Recent posts by crazye97 on Kongregate

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Topic: Anti-Idle: The Game / Megathread: Suggestions

Tukkun has spoken in chat? I don’t think we need a “megathread” tag, especially when the old one didn’t have.

 
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Topic: Anti-Idle: The Game / Frequently Asked Questions & Ask stupid questions here!

Originally posted by AntonioS2740:
Originally posted by CharlieOG:

Can somebody please tell me how much Mastery is needed to get from 30 to 50 fishing skill? Either total or a list of how much for each skill up, thanks.

You can’t get above lv30 of fishing.

Yes you can.

For levels 30 to 39, it’s 100k + (current level – 30) * 15k.
For levels 40 to 49, it’s 250k + (current level – 40) * 25k.

 
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Topic: Anti-Idle: The Game / Suggestion: Sell all non protected.

Been made many times. What if you forget to protect that one thing?

 
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Topic: Anti-Idle: The Game / MEGATHREAD: TFCG

1. Win
If not LM killed or Tukkun, A: TG EXP: ceil(level ^ 0.6 * max(boostMax, boost) / 100) * 2500 * target; (where “target” = win value – normally 1, but will be the win # against LMs if that applies); FCG EXP: ceil(target * 25); FCG Cash: ceil(target * 100)

If LM killed, A: TG EXP: ceil(level ^ 0.6 * max(boostMax, boost) / 100) * 125000; FCG EXP: 1337; FCG Cash: 5000

If Tukkun, A: TG EXP: ceil(level ^ 0.6 * max(boostMax, boost) / 100) * 62500; FCG EXP: 1337; FCG Cash: 5000

2. Win Streak
Opponents Level 9 and under, A: TG EXP: ceil(level ^ 0.6 * max(boostMax, boost) / 100) * 100 * target (where target is equal to streak, to a cap of 50, or to a cap of 100 against level 6+ opponents); FCG EXP: ceil(target * 1); FCG Cash: ceil(target * 4)

Opponents Level 10 and greater: multiply above values by 10

3. Difficulty
target = fcg_opponentlevel, except if 5 or 6 (= 8), 7 (= 15), 8 (= 20), 9 (= 50), 10 (= 30)

A: TG EXP: ceil(level ^ 0.6 * max(boostMax, boost) / 100) * 2000 * target; FCG EXP: ceil(target * 25); FCG Cash: ceil(target * 100)

4. Quick Win
target = 50 – turns used, to a base of 0

A: TG EXP: ceil(level ^ 0.6 * max(boostMax, boost) / 100) * 50 * target; FCG EXP: ceil(target * 0.5); FCG Cash: ceil(target * 1)

5. HP Remaining
target = HP remaining

A: TG EXP: ceil(level ^ 0.6 * max(boostMax, boost) / 100) * 25 * target; FCG EXP: ceil(target * 0.5); FCG Cash: ceil(target * 1)

6. Damage Dealt
target = total damage dealt to opponent

A: TG EXP: ceil(level ^ 0.6 * max(boostMax, boost) / 100) * 25 * target; FCG EXP: ceil(target * 0.5); FCG Cash: ceil(target * 1)

7. Level Bonus
target = your FCG level

A: TG EXP: ceil(first six A: TG EXP rewards added together * target * 0.02); FCG EXP: ceil(first six FCG EXP rewards added together * target * 0.004); FCG Cash: ceil(first six FCG Cash rewards added together * target * 0.004)

8. User Bonus (Power User card/Temporary Perk)
target = 3 if both card and perk used; 2 if only card used; 1 if only perk used; 0 if none used

If target = 3, A: TG EXP: ceil(first seven A: TG EXP rewards added together * 0.95); FCG EXP: 0; FCG Cash: ceil(first seven FCG Cash rewards added together * 1)

If target = 2, A: TG EXP: ceil(first seven A: TG EXP rewards added together * 0.5); FCG EXP: 0; FCG Cash: ceil(first seven FCG Cash rewards added together * 1)

If target = 1, A: TG EXP: ceil(first seven A: TG EXP rewards added together * 0.3); FCG EXP: 0; FCG Cash: 0

If target = 0, all 0

9. Pet Bonus

A: TG EXP: ceil(first seven A: TG EXP rewards added together * pet bonus); FCG EXP: 0; FCG Cash: 0

10. Penalties (excluding forfeit)
target = number of discards

A: TG EXP: ceil(level ^ 0.6 * max(boostMax, boost) / 100) * -50 * target; FCG EXP: ceil(target * 1) * -1; FCG Cash: ceil(target * 2) * -1

 
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Topic: Anti-Idle: The Game / Game Bugs

Note that groups of 500 rewards can be claimed at once – with only one check for Epic Skills, modules and such per group. So you may not gain any for a number of tries, but then 500 for one try.

 
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Topic: Anti-Idle: The Game / Frequently Asked Questions & Ask stupid questions here!

For reference, the formula is 9I + 3H + M (not what’s displayed, but the actual total of each you’ve done. Another formula could be total + 2 * hards shown + 6 * impossibles shown).

 
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Topic: Anti-Idle: The Game / Game Bugs

Make sure you’re not confusing “Invisible Ally EXP Bonus! (+xx% EXP)” for anything related to gaining Ally EXP (which is gained when it’s equipped). The EXP bonus is for your A: TG EXP, which is determined by the Ally’s EXP towards mastery – 1% per 1000 EXP, and 20% total for being mastered.

 
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Topic: Anti-Idle: The Game / Game Bugs

That appears to be intentional, by the coding.

 
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Topic: Anti-Idle: The Game / So about that FCG speed change...

The banhammer, huh? Can’t something else get that first? (Maybe the nerfstick instead?)

 
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Topic: Anti-Idle: The Game / MEGATHREAD: Battle Arena

No, you’re wrong. If tempRank > 26 + raidBonus * 20 means that if your raidBonus is 4, tempRank won’t let the bow go higher than 106. But 96 would be getting it in that situation during ranks 100-109 (floor(109) = 100 / 10 * 10 – 4 = 96).

The attack formula was 100 + raidBonus * 60 up to 1702, and is now the new formula.

 
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Topic: Anti-Idle: The Game / Partial-Release: Newbie Guide to Battle Arena(BA)

Originally posted by Kazeto:

9. Also, “Ultra’s”. I know I am being mean now, but when you need to use an apostrophe to create a plural form, it means you use the singular form as the plural instead. So in this case it would be “Some IAs just become ULTRA automatically”.

ULTRA’s is wrong, since it’s not “ULTRA is” or possessive. ULTRAs would be correct, just like if it were just “ultras”. Though “just become ULTRA allies automatically” would also be correct. (Though I suppose just ULTRA would be okay too.)

 
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Topic: Anti-Idle: The Game / MEGATHREAD: Battle Arena

Rank: tempRank = floor(your rank / 10) * 10 – 4; if tempRank < 6, = 6, if tempRank > 26 + raidBonus * 20, = 26 + raidBonus * 20
Attack: 60 + raidBonus * 50
Speed: 10 + raidBonus
Defense: 80 + raidBonus * 10
Crit: 40 + raidBonus * 5
Accuracy: 40 + raidBonus * 5
Max Level: raidBonus * 20
Unob: raidBonus

 
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Topic: Anti-Idle: The Game / Module tiers and shininess in shops

Based on my understanding of for loops, the failed roll counts as 1. So yes, 8 failed would be finished. Basically, the loop goes:

while i < 9, with i starting at 1, do:
shinyChance, then
tierUp – if successful, go back to start (i+1); if failed, then
repeat chance – if successful, go back to start (i+1); if failed, i = 9, and loop ends.

 
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Topic: Anti-Idle: The Game / Frequently Asked Questions & Ask stupid questions here!

Any pack which has relevancy to the card should contain it – so Monster should have it as well.

EDIT for below: Just to add – packs start at a random card ID, and go through 50 (I believe) different cards until it finds one that satisfies the pack condition. If not, I believe the 51st is the one you get regardless.

 
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Topic: Anti-Idle: The Game / Frequently Asked Questions & Ask stupid questions here!

There should be no issues playing both at the same time.

 
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Topic: Anti-Idle: The Game / Partial-Release: Newbie Guide to Battle Arena(BA)

Suggestion: Write, then post. Don’t just post. The beauty of a forum. Or ask for a thread lock so nobody can post.

 
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Topic: Anti-Idle: The Game / Partial-Release: Newbie Guide to Battle Arena(BA)

I just want to point out that Nightmare is affected by Buff Effect as well – the positive rewards are equal to a double-strength Reward potion, not a flat 50/100.

 
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Topic: Anti-Idle: The Game / Variables for Technical Lights (v1524)

Nothing. The brackets indicate it’s an array. Don’t include those. Put the array location in the second box.

 
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Topic: Anti-Idle: The Game / Game Bugs

Originally posted by Axiss32:

Breaking news show wrong Harvest Value increase with Fertilizer

An image would be great there… the code should show the increase per tree only – not the total increase for all planted and not the total increase with all fertilizers. Mega should show 10% – I don’t see anything saying otherwise.

 
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Topic: Anti-Idle: The Game / Biggest Accomplishment of the Day in Anti-Idle

Originally posted by Atalyn27:

So why again don’t the trinkets switch to having a red border at level 500?

Probably because they’re not considered of that rarity by the coding.

 
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Topic: Anti-Idle: The Game / Game Bugs

Gaining any EXP in it will – just activating won’t do it anymore.

 
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Topic: Anti-Idle: The Game / Biggest Accomplishment of the Day in Anti-Idle

Easy-Mode Rod makes the speed of catches one grade slower – so Fish travel at Junk speed, Junk at Special Non-chest, Non-chest at Chests and Chests a bit slower – for the first 15 streak. It doesn’t really need anything changed.

 
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Topic: Anti-Idle: The Game / Frequently Asked Questions & Ask stupid questions here!

Originally posted by emperor_orionii:
@crazye97 link appearst to be broken

Fixed.

 
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Topic: Anti-Idle: The Game / Game Bugs

That’s an occasional issue that happens when you gain a ton of rank EXP at once – Robacon shouldn’t gain any until you surpass it again.

 
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Topic: Anti-Idle: The Game / Frequently Asked Questions & Ask stupid questions here!

White Coins (though it’s a slightly outdated list, most of the things still apply) – do more things; Shiny Tokens – you can get one from the Daily Bonus and buy some in the Shop.