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Quest Choosing Assistance and Project Management for 'Princess Connect! Re:Dive' (プリンセスコネクト! Re:Dive)

Home Page: https://expugn.github.io/priconne-quest-helper/

License: GNU General Public License v3.0

HTML 35.06% CSS 13.22% JavaScript 51.71%
princess-connect-redive

priconne-quest-helper's Introduction

Hi.

I make things for the games I play.

Princess Connect! Re:Dive

General

priconne-quest-helper (DISCONTINUED)
Quest choosing assistance and project management

Spugn/priconne-quest-helper
v3.0 of Expugn/priconne-quest-helper, focused more on a more friendly user interface

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Help for non-Japanese speakers for the Great Battle! Shiritori Dragons minigame

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priconne-quest-helper's People

Contributors

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priconne-quest-helper's Issues

Recommended Quest is not displayed for some Items

Describe the bug
The recommended quest for some equipment is not displayed

To Reproduce
Steps to reproduce the behavior:

  1. Try to display recommended quest for Godly Red Ring - Ruby Rose or other red frame accessories (Popcorn Necklace, etc)
  2. Requested Items and Ingredients are displayed just fine but the recommended quests is empty

Expected behavior
Recommended quest for all items should be displayed properly.

Screenshots
2021-02-15_21-52-50

Desktop (please complete the following information):

  • OS: Windows 7
  • Browser Firefox
  • Version 78.7.1esr

Cut Off in Project Details

Describe the bug
When you are in the project details of a project, the missing fragments section is cut off.

To Reproduce
Steps to reproduce the behavior:

  1. Go to Project Options for a project.
  2. Click on 'Expand'
  3. Zoom in and then back out.
  4. Scroll down to Missing Fragments.
  5. See error

Expected behavior
Being able to see the icon for the Missing Fragments instead of being halfway cut off.

Screenshots
image

Smartphone (please complete the following information):

  • Device: iPad Pro (12.9-inch) (4th generation)
  • OS: iPadOS 17.0
  • Browser Safari
  • Version ???

Additional context
Add any other context about the problem here.

Feature: add an input to enter exact number of item in inventory.

Hello, thanks for your great work.

Is your feature request related to a problem? Please describe.

The inventory feature is really great and i'd like to point something.

When I'm grinding I update the items in the inventory, if it's a new item the quick increment are enough (thoses https://i.imgur.com/wiQB9Ej.png) but if it's an "old" item and I discover that I have a bunch I need to open the inventory search the right item and update.

I found this process tiring after few runs.

Describe the solution you'd like

I think adding a input in the same pop up than the quick increment will improve this use case.

Describe alternatives you've considered

Maybe using replace instead of increment when you use the add item page in the inventory will be enough so people can update their items without checking and updating if they have it or adding if not.

Filter quests containing a specific item

As a player that wants to get a specific item/ingredient in the most efficient way,
I'd like to "load all projects" and then filter quest list only to quests with a chance for this specific item,
And see the quest list, as usual, sorted by total score for all projects and with other items from priority projects highlighted.

In terms of UI, I imagine this function can either be toggled on and off by clicking on the item in Items/Requested Items list, or via a new "filter" drop-down.

Current alternative
It is possible to scroll the very long list of all quests sorted by score and visually look for the quests with this item in main or additional drops.

Accurate relative input for the inline inventory editor

Is your feature request related to a problem? Please describe.
After running a stage and viewing the overall output of items dropped, I used the inline inventory editor's number input field as implemented in #31. Since I was matching up the items I got with the field input, and the +/- buttons are near it, I assumed the number input field was also relative input, rather than absolute, which resulted in inaccurately recording the item drops I got and reruns of unnecessary stages.

Describe the solution you'd like
An option to make the number input box add items relative to the current inventory count.

Describe alternatives you've considered
More +/- buttons with more smaller numbers for granular control over the number of items. Perhaps the design could be something like -X -5 -1 100 +1 +5 +X, with X being the craft amount and 100 being the current count.

[Feature] Request to implement Chinese (Simplified) language support

Is your feature request related to a problem? Please describe.
No, it's not in any related to a problem whatsoever. It's purely a feature request.

Describe the solution you'd like
The Bilibili (CN) server has been live for almost two months. I wonder if there's plan to implement Chinese translation (I'm happy to provide translation but I only saw the strings under language. Wondering if there's possibility to translate character and item names). Also is it possible to host a mirror to this project?

Empty recommended quest list for certain items

Describe the bug
Empty recommended quest list for certain items.
It only happens to copper, silver, gold, purple, and misc tier.
Common tier works fine.

To Reproduce
Steps to reproduce the behavior:

  1. Go to https://expugn.github.io/priconne-quest-helper/
  2. Expand any of Copper/Silver/Gold/Purple/Misc. section.
  3. Increase any item of said section to 1.
  4. Scroll down and see the empty Recommended Quests.

Expected behavior
List of quests for the selected item.

Desktop (please complete the following information):
OS: Windows 10
Browser: Chrome: Version 80.0.3987.149 (Official Build) (64-bit)

Bulk generate projects per rank

As a player that wants to raise a new character multiple ranks,
I want to quickly create 1 project per rank,
So that I can more easily prioritise only the next rank, and remove completed items.

It is convenient to have 1 project per character rank for two reasons:

  • easy to verify that selected items are still correct and you have not forgotten to remove an item from the project at some point
  • possible to prioritise only the next rank or 2

But it takes quite some clicking to create projects for e.g. ranks 8,9,10,11,12,13,14

Presets page could have a "generate projects" button that, for selected preset and range min-max rank, would generate projects, if they don't already exist, one per rank, called according to some naming convention.

Current alternative

  1. manually create several projects
  2. create only one project for all ranks

Character Global Filter for Recipe Listings

Is your feature request related to a problem? Please describe.
The most useful thing for me when using this tool is looking up who uses an item and when. This is fine for things that only some characters use but when you look up what something like "Emerald Earrings" / エメラルドイヤリング a lot of characters use it and it just becomes a tad confusing to look at (3 rows of character icons on my screen).

Describe the solution you'd like
I would like it if just how you have item box we have a "character box" where we select the characters we care for (since even if we have them we might not care to put anything into them any time soon) and based on what we have in the box it only shows those characters in the Character Usage lists. A "limit" on the rank would also be nice so rank 9 and so on dont show when in global we only have up to rank 7 (for example).

Describe alternatives you've considered
I have literally no idea how to solve this any other way.

Additional context
This is how it looks:
image
It's just too hard to parse that as "yes this other important character I have needs it too"

Ideally (with a global filter in place) it might look something more managable like this (in the worst case)
image

If confusion is a problem you can just make it so the global filter would just split the list into two lists. List 1 the things you put in your character box, list 2 everything else you didnt put in your character box (or doesnt meet your rank limit). That way there's no way anyone can shoot themselves in the foot with the filter.

Inventory Sorting

Hello, thank you for such great tools

Would it possible to have inventory sorting as per in game?
I really like to sync inventory list with in-game manually,1by1, in order, but new update with new equipment keep messing up the order.
Moreover when project completed, item got deleted from the list if nothing left (0 quantity) and I have to add the item back in which again messing up with order.

Thank you

[Feature Request] Partially complete projects

Thanks for this excellent website Expugn! It's been super useful especially right now to track progress during 3x drops with the current EN 1.5 year anniversary.

Is your feature request related to a problem? Please describe.
There are often ranks where you can equip a few pieces of equipment at a time but haven't yet completed the project for that character's rank. The project is then out of date as your in-game inventory and characters' equipment no longer matches with your website inventory and project requirements.

Describe the solution you'd like
It'd be excellent if we could mark individual items within a project as complete, such as by clicking on the greyed-out item in the required ingredient list to open a drop down menu. The specific action I'm looking for is when marking an item as complete, it will both delete the item from your project and subtract the required amount of fragments/recipe items from your inventory.

Describe alternatives you've considered
When I equip items one at a time on some high priority characters as I acquire the necessary ingredients, I have to either:

  1. Go to the item list and reduce the count of the items equipped by 1 + remove the correct number of items from my inventory
  2. Duplicate the project twice and modify one duplicate to only contain the items I've equipped and the other to contain the items I don't yet have. I then mark the equipped one as complete and overwrite the original with the remaining item list

Additional context
Add any other context or screenshots about the feature request here.

Equipment not showing correctly when switching data region

Describe the bug
Changing the "Equipment Data Type" setting from Japan Server to English Server seems to break the data of an existing project. When loading the next time on a new tab, some pieces of equipment won't show under the "Requested Items" section and are also apparently ignored in the "Recommended Quests" section. See screenshot below for example.

To Reproduce
Steps to reproduce the behavior:

  1. Open the quest helper in a new tab (I tested in incognito), verify that the equipment data setting is set to Japan Server
  2. Add one each of items "Lightning Blade" and "Empress Robe" to the selection (purple rarity, Lightning Blade should be first item in that section, Empress Robe is a purple-colored robe for mages, see screenshot at the bottom)
  3. Save as new project.
  4. Change equipment data to English server and save settings. Equipment/fragment quantities update correctly.
  5. Open the quest helper again in new tab. Verify that equipment data is still set to English Server
  6. Load the project created in step 3
  7. Notice how only Lightning Blade shows up in the required items section and the recommended quests are based off this. Empress Robe does not show up, despite being still properly set to 1 needed. Changing the amount has no effect.

Expected behavior
After switching the equipment data region, equipment should still show up as before, just quantities should change.

Screenshots
Screenshot shows Lightning Blade and Empress Robe each selected once, but only Lightning Blade showing up under required items. This happens after switching equipment data from Japanese to English
image

Desktop (please complete the following information):

  • OS: Arch Linux on KDE
  • Browser: Firefox
  • Version: 97.0.2-1

Additional context
The problem seems to disappear by setting the equipment data to Japanese, and then to English again. However, that only works for the current tab, i.e. if opened in a new tab or current tab is reloaded, the problem reappears.
After a bit of testing, it seems that purple rarity weapons all show up correctly, but none of the purple rarity armors/shields/necklaces/pendants/etc. show up correctly.

Quest score computation incorrect for subdrops

Describe the bug
The quest score computation delivers unexpected results. It seems the score given for subdrops is very low. See screenshot for an example.

To Reproduce
Add the items as seen in the screenshot. But any quest with subdrops should work.

Expected behavior
Score, at least for the 3 main items, seems to be computed as sum of drop chances for each item divided by the quest's stamina cost. One would expect the same to hold for subdrops, maybe weighted by some lower multiplier if one wants to be fancy. But as we can see in the example below, the subdrop does not add about 20/10 = 2 to the score as would be expected, but only 0.05. This is by a factor of 40 lower, which seems a bit much, even if we assume subdrops were multiplied with some smaller weighting coefficient.

Screenshots
image

Desktop:
Browser: Firefox

Additional context
After looking at the code for a bit, it seems that the wrong parameters are passed. The relevant code sections are the following:
Score values:

const score_values = Object.freeze({
TOP_TWO: 1.0,
THIRD: 0.75,
SUBDROP: 0.5,
PRIORITY_MULTIPLIER: 2.0
});

get_quest_score function:
function get_quest_score(item_name, base_score) {
if (typeof(item_name) === "object") {
item_name = item_name[quest_data.tags.ITEM_NAME];
}
if (merged_recipes.hasOwnProperty(item_name) && item_name !== undefined) {
return base_score * (projects.data().items.includes(item_name) ? score_values.PRIORITY_MULTIPLIER : 1);

Score computation for the 3 main drops:
let quest_score = 0;
// CHECK MAIN ITEMS
quest_score += get_quest_score(quest_info[quest_data.tags.ITEM + 1], quest_info[quest_data.tags.ITEM + 1][quest_data.tags.DROP_PERCENT]);
quest_score += get_quest_score(quest_info[quest_data.tags.ITEM + 2], quest_info[quest_data.tags.ITEM + 2][quest_data.tags.DROP_PERCENT]);
quest_score += get_quest_score(quest_info[quest_data.tags.ITEM + 3], quest_info[quest_data.tags.ITEM + 3][quest_data.tags.DROP_PERCENT]);

And score computation for subdrops:
// CHECK SUBDROPS
const quest_subdrops = quest_info[quest_data.tags.SUBDROPS];
for (let i = 0, j = quest_subdrops.length ; i < j ; i++) {
const subdrops_percent = quest_info[quest_data.tags.SUBDROPS_PERCENT];
if (subdrops_percent === undefined) {
// ASSUME ALL SUBDROPS ARE 20% DROP RATE
quest_score += get_quest_score(quest_subdrops[i], score_values.SUBDROP);
}

As we can see, with no priority items the quest score as given by get_quest_score is just its 2nd parameter.
For the computation of the 3 main drops, we see that their drop chance is passed as 2nd parameter, which usually has a value of 36 or 24 (percent). For subdrops however, score_values.SUBDROP is used instead, which has a value of 0.5. That also explains the discrepancy by a factor of 40 compared to 20% drop chance. I guess this was intended as some sort of weighting factor? But it is definitely the wrong argument here, as it doesn't involve the drop chance of 20% for those items, even though the comment above the call to get_quest_score refers to that. So this would have to pass 20 instead.

Aditionally, score_values defines score multipliers different from 1 not just for subdrops but also for the 3rd drop. Either this should be removed so that quest score depends solely on item drop chance, but not on whether they are main, 3rd or subdrop. Or otherwise these weights should actually be used, by using that multiplier in get_quest_score. score_values is not used anywhere else.

Prioritise important ranks

As a player with a main roster of e.g. 5-7 chars that I plan to level all the way to max.

For immediate increase in power I need to know which equipment I need, for each char:

  • for reaching important ranks 7 (and conceptually 4, but reached very fast anyway) that unlock skills
  • for the current rank up
  • for the next rank up (so when you rank up you already have something)

But long-term I also need to know all needed equipment (from the pieces that can drop in currently available missions). Knowing all needed equipment helps to see which ones are needed disproportionally (e.g. 3x more) to prioritize for farming and buying.

For example:

  • after reaching 7, Rem still needs even more axes
  • pink feathers

Looks like this use case is only useful if you are using the same team you want to rank (e.g. a new player or an alt), an not so useful for an established max-level account.

Proposed solution
Toggle in settings or project settings to "prioritize reaching rank 7" and "prioritize next rank".

If enabled they will adjust recommended mission list to:

  • gray out items which are needed later, but lower priority, with intermediate "low priority" shade
  • adjust mission score (or give a second "high priority score")

I do realize this is not very easy to implement since instead of keeping just a list of items in the project you'd need to keep a list of (character+ranks ) and a separate list to subtract which items are already acquired.

But the same structural change will also unlock other useful future UI improvements such as showing char tabs visually with "tap to disable item", and even further char screenshot recognition.

Current alternative
You can manually add equip up to and including 6 and then mentally keep a list of what's needed right now, and what's needed after 7

Can't Export Data

I can't generate URL for export save data when i use google chrome
It stuck in this display
In safari it haven't this problem.

S__16539654

  • Device: iPad Pro 11 2021
  • OS: iOS14.7.1
  • Browser google chrome
  • Version 93.0.4577.39

Improper Formatting for Character Shards

Describe the bug
Character Shards are improperly placed in specific conditions.

  1. Normal Quests aren't displayed but Hard/Very Hard Quests are (Fixed here e359c0f)
  2. Normal Quests aren't displayed and Hard/Very Hard Quests are displayed with no Character Shard selected

To Reproduce
Steps to reproduce the behavior:

  1. Load Items (and select no character shards) and Filter HARD/VERY HARD quests only

Expected behavior
Character shards should be within the quest name box thing

Screenshots
Improper Placement
bug-1

Correct/Intended Placement
bug-2

Desktop (please complete the following information):

  • OS: Windows 10
  • Browser Chrome
  • Version 76.0.3809.132 (Official Build) (64-bit)

Additional context
This visual bug seems to only happen on Chrome browsers.
Microsoft Edge and Samsung Internet seem to have no issues.

priconne-quest-helper usage is not effected at all with this issue (unless the placement really bothers you i guess).

Feature request

Hello, it's wonderful site.
pls, can you add tags about this?

EgssFQtWkAQ0ige

Global Map 22 equipment doesn't match either legacy recipe

(First of all, thank you for the great site!)

Describe the bug
The new equipment recently added on global for map 22 doesn't line up exactly with either "Legacy Equipment Data (Before 2019.08.31)" or "Legacy Equipment Data 2 (Before 2022.02.28)".
It seems like a mix of both.

The main ingredient matches the Legacy 2 data, but the sub-ingredients match the Legacy 1 data.

Older equipment on global still matches Legacy 1, as far as I can tell.

To Reproduce
Steps to reproduce the behavior:

  1. Go to either the recipe screen or prepare to add a new item in quest helper.
  2. Select any new equipment added for map 22.
  3. Reference either legacy setting vs. the in-game recipe.

Expected behavior
The equipment recipe should either match one of the Legacy options, or might need a different option.
(Obviously it wouldn't work if it were to match a different Legacy option than the rest of the global equipment.)

Screenshots
Legacy 1 & 2 recipes for Arbiter's Greatsword
Screenshot_20220302-140251336 (1).png
Sub-ingredients line up with Legacy 1, but main ingredient needs 20, not 25
Screenshot_20220302-140343979 (1).png

[Bug Report] "Delete Project" button can delete "[All Projects...]"

Hi Expugn! The partial project completion feature you implemented a few months back was a huge quality of life boost and I find myself using it almost exclusively over the original project completion method :)

Describe the bug
I haven't found any other bugs with the partial project completion feature, but I noticed recently that if you click Delete Project with [All Projects...] as the selected saved project, it will delete all your projects with no warning as it seems to be treated similarly to other projects. It's possible that this may have begun around the time the partial project completion feature was added, but I'm not entirely sure.

To Reproduce
Steps to reproduce the behavior (tested on a separate browser instance):

  1. Create a few projects
  2. Change Selected Saved Project to [All Projects...]
  3. Click Delete Project
  4. All projects are deleted

Expected behavior
If this is a bug, it would be great if the Delete Project button could be disabled if [All Projects...] is the currently selected project, regardless of whether it has been loaded.

If this is not a bug, it would be great to get something similar to a warning/"are you sure" confirmation to ensure that the user wanted to delete everything, as it's possible to misclick Delete Project due to its proximity to Complete Project.

Screenshots
Clicking Delete Project with [All Projects...] selected removes all projects from the saved project list and displays a notification confirming that it was deleted:
all_projects_deleted

Desktop (please complete the following information):

  • OS: Windows 10 Home
  • Browser: Firefox/Chrome
  • Version: Last Quest Update: October 15, 2022

Additional context
N/A

Can't select the rei(new year) with the legacy equipment data

Describe the bug
Can't select the rei(new year) with the legacy equipment data
same for yui(new year) and hiyori(new year)

To Reproduce
Steps to reproduce the behavior:

  1. Change language to korean
  2. Go to the Settings tab
  3. Change Equipment Data Type to Legacy Equipment Data (Before 2019.08.31) (KR)
  4. Save Settings (Optional)
  5. Go to the Presets tab
  6. Select the rei(new year)
  7. See result

Screenshots

  1. image
  2. image
  3. image

Option to View remaining required ingredients based on inventory

Is it possible to add an option that changes the way the required ingredients number is show? I'd like to see the total ingredients minus what is on my inventory right now so I can quickly assess how many of each ingredient I still need to farm.

This is useful when making decisions of what stage to farm for how long, when multiple stages drop an ingredient and you still need 80 of it for example, you can decide to farm it together with others even if it is in a lower drop chance.

Required Amount for Prioritized Project

Hello,
Thank you for the wonderful app.
I have some suggestion.

Is your feature request related to a problem? Please describe.
There is a time when prioritize project has same item with non-prioritize project.
Some user want to focus on prioritized amount first.
I think it is better to have view of total required for prioritize project specifically.

Describe the solution you'd like
Since we have "display amount required" and "substract amount from inventory" option in settings, another "display prioritize amount required" option may be better approach to display total required item for prioritize project.

Describe alternatives you've considered
Display amount for prioritize project together with total required. For example on a item display: x100(30) . 100 is total item required, 30 is prioritized item required
This might break the UI or make it messy/crowded.

Thank you,

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