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> The .85 Hovering Script crowdfunding/discussion, Part 2: the crowdfunding/discussion thread - script finished

 
post Jun 29 2017, 20:40
Post #101
sickentide



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QUOTE(simrock87 @ Jun 29 2017, 20:30) *

no buff checking through any information gained from the page, so for now no "pause on expiration" i guess.

i find the answer a little unclear on this, and it seems odd to me that checking the hp bar would be ok but not effect durations

if you read just this part:
QUOTE
QUOTE
another matter is the "Stop on HP/MP/SP thresholds, Spark triggering and buffs expiring (buffs from scrolls/draughts included, preferably with an icon)". basically, when one of these events occur the script will stop and present a list of possible solutions to the user. of course, no automatic action will be taken. the user will still have to choose what to do - and in case multiple events occur, multiple actions will have to be taken manually, one after the other. is it doable? if no, exactly what of this is forbidden?
stopping on thresholds is of course technically parsing live data, but as long as there is no dynamic selection or ordering of the actions it should be fine

it seems like "Stop on HP/MP/SP thresholds, Spark triggering and buffs expiring" is all fine

This post has been edited by sickentide: Jun 29 2017, 20:41
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post Jun 29 2017, 20:50
Post #102
Cleavs



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QUOTE(sickentide @ Jun 29 2017, 20:40) *

it seems like "Stop on HP/MP/SP thresholds, Spark triggering and buffs expiring" is all fine

seems to me that:
1. thresholds are a bit over-the-edge, but still allowed as long as it's a mere warning
2. spark is fine as long as it doesn't parse live datas (basically, only a check on hp threshold)
3. buff expiring is fine as long as it's tracked internally. you should be able to discern between standard and 0-time actions though - otherwise the timer will be a bit fucked.



btw, a bit of feedback: your script is nice. cooldowns on spells don't show though. sorry, i'm dumb. shows as a number above all the square, i see...
it also seems to stop on riddlemaster expiring.

and you have a few other ones on script thread. track drops can wait, i guess.

as for the rest, i guess i'll have to modify options a bit. last but not the least, any chance for a round/speed counter? (IMG:[invalid] style_emoticons/default/rolleyes.gif)

This post has been edited by Scremaz: Jun 29 2017, 21:19
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post Jun 29 2017, 20:56
Post #103
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QUOTE(simrock87 @ Jun 29 2017, 20:30) *

PS: CC internals are quite dead with this (can't check if spells are available and didn't check what happens when you send spells on cooldown, but sure it's not good) and no buff checking through any information gained from the page, so for now no "pause on expiration" i guess.

speaking of which, when we'll do the new compendium we may need a bit of coders to check the scripts in order to find the not allowed ones. and eventually i may need to take them down, i guess...

QUOTE(simrock87 @ Jun 29 2017, 20:30) *

PPS: forgot to ask the question when tenboro was reading here, but guess we are allowed to hook into on-site scripts? The rules don't forbid it and some (don't know anymore which one, i think it was HoverPlay predecessor?) hover script did the hover by overriding the on-site hover function.

since it's quite generic, if it's really urgent you may want to post in 0.85 patch, since he checks it quite frequently. otherwise, when i'll have another few questions i'll throw that in as well.
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post Jun 29 2017, 21:21
Post #104
zen_zen



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It would be great to have one unified script for most of our HV needs - sending some credits towards the cause, thanks.
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post Jun 29 2017, 21:25
Post #105
sickentide



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QUOTE(Scremaz @ Jun 29 2017, 20:50) *

seems to me that:
1. thresholds are a bit over-the-edge, but still allowed as long as it's a mere warning
2. spark is fine as long as it doesn't parse live datas (basically, only a check on hp threshold)
3. buff expiring is fine as long as it's tracked internally. you should be able to discern between standard and 0-time actions though - otherwise the timer will be a bit fucked.

tracking internally is basically impossible due to differences in action speeds. using live data, it can be done as simply as checking if there is a certain flashing icon. this is simpler than comparing the hp bar's size with a certain value, so i don't see the problem

QUOTE(Scremaz @ Jun 29 2017, 20:50) *

btw, a bit of feedback: your script is nice. cooldowns on spells don't show though. sorry, i'm dumb. shows as a number above all the square, i see...
it also seems to stop on riddlemaster expiring.

you can change cdTopAdjust and cdFontSize to make cooldowns line up with the spell icons. the riddlemaster thing may be due to Enigma Energizer, as i don't know the name of the icon it provides

QUOTE(Scremaz @ Jun 29 2017, 20:50) *

as for the rest, i guess i'll have to modify options a bit. last but not the least, any chance for a round/speed counter? (IMG:[invalid] style_emoticons/default/rolleyes.gif)

maybe when there's nothing else left to do
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post Jun 29 2017, 21:29
Post #106
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Oh God it works MUCH better now. Gratz.
Only tiiiiiny issue that remains : casting spells seems to work only when we got our cursor above the monsters.
I dunno about you, but for me things like "Cast('Imperil')" would be better if it actually prepared the spell like if we clicked on it in the spell selection (or the quickbar), then leave the hovering send the actual cast.

That way we'd be able to prepare our spell away from the monsters then just hover on the one we want to target. To top it off, it'd be much more "clean" toward the regular way HV works.

Could also the "OC full alert" have an option to stop the hovering please ?

This post has been edited by decondelite: Jun 29 2017, 21:39
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post Jun 29 2017, 21:37
Post #107
sickentide



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QUOTE(decondelite @ Jun 29 2017, 21:29) *

Oh God it works MUCH better now. Gratz.
Only tiiiiiny issue that remains : casting spells seems to work only when we got our cursor above the monsters.
I dunno about you, but for me things like "Cast('Imperil')" would be better if it actually prepared the spell like if we clicked on it in the spell selection (or the quickbar), then leave the hovering send the actual cast.

That way we'd be able to prepare our spell away from the monsters then just hover on the one we want to target. To top it off, it'd be much more "clean" toward the regular way HV works.

actions bound to mouse buttons only work on monsters as i don't want to override mouse behaviour all over the page. you can bind Cast('Imperil') to a keyboard key and press that to prepare your spell, then hover over a monster to cast it

QUOTE(decondelite @ Jun 29 2017, 21:29) *

Could also the "OC full alert" have an option to stop the hovering please ?

i'll add that to the next version
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post Jun 29 2017, 21:37
Post #108
Cleavs



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QUOTE(sickentide @ Jun 29 2017, 21:25) *

the riddlemaster thing may be due to Enigma Energizer, as i don't know the name of the icon it provides

Blessing of the Riddlemaster: https://ehwiki.org/wiki/riddlemaster#Correct
need other details?

QUOTE(sickentide @ Jun 29 2017, 21:25) *

maybe when there's nothing else left to do

which isn't a no, if nothing else (IMG:[invalid] style_emoticons/default/laugh.gif)

also, seem like you became *the* coder of the moment. a deserved accomplishment, i'd say (IMG:[invalid] style_emoticons/default/smile.gif)

QUOTE(decondelite @ Jun 29 2017, 21:29) *

Could also the "OC full alert" have an option to stop the hovering please ?

it changes background color, even if it took me a bit to realize it was because of that. quite hard to miss it though (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Jun 29 2017, 21:40
Post #109
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Other bug:
I get MP warning (cyan background) when having roughly 70% of my MP bar, while I've set the warning to 0.25. My MP boost is 80. Not too much of a bother, but still.
Dunno if it happens for SP aswell.

This post has been edited by decondelite: Jun 29 2017, 21:40
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post Jun 29 2017, 21:42
Post #110
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QUOTE(Scremaz @ Jun 29 2017, 22:37) *

Blessing of the Riddlemaster: https://ehwiki.org/wiki/riddlemaster#Correct
need other details?


I think the issue was that people with Enigma Energizer have a different icon for the Blessing, and the code needs the name of the .png to make an exception for that icon and ignore it when it expires.
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post Jun 29 2017, 21:43
Post #111
sickentide



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QUOTE(Scremaz @ Jun 29 2017, 21:37) *

Blessing of the Riddlemaster: https://ehwiki.org/wiki/riddlemaster#Correct
need other details?

that only has the regular riddlemaster.png, i would need a link to the enhanced buff icon from Enigma Energizer
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post Jun 29 2017, 21:46
Post #112
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QUOTE(friggo @ Jun 29 2017, 21:42) *

I think the issue was that people with Enigma Energizer have a different icon for the Blessing, and the code needs the name of the .png to make an exception for that icon and ignore it when it expires.

QUOTE(sickentide @ Jun 29 2017, 21:43) *

that only has the regular riddlemaster.png, i would need a link to the enhanced buff icon from Enigma Energizer

ah, ok. i'll take note next time it happens.
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post Jun 29 2017, 21:46
Post #113
sickentide



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QUOTE(decondelite @ Jun 29 2017, 21:40) *

Other bug:
I get MP warning (cyan background) when having roughly 70% of my MP bar, while I've set the warning to 0.25. My MP boost is 80. Not too much of a bother, but still.
Dunno if it happens for SP aswell.

mp warning is a very dark blue. you probably got channelling or a mana gem usable to its full effect
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post Jun 29 2017, 21:52
Post #114
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https://hentaiverse.org/y/e/riddlemasterperk.png
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post Jun 29 2017, 21:57
Post #115
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QUOTE(sigo8 @ Jun 29 2017, 21:52) *

oh, same as the usual riddlemaster but name slightly different...
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post Jun 29 2017, 22:00
Post #116
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QUOTE(sigo8 @ Jun 29 2017, 21:52) *

very good, thank you
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post Jun 29 2017, 22:02
Post #117
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QUOTE(sickentide @ Jun 29 2017, 21:46) *

mp warning is a very dark blue. you probably got channelling or a mana gem usable to its full effect


Ah yeah, my bad. I just realized that.
It takes a bit of time to get used to, but it sure is handy.
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post Jun 30 2017, 05:17
Post #118
sickentide



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major update coming soon, but before that it would be nice to get a final word on whether the option to interrupt hoverplay when buffs are expiring should be removed
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post Jun 30 2017, 05:40
Post #119
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Noticeable improvement in 1.0.4.

Thank you sickentide. You've gotten us nearly back to normalcy.

You rock!
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post Jun 30 2017, 06:16
Post #120
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If someone know about these tips, plz teach me....

(1)Why many function do twice in 1 round, I have seem that in old reloader version but don't know the reason.....

//---------------------------1st do----------------------
function Observe() {
// check for battle end
if ( document.querySelector('img[src$="finishbattle.png"]') ) {
if ( showAlertColours )
document.getElementById(alertBackground ? 'csp' : 'quickbar').style.background = '#EDEBDF';
localStorage.removeItem('HVcooldowns');
if ( noPopup && (btcp = document.getElementById('btcp')) && !stopAtBattleEnd &&
(!stopOnEquipDrop || !document.querySelector('span[style$="#FF0000"]')) )
btcp.click();
return; }
Gems();
Alerts();
Durations();
HoverAndMouseBindings();
ExtendQuickbar();
UpdateCooldowns();
DisplayCooldowns();
NoPopup(); }

//------------------------2nd do-------------------------
function Enhance() {
Gems();
Alerts();
Durations();
HoverAndMouseBindings();
ExtendQuickbar();
DisplayCooldowns(); }

*******************************************

(2)The old reloader version function Durations function, make the icon Vertical arrangement....and if I fix the Noticeable improvement in 1.0.4. duration function like this, the icon would be also Vertical arrangement....why...?

//------------------------old reloader code---------------------

(function(){
var targets = document.querySelectorAll('img[onmouseover^="battle.set_infopane_effect"]'),
i = targets.length;
while (i--) {
var duration = targets[i].getAttribute('onmouseover').match(/, ([-\d]+)\)/);
if (!duration || duration < 0) duration = '-';
else duration = duration[1];
var div = targets[i].parentNode.insertBefore(document.createElement('div'), targets[i].nextSibling);
div.appendChild(document.createElement('div')).innerHTML = duration;
div.className = 'duration';
}
})();

//---------------Hentaiverse Monsterbation code------------

var alert = false;
var effects = document.querySelectorAll('#pane_effects > img[onmouseover]'), n = effects.length;
while ( n-- > 0 )
if ( duration = effects[n].getAttribute('onmouseover').match(/(x(\d))*[^\(]*, (\d+)/) ) {
var div = effects[n].parentNode.insertBefore(document.createElement('div'), effects[n]);
div.className = 'effect_duration';
div = div.appendChild(document.createElement('div'));
if ( duration[3] < 9 )
div.style.backgroundColor = duration[3] < 4 ? 'aquamarine' : 'lavender';
div.innerHTML = duration[3];
if ( stack = duration[2] ) {
if ( stackBorder )
div.style.border = Math.ceil(stack/2)+1 + 'px solid black';
else
div.innerHTML += ' (' + stack + ')' }}
interruptAlert = interruptAlert || alert;

effects = document.querySelectorAll('.btm6 > img[onmouseover]'); n = effects.length;
while ( n-- > 0 )
if ( duration = effects[n].getAttribute('onmouseover').match(/(x(\d))*[^\(]*, (\d+)/) ) {
var div = effects[n].parentNode.insertBefore(document.createElement('div'), effects[n]);
div.className = 'effect_duration';
div = div.appendChild(document.createElement('div'));
if ( duration[3] < 9 )
div.style.backgroundColor = duration[3] < 4 ? 'aquamarine' : 'lavender';
div.innerHTML = duration[3];
if ( stack = duration[2] ) {
if ( stackBorder )
div.style.border = Math.ceil(stack/2)+1 + 'px solid black';
else
div.innerHTML += ' (' + stack + ')' }}

This post has been edited by tonyi: Jun 30 2017, 06:24
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