side into a top, middle, and bottom. So on the skills panel, you will always be able to see your remaining PTP/MTP and level numbers when you scroll through the available skills.

As always let me know about any bugs or suggestion you have so I can improve the planner.

Hymore246
04-11-2015, 11:48 AM
I've spent the better part of a month trying to learn Mithril. I managed to get it to render the planner but I couldn't figure out how the diff engine worked. I've had no luck looking at examples online or getting a more in depth look at the engine. Bottom line: if there isn't a way for me to peek inside the virtual DOM and figure out what it's going to redraw, then it is not worth using.

So, I spent some time trying to find another solution to the lag caused by having too many elements on the page. I answer turned out to be obvious; reduce the number of elements on the page. I thought about doing this by getting rid of the scroll div and have button that show a range of levels instead. But in the end it wasn't going to work because it going to make the planner less useable. Not to mention that the future panels could have enough more elements and I'm already seeing some problems hiding the existing panels already. I needed a better solution but I couldn't find one. So I've decided to change my approach. Since github can hold the source code as well as the runnable executable, I'll be able to stick to my original goal of allowing other people to modify and update it. Looks like I need to start over but I'm not giving up.

TL; DR
http://i.imgur.com/v7KzLxj.jpg

Hymore246
05-04-2015, 04:09 PM
Version 2.0 is now available to download. You can find the exe under the releases section on the github page. The javascript version and the partly redone version using the Mithril framework can be found on different branches on the project page.


Right now only the Statistics Panel works but this is a good first step.

Wesley
05-04-2015, 04:57 PM
Which version are you currently working with? Obviously, the executable you just uploaded an hour ago was written in Python 3.0, but I saw you mentioned Java earlier in the thread. I've got to say...and this is coming from a standpoint of someone who loves Python...Python's going to bog you way the hell down once you get anywhere near the amount of data Tsoran's spreadsheet covers. There's already a significant amount of slowdown using just the stat formulas. Java is probably the way to go here if you're not familiar with other high level languages. If nothing else, it has its own trash cleanup (though not perfect), and will save you CPU cycles that way. But I think the further you go with Python, the more disappointed you're going to be. It's good work, and your code is clean for the most part (I would've used shorter variable names, but not done much else different).

Wesley
05-04-2015, 05:02 PM
I forgot to mention, of course Python has its own garbage collection as well. It's not very good though. Lot of issues through the years.

Hymore246
05-05-2015, 04:07 PM
If I said Java somewhere before then I meant Javascript which was my first attempt at making the planner but it ended up falling flat. Java was my first programming language but it was never designed to make GUIs. I've tried before and had to fight every step of the way just to get things to line up. It was a real pain in the ass and I'd like to avoid it again if possible.

I want to use Python if possible. I knew Python had issues with doing math before I started but I didn't think it was going to have problems doing simple math over and over. Granted, calculating PTP and MTP for each level isn't easy but I thought Python had issues with calculating large values. I guess that problem runs deeper than I thought. Don't modules exist to fix the math issue?

I want this planner to work but I am getting tired of rewriting it over and over again.

StainlessSteelRat
05-05-2015, 04:26 PM
A character planner for the MUD, Gemstone 4

NOT A MUD!!

https://www.play.net/credits/#ife

Hymore246
09-05-2015, 06:52 PM
Version 2.1 is now available.
CHANGES:
-Added a sqlite database to store profession, race, skills, and maneuvers information.
-Statistics Panel now uses appropriate skill ranks to calculates Health, Mana, and Stamina.
-Added functional Skills Panel.
Skills Panel limitations:
1. Changing professions on the Statistics Panel will erase your build. There is no warning to this so be sure you want to switch profession!
2. Rank values such as 2x, 1.5x, etc work normally but adding a set value such as 10 will attempt to train that many times at the Start Level and ignore whatever Target Level you pick. This will be fixed down the road.
3. Changing statistics and/or race will not erase your build but you will need to recalculate your build again to make sure it is accurate.


Took me awhile but I managed to add the skills panel. As usually, let me know if anyone finds any bugs so I can fix them. This panel is completely different than one I made for the Javascript version for a number of reasons I'll explain below. Here is an explanation on how to use the new Skills Panel:

On the left is the Build side and on the right side is the Schedule side. Clicking Add Skill will pop up a window that lets you pick what skill to add, the order priority, the desired goal (20 ranks, 2x, etc), and the start and target levels to train in the skill. Once a skill is added you can continue to add more skills or edit existing skills. When you are finished you can build your training schedule by clicking the Calculate Build button.
The Schedule side will show the information for all possible skills for a specific level after clicking the Calculate Build button. This includes ranks taken that for a skills, the combined cost of those ranks, total ranks and total bonus. On the bottom of this side is a listing of PTP and MTP information which will indicate how many training points you have left to work with, the total cost for that level, and how many training points leftover. I hope It's not too hard to grasp. Just remember to recalculate your build if you change something skills or stats wise.

WARNING TECHNICAL STUFF
I spent about 4 weeks trying to find a way to improve the performance of the planner. I studied up on Boost.python for about 4 weeks hoping that I could use external compiled C code to perform the numerous calculations the planner makes. But I could not get it to work at all. Maybe I was installing things wrong, maybe it was my 6 year old computer not being compatible. In the end, I wasted about 6 weeks total trying to get Boost.python to work but I couldn't even get through the tutorial without getting unexplained errors.
On the other hand, python's support of sqlite made adding an external database extremely easy. I had it working within a few days and it will help out a lot in the long run when I start adding all the spell circles.
Then I ran into a big issue with Skills Panel. The main reason this panel is completely different from the Javascript version is the very same reason I dropped Javascript in the first place; too many input boxes! Trying to set up the skills panel like a spreadsheet using tkinter entry widgets made python... angry. All skills and subskills with an entry box from level 0-50 would take the planner 5-7 seconds to load and trying 0-100 would make the planner hang forever. It ended up taking me a long time to figure out how to redo the panel. After a lot of thought I discovered a few problems with Tsoran's planner that I realized I needed to fix in my version.
Tsoran's planner was made for GS3 and was updated to work with GS4 but it still working off GS3's skills system. For example, Tsoran's planner wasn't programmed to allow you to take more than 3 ranks of a skill at a given level. If I had a lvl 14 bard with a lot of MTP, he could go from 0 to 16 ranks of MIU at lvl 15 without any problem AND those ranks would all be treated as single trains. Another thing the old planner didn't do was refund extra TP when you gained levels. If a warrior triple trained in Armor Use from 0 to 49 it would cost him 700 PTP for 150 ranks (2*50 + 4*50 + 8*50) and if he continued all the way to lvl 100 without training in Armor Use again his Armor Use would end up being about 1.5x per level which costs 400 PTP (2*100 + 4*50). Over those next 50 levels, he would be slowly refunded those 300 PTP. I took these things into account when I remade my Skills Panel that I would have otherwise missed if I had just copied the old planner's style.

I'm taking a small break while I consider how to handle the Maneuvers Panel and the saving feature will come right after that.

Carsyn
09-07-2015, 02:05 PM
How do you "run it in Firefox"? I have Firefox, but when I click Planner.exe it just says "This app can't run on your PC". Its extracted. I'm missing a step or several somewhere.

Hymore246
09-08-2015, 07:11 PM
The older version was web based and would only work in Firefox. The new one is Python based and should work on a Windows PC. Your "This app can't run on your PC" error is a common error for windows 8 and 10. Check your computer's event log and let me know what the error is. Anyone else having trouble running it? It works fine on my Windows 10 box.

I'm going to start updating my original post to avoid confusing new people coming into the topic.

Carsyn
09-09-2015, 01:50 PM
Can't find it in the Event Log grrrr...

Hoodtralfeck
09-14-2015, 06:20 PM
i cant use it cause i dont have office or any other program that will run it

Allereli
09-14-2015, 06:25 PM
i cant use it cause i dont have office or any other program that will run it

it's a standalone program. Download version 2.1 and extract it to a folder and run the file planner.exe

https://github.com/Hymore246/GS4-Character-Planner/releases

Mogonis
09-14-2015, 06:25 PM
Hood, this isn't the Office version. That's why I sent you the link to this page.

Hymore246
11-28-2015, 02:06 PM
Version 2.2 is now out!
CHANGES:
-Added functional Maneuvers Panel.

The Maneuvers Panel will let you set up a training plan to learn Combat Maneuvers, Shield Maneuvers, and Armor Specializations. It takes in to account your character's ranks in each corresponding skill for each level and trains in the maneuvers in the order you set. This panel uses a different way of calculating costs compared to the Skills Panel and can accurately pick what level is best to learn a maneuver. It takes into account everything except maneuver prerequisites right now. I'll add those a bit later. This is the sort of logic I wanted for the Skills Panel but I was unable to get working due to how difficult it was to map out skills that have a goal in the "times" format (2x, 1.5x, 0.82x, etc). Now that I've gotten it to work with the Maneuvers Panel, I work to port it back to the Skills Panel.

The next release will not be a new panel. Instead it will have two major parts.
1. Code overhaul. This includes cleaning, consolidating and commenting the existing files. More than likely I will be combining a lot of code files together and making everything more streamlined and easier to follow. I will also be adding extra features to the panels such as being able to use the scroll wheel.
2. Saving and Loading character builds. The other important reason for doing the above it to prepare for planner for saving and loading. Data will be stored in a flat text file with a similar format to what I used before with the Javascript version. Only the base statistics, build list for skills, and build lists for each type of maneuver will be stored. All calculations will be redone when you load a character file.

Beyond that, I think the combat panel should be next. It has soooo much data to calculate that it's going to be a pain in the ass to display it all. Much worse than what the skills and maneuver panels had to deal with. So to handle that, I'm considering using numpy and graphing everything. If it works out, I'll go back and change the Statistics panel into a graph as well.

You can find the download link to the newest release in the main post or in my signature.

Let me know if you find any bugs and as always, thank you for your support!

Hymore246
01-24-2016, 06:48 PM
New update. You can save your character builds now!

--Version 2.3--

GENERAL CHANGES
-The File dropdown menu option "New Character" now clears the entire Planner to allow for easy creation of a new character.
-The File dropdown menu option "Load Character" prompts the user for a GS4 Character .txt file and will populate the Planner with that character's build information. This action does not perform any calculations however.
-The File dropdown menu option "Save Character As ..." lets the user save their work in the Planner to a .txt file. This file will contain the character's profession, race, base statistics, skills build, and all maneuver builds. No calculation are saved to this file.
-Removed the Character.py file. The contents of this file where combined into globals.py
-A large amount of code was moved from other .py files into the Character class now located in globals.py to allow for easier access by all Planner files and for save/loading character files.
-All files where restructured to removed redundancy and make the code cleaner.
-All files have more comments to explain what is going on.
-The Planner can no longer be resized or maximized.
-When a popup box appear on any panel, you can no longer interact with the main Planner GUI until the popup box closes.
-Fixed a lot of errors in the GS4 SQL database.

STATISTICS PANEL CHANGES
-You can use the Up and Down arrows to move between the statistic boxes.
-Changing professions no longer makes the Planner lag for 2-3 seconds.

SKILLS PANEL CHANGES
-Calculating a character's build has been redone and improved. In addition to allow users to use a rate (2x, 1.5x, etc) for a skill goal, user can specify the number of ranks they want total. (ie 24 ranks of Arcane Symbols)
-The Planner will attempt to train in as many skills each level but will stop if it cannot fully train all the ranks in each skill. For rates this is the calculated number for that level (2x is 2 ranks, 1.5x might be 1 or 2 ranks) while numbers are ALL the ranks. If the Planner does stop because it can't train all the ranks, a push back occurs. This will move all remaining untrained ranks for that skill and all the ranks for EVERY SKILL below it on the training schedule will be moved to the next level, combining them with any existing training at that level. In short, if you can't train everything, the planner will keep trying every level until you can train all the ranks or you exceed a target level in a skill.
-Calculating a build that cannot achieve all the ranks of a skill in its indicated level range will cause an error box to appear to inform the user. This also aborts any further skill schedule calculations.
-The schedule calculation takes skill subgroups (Spell Research, everything that falls under a specific Lore) into consideration when determine skill costs and max ranks.
-You can use the mouse wheel to scroll in the build and schedule frames if they contain enough data.

MANEUVER PANEL CHANGES
-Similar to the Skills Panel, this panel will use a push back if it cannot train every rank for a maneuver at a given level.
-The schedule calculation takes maneuver prerequisites into consideration when determining if you can train in a maneuver. This will trigger a push back and will try again each level until it can train all the ranks or it ends with an error.
-You can use the mouse wheel to scroll in the build and schedule frames if they contain enough data.

Gnomad
04-16-2016, 10:47 AM
Rogues seem limited to 1x shield use, when they should be allowed 2x.

Hymore246
05-21-2016, 01:37 PM
Version 2.4 is out! I've added the Post Cap panel for more training beyond level 100 and made various other changes as well.

Sorry for the long wait on the update. I wanted to get this out near the end of March but real life got in the way in a big way. Now that the dust has settled, I was able to complete my work on the new panel and finally update the Planner.

My next goal with Planner will be to add a Misc Panel. This one will contain all kinds of information about your character that is either minor or not big enough to merit it's own panel. Things like elemental attunement, deity, animal companion type, guild skills ranks, and so on will find their home on this panel. I will also try to get a proof of concept out for the next big panel (the BIGGEST of all of them) in the next update. That one is going to take a lot of work to finish. After that the only panel left will be the Summary Panel.


As always feedback is appreciated. Thanks.

trecendend
05-27-2016, 09:03 PM
I have got a Mac OS X 10.6.8

I cannot for the life of me get the planner to run. Can anyone help me out?

Hymore246
05-28-2016, 08:29 AM
I'm not familiar with Macs at all. What error is it giving you?

Versh
05-28-2016, 12:43 PM
I'm not familiar with Macs at all. What error is it giving you?

I've fixed the issues on OSX and added instructions to the README in two pull requests on the repo if you want to check that out.

Edit: Well.. it explains how to get it running at least. I'm encountering more issues. May have time to work on it some more later.

Hymore246
05-28-2016, 03:49 PM
I updated the offending file so now it should work on both Windows and OSX. Let me know what other bugs you are finding and I'll see what I can do.

Versh
05-28-2016, 05:07 PM
The main issue I see now is that some panels don't fit. I've fixed this by changing the hscrollmode and vsscrollmode to 'dynamic' instead of 'none' (So far just on statistics panel). Not sure what implications this will have on Windows. Since dynamic only shows scrollbars if necessary I would imagine none. The UX isn't great this way, but at least it's usable.

Example of broken behavior:
http://d.pr/i/1lpqg.png

Hymore246
05-28-2016, 06:18 PM
Using "dynamic" on Windows adds scroll bars to everything. What I find interesting is that your picture shows everything cut off and only up to level 11. On Windows it can show up to level 14. I wonder if the default font style and size are different between the each OS.

Tiz
05-29-2016, 11:29 AM
So i made a dwarf bard on the character planner. My actual level 15 dwarf bard has 34 ranks in OHE, but on the planner using 2x per level starting at level 0 I can only get it up to 32 ranks. Any ideas what im doing wrong?

Tiz
05-29-2016, 11:30 AM
or, should I look at it as when im level 15 I can actually train the skill up to my 16th level, so i have two more ranks?

Versh
05-29-2016, 12:05 PM
Using "dynamic" on Windows adds scroll bars to everything. What I find interesting is that your picture shows everything cut off and only up to level 11. On Windows it can show up to level 14. I wonder if the default font style and size are different between the each OS.

I had considered that it could be the default font/etc, but yeah everything is a bit too wide to fit in the panel.

default_font = tkinter.font.nametofont('TkDefaultFont')
default_font.configure(size=11)

Inserting this in the Planner.__init__ helps a bit, but there's still some weirdness:

http://d.pr/i/16NOk.png

Hymore246
05-29-2016, 12:08 PM
or, should I look at it as when im level 15 I can actually train the skill up to my 16th level, so i have two more ranks?
Correct.

One of the weird things about how you train in Gemstone 4 is that it technically lets you train ahead by 1 level. Compared to GS3, where you did your training for your new level all at once, GS4 gives you TP periodically as you gain exp. If you want to, you can slowly take all the ranks for your next level before you are officially "level 16". However, the planner needed to draw the line somewhere since would be very difficult to program the period exp functionality for the precap levels. It might end up confusing people as well.

In game, I usually just wait till my new level before I spend all my TP, just because it's less difficult to keep track of what ranks I need take.

Hymore246
05-29-2016, 12:16 PM
I had considered that it could be the default font/etc, but yeah everything is a bit too wide to fit in the panel.

default_font = tkinter.font.nametofont('TkDefaultFont')
default_font.configure(size=11)

Inserting this in the Planner.__init__ helps a bit, but there's still some weirdness:



Good find! Changing the font size is much easier than messing with panel's width/height. I bet on Windows, default_font is size 12. The statistics rows are probably doing that weird spacing because of the Entry boxes are too big for each row. See if changing the font size for Entry boxes to 11 fixes the row spacing.

Tiz
05-29-2016, 12:25 PM
Correct.

One of the weird things about how you train in Gemstone 4 is that it technically lets you train ahead by 1 level. Compared to GS3, where you did your training for your new level all at once, GS4 gives you TP periodically as you gain exp. If you want to, you can slowly take all the ranks for your next level before you are officially "level 16". However, the planner needed to draw the line somewhere since would be very difficult to program the period exp functionality for the precap levels. It might end up confusing people as well.

In game, I usually just wait till my new level before I spend all my TP, just because it's less difficult to keep track of what ranks I need take.

Does this also apply to my stats? Should my stat growth be at the level 16 in the trainer value when my current level is 15? I am trying to figure out what my initial stats were upon creation so i can twink it, so just trying to be precise.

Hymore246
05-29-2016, 03:20 PM
Does this also apply to my stats? Should my stat growth be at the level 16 in the trainer value when my current level is 15? I am trying to figure out what my initial stats were upon creation so i can twink it, so just trying to be precise.
No. Stats only increase when you officially level up. If you are level 15, the planner will have your exact stats for your 15th level.

Gnomad
05-29-2016, 07:23 PM
I am trying to figure out what my initial stats were upon creation so i can twink it, so just trying to be precise.
Type INFO START

Tiz
05-29-2016, 08:11 PM
Thanks Gnomad, thats immensely helpful!

trecendend
05-30-2016, 01:11 PM
I open the file and all I get is a bunch of garbled text in a text document. I do not see the readme file.

Hymore246
05-30-2016, 06:55 PM
Are you downloading the newest release and doubled clicking on Planner.exe?

UnconqueredSun
05-30-2016, 10:44 PM
So... quick question.

When I try to use the Maneuvers Tab to Add a Maneuver, I get a really weird error message that will auto close the Planner. It's titled "cx_Freeze Python error in Main Script" and then goes on to list a bunch of directories.

Is this... normal? I don't know enough about this to really dig any deeper but I figured I would post here in case it's an easy fix.

Hymore246
05-31-2016, 06:37 AM
So... quick question.

When I try to use the Maneuvers Tab to Add a Maneuver, I get a really weird error message that will auto close the Planner. It's titled "cx_Freeze Python error in Main Script" and then goes on to list a bunch of directories.

Is this... normal? I don't know enough about this to really dig any deeper but I figured I would post here in case it's an easy fix.

No, that is not normal. Looks like I had some an extra line in there for debugging and didn't remove it. It's a quick fix but I will need to wait till later today to upload the new file.

Luxelle
05-31-2016, 12:20 PM
Fix it fast ... this has been spotlighted in the TownCrier newsfeed for a number of days. :)

It is set to expire tomorrow.

Hymore246
05-31-2016, 04:42 PM
Fix it fast ... this has been spotlighted in the TownCrier newsfeed for a number of days. :)

It is set to expire tomorrow.

I didn't know it was being spotlighted! It's nice to see it getting some attention.


I've uploaded the fixed version to Github. Let me know if anything else breaks.

Luxelle
05-31-2016, 05:10 PM
I didn't know it was being spotlighted! It's nice to see it getting some attention.

You never know which member of the TownCrier team is lurking to snag some news! :)

~L.

Hymore246
08-28-2016, 09:13 PM
Version 2.5 is now available for download.

-Version 2.5- (Date: 8/28/2016)
GENERAL CHANGES
-Added the Misc Panel. This panel will keep track of guild skill ranks and permanent character choices that do not belong in other panels.
-Added the Loadout Panel. This panel lets you set what gear and spells your character is wearing.
-Fixed an error that was causing save files to be erased when saving with postcap skill training.

DATABASE CHANGES
-The Professions table now contains 6 new columns for the guild skills for each profession
-Added Guild Skill prerequisites to Steady Shield and Disarming Presence shield maneuvers
-Added several new tables: Weapons, Armor, Shields, Effects.

MANEUVERS PANEL
-Added Guild Skill prerequisites to the shield maneuvers Steady Shield and Disarming Presence.
-The Add Maneuver dialog box also shows the type of each prerequisite using an abbreviation. For example "CM" stands for combat maneuver and "GS" stands for guild skill.

POSTCAP PANEL
-Planner now correctly gives up and displays an error box if the character would never have enough maneuver points to complete their maneuver training when trying to calculate a training plain.
-Fixed a bug calculating that made the total cost for maneuvers display incorrectly if more than one maneuver was trained at the same experience interval.
-Fixed several display bugs for manuever costs in the training build list frame.

-----
The Progression Panel demo I mentioned before isn't included in this release. I ran into a lot of problems I wasn't able to solve when trying to get it to work. You see, Matplotlib is a python package that allows python GUIs to graph data, but it requires a lot of dependencies to function. I downloading everything manually, but I couldn't get Matplotlib to recognize that its dependencies were installed. I tried using python Pip, but couldn't find all the packages I needed. Lastly, I tried miniconda3 download the packages and I manage to get it installed! Sadly, while I was able to run Matplotlib by itself, I couldn't embed the graph in tkinter without the planner crashing. It's the really bad kind of crash too, the "Python has stopped working and must be closed" kind. Turns out miniconda3 doesn't play nice with tkinter or wxPython. It's a known issues that hasn't been fixed in years...

Anyway, I will be pretty busy in my real life for the next few months, so I probably will not be able to update the planner again before the end of the year. Not to mention, I need to hunt for a solution to graphing problem. I might need to convert it from tkinter to another framework but I really don't want to do that unless I have no choice.

As always, let me know what you think and if you come across any bugs or problems.

Fallen
08-28-2016, 11:21 PM
Way to keep plugging away at this program. It seems like it'd be a very useful resource for the community.

robot
01-13-2017, 03:44 AM
Hi Hymore,

I'm really interested in trying out your program. I'm on a Mac (10.12.2) and followed the directions outlined in your readme. Unfortunately it looks like the cells/window are sized in such a way that the content gets cutoff. Any suggestions?

8310

Hymore246
01-13-2017, 05:15 PM
At the moment, the planner designed to work on Windows. I will be looking into compatibility with Linux and OSX as soon as I finish the last 2 panels.

Hymore246
02-05-2017, 11:47 AM
A few months have passed since my last update to the Planner. So I think it is a good time to let everyone know what's going on. A combination of the holidays, my computer dying, and real life being a pain in the ass have made development slow. But that doesn't mean I haven't been working on the new panel for the planner. The picture below shows what the Progression panel will look when the update is finished. It's still a work in progress, so a few things might get changed around before its done.

http://i.imgur.com/1DXdJVS.png

As I predicted back in 2016, this panel is going to take the most work out of all of the panels to complete. But the result is going to be worth it. The Progression panel will let you see over time how a character performs in regards to AS, DS, CS and more! If anyone has any questions about the Progression panel or the planner as a whole, let me know.

Fallen
02-05-2017, 12:21 PM
Can't rep, but keep up the good work.

Warriorbird
02-05-2017, 01:05 PM
Definitely. Good stuff.

Hymore246
05-08-2017, 09:21 PM
Version 2.6 is LIVE! Below are the patch notes.

-Version 2.6- (Date: 5/8/2017)
GENERAL CHANGES
-Added the Progression Panel. This panel lets users see how their statistics and skills placement affects their AS, DS and more as the level up by creating an interactive line graph. Takes Gear and Effects into consideration when calculating the formulas.
-Massive changes to the database. Many, many new effects added.
-The scrollbars on the Skills, Maneuvers, Postcap, and Loadout panels are always visible.
-Fixed a few dialog box bugs


As of right now, the Progression Panel allows users to see, in graph format, what their AS, DS, CS, TD looks like from level 0 to 100 by calculating the formula for every single level and it can even work for postcap characters as well! Not only does it take into consideration the gear and effects entered into the Loadout Panel, it can scale the effects too. For example, you can add Strength (509) to the Loadout Panel and it will increase your Melee AS by +15 for all levels. But, if your character is a Warmage Wizard with Earth Lore ranks and want to see how much of a lore benefit you get from your Earth Lore ranks, you can set the effect to "Dynamic" which causes it to the scale the effect's +AS benefit at the same rate as character gains Earth Lore ranks as he levels up! Also, the graph is interactive. Clicking a point on the graph will show you a complete break down of how the AS, DS, etc was calculated for that level in the box in the lower right corner of the Progression Panel!

The Progression Panel can do the following calculations.
Attack Strength (Main Weapon) - This calculates your character's AS using whatever gear weapon you set to Main Weapon in the panel. It can do all the weapon types (OHE, THW, Ranged, Thrown, etc) as well as Spell Aiming. Your AS is shown for all 6 stances for each level.
Attack Strength (Other Hand) - As above but for TWC.
Defense Strength (vs Melee) - Calculates your total DS. Yes, that includes Parry DS, Block DS, Evade DS, and off-hand Parry DS if applicable. If you are using a ranged weapon or a runestaff, the appropriate formula will be used for your DS. Your DS is shown for all 6 stances for each level.
Defense Strength (vs Ranged) - As above but for DS against ranged/thrown weapons.
Defense Strength (vs Bolt Spell) - As above but for bolt spells like Major Shock.
Target Defense - Shows the 4 types of TD that make up every warding spell in Gemstone 4: Elemental, Mental, Spiritual, Sorcerer.
Casting Strength - While CS can be broken down into the same 4 types as TD, it becomes more complicated due to how CS is calculated (Primary Circle and Secondary Circles). Because there are too many spell circles to calculate every CS at the same time, Casting Strength is separated by each profession. For example, picking "Casting Strength (Wizard - MnE, MjE, Wizard)" lets you see your Minor Elemental, Major Elemental and Wizard CS, regardless of what profession your character is.


It took me 8 months of real life drama, work bullshit, a ton of distraction, and my computer dying but I got the damn thing working. Here are some fun facts to put into perspective how hard this thing was to program:

1. The Progress Panel is the biggest of all the panel. It is by about 50% larger than the second largest.
2. As I said before, the Loadout Panel was made solely to work with Progression Panel. This panel is so powerful it needed a extra panel to help it do it's job!
3. Including every weapon and effect (spells, maneuver, etc) TRIPLED the size of the database. Users are free any weapon they want and to apply a Dreavening's worth of effects to their character to see how much of boost they get on top of anything else they can cast or learn!
4. It isn't finished at all. Right now it can 4 things (see above) and I plan on adding more formulas in the future such as Roundtime, Mana Recovery, and all of the formulas related to Armor Use.


I'm going to hold off on doing the Summary Panel for now. I'm not 100% sure it is even needed. I am going to work on fixing bugs, add stuff to Progression Panel, creating a help menu for users, and trying to get this thing to work on Linux and OSX. But for now, I need a break!

Ysb
05-12-2017, 10:48 PM
I ran into a couple of problems with 2.6. The training cost for a ranger for CM is 5/4, should be 6/4. Perception 0/3, should be 0/2. At level 100 with training 1 rank of spiritual lore blessings and 1 summoning, the first shows a total cost of 0/10 and the second 0/20. 30 ranks of minor spirit spells and 70 ranks of ranger show a total cost of 0/510 and 0/1785, it should be 0/510 and 0/1190.

SulienWaggles
05-14-2017, 02:26 PM
Version 2.6 scans as containing two separate viruses, by two separate anti-virus programs, FYI.

Hymore246
05-14-2017, 07:41 PM
I ran into a couple of problems with 2.6. The training cost for a ranger for CM is 5/4, should be 6/4. Perception 0/3, should be 0/2. At level 100 with training 1 rank of spiritual lore blessings and 1 summoning, the first shows a total cost of 0/10 and the second 0/20. 30 ranks of minor spirit spells and 70 ranks of ranger show a total cost of 0/510 and 0/1785, it should be 0/510 and 0/1190.

Looks like the Skills panel is having issues with skills that share training costs (Lores, Spell Research). I get a bug fix to fix that and I'll correct those ranger skill costs.



Version 2.6 scans as containing two separate viruses, by two separate anti-virus programs, FYI.

Really? What the hell. I promise you it has no malicious code anywhere in the planner and you can see all the source code for entire planner on GitHub. What anti-virus programs are flagging the planner as malicious?

Erous
06-20-2017, 12:29 AM
Ran into an issue with Empath training that I can't put my finger on. Based on a current empath build, the spiritual mana control is unable to hit 101 at cap for whatever reason...lack of TPs or some such maybe? But we're not hitting the wall in the game that we can see. Worth a look or if anyone else experienced the same trouble.

Hymore246
06-20-2017, 06:47 PM
Ran into an issue with Empath training that I can't put my finger on. Based on a current empath build, the spiritual mana control is unable to hit 101 at cap for whatever reason...lack of TPs or some such maybe? But we're not hitting the wall in the game that we can see. Worth a look or if anyone else experienced the same trouble.

You ran into a bug in the planner that I have been hunting for a time. For some reason, certain training plans would come up short on TP and like you said it was hard to figure out WHAT was causing it. For a while, I thought it was the PTP/MTP conversion but it wasn't until I roll a few F2P characters that I figure out what was wrong. Even at level 0, the Giantman Warrior I made didn't have the right training costs in-game compared to the planner but when I looked at the in-game training window, I finally figured out what was wrong. You can train more often at level 0 in skills than you would normally be able to.

To elaborate, my planner and Tsoran's trainer where built of the GS3 logic that you could only train x times per level in a skill. With the GS4 free form training, you can TECHNICALLY train more skills at a given level than you should be able to normally. In effect, you are allowed to slowly train ranks as you advance from level to level instead of all at once like GS3. Going back to my Warrior example, at level 0 I was allowed to train: 6x in Armor Use, 4x in Edged Weapons, and even 2x in Spell Research.

So on to the bug: for a warrior, training in Armor Use costs 2/0. Training it again would cost 4/0, for a total of 6/0. However, the free form training of GS4 not only lets you train more often but it also counts those trains more favorably for skill costs. In other word, my warrior pays 4/0 for 2 ranks of Armor Use at level 0 and the planner didn't know that and was calculating it as 6/0. This throws the calculations WAY off and it only gets worse as characters gain more levels and made tracking the bug down a real pain.

I've fixed this bug in the newest version of the planner that I am working on right now and I am hoping that this stops the TP issues. At very least, my Giantman Warrior's training did line up with the planner for the first few levels. I'm hoping to have the new version out by the end of the month if everything goes well.

Erous
06-20-2017, 08:48 PM
Good deal, thanks for your help on this Hymore!

Hymore246
06-29-2017, 08:30 PM
-Version 2.6.1- (Date: 6/29/2017)
GENREAL CHANGES
-Attempting to run Planner.exe without GS4_Planner.db in the same directory will now display an error message box.
-Trying to close the Planner will now display a quiting confirmation message box.
-Selecting "New Character" from the Planner's File menu will now display a confirmation message box.

STATISTICS PANEL
-Fixed an error in the Health resource calculation.

SKILLS PANEL
-Fixed a long standing bug that would cause skills to cost slightly more than normal when double or triple training.
-Fixed a bug caused by loading multiple character files in a row.
-The Sum Cost field of the Skills panel will now display the correct total skill point cost.
-Fixed a error in the Regain TP calculation that was causing all Spell Research skills to always refund 0 MTP.
-Changed the "training push back" error message to be more readable.

PROGRESSION PANEL
-An error box will appear if you select "Attack Strength (Other Hand Weapon)" with an invalid off-hand item.
-All Defense Strength calculations now take over training in Armor Use into account when calculating Armor Hindrance Factor.
-Added "Unarmed Attack Factor (UAC)" to the Physical Combat category.
-Added "Multi Opponent Combat - FoF, Mstrike" to the new Physical Skills category.
-Added a new effect: Beacon of Courage (1608)

CALCULATIONS
-Zealot (1617) - The lore effect now reduces the DS penalty instead of increasing it.
-Cloak of Shadows (712) - Fixed a bug in the TD calculation

DATABASE CHANGES
-Ranger's Combat Maneuver skill cost is now 6/4 instead of 5/4
-Ranger's Perception skill cost is now 0/2 instead of 0/3


I fixed up a bunch of little things is this build and made a few bug fixes too. I also managed to add 2 new formulas to the Progression Panel and restructured the code so adding new formulas will be easier. For the next build, I am going to focus heavily on adding new effects and formulas to the Planner. There are a lot of formulas that I need to add and they vary in difficulty from easy to really hard. So I'm going to add a few at a time so new releases don't take forever to come out. After that, I will be adding a Help Menu and then working on cross platform support.

Let me know if any problems come up. Any feedback or suggestions are welcome.

Luxelle
06-30-2017, 01:03 PM
Hey! Are there any plans to move this to a web page so that it can be used by everyone? It seems so useful an all.

Hymore246
07-01-2017, 01:09 PM
Hey! Are there any plans to move this to a web page so that it can be used by everyone? It seems so useful an all.

Originally, I wanted it to be a front end, web based planner. I had the same reasoning then as I do now, I want users to be able to see the code and if needed, continue the development if I stopped playing for whatever reason. Notice how the current Python GUI version is 2.0? That's because the first one I made was in Javascript! I got as far as the Skills panel before I began to run it to some big problems. Loading/Saving files wasn't natively supported by Javascript. I was creating a MASSIVE amount of variables since all of the code had to be in the same file and navigating that was really hard. Worst of all, not all browsers supported it for some reason and those that did began to lag really bad. The planner I have today could never be done as a front end application.

So, I'm sure some of you are thinking, "why not just put it on a server and run most of the stuff on the back end with a light-weight front end". Well, yes, that would work and I thought about doing it a few times. But it comes with a different set of problem:

1. All the code would be on the back end and couldn't be viewed by users. I would have to take extra steps to make sure users could get the source code if they wanted AND to make sure the code is up to date with the current planner version.
2. Where to host it is a big question and if would cost money to keep the server running. I don't want pay money when there are free methods to distribute the planner.
3. Converting the current planner would take a while. Yes, you can run python scripts on a server but the planner is built inside a tkinter GUI and that is completely different than a website's code.
4. The planner is big and takes a lot of memory. It is 24 MB in size as an exe and is about 76 MB when running on a computer. Sure, it isn't optimized right now but it would still be pretty large even if it was. The planner is mostly done but there are still a few new things I need to add and that will increase it's size even more.
5. My biggest fear is that one day, when I am not playing any more, the site hosting it would purge it. POOF! planner is completely gone and unless I took steps to put the source code somewhere else, everyone who needs it or wanted to continue developing it is completely screwed.

The planner is the way it is now because I couldn't find a good solution to those problems.

Luxelle
07-02-2017, 12:59 PM
I thought files could be loaded into javascript just fine...

1. Github for code peeking/sharing/tweaking!
2. A number of us have web domains! Distribute it around so it has multiple mirrors. Or check into Heroku, pretty sure there's a free option.
3. I have nothing to help here. :(
4. Got nothing here, either, I'm not the pro coder in the group. :(
5. The worry about it poofing is natural. But I think there are ways around it in 2017 :)

All that said, I understand completely. The TownCrier is the way it is now because I have not found solutions to ... stuff! :)

Sherlock
07-13-2017, 01:31 PM
Just a bug I encountered when I built the code on osx. I had the same issues discussed before with size of windows etc which is fine as there was a solution. I did find when I used my trackpad to scroll it errored out. Not a huge deal because I ended up using my mouse but still... Looks like it's processing the strokes differently. I might try to fix this myself if I end up having time since there's a couple other minor issues I've found with it that's mac related. If I do I'll throw up a PR.

Traceback (most recent call last):
File "Planner.py", line 190, in <module>
globals.root.mainloop();
File "/usr/local/Cellar/python3/3.6.1/Frameworks/Python.framework/Versions/3.6/lib/python3.6/tkinter/__init__.py", line 1277, in mainloop
self.tk.mainloop(n)
UnicodeDecodeError: 'utf-8' codec can't decode byte 0xff in position 0: invalid start byte

Hymore246
07-13-2017, 05:02 PM
Wow, that's a fun error. Can't say I've seen that one before. I will eventually get the planner to run on osx and linux but I want to finish up the planner first so I don't have to worry about cross-platform support when I add a big new features. If you want to try and track down some of the bugs on osx, I say go for it! It will make the transition from Windows much easier.

Hymore246
08-05-2017, 02:58 PM
-Version 2.6.2- (Date: 8/5/2017)
STATISTICS PANEL
-Health resource calculation now uses the proper formula for health gain instead of increasing health by 5 per Physical Fitness rank.

MANEUVERS PANEL
-Fixed an error that prevented training in Armor Specializations.

LOADOUT PANEL
-Fixed a formatting problem with the effect scaling rows in the effect dialog box
-4 new effect Categories:
--Special Abilities: For effects that are gained through skills ranks (Stamina Burst) or as something or certain professions can do (Meditate). 3 effects.
--Generic Bonus: This set of 19 effects allows you to add from a +1 to a +100 bonus to any type of AS, DS, CS, or TD. These are meant to represent non-standard bonuses that come from unique or rare items and other sources.
--Enhancive (Resources): These effects allow you to enhance the maximum and recovery bonus for health, mana, stamina, and spirit. 8 effects total.
--Items: The 43 effects in this category are based of the enhancive items created through alchemy. Other items that don't fit into other categories are here too such as Defense Bonus Item.

PROGRESSION PANEL
-Added new formulas:
--First Aid - Bandage Duration & Herb RT
--Mana Control - Mana Pulse & Spellup
--Trading - Skill Boost
--Resources - Maximums & Recovery
--Spellburst

-The effects "Kneeling" and "Lying Down" now properly calculate Ranged AS when using a crossbow.

-Added additional Effects that are not in the brand new categories:
--Manna (203), Tend Lore (206), Symbol of Proselyte (340), Mana Focus (418), Assume Aspect (650) Bear, Core Tap (950), Vigor (1608)
--Armor Blessing, Armored Evasion, Combat Toughness, Shield Forward
--Sigil of Concentration, Sigil of Mending
--Node


That's 5 new formulas and 87 new effects in this build. I've decided to push back the help menu in the next build in favor of doing one final, big push to get the remaining formulas into the Progression panel. Below is a list of all the formula I can think of to add to the planner.

FORMULA TO BE ADDED
Physical Skills -> Armor Use - Action Penalty, Roundtime Penalty
-Simple enough.
Physical Skills -> Armor Use - Spell Hindrance
-Because the amounts vary per spell circle, I will probably have to divide this into multiple choices that same way I did for Casting Strength.
Magical Skills -> Arcane Symbols - max useable spell, spell durations
-Easy, although not all spells follow the tradition 20 min + 1 min/spell ranks formula. I might need to let people know that somehow.
Magical Skills -> Magic Item Use - max useable spell, spell durations
-Same as Arcane Symbol. But I'll have to adjust for different activators too. Tap/Raise/Wave/Rub/etc
Physical Combat -> Roundtime
-I plan to add: Melee, Ranged, and TWC roundtimes depending on what gear the character has selected. I cannot Thrown roundtime because I can't find the formula anywhere. This also means I have to implement Celerity and Song of Tonis and their roundtime reductions. UGH...
Other -> Spellsong Renew Period
-Formula looks straight forward but I've never played a bard before so it will take a bit longer to create to make sure I get it right.
Other -> Unencumbed Carrying Capacity
-Surprising amount of detail goes into this formula. It will take me a bit to get it right.
Other -> Redux
-I didn't even think it was possible to do this one since the wiki was missing lots of stuff. However, I found the redux.lic script and confirmed with the author that it was accurate. So this one will be included.
Magical Skills -> Lores - Breakpoints
-This has to be done. It's going to be a pain in the ass but I think it is worth the trouble. This one will tell you what your summation bonus is for each summation level (1 to 10) for a specific lore and tell you what each of the bonuses you get from all the spells related to it. It WILL need to be divided into multiple parts like Casting Strength.


FORMULAS I WANT TO ADD BUT CANNOT
Magical Skills -> Arcane Symbols - Activation Bonus
-This is the most complicated formula I've ever seen on the wiki. The number of different factor that go into it is staggering. But what really kills this is that the formula has 5 * Spell Level as part of the formula. To get an accurate number, I would have to do a calculation for every spell level of every circle. That's just not do able since each circle has different stats involved in the activation formula. Even if I did a general bonus without the Spell Level part, I would still need to do one for every spell circle and dividing it up into multiple parts makes it look awful too.
Magical Skills -> Magic Item Use - activation bonus
-Same as Arcane Symbols except I need to further divide the formulas because of bonus/penalty for each activation method (Rub/Raise/Tap). This one is EVEN WORSE than Arcane Symbols.
Physical Skills -> Mstrike Roundtime
-There is a lot of theory on the what formula is but no solid number.
General Skills -> Lockpicking
-I'm not 100% conviced that formula on wiki is still accurate. Changed happened with lockpicking a few years ago but nothing on the wiki reflects that. Also, I would HAVE to added Lock Lore as an effect but the formula for it has never been known. There are a lot of uncertainties with lockpicking and it's keeping me from adding a reliable formula.
General Skills -> Disarming Traps
-Same problem as Lockpicking
Other -> Experience Absorption
-A few parts are missing of the formula are missing from the wiki. I MIGHT be able to do this one but I would need to do personal research to get it numbers.
Other -> Quickstrike
-I'm unsure of the best way to show the stamina costs with qstrike. If I can figure it out, I might just add it to the Roundtime formula. Also, Striking Asp Stance is bugged and it doesn't reduce the stamina cost the correct way.


I'm open to adding any other formulas the community would like to see. As long as the formula is documented and has been proven to work, I'll consider adding it. Let me know if you find any bugs or have any feedback. Thanks for your continued support and enjoy the new version!

Cap'nDrak
08-05-2017, 03:40 PM
Hymore, Love the spreadsheet. It's absolutely excellent.
Question: Does the DS calc part of the sheet take into account the parry DS of Brawling, as well as the off-hand DS, and Parry DS with 1214 and TWC when you have those skills?

Hymore246
08-05-2017, 07:52 PM
Hymore, Love the spreadsheet. It's absolutely excellent.
Question: Does the DS calc part of the sheet take into account the parry DS of Brawling, as well as the off-hand DS, and Parry DS with 1214 and TWC when you have those skills?

I'd call the planner more a GUI than a spreadsheet but whatever. The planner does include off-hand parry DS in the DS calculation provided you are not using a ranged weapon, a shield, or a runestaff and have at least one rank of TWC. The formula even goes so far as to give you the +15 parry DS if you are using a Main Gauche or bare handed with 0.5x TWC. 1214 has no baring on parry DS, it gives you a chance to outright parry attacks if you have a hand free.

Hymore246
12-01-2017, 08:24 PM
New version of the planner is up! Version notes below:


-Version 2.6.3- (Date: 12/1/2017)
SKILLS PANEL
-Fixed a bug that was preventing converted training points from unconverting

MANEUVERS PANEL
-Added the Quickstrike maneuver back to the maneuver list. I didn't realize it was still in the game!

POSTCAP PANEL
-Fixed a bug that was preventing converted training points from unconverting

LOADOUT PANEL
-Fixed a bug that prevented existing effects from updating correctly
-Fixed a bug that would cause the "Type" field to change to the wrong value when updating a "Katar" or "Katana, (One-handed)" gear
-Fixed several bugs that were messing up the gear and efffects ordering menus
-Added new effects: Disease Resistance (104), Poison Resistance (105), Faith's Clarity (1603), Rejuvenation (1607), Encumbrance Potion, Encumbrance Charm
-In co-ordination with Arcane Symbols and Magic Item Use giving bonus CS when using items, I've added "Casting Strength (Arcane Symbols)" and "Casting Strength (Magic Item Use)" effects to the Special Abilities category and added two versions of the "Mystic Focus (1711)" effect: "Mystic Focus (1711) Arcane Symbols" and "Mystic Focus (1711) Magic Item Use".
-Added the following effects for use as part of Spellburst calculations. They do not have any other function at this time:
--Water Walking (112), Fasthr's Reward (115)
--Unpresence (204), Purify Air (207)
--Relieve Burden (314), Soul Ward (319)
--Presence (402), Lock Pick Enhancement (403), Disarm Enhancement (404)
--Foraging (603), Skinning (604), Whispering Willow (605), Sneaking (617)
--Invisiblity (916)
--Iron Skin (1202), Blink (1214)
--Arm of the Arkati (1605)

PROGRESSION PANEL
-Removed redudant code from multiple formulas to save space.
-Spell effect with lore benefits now take profession into account when calculating bonuses and will only use 1/2 lore ranks for non-native major spell circles and 1/3 lore ranks for non-native profession spell circles
-Vigor (1616) now counts toward spellburst
-Fixed a bug that prevented Armor Blessing from working with the Bolt AS calculation
-Added new formulas:
--Roundtime & Qstrike Stamina Cost
--Armor Use - Action & Roundtime Penalties
--Armor Use - Spell Hindrance
--Arcane Symbols - CS, Max Spell, Duration
--Magic Item Use - CS, Max Spell, Duration
--Lore Summations
--Bard Spellsong Duration
--Empath Imprint Chance & Max
--Encumbrance
--Redux
--Resources - Maximums & Recovery

DATABASE
-Added Summation table. This table tracks all the bonuses given from every Lore skill and is meant to be used with the Lore Summations formula.


The 10 new formulas added in this version are the biggest part of this update. This is the last set of formulas I plan to add to the Progression Panel for the time being. I'll give a run quick down of each formula:

PHYSICAL COMBAT
Roundtime & Qstrike Stamina Cost: There are 3 subcategory versions of this formula: one for the weapon the character is currently equipped with, one for UAC, and one for Two-Weapon Combat. This formula will calculate the normal roundtime, aimed roundtime, and stamina cost to reduce attack roundtime by 1 second for whatever weapon(s)/uac attack the character is using. Ranged weapons also factor in the extra roundtime from hiding into the calculation.

PHYSICAL SKILLS
Armor Use - Action & Roundtime Penalties: Using the character's equipped armor and Armor Use ranks, calculate the character's Armor Action Penalty and how much extra roundtime (if any) they have from thier armor.

Armor Use - Spell Hindrance: Shows the character's spell hindrance given their equipped armor and current Armor Use ranks. This formula is divided into multiple subcategories for each profession's spell circles in the same way as the Casting Strength formula.

MAGICAL SKILLS
Arcane Symbols - CS, Max Spell, Duration: Calculates the bonus CS for using a scroll spell, the maximum readable/useable spell and the general duration (20 minutes + 1 minute per rank) of scroll spells.

Magic Item Use - CS, Max Spell, Duration: Same as above but for magic items. Also, the general duration is just for the normal RUB/DRINK/EAT activators, not RAISE or TAP.

Lore Summations: Given a character's training in a specific lore skill, calculate what extra benefits those lore ranks gives for every spell, ability, script (rot flares!), etc that involves that lore. It WILL take into consideration if a spell circle is not known to the character's profession. I pretty much went through the Lore Chart (https://gswiki.play.net/Lore_chart) and every lore page on the wiki to find every way the lores interact and added them to a new database table called Summations. This formula is divided into subcategories for each lore skill. In addition, I created two extra subcategories to handle instances where more than one lore is needed: "Spiritual Lore, Multiple" for Holy Receptical (325) and "Elemental Lore, Multiple" for anything that deals with the acid, lightning, and stream elements.

OTHER
Bard Spellsong Duration: A simple formula that calculates how long bard songs last before they need renewed.

Empath Imprint Chance & Max: This is a last minute entry into the panel. Empaths rejoice! Now you can figure out how likely you are to successfully imprint on another player and how many players you can imprint at once.

Encumbrance: Measures the carry capacity of the character based on race, stats, armor weight, and encumbrance boosting effects such as Strength (509) and Armor Support. In addition, an over encumbered weight number is calculated from the character's weight. This value is how much weight it takes to move a character up 1% of over encumbrance when they have reached their maximum carry capacity.

Redux: Adds up all the redux points from a character's physical skills and calculates their redux percentage. This formula DOES include the Spell Research penalty. Special thanks go out to Brute and his redux.lic script. Thanks to the script, I was able to find a simpler way to calculate redux.

Resources - Maximums & Recovery: Resources refers to Health, Mana, Stamina and Spirit. Now you can know how much of each resource your character has at a given level, but also how quickly each one will regenerate!


With the Progression Panel in good shape, I'm turning my attention to creating a help menu that will explain everything about the planner from how to use it's features, to technical code break downs, to even some trivia about the planner. I'll also take this time to try to get the code into pip8 python coding standards. This means that I will be modifying the code to make it more readable and easier to follow. I shouldn't have to modify any of the planner's functionality (I hope) as I fix up the code.

Drew
01-17-2018, 12:01 AM
https://i.imgur.com/TVxM0hS.png



Can't get this to run, I unzipped and ran the executable and I'm getting this error. I've downloaded an older version and had the same issues. Anyone have similar issues?

SpiffyJr
01-17-2018, 02:50 PM
Really not a fan of the chart for stats. Is it possible to just calculate a level or see it in tabular format?

Hymore246
01-17-2018, 04:31 PM
Really not a fan of the chart for stats. Is it possible to just calculate a level or see it in tabular format?

Unfortunately, no. I chose a chart format for progress panel because the formulas can generate a huge number of data points.

Best advice I can give you is to click on a point on the chart to see a formula breakdown for that specific level. The details will appear in the lower right box.

lexbubba
01-18-2018, 02:41 PM
This might be a relatively basic question or something I missed, but why doesn't the character planner allow me to train to the same level as I can in GS for a given skill?

For instance, my warrior is level 53 and is trained 2x in THW. In game, I can have 110 total ranks at level 53 (2x per level = 106 + 4 ranks at level 0 = 110), but the character planner only allows me to go to 108.

Thanks for the clarification.

Hymore246
01-18-2018, 07:27 PM
This might be a relatively basic question or something I missed, but why doesn't the character planner allow me to train to the same level as I can in GS for a given skill?

For instance, my warrior is level 53 and is trained 2x in THW. In game, I can have 110 total ranks at level 53 (2x per level = 106 + 4 ranks at level 0 = 110), but the character planner only allows me to go to 108.

Thanks for the clarification.

This is due to the planner following GS3 logic when it comes to skill ranks (108 ranks is 2 * 54. 53 levels + level 0). GS4 lets you "train ahead" a level in skills, hence why you can have 4 ranks in a 2x skill at level 0 instead of just 2 ranks but you will only have 202 ranks at level 100. I recently fixed a TP bug dealing with this so I think in the next build I'll try to get it to do the train ahead thing the game does.

lexbubba
01-18-2018, 08:54 PM
This is due to the planner following GS3 logic when it comes to skill ranks (108 ranks is 2 * 54. 53 levels + level 0). GS4 lets you "train ahead" a level in skills, hence why you can have 4 ranks in a 2x skill at level 0 instead of just 2 ranks but you will only have 202 ranks at level 100. I recently fixed a TP bug dealing with this so I think in the next build I'll try to get it to do the train ahead thing the game does.

Makes sense. Thanks for the clarification. Looking forward to that update down the road.

SpiffyJr
01-18-2018, 09:28 PM
There's a bug with armor only allowing you to enter two digits. Unfortunately, my adamantine plate is 110 lbs so I wasn't able to enter it.

Drew
01-19-2018, 02:21 AM
There's a bug with armor only allowing you to enter two digits. Unfortunately, my adamantine plate is 110 lbs so I wasn't able to enter it.

110lbs, holy shit.

SpiffyJr
01-19-2018, 08:27 AM
Yea, it's max light too... and I'm a halfling. Hah!

Hymore246
01-19-2018, 12:19 PM
There's a bug with armor only allowing you to enter two digits. Unfortunately, my adamantine plate is 110 lbs so I wasn't able to enter it.

Holy crap that's some heavy armor! I didn't realize armor weight could go into 3 digits. Next update will let you enter up to 999 lb for the weight. So as long as you don't upgrade to dark matter full plate everything should be fine.

SpiffyJr
01-19-2018, 12:23 PM
It was 138 lbs off the shelf. Hah!

Clunk
01-20-2018, 02:14 PM
Too funny, the Halfling wearing that adamantine full plate looks like he weighs only 132 pounds.

Hymore246
01-27-2018, 05:11 PM
-Version 2.6.4- (Date: 1/27/2017)

PLANNER
-Added some rudimentary error handling for the planner. If the planner crashes, it will attempt to write a stack trace of the error to "error log.txt" and if the planner was run via a command prompt it will print the stack trace to the prompt as well. Hopefully, this will allow for better debugging when the planner encounters a problem.

SKILLS PANEL
-Characters can "training ahead" in skills by one level. For example, a Warrior could train in One-handed Edged 4 times at level 0 with the cost being 12/6 (2/1 + 2/1 + 4/2 +4/2)
-When training for a set number of ranks in a skill (as opposed to training a set rate (1x, 2.5x, etc)), the planner will attempt to "front load" the skill ranks in a cost effect manner instead of unnecessary spreading the ranks out across the level range.

LOADOUT PANEL
-Maximum weight for all Gear is now 999 lb.


Just a few bug fixes in this build.

lexbubba
03-04-2018, 02:11 AM
I download and unzip the 2.6.4 version, it still says 2.6.3 at the top of the window when i open it.

Hymore246
03-04-2018, 11:14 AM
I download and unzip the 2.6.4 version, it still says 2.6.3 at the top of the window when i open it.

Whoops! I made all those improvements but forgot to update the version number. I've updated the number and resubmitted to Github.

lexbubba
03-04-2018, 12:59 PM
Thanks for all your work and quick turnarounds Hymore!

Fallen
03-04-2018, 02:27 PM
For Paladins, I can't get armor skills to calculate correctly. I put in 5 ranks and it will give me one and not assign the free points into the rest of the skills. Other than that, seems to work great. Thanks for the planner!

Hymore246
03-04-2018, 04:50 PM
For Paladins, I can't get armor skills to calculate correctly. I put in 5 ranks and it will give me one and not assign the free points into the rest of the skills. Other than that, seems to work great. Thanks for the planner!

Just to be clear, you are saying that the Armor Specializations on the Maneuvers tab are not calculating correctly or is the Armor Use skill is making the Skills Panel act up?

Also, if you haven't done so already, make sure to go back in click Calculate Build on the Skills Panel before doing the calculations on the Maneuvers Panel. The planner doesn't know you've made skill changes unless you Calculate Build again. I've made this mistake A LOT while testing the planner by forgetting to recalculate after making changes.

Fallen
03-04-2018, 07:47 PM
Just to be clear, you are saying that the Armor Specializations on the Maneuvers tab are not calculating correctly or is the Armor Use skill is making the Skills Panel act up?

Also, if you haven't done so already, make sure to go back in click Calculate Build on the Skills Panel before doing the calculations on the Maneuvers Panel. The planner doesn't know you've made skill changes unless you Calculate Build again. I've made this mistake A LOT while testing the planner by forgetting to recalculate after making changes.

No matter how many times I click, I can't get it to use more than 1 rank worth of Armor Use points towards Armored Fluidity.

Also, My points are looking off from the real thing. I've trained exactly like what this spreadsheet says, and assuming the "left over" column means what I am supposed to have left, we're not close. It says I am supposed to have 38 PTPs and 191 MPTs left over when I have more like 1 PTP and 0 MTPs to pull off the same skill set. This *is* taking into account intra-level training, so that's not the case here.

For reference, level 21 Sylvankind Paladin 3x Armor Use, 2x Shield use and Edged Weapons, 1x Combat Maneuvers, Physical Fitness, Paladin Spell circle, and Perception, 10 ranks of climb and swim, and 3 ranks of Minor Spiritual.

Stat Base STR 84, CON 86, DEX 85, AGI 84, DIS 70, AUR 70, LOG 61, INT 20, WIS 80, INF 20

Hymore246
03-05-2018, 03:41 PM
No matter how many times I click, I can't get it to use more than 1 rank worth of Armor Use points towards Armored Fluidity.

Also, My points are looking off from the real thing. I've trained exactly like what this spreadsheet says, and assuming the "left over" column means what I am supposed to have left, we're not close. It says I am supposed to have 38 PTPs and 191 MPTs left over when I have more like 1 PTP and 0 MTPs to pull off the same skill set. This *is* taking into account intra-level training, so that's not the case here.

For reference, level 21 Sylvankind Paladin 3x Armor Use, 2x Shield use and Edged Weapons, 1x Combat Maneuvers, Physical Fitness, Paladin Spell circle, and Perception, 10 ranks of climb and swim, and 3 ranks of Minor Spiritual.

Stat Base STR 84, CON 86, DEX 85, AGI 84, DIS 70, AUR 70, LOG 61, INT 20, WIS 80, INF 20

I swear to God, I hate GS4's TP conversion formula. Someday, I WILL fix it completely. I probably need to go at it from a different angle but for now I'll have to leave it be.

I think I know what is wrong with the Armor Specializations. How many ranks of Armored Fluidity does your lvl 21 Paladin have and when did you take each rank?

Fallen
03-05-2018, 04:26 PM
Armor Use..........................| 169 69

>armor info
Sindaras, your Armor Specialization training is as follows:


Skill name Mnemonic Ranks
Armored Fluidity fluidity 2


Available Armor Training Points: 19
Total Points converted during your current 30-day unlearning cycle: 150
Number of days remaining in your current 30-day unlearning cycle: 15 days

As for when, pre-20 I would just fixskills constantly, including CMAN, SHIELD, and ARMOR points.

Skill Name: Armored Fluidity
Mnemonic: fluidity
Other Requirements: None.
Available to: Paladins.
Prerequisites:
None
Armor Point Cost:
Rank 1: 20
Rank 2: 30
Rank 3: 40
Rank 4: 50
Rank 5: 60
Description: Adjusts a person's armor so that they can cast spells more easily while wearing it. Reduces spell failure chance by 10% of the base spell failure chance per rank (all fractions dropped).

So level 6? I think you'd have enough points with intra-level training to get your first rank.

Hymore246
03-05-2018, 07:01 PM
Armor Use..........................| 169 69

>armor info
Sindaras, your Armor Specialization training is as follows:


Skill name Mnemonic Ranks
Armored Fluidity fluidity 2


Available Armor Training Points: 19
Total Points converted during your current 30-day unlearning cycle: 150
Number of days remaining in your current 30-day unlearning cycle: 15 days

As for when, pre-20 I would just fixskills constantly, including CMAN, SHIELD, and ARMOR points.

Skill Name: Armored Fluidity
Mnemonic: fluidity
Other Requirements: None.
Available to: Paladins.
Prerequisites:
None
Armor Point Cost:
Rank 1: 20
Rank 2: 30
Rank 3: 40
Rank 4: 50
Rank 5: 60
Description: Adjusts a person's armor so that they can cast spells more easily while wearing it. Reduces spell failure chance by 10% of the base spell failure chance per rank (all fractions dropped).

So level 6? I think you'd have enough points with intra-level training to get your first rank.


Well, this confirms my suspicions. You see, Hymore always did 2x CMAN. Training in a combat maneuver has a restriction that you cannot spend more CMAN points than your level+1 on a single maneuver. I ran into this problem day 1 when the game refused to let me learn Surge at level 0. The fact that you can learn 2 ranks of Armor Fluidity at that level means that the Armor system has different rules. Since I didn't train as much in Armor or Shield, I just assumed those systems were the same and had the same restrictions. None of this is documented on the wiki (big surprise).

I'll work on fixing the Armor section. I'm still not sure about Shield maneuvers but I'm learning towards them working like the CMANs but I could be wrong.

Fallen
03-05-2018, 08:58 PM
Well, this confirms my suspicions. You see, Hymore always did 2x CMAN. Training in a combat maneuver has a restriction that you cannot spend more CMAN points than your level+1 on a single maneuver. I ran into this problem day 1 when the game refused to let me learn Surge at level 0. The fact that you can learn 2 ranks of Armor Fluidity at that level means that the Armor system has different rules. Since I didn't train as much in Armor or Shield, I just assumed those systems were the same and had the same restrictions. None of this is documented on the wiki (big surprise).

I'll work on fixing the Armor section. I'm still not sure about Shield maneuvers but I'm learning towards them working like the CMANs but I could be wrong.

Shields are limited in the same way that CMANs are, but you're correct in that ARMORMANs aren't. At least, not anything like CMANs and SHIELDMANs.

Hymore246
03-06-2018, 11:15 AM
I've updated the planner with the Armor Specialization fix.

Hymore246
12-13-2018, 10:05 AM
The Hymore Character Planner has been updated. Not much to add this time.

-Version 2.6.5- (Date: 12/1/2018)
PLANNER
-Added more comments in various places

DATABASE
-Added Divine Incarnation (1650) to the Summation table


This will be my final update to the planner. I have decided to put this game behind me completely and move on for reasons described below. The Github for the planner will remain up so if anyone wants to take my code and build upon it, feel free. That was one of the main goals of the planner after all. (LINK: https://github.com/Hymore246/GS4-Character-Planner)


In January, I decided to stop playing Gemstone 4 because Simu was focusing too much on microtransactions and paid events. I kept up to date with the game and I hoped that Simu would reach a plateau on microtransactions and use that money to improve and/or expand the game. Looking back on this year, we had:
- a few good updates (1750, 320)
- some okay updates (bardsong improvements, permanent loresongs)
- a few terrible updates (620 on metal armor, 1206)

However, the vast majority of updates were only for paid content. I could forgive this if they made a significant update to the game like:
- Disarm revamp to remove item loss
- Adding Savants to the game
- Fixing Throwing to be useable without a Returner
- Completely revamp Pickpocketing to not be a waste of points

But none of this has happened. Simu hasn't stopped pushing for more money and that money isn't making the game better. Worse, it is very clear that the GMs do not care about player feedback. Considering an offical forum "update" ended up deleting a lot of negative threads and that they control the main Discord and subreddit for the game, I am pretty sure they want to silence any critism about their choices and ban anyone who disagrees with them. This saddens me a lot. I wanted to come back, but I will not be part of a game that is this controlling and is so incredibly greedy for money. After the 1206 SK item at EG this year, I am convinced they are willing to hurt the game itself to make money.

The Hymore Character Planner was the first piece of software I released publicly. I built it from the ground up with no knowledge of Python GUI design or Github hosting. I learned a lot over the 4 years I developed the planner and I am very proud of my work. I even discovered the formulas for Health, Health Regeneration, and Stamina Regeneration (all are on the wiki) which was a lot of work but was very satisfying to complete. At this point, I fully consider my planner to be the successor to the Tsoran Character Trainer. It does more, is open source, and isn't a Windows 95 spreadsheet kept alive by necromancy. Don't get me wrong, I like trainer. It was the reason I was able to play again after being gone 10+ years and it was the inspiration for my planner but a new program needed to take it's place. My planner isn't perfect but I think it does it's job well and considering the lack competition, I guess it wins by default!


https://www.youtube.com/watch?v=RhvIISDoarU

Anyway, I did pretty well in the game itself. I capped with Hymore and he was one of the very few Forest Gnome Rogues in the game. I also liked most of the people in the game community too. And so with that, I ask each of you to not spend too much money on Gemstone 4 and know when to cut your losses! I wish you guys well and thanks for supporting the planner!

Lucktar
10-10-2019, 02:15 PM
I take it this does not work for mac? I tried to downlaod it and couldn't get it to work.

Drew
02-20-2020, 03:18 PM
https://i.imgur.com/xXnHaVV.png


Can anyone tell me what I'm doing wrong here? I had cleric at goal 101 and target 100 and for some reason it was doing it 3x per level and skipping everything else. I deleted cleric and now it's doing the same thing for harness power. Any ideas?

lexbubba
02-21-2020, 02:47 AM
I don't know if this is the answer (been a while since I used it), but you click the add skill button, put "1x" (without quotes) in the goal box if you aren't capped instead of 101 at level 100. It looks like you are trying to target where you would be at level 30, so this may help. Otherwise, it might be just randomly applying TPs and overtraining, but eventually ending up at 101 ranks when you are at level 100.

mgoddess
12-18-2021, 08:35 PM
Any chance this has been, or can be, updated to reflect the skill training adjustments that happened mid-2020?

References:
http://forums.play.net/forums/GemStone%20IV/Combat,%20Magic,%20and%20Character%20Mechanics/Character%20Creation,%20Stats,%20and%20Skills/thread/1925081
https://docs.google.com/document/d/1T3ogxn9RxZVlTVhPNInFl2XwLB7jOWEGHEs9pbHkg8w/edit

(The wiki should (hopefully) be fully updated, on the each of the profession pages, to show the new training limits, too.)

Thanks!

drumpel
12-19-2021, 02:54 PM
Any chance this has been, or can be, updated to reflect the skill training adjustments that happened mid-2020?

References:
http://forums.play.net/forums/GemStone%20IV/Combat,%20Magic,%20and%20Character%20Mechanics/Character%20Creation,%20Stats,%20and%20Skills/thread/1925081
https://docs.google.com/document/d/1T3ogxn9RxZVlTVhPNInFl2XwLB7jOWEGHEs9pbHkg8w/edit

(The wiki should (hopefully) be fully updated, on the each of the profession pages, to show the new training limits, too.)

Thanks!

I updated the Tsoran spreadsheet that's been floating around for along time with the new skill point costs in December of last year. I posted it on the forums here somewhere when someone asked about it, but I can't remember what topic and when I did it.

It may not be what you're looking for exactly, but it should have all the correct and current skill point costs for all the professions. I'll attached a zipped copy of it here on this post.

I glanced over it quick, I took a look at Rangers on it and it does have that they can 2x in spell aiming and has the correct 4/1 TP cost listed for it. So all the updated costs should reflect correctly on the attached spreedsheat.

9832

mgoddess
12-19-2021, 11:09 PM
I updated the Tsoran spreadsheet that's been floating around for along time with the new skill point costs in December of last year. I posted it on the forums here somewhere when someone asked about it, but I can't remember what topic and when I did it.

It may not be what you're looking for exactly, but it should have all the correct and current skill point costs for all the professions. I'll attached a zipped copy of it here on this post.

I glanced over it quick, I took a look at Rangers on it and it does have that they can 2x in spell aiming and has the correct 4/1 TP cost listed for it. So all the updated costs should reflect correctly on the attached spreedsheat.

9832

Oooh, even better! Thanks for this! :)

Rinualdo
12-20-2021, 07:33 AM
Whirlin also has an updated version