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  • Sharepoint Expiration Policy not working

    - by spano
    I have a Sharepoint 2010 list with a custom content type with an associated retention policy. The policy consists of a custom formula and then the Send to Recycle Bin action. However, I realized that the items were not being deleted. I verified the list settings and the retention policy was configured: I run the Expiration Policy job several times but no items were deleted and no errors found in the logs. I also added logging to the custom formula but no logging was found neither. Finally, I found...(read more)

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  • Start Time & Calculated Column Wonkiness in a SharePoint Event Calendar

    - by _zekeMouseOver
    I was creating some custom rollups on some of our event calendars and came across a very odd bug when trying to grab only the date component of the built-in Start Time field. One's first inclination will be to create a calculated column and give it the formula... =[Start Time]... and then assign its output type to be "Date Only." This works well until a user adds an All Day Event. For reasons unexplainable, the All Day Event flag causes your =[Start Time] to display the date minus one day. Here is an example of this in action:  Start Date and Time, Duration, Start Date Value and Start Day are all calculated fields. Notice how the Start Date and Time (=[Start Time]) is reporting 6:00PM of the previous day. The Start Date Value (=[Start Time] - Output Type: Number) confirms this (.75 = 6:00 PM.) Curiously enough, the Duration (=[End Time]-[Start Time]) is properly reporting the duration between 12:00AM and 11:59PM. Why? I don't know. Perhaps it's somehow bound to the regional settings on the site, but I'm not interested in changing a global site setting for the sake of one calculated field.With this information at our disposal, our calculated column to display the date part of the start date needs to be modified to add one day to the [Start Time] field if an All Day Event is selected. To determine this, we use the Duration above to assume the item is an all-day event and change our formula to be:=IF(TEXT(([End Time]-[Start Time])-TRUNC(([End Time]-[Start Time]),0),"0.000000000")="0.999305556",[Start Time] + 1, [Start Time])This will work, but what happens when the user de-selects the "All Day Event" checkbox? The duration stays the same, but all other values begin reporting the correct time: Since our formula above is strictly based on an expected duration, it will add one to the correct date, causing the date 5/11/2010 to appear. Notice though that the raw value of the start time (in this case) is a non-fractional number (40,308) whereas the all-day event was being represented as 6:00 PM (.75) of the previous day. We can use this to add one more nested branch of logic to our calculation:=IF(TEXT(([End Time]-[Start Time])-TRUNC(([End Time]-[Start Time]),0),"0.000000000")="0.999305556",IF([Start Time]=ROUND([Start Time],0),[Start Time],[Start Time]+1),[Start Time]) I feel somewhat... dirty about having to resort to this kind of calculation in what SHOULD have been a simple =[Start Time] to extract the date part of the Start Time field, but there you have it. Make sure to shower extra longer after having used it.

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  • Odds For Fighting Game

    - by thinkfuture
    I'm creating a fighting game where two opponents face off against each other in the ring. While I've been able to figure out the odds of a player winning based on previous wins/losses, I have yet to find a formula which modifies those odds based on opponent. For example: Player 1: W:5 L:5 - 1/1 odds Player 2: W:5 L:0 - 1/5 odds I want to calculate the odds that Player 1 will wins against player 2. Compounding this the players could be of different levels: if the players are within a few levels of each other, the odds should map closely to wins/losses. However, as the levels diverge, the odds of the lower level player winning reduce. As a swag: Player 1 - W:5 L:5 - 1:1 odds Against a level 8 - 1:2 Against a level 9 - 2:3 Against a level 10 - 1:1 Against a level 11 - 3:2 Against a level 12 - 2:1 These are just estimates, my sense is that there is a math formula out there which will calculate that - can anyone out there point me to what this could be? Thanks...Chris

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  • Zooming in isometric engine using XNA

    - by Yheeky
    I´m currently working on an isometric game engine and right now I´m looking for help concerning my zoom function. On my tilemap there are several objects, some of them are selectable. When a house (texture size 128 x 256) is placed on the map I create an array containing all pixels (= 32768 pixels). Therefore each pixel has an alpha value I check if the value is bigger than 200 so it seems to be a pixel which belongs to the building. So if the mouse cursor is on this pixel the building will be selected - PixelCollision. Now I´ve already implemented my zooming function which works quite well. I use a scale variable which will change my calculation on drawing all map items. What I´m looking for right now is a precise way to find out if a zoomed out/in house is selected. My formula works for values like 0,5 (zoomed out) or 2 (zoomed in) but not for in between. Here is the code I use for the pixel index: var pixelIndex = (int)(((yPos / (Scale * Scale)) * width) + (xPos / Scale) + 1); Example: Let´s assume my mouse is over pixel coordinate 38/222 on the original house texture. Using the code above we get the following pixel index. var pixelIndex = ((222 / (1 * 1)) * 128) + (38 / 1) + 1; = (222 * 128) + 39 = 28416 + 39 = 28455 If we now zoom out to scale 0,5, the texture size will change to 64 x 128 and the amount of pixels will decrease from 32768 to 8192. Of course also our mouse point changes by the scale to 19/111. The formula makes it easy to calculate the original pixelIndex using our new coordinates: var pixelIndex = ((111 / (0.5 * 0.5)) * 64) + (19 / 0.5) + 1; = (444 * 64) + 39 = 28416 + 39 = 28455 But now comes the problem. If I zoom out just to scale 0.75 it does not work any more. The pixel amount changes from 32768 to 18432 pixels since texture size is 96 x 192. Mouse point is transformed to point 28/166. The formula gives me a wrong pixelIndex. var pixelIndex = ((166 / (0.75 * 0.75)) * 96) + (28 / 0.75) + 1; = (295.11 * 96) + 38.33 = 28330.66 + 38.33 = 28369 Does anyone have a clue what´s wrong in my code? Must be the first part (28330.66) which causes the calculation problem. Thanks! Yheeky

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  • How can I work out how many IP addresses there are in a given range?

    - by Jarede
    I'm wondering if there is a formula to work out the amount of IP addresses in a given range. I have a system that takes either a single IP address or a start and and end IP address: A single one might be: 145.16.23.241 A range might be: 145.16.23.122 - 145.16.23.144 The people inputting these aren't technical, nor are they receiving these details from technical people, so suggesting using CIDR notation isn't an answer for me. I want to be able to highlight that when entering a range such as: 122.100.10.12 - 128.10.200.140 it might not actually be a range and rather 2 singular IP addresses since such a range would comprise of x (large number of) IP addresses. Is there a basic formula to help me highlight this?

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  • Tetris : Effective rotation

    - by hqt
    I rotate each piece by rotation formula. More detail, because rotation angle is 90 so : xNew = y; yNew = -x; But my method has met two problems : 1) Out of box : each type of pieces is fit in square 4x4. (0,0 at under left) But by this rotation, at some case they will out of this box. For example, there is a point with coordinate (5,6) So, please help me how to fit these coordinate into 4x4 box again, or give me another formula for this. 2) at I case : (4 squares at same row or same column), just has two rotations case. but in method above, they still has 4 pieces. So, how to prevent this. Thanks :)

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  • Spreadsheet application that can handle big data OS X

    - by Peter
    I've been working with Excel for quite a while for some statistical analysis that I do regularly. The size of the data that I'm working with has gotten much larger as of late, however. The layout of the databases in question is quite simple, usually just three rows which includes a UNIX timestamp, and EST value, a proprietary numeric value and finally an average of the rows that have a timestamp +/- 1000 that row's timestamp (little AVERAGEIFS() formula). That formula and the EST conversion are the only formulas in the sheet. I'm beginning to work with files with 500,000+ rows. Running the average formula down the entire row takes forever. The end result is the production of print-worthy graphs. I'm looking for either a UNIX CL utility or separate spreadsheet/database application that can handle this amount of data without melting my CPU or making me wait an hour. Is there anything out there? TL;DR: Simple excel sheet with over half a million rows is getting too slow to work with. OS X alternatives?

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  • Is there a way to have "default" or "placeholder" values in Excel?

    - by Iszi
    I've got a spreadsheet with cells that I want to be user-editable, but that I also want to have "default" or "placeholder" values in, whenever there is no user-entered data. There's a couple good use cases for this: Prevent formula errors, while providing reasonable assumptions when a user has not entered (or has deleted) their own value. I could use conditional formatting to alert the user to default values, so as to prevent their ignorance of them - they can then make an informed choice as to whether that value is still appropriate or not for the intended calculations. Give a short description of what is intended to be entered in the cell, without having to have a separate "instructions" segment or document. This would also eliminate the need for a nearby "Label" cell, in some cases where it's really not appropriate. To accomplish what I want, I need some formula, script, or other advanced spreadsheet option that will do the following: Show the default value in the cell before user enters data. Allow the default value to be found by any formulas referencing the cell, when there is no user-entered data in that cell. Allow the user to freely (naturally, exactly as they would do with any "normal" cell) overwrite the displayed value with their own value or formula, and have the user-entered data found by any formulas referencing the cell. When cell is blanked by deletion of user input, revert to default value. Is there a way to do this in Excel, or am I asking too much of a spreadsheet program here?

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  • Transform XAML syntax from Shorthand to full syntax

    - by Emad
    Is there a tool or a simple way to transform XAML code from the shorthand syntax to the full syntax? For example: moving from something like: <_TextBox Text="{Binding Path=Formula.Production, Mode=TwoWay, UpdateSourceTrigger=PropertyChanged}" to <_TextBox <_TextBox.Text <Binding Path="Formula.NumCloses" Mode="TwoWay" UpdateSourceTrigger="PropertyChanged" </Binding </TextBox.Text </TextBox ? Thanks

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  • Error: java.security.AccessControlException: Access denied

    - by RMD
    Hi, I have to connect to a https url with username and password to read a file. I am not able to connect to the server (see the error log below). I do not have much java experience so I need help with this code. I would really appreciate some help to solve this! Thank you. Raquel CODE: import lotus.domino.; import java.net.; import java.io.*; import javax.net.ssl.HttpsURLConnection; public class JavaAgent extends AgentBase { public void NotesMain() { try { String username = "123"; String password = "456"; String input = username + ":" + password; String encoding = new sun.misc.BASE64Encoder().encode (input.getBytes()); //Open the URL and read the text into a Buffer String urlName = "https://server.org/Export.mvc/GetMeetings?modifiedSince=4/9/2010"; URL url = new URL(urlName); HttpsURLConnection connection = (HttpsURLConnection)url.openConnection(); connection.setRequestMethod("POST"); connection.setRequestProperty("Content-Type", "application/x-www-form-urlencoded"); connection.setRequestProperty("Content-Length", String.valueOf (encoding.length())); connection.setUseCaches(false); connection.setDoInput(true); connection.setDoOutput(true); connection.setAllowUserInteraction(true); connection.setRequestProperty("Authorization", "Basic " + encoding); connection.setRequestProperty("Cookie", "LocationCode=Geneva"); connection.connect(); BufferedReader rd = null; try{ rd = new BufferedReader(new InputStreamReader(connection.getInputStream())); } catch (IOException e) { System.out.println("Read failed"); System.exit(-1); } String line; while((line = rd.readLine()) != null) { System.out.println(line.toString()); } rd.close(); connection.disconnect(); } catch(Exception e) { e.printStackTrace(); } } } LOG: java.security.AccessControlException: Access denied (java.lang.RuntimePermission exitVM.-1) at java.security.AccessController.checkPermission(AccessController.java:108) at java.lang.SecurityManager.checkPermission(SecurityManager.java:532) at COM.ibm.JEmpower.applet.AppletSecurity.superDotCheckPermission(AppletSecurity.java:1449) at COM.ibm.JEmpower.applet.AppletSecurity.checkRuntimePermission(AppletSecurity.java:1311) at COM.ibm.JEmpower.applet.AppletSecurity.checkPermission(AppletSecurity.java:1611) at COM.ibm.JEmpower.applet.AppletSecurity.checkPermission(AppletSecurity.java:1464) at java.lang.SecurityManager.checkExit(SecurityManager.java:744) at java.lang.Runtime.exit(Runtime.java:99) at java.lang.System.exit(System.java:275) at JavaAgent.NotesMain(Unknown Source) at lotus.domino.AgentBase.runNotes(Unknown Source) at lotus.domino.NotesThread.run(Unknown Source)

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  • How do bezier handles work?

    - by user146780
    On Wikipedia I found information about bezier curves and made a function to generate the inbetween points for a bezier polygon. I noticed that Expression Design uses bezier handles. This allows a circle to be made with 4 points each with a bezier handle. I'm just not sure mathematically how this works in relation with the formula for bezier point at time T. How do these handle vectors work to modify the shape? Basically what's there relation to the bezier formula? Thanks

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  • Clarification How CRF(Conditional random Field) works using examples

    - by Moges.A
    I read different documents how CRF(conditional random field) works but all the papers puts the formula only. Is there any one who can send me a paper that describes about CRF with examples like if we have a sentence "Mr.Smith was born in New York. He has been working for the last 20 years in Microsoft company." if the above sentence is given as an input to train, how does the Model works during the training taking in to consideration for the formula for CRF? Moges.A

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  • how to detect an IMAPMessage is not an email but a Task or Calendar item

    - by raticulin
    I am accessing Lotus and Groupwise using javamail via IMAP, recursively accessing all folders and processing email I find. But in folders like Tasklist and Calendar (those are from Groupwise but I think I remember Lotus had similar things), I get the items in there as instances of IMAPMessage, and so they are processed as if they were mail. I understand those items get exposed as mail through the IMAP protocol (either by design or by mistake), but I only want to process proper mail. Is there a way to do this? I have dismissed following approaches so far: Make sure the message has a message-id, at least in Groupwise Calendar items have it. Ignore folders by name (such as Calendar and Tasklist): is not totally correct as a user can move mail inside those folders. What I am looking is some IMAP api call I have missed so far or something in those lines...

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  • Hibernate can't load Custom SQL collection

    - by Geln Yang
    Hi, There is a table Item like, code,name 01,parent1 02,parent2 0101,child11 0102,child12 0201,child21 0202,child22 Create a java object and hbm xml to map the table.The Item.parent is a Item whose code is equal to the first two characters of its code : class Item{ String code; String name; Item parent; List<Item> children; .... setter/getter.... } <hibernate-mapping> <class name="Item" table="Item"> <id name="code" length="4" type="string"> <generator class="assigned" /> </id> <property name="name" column="name" length="50" not-null="true" /> <many-to-one name="parent" class="Item" not-found="ignore"> <formula> <![CDATA[ (select i.code,r.name from Item i where (case length(code) when 4 then i.code=SUBSTRING(code,1,2) else false end)) ]]> </formula> </many-to-one> <bag name="children"></bag> </class> </hibernate-mapping> I try to use formula to define the many-to-one relationship,but it doesn't work!Is there something wrong?Or is there other method? Thanks! ps,I use mysql database. add 2010/05/23 Pascal's answer is right,but the "false" value must be replaced with other expression,like "1=2".Because the "false" value would be considered to be a column of the table. select i.code from Item i where ( case length(code) when 4 then i.code=SUBSTRING(code,1,2) else 1=2 end) And I have another question about the children "bag" mapping.There isn't formula configuration option for "bag",but we can use "loader" to load a sql-query.I configure the "bag" as following.But it get a list whose size is 0.What's wrong with it? <class> ... ... <bag name="children"> <key /> <one-to-many class="Item"></one-to-many> <loader query-ref="getChildren"></loader> </bag> </class> <sql-query name="getChildren"> <load-collection alias="r" role="Item.children" /> <![CDATA[(select {r.*} from Item r join Item o where o.code=:code and ( case length(o.code) when 2 then (length(r.code)=4 and SUBSTRING(r.code,1,2)=o.code) else 1=2 end ))]]> </sql-query>

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  • Ideas for a C/C++ library

    - by Mohit Deshpande
    I thought one of the best ways to familiarise myself with C/C++, is to make a helpful library. I was maybe thinking like a geometry library, like to calculate areas, surface area, etc. It would be useful in game programming. Or maybe an algebra library, like for different formulas like the distance formula, quadratic formula, etc. Or maybe like a standard library for very simple functions, like calculating the number of items in an array.

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  • Keeping last record with Grouping

    - by yeahumok
    Hi All I have a report that groups by Company names. I have 2 formula fields (for two of the columns) that pulls the last record from a field. However, i noticed that when i run my reports, it does not show the last record for every group (even though this total line is in the Group Footer). Is there anyway in the formula field, i can specify that the last record must show for every group in my report?

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  • Using functions like formulas in Excel

    - by Arlen Beiler
    I am trying to use a formula to get a letter of the alphabet. Formula: =Keytable(RANDOM,ROW()) Function: Function KeyTable(seed As Long, position As Long) As String Dim i As Long Stop Dim calpha(1 To 26) As String Dim alpha(1 To 26) As String For i = 1 To 26 alpha(i) = Chr(i + UPPER_CASE - 1) Next i For i = 1 To 26 calpha(i) = alpha(seed Mod 27 - i) Next i Stop KeyTable = calpha(position) End Function Result: #Value! When I step through the function, it never gets to the second stop.

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  • How to fix this 7% where 6% , 5% works great.

    - by Stackfan
    Case 1 (discount 6%): Subtotal: 750.00 Discount: 45.00 Handling cost: 24.32 21% VAT: 0.00 Total (this is the amount you will deposit): 729.32 Case 2 (discount 7%): Subtotal: 1250.00 Discount: 87.50 Handling cost: 39.88 21% VAT: 0.00 Total (this is the amount you will deposit): 1202.38 Where i am applying this formula: (729.32 - 0.35) / 1.034/ 0.94 = 750.00 (<<--- CORRECT ) ? (1202.38 - 0.35) / 1.034/ 0.93 = 1250.01 (<<--- My problem why not 1250.00) ? How to correct the 7% formula to get exactly 1250.00 ? Instead of fraction error.

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  • I need help to automate my concatenate to change daily without having to manually input the new data

    - by Harold Nottingham
    Hi there I use concatenate to pull data together from different cells in my spreadsheet. Since my data changes daily, I want the formula to also change daily without having to manually input the new cell in the concatenate formula. I am looking for a way to do this but not sure how. Can anyone out there help me out please!? I appreciate the assistance in advance!

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  • Le 25 mars 2010 journée Lotusphere à Bois-Colombes, venez explorer avec des spécialistes les archite

    Le 25 mars 2010 journée Lotusphere à Bois-Colombes Réservez votre journée du 25 mars pour le prochain Lotusphere à Bois-Colombes. Profitez de ce grand rendez-vous annuel pour découvrir les annonces dévoilées lors de Lotusphere Orlando et explorez avec nos spécialistes les architectures de nos solutions technologiques. Lors de cette journée, partagez les témoignages de nos clients, rencontrez nos partenaires, participez à des ateliers et faites un point complet avec nos experts sur: - Les nouvelles architectures techniques, - les possibilités offertes par XPages, - les possibilités web 2.0 des solutions Lotus, - la mise en oeuvre des Rich Internet Application (RIA) dans l'enviro...

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  • How to develop RPG Damage Formulas?

    - by user127817
    I'm developing a classical 2d RPG (in a similar vein to final fantasy) and I was wondering if anyone had some advice on how to do damage formulas/links to resources/examples? I'll explain my current setup. Hopefully I'm not overdoing it with this question, and I apologize if my questions is too large/broad My Characters stats are composed of the following: enum Stat { HP = 0, MP = 1, SP = 2, Strength = 3, Vitality = 4, Magic = 5, Spirit = 6, Skill = 7, Speed = 8, //Speed/Agility are the same thing Agility = 8, Evasion = 9, MgEvasion = 10, Accuracy = 11, Luck = 12, }; Vitality is basically defense to physical attacks and spirit is defense to magic attacks. All stats have fixed maximums (9999 for HP, 999 for MP/SP and 255 for the rest). With abilities, the maximums can be increased (99999 for HP, 9999 for HP/SP, 999 for the rest) with typical values (at level 100) before/after abilities+equipment+etc will be 8000/20,000 for HP, 800/2000 for SP/MP, 180/350 for other stats Late game Enemy HP will typically be in the lower millions (with a super boss having the maximum of ~12 million). I was wondering how do people actually develop proper damage formulas that scale correctly? For instance, based on this data, using the damage formulas for Final Fantasy X as a base looked very promising. A full reference here http://www.gamefaqs.com/ps2/197344-final-fantasy-x/faqs/31381 but as a quick example: Str = 127, 'Attack' command used, enemy Def = 34. 1. Physical Damage Calculation: Step 1 ------------------------------------- [{(Stat^3 ÷ 32) + 32} x DmCon ÷16] Step 2 ---------------------------------------- [{(127^3 ÷ 32) + 32} x 16 ÷ 16] Step 3 -------------------------------------- [{(2048383 ÷ 32) + 32} x 16 ÷ 16] Step 4 --------------------------------------------------- [{(64011) + 32} x 1] Step 5 -------------------------------------------------------- [{(64043 x 1)}] Step 6 ---------------------------------------------------- Base Damage = 64043 Step 7 ----------------------------------------- [{(Def - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------ [{(34 - 280.4)^2} ÷ 110] + 16 Step 9 ------------------------------------------------- [(-246)^2) ÷ 110] + 16 Step 10 ---------------------------------------------------- [60516 ÷ 110] + 16 Step 11 ------------------------------------------------------------ [550] + 16 Step 12 ---------------------------------------------------------- DefNum = 566 Step 13 ---------------------------------------------- [BaseDmg * DefNum ÷ 730] Step 14 --------------------------------------------------- [64043 * 566 ÷ 730] Step 15 ------------------------------------------------------ [36248338 ÷ 730] Step 16 ------------------------------------------------- Base Damage 2 = 49655 Step 17 ------------ Base Damage 2 * {730 - (Def * 51 - Def^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ---------------------- 49655 * {730 - (34 * 51 - 34^2 ÷ 11) ÷ 10} ÷ 730 Step 19 ------------------------- 49655 * {730 - (1734 - 1156 ÷ 11) ÷ 10} ÷ 730 Step 20 ------------------------------- 49655 * {730 - (1734 - 105) ÷ 10} ÷ 730 Step 21 ------------------------------------- 49655 * {730 - (1629) ÷ 10} ÷ 730 Step 22 --------------------------------------------- 49655 * {730 - 162} ÷ 730 Step 23 ----------------------------------------------------- 49655 * 568 ÷ 730 Step 24 -------------------------------------------------- Final Damage = 38635 I simply modified the dividers to include the attack rating of weapons and the armor rating of armor. Magic Damage is calculated as follows: Mag = 255, Ultima is used, enemy MDef = 1 Step 1 ----------------------------------- [DmCon * ([Stat^2 ÷ 6] + DmCon) ÷ 4] Step 2 ------------------------------------------ [70 * ([255^2 ÷ 6] + 70) ÷ 4] Step 3 ------------------------------------------ [70 * ([65025 ÷ 6] + 70) ÷ 4] Step 4 ------------------------------------------------ [70 * (10837 + 70) ÷ 4] Step 5 ----------------------------------------------------- [70 * (10907) ÷ 4] Step 6 ------------------------------------ Base Damage = 190872 [cut to 99999] Step 7 ---------------------------------------- [{(MDef - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------- [{(1 - 280.4)^2} ÷ 110] + 16 Step 9 ---------------------------------------------- [{(-279.4)^2} ÷ 110] + 16 Step 10 -------------------------------------------------- [(78064) ÷ 110] + 16 Step 11 ------------------------------------------------------------ [709] + 16 Step 12 --------------------------------------------------------- MDefNum = 725 Step 13 --------------------------------------------- [BaseDmg * MDefNum ÷ 730] Step 14 --------------------------------------------------- [99999 * 725 ÷ 730] Step 15 ------------------------------------------------- Base Damage 2 = 99314 Step 16 ---------- Base Damage 2 * {730 - (MDef * 51 - MDef^2 ÷ 11) ÷ 10} ÷ 730 Step 17 ------------------------ 99314 * {730 - (1 * 51 - 1^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ------------------------------ 99314 * {730 - (51 - 1 ÷ 11) ÷ 10} ÷ 730 Step 19 --------------------------------------- 99314 * {730 - (49) ÷ 10} ÷ 730 Step 20 ----------------------------------------------------- 99314 * 725 ÷ 730 Step 21 -------------------------------------------------- Final Damage = 98633 The problem is that the formulas completely fall apart once stats start going above 255. In particular Defense values over 300 or so start generating really strange behavior. High Strength + Defense stats lead to massive negative values for instance. While I might be able to modify the formulas to work correctly for my use case, it'd probably be easier just to use a completely new formula. How do people actually develop damage formulas? I was considering opening excel and trying to build the formula that way (mapping Attack Stats vs. Defense Stats for instance) but I was wondering if there's an easier way? While I can't convey the full game mechanics of my game here, might someone be able to suggest a good starting place for building a damage formula? Thanks

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  • How to develop RPG Damage Formulas?

    - by user127817
    I'm developing a classical 2d RPG (in a similar vein to final fantasy) and I was wondering if anyone had some advice on how to do damage formulas/links to resources/examples? I'll explain my current setup. Hopefully I'm not overdoing it with this question, and I apologize if my questions is too large/broad My Characters stats are composed of the following: enum Stat { HP = 0, MP = 1, SP = 2, Strength = 3, Vitality = 4, Magic = 5, Spirit = 6, Skill = 7, Speed = 8, //Speed/Agility are the same thing Agility = 8, Evasion = 9, MgEvasion = 10, Accuracy = 11, Luck = 12, }; Vitality is basically defense to physical attacks and spirit is defense to magic attacks. All stats have fixed maximums (9999 for HP, 999 for MP/SP and 255 for the rest). With abilities, the maximums can be increased (99999 for HP, 9999 for HP/SP, 999 for the rest) with typical values (at level 100) before/after abilities+equipment+etc will be 8000/20,000 for HP, 800/2000 for SP/MP, 180/350 for other stats Late game Enemy HP will typically be in the lower millions (with a super boss having the maximum of ~12 million). I was wondering how do people actually develop proper damage formulas that scale correctly? For instance, based on this data, using the damage formulas for Final Fantasy X as a base looked very promising. A full reference here http://www.gamefaqs.com/ps2/197344-final-fantasy-x/faqs/31381 but as a quick example: Str = 127, 'Attack' command used, enemy Def = 34. 1. Physical Damage Calculation: Step 1 ------------------------------------- [{(Stat^3 ÷ 32) + 32} x DmCon ÷16] Step 2 ---------------------------------------- [{(127^3 ÷ 32) + 32} x 16 ÷ 16] Step 3 -------------------------------------- [{(2048383 ÷ 32) + 32} x 16 ÷ 16] Step 4 --------------------------------------------------- [{(64011) + 32} x 1] Step 5 -------------------------------------------------------- [{(64043 x 1)}] Step 6 ---------------------------------------------------- Base Damage = 64043 Step 7 ----------------------------------------- [{(Def - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------ [{(34 - 280.4)^2} ÷ 110] + 16 Step 9 ------------------------------------------------- [(-246)^2) ÷ 110] + 16 Step 10 ---------------------------------------------------- [60516 ÷ 110] + 16 Step 11 ------------------------------------------------------------ [550] + 16 Step 12 ---------------------------------------------------------- DefNum = 566 Step 13 ---------------------------------------------- [BaseDmg * DefNum ÷ 730] Step 14 --------------------------------------------------- [64043 * 566 ÷ 730] Step 15 ------------------------------------------------------ [36248338 ÷ 730] Step 16 ------------------------------------------------- Base Damage 2 = 49655 Step 17 ------------ Base Damage 2 * {730 - (Def * 51 - Def^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ---------------------- 49655 * {730 - (34 * 51 - 34^2 ÷ 11) ÷ 10} ÷ 730 Step 19 ------------------------- 49655 * {730 - (1734 - 1156 ÷ 11) ÷ 10} ÷ 730 Step 20 ------------------------------- 49655 * {730 - (1734 - 105) ÷ 10} ÷ 730 Step 21 ------------------------------------- 49655 * {730 - (1629) ÷ 10} ÷ 730 Step 22 --------------------------------------------- 49655 * {730 - 162} ÷ 730 Step 23 ----------------------------------------------------- 49655 * 568 ÷ 730 Step 24 -------------------------------------------------- Final Damage = 38635 I simply modified the dividers to include the attack rating of weapons and the armor rating of armor. Magic Damage is calculated as follows: Mag = 255, Ultima is used, enemy MDef = 1 Step 1 ----------------------------------- [DmCon * ([Stat^2 ÷ 6] + DmCon) ÷ 4] Step 2 ------------------------------------------ [70 * ([255^2 ÷ 6] + 70) ÷ 4] Step 3 ------------------------------------------ [70 * ([65025 ÷ 6] + 70) ÷ 4] Step 4 ------------------------------------------------ [70 * (10837 + 70) ÷ 4] Step 5 ----------------------------------------------------- [70 * (10907) ÷ 4] Step 6 ------------------------------------ Base Damage = 190872 [cut to 99999] Step 7 ---------------------------------------- [{(MDef - 280.4)^2} ÷ 110] + 16 Step 8 ------------------------------------------- [{(1 - 280.4)^2} ÷ 110] + 16 Step 9 ---------------------------------------------- [{(-279.4)^2} ÷ 110] + 16 Step 10 -------------------------------------------------- [(78064) ÷ 110] + 16 Step 11 ------------------------------------------------------------ [709] + 16 Step 12 --------------------------------------------------------- MDefNum = 725 Step 13 --------------------------------------------- [BaseDmg * MDefNum ÷ 730] Step 14 --------------------------------------------------- [99999 * 725 ÷ 730] Step 15 ------------------------------------------------- Base Damage 2 = 99314 Step 16 ---------- Base Damage 2 * {730 - (MDef * 51 - MDef^2 ÷ 11) ÷ 10} ÷ 730 Step 17 ------------------------ 99314 * {730 - (1 * 51 - 1^2 ÷ 11) ÷ 10} ÷ 730 Step 18 ------------------------------ 99314 * {730 - (51 - 1 ÷ 11) ÷ 10} ÷ 730 Step 19 --------------------------------------- 99314 * {730 - (49) ÷ 10} ÷ 730 Step 20 ----------------------------------------------------- 99314 * 725 ÷ 730 Step 21 -------------------------------------------------- Final Damage = 98633 The problem is that the formulas completely fall apart once stats start going above 255. In particular Defense values over 300 or so start generating really strange behavior. High Strength + Defense stats lead to massive negative values for instance. While I might be able to modify the formulas to work correctly for my use case, it'd probably be easier just to use a completely new formula. How do people actually develop damage formulas? I was considering opening excel and trying to build the formula that way (mapping Attack Stats vs. Defense Stats for instance) but I was wondering if there's an easier way? While I can't convey the full game mechanics of my game here, might someone be able to suggest a good starting place for building a damage formula? Thanks

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  • "Error: Unknown error" when trying to start virtual machine from VMware server

    - by slhck
    Problem We are running VMware Server 2.0.0 build-116503 on a Ubuntu 10.04 LTS server. There is a virtual machine installed, running Lotus Domino on Windows Server 2003. Ever since a sudden power failure last week, the virtual machine won't properly start up. When I run the command: vmrun -T server -h https://127.0.0.1:8333/sdk -u root -p jk2x2208 start "[standard] lotus/test.vmx" … after 30 seconds it displays: Error: Unknown error That's about everything I get. I know the command is right, since that's what we've used all the time. This has happened last Saturday after a scheduled backup shutdown, and somehow I was able to start it again. This week, it happened again, and I can't get it back up. Occasionally, I also get: Error: Cannot connect to the virtual machine When I get this, and I run the start command, it seemingly works. Why is this so random? Which configuration could have been messed up? What I've tried / other info I already shut down VMware itself with /etc/init.d/vmware stop. This works. I tried to start VMware again with /etc/init.d/vmware start. It complains that it's "not configured", which is why I had to rm /etc/vmware/not_configured, and then try to start again. There have been no software updates on the machine, and no configuration changes

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  • simple Stata program

    - by Cyrus S
    I am trying to write a simple program to combine coefficient and standard error estimates from a set of regression fits. I run, say, 5 regressions, and store the coefficient(s) and standard error(s) of interest into vectors (Stata matrix objects, actually). Then, I need to do the following: Find the mean value of the coefficient estimates. Combine the standard error estimates according to the formula suggested for combining results from "multiple imputation". The formula is the square root of the formula for "T" on page 6 of the following document: http://bit.ly/b05WX3 I have written Stata code that does this once, but I want to write this as a function (or "program", in Stata speak) that takes as arguments the vector (or matrix, if possible, to combine multiple estimates at once) of regression coefficient estimates and the vector (or matrix) of corresponding standard error estimates, and then generates 1 and 2 above. Here is the code that I wrote: (breg is a 1x5 vector of the regression coefficient estimates, and sereg is a 1x5 vector of the associated standard error estimates) mat ones = (1,1,1,1,1) mat bregmean = (1/5)*(ones*breg’) scalar bregmean_s = bregmean[1,1] mat seregmean = (1/5)*(ones*sereg’) mat seregbtv = (1/4)*(breg - bregmean#ones)* (breg - bregmean#ones)’ mat varregmi = (1/5)*(sereg*sereg’) + (1+(1/5))* seregbtv scalar varregmi_s = varregmi[1,1] scalar seregmi = sqrt(varregmi_s) disp bregmean_s disp seregmi This gives the right answer for a single instance. Any pointers would be great! UPDATE: I completed the code for combining estimates in a kXm matrix of coefficients/parameters (k is the number of parameters, m the number of imputations). Code can be found here: http://bit.ly/cXJRw1 Thanks to Tristan and Gabi for the pointers.

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