Chrome Extension to detect recipes in your inventory

Yes, I'm running 0.10.

Here's all of my belts currently in my stash of which the extension recognizes none.

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I would love if this worked in rockmelt, which is a modified version of chrome that has facebook chat built into the browser. I dont know if it would be hard to do, but the two browsers cant be too much different right?
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AgentDave wrote:
Well, I was using this as an example of a greater issue I percieve - a game with a great deal of complexity, much of which is explained somewhere, but with nothing in game to point the player to "somewhere" or even let them know there's a "something" for there to be information on "somewhere".

Just so you know, GGG does have plans for in-game tutorials and such. Given how good the game is, and how polished, it's easy to forget that we are in fact only in a closed beta. Things like tutorials and the *entire story* aren't even in the game yet!
Character archive: view-thread/963707
HC: 96 RIP
SC: 95 97 96 100 95 96 97 98 95 97
Necro Settlers: WIP
Last edited by unsane#5479 on May 2, 2012, 7:19:58 PM
OK, I see that it's still defective re: belts. I believe the reason is that the regexp that is supposed to detect belts is matching against "[chain]mail" when it assigns item categories, thus making all "chainmails" belts, since a chain is a type of belt. It should be pretty straightforward to get it to match properly. I will try to push a fix when I get home from work.

Sorry again. Matching against item names is pretty unreliable but the actual category data is not available from the items page so this is the best I can do. There will be defects from time to time but I should be able to get this one cleared up.
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LordXenu wrote:
I would love if this worked in rockmelt, which is a modified version of chrome that has facebook chat built into the browser. I dont know if it would be hard to do, but the two browsers cant be too much different right?
If you can install chrome extensions in rockmelt, it should work there already. If you can't, then the only way it will ever work in rockmelt is if someone else writes whatever code is necessary to make that happen.

http://www.quora.com/RockMelt/Are-Chrome-Extensions-compatible-with-RockMelt
Last edited by HouseAbsolute#4068 on May 2, 2012, 7:37:06 PM
Yeah, I can but when I go to the app page its not showing up, Im new to apps for a browser so maybe its just me. However I can go to extensions under tools and its there, but I can only change options, Im stumped haha. Any ideas of what I may be doing wrong/ could do? Thanks for the help, and I tried this in chrome and Im impressed, good job :D
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unsane wrote:
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AgentDave wrote:
Well, I was using this as an example of a greater issue I percieve - a game with a great deal of complexity, much of which is explained somewhere, but with nothing in game to point the player to "somewhere" or even let them know there's a "something" for there to be information on "somewhere".

Just so you know, GGG does have plans for in-game tutorials and such. Given how good the game is, and how polished, it's easy to forget that we are in fact only in a closed beta. Things like tutorials and the *entire story* aren't even in the game yet!


Great! I don't recall seeing a GGG post on that, but if it's already in the plans, then good stuff.
itsalljustagame.wordpress.com - my blog about all things gaming - Current project - "Communal effort" - Game design by popular vote!
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AgentDave wrote:
Great! I don't recall seeing a GGG post on that, but if it's already in the plans, then good stuff.

http://www.pathofexile.com/forum/view-thread/20072
The Beta Manifesto is pretty much required reading for all Beta members.
Forum Sheriff
Yeah, I read it. That post references basic crap like potion use and assigning skill points.

It doesn't say anything about the complexities like recipes, which elements/skills belong with which stat, what exactly evasion/armor/ES mean or do (although those are pretty obvious, things like, exactly how much miss chance 97 evasion on that chest armor gives isn't.), how much dex a level 17 Poison Arrow costs, and so on.
itsalljustagame.wordpress.com - my blog about all things gaming - Current project - "Communal effort" - Game design by popular vote!
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AgentDave wrote:
Yeah, I read it. That post references basic crap like potion use and assigning skill points.

It doesn't say anything about the complexities like recipes, which elements/skills belong with which stat, what exactly evasion/armor/ES mean or do (although those are pretty obvious, things like, exactly how much miss chance 97 evasion on that chest armor gives isn't.), how much dex a level 17 Poison Arrow costs, and so on.

http://www.pathofexile.com/forum/view-thread/11707
Or to save you some time,
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MachanicsThread wrote:

Accuracy
Accuracy is compared to enemy evasion when determining if an attack hits or misses. The complete formula is below:

chance to hit = attacker_accuracy / ( attacker_accuracy + ((defender_evasion/4)^0.8))

Chance to hit can never be lower than 5%, nor higher than 95%.


Evasion
Evading an attack prevents all damage and other harmful effects from the attack. Only attacks and attack skills can be evaded. Spells cannot be evaded.

^Stickied in beta general.
To find out how much dex your level 17 gem needs, compare the stat requirements of any level of the gem to a new one.

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