I hereby claim:
- I am towerofnix on github.
- I am qzne (https://keybase.io/qzne) on keybase.
- I have a public key ASDx7Z9Avqc1haEqqW9odTAh8gpnEx3qSbyKNMsqH84F9Ao
To claim this, I am signing this object:
I hereby claim:
To claim this, I am signing this object:
messages = JSON.parse(fs.readFileSync('references-search-message-results.json', 'utf8')) | |
channels = ( | |
Array.from(new Set(messages.map(({channel}) => channel.name))) | |
.map(name => ({ | |
name, | |
messages: messages.filter(({channel}) => channel.name === name), | |
}))) | |
runs = ( |
// require('scratch-translate-extension-languages').menuMap.en | |
[ | |
{ code: 'am', name: 'Amharic' }, | |
{ code: 'ar', name: 'Arabic' }, | |
{ code: 'az', name: 'Azerbaijani' }, | |
{ code: 'eu', name: 'Basque' }, | |
{ code: 'bg', name: 'Bulgarian' }, | |
{ code: 'ca', name: 'Catalan' }, | |
{ code: 'zh-cn', name: 'Chinese (Simplified)' }, | |
{ code: 'zh-tw', name: 'Chinese (Traditional)' }, |
/* This runs after a web page loads */ | |
const smoothScrollConfiguration = { | |
yVelocityFriction: 0.6, | |
yVelocityCap: Infinity, | |
yAccelerationFriction: 0.75, | |
yAccelerationCap: 8, | |
yJolt: 1.4, | |
yDisintegrateEdgePush: 0.35, |
{ | |
let order; | |
let memory; | |
let value; | |
let counter; | |
function reset() { | |
order = []; | |
memory = []; | |
value = []; |
I hereby claim:
To claim this, I am signing this object:
Btw, the basic rundown of scratch-* issues - typically they are each in one of these states:
I'm trying to keep this list to mostly relatively significant ones - something like "what browser are you using?" or "thanks for your ideas" won't go here.
I've been poking around with Grandia III's debug mode a bit, looking for damage formulas. (Formulae?) So far I've only focused on spells, and through testing, I've found this to be the general magic formula (tested on Burn!, Crackle, and Hellburner): | |
'''Damage = (Spell-specific base quantity) + 4.5 * (Caster's MAG) - 3.0 * (Target's RES)''' | |
You also have to apply the damage ratio multiplier and the general randomness modifier. The damage ratio is that "X%" you see beside the orb. It's significant in spells like Crackle and Galactic Bang, where damage is dealt to the target multiple times, increasing their chain multiplier each time. The game also has some RNG; I'm not totally sure what the rules are on this (probably something like +/- 5%), but it's worth noting, because it means the formula won't yield the exact amount of damage dealt. | |
The spell-specific base quantity is a value unique to each spell. Generally, if the spell's description says it has a higher power (more stars), you can expect the base qua |
// ==UserScript== | |
// @name Scratch Comment Redactor | |
// @namespace https://towerofnix.github.io | |
// @match *://scratch.mit.edu/* | |
// @grant none | |
// ==/UserScript== | |
const usersSymbol = Symbol() | |
const replaceText = function(el, newText) { |