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The .85 Hovering Script crowdfunding/discussion, Part 2: the crowdfunding/discussion thread - script finished |
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Jul 2 2017, 10:50
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,572
Joined: 12-July 14

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In the end a small pink background is much better than a complete stop of the hovering: it allows to quickly decide what to do, including just resuming anyway without clicking.
You should add a similar commentary to find spell ids than for the picture names BTW: it's not written anywhere. I found it all by myself, but I guess it's not easy for everyone.
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Jul 5 2017, 00:55
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Cleavs
Group: Gold Star Club
Posts: 24,313
Joined: 18-January 07

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there's news. as usual, just the time to trim the answers a bit and you'll find them at the beginning. big news is that stop on hovering is allowed, if it's for protective spells (IMG:[ invalid] style_emoticons/default/laugh.gif) [edit]: btw, im starting to get used to that myself, and i read that another user appreciate it too. can it be configured to be triggerable here as well? on for stop on hovering, off for the pink background, something like that... [edit2]: i'll check it better tomorrow, but with this we should really be done, right? This post has been edited by Scremaz: Jul 5 2017, 01:44
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Jul 5 2017, 07:14
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Noni
Group: Catgirl Camarilla
Posts: 13,391
Joined: 19-February 16

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QUOTE(Scremaz @ Jul 5 2017, 00:55)  there's news. as usual, just the time to trim the answers a bit and you'll find them at the beginning. big news is that stop on hovering is allowed, if it's for protective spells (IMG:[ invalid] style_emoticons/default/laugh.gif) [edit]: btw, im starting to get used to that myself, and i read that another user appreciate it too. can it be configured to be triggerable here as well? on for stop on hovering, off for the pink background, something like that... [edit2]: i'll check it better tomorrow, but with this we should really be done, right? So we can have stop on protective buff expiring? Spells- that means scrolls too, because on that scroll a spell is written. Nice! It was already built, so it just has to be added again. I'd say we're done. There's going to be a new holy mage coder soon, I'd think.
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Jul 5 2017, 13:49
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karyl123
Group: Gold Star Club
Posts: 1,659
Joined: 9-January 11

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hey hey hey. what this ?
The Original Zeo: 5500 Hath for an Android porting.
can we play HV easily with android later/now ?
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Jul 5 2017, 14:52
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Cleavs
Group: Gold Star Club
Posts: 24,313
Joined: 18-January 07

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QUOTE(karyl123 @ Jul 5 2017, 13:49)  hey hey hey. what this ?
The Original Zeo: 5500 Hath for an Android porting.
can we play HV easily with android later/now ?
later, probably. but there's the chance, yep.
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Jul 5 2017, 15:43
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RoadShoe
Group: Catgirl Camarilla
Posts: 3,241
Joined: 9-August 15

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QUOTE(Scremaz @ Jul 4 2017, 15:55) 
[edit2]: i'll check it better tomorrow, but with this we should really be done, right?
OK, but on the next update, it needs to make expresso and do our laundry for us. No eye rolling.... both are JAVA capable these days. Make it happen. (IMG:[ invalid] style_emoticons/default/mad.gif)
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Jul 5 2017, 15:46
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Cleavs
Group: Gold Star Club
Posts: 24,313
Joined: 18-January 07

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QUOTE(RoadShoe @ Jul 5 2017, 15:43)  OK, but on the next update, it needs to make expresso and do our laundry for us. No eye rolling.... both are JAVA capable these days. Make it happen. (IMG:[ invalid] style_emoticons/default/mad.gif) if it's for that, for v2 i'm expecting for okita to do... uh... things, yep. things. (IMG:[ invalid] style_emoticons/default/duck.gif)
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Jul 6 2017, 14:41
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sogeth
Group: Gold Star Club
Posts: 1,364
Joined: 2-January 13

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Thank you, Sickentide!
I just gave Monsterbation 1.1.3.2 a try, and I'm liking it. Makes combat so much better than the base .85 experience. However, I feel like it's significantly slower than the 1.0 version. I don't keep stats on clearing or anything, but that's my impression. Is there anyone else noticing this?
Scremaz, not that my vote matters much, but I concur that it's done, as spec'd, and a mighty good script. Feel free and release my (tiny) contribution to the reward pool.
Sickentide, on a side note, any chance that a monster HP counter number is on your radar for future enhancements? Forgive me if that's no longer technically possible, or was debated to death elsewhere that I haven't seen.
About all I am missing from the old scripts (in combat, anyway), is the variable bar widths and HP counters (as slightly inaccurate as they were) for monster HP. I used that a LOT in monster targeting decisions on late rounds of PFUDOR play. Not having a way in the UI to tell which monsters are stronger makes the play much less engaging, and forces me to use far more debuffs, or play on lower levels of difficulty. Once upon a time, I used to manually copy and format the monster HP at the beginning of a round, and then create a tab formatted list, with monsters of a similar HP indented a certain level, so I could see at a glance which monsters were stronger, and also which groups to target for silence, sleep, weaken, etc. When the HP info was embedded directly in the Monster screen, I could use that, though it was still more work than seeing groups indented similarly.
But please don't mistake this as complaining. The current script is VERY good, and deserves all our praise (as well as the bounty, of course)!
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Jul 6 2017, 19:39
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piyin
Group: Gold Star Club
Posts: 10,862
Joined: 4-February 09

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I just love Sickentide script! (IMG:[ invalid] style_emoticons/default/biggrin.gif) But im also wishing to put a bounty here for the update/fix of our beloved HV item manager. Right now it "kinda" works ok... but im willing for random list to be as flexibles as they were on 0.84: i cant make complete lists with each kind of equipments, i cant make 1 full cotton or phase lists... thye somehow got cut in some point... and no i dont want to make full lists of cloth equipments, but rather make specific kinds only (pahse, heimdall, etc). So... anyone for the work? 1M from me if anyone does. (IMG:[ invalid] style_emoticons/default/biggrin.gif)
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Jul 6 2017, 19:53
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Cleavs
Group: Gold Star Club
Posts: 24,313
Joined: 18-January 07

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QUOTE(piyin @ Jul 6 2017, 19:39)  But im also wishing to put a bounty here for the update/fix of our beloved HV item manager. Right now it "kinda" works ok... but im willing for random list to be as flexibles as they were on 0.84: i cant make complete lists with each kind of equipments, i cant make 1 full cotton or phase lists... thye somehow got cut in some point... and no i dont want to make full lists of cloth equipments, but rather make specific kinds only (pahse, heimdall, etc). So... anyone for the work? 1M from me if anyone does. (IMG:[ invalid] style_emoticons/default/biggrin.gif) you just said it, at least twice or thrice. i just tried it on some random keywords and it seems to work for me. assured that it's a bit OT here (seems to me it's the hovering thread, but still...), did you try to pm/irc the original author (holy demon) if you're not satisfied with latanium's fix?
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Jul 6 2017, 20:01
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piyin
Group: Gold Star Club
Posts: 10,862
Joined: 4-February 09

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QUOTE(Scremaz @ Jul 6 2017, 19:53)  Did you try to pm/irc the original author (holy demon) if you're not satisfied with latanium's fix?
Tried, no luck. Have you saw him in the irc? because i dont. any other possible solutions are welcomed... because im pretty anxious to reopen freeshop and start delivering stuff*! *= NOT MANUALLY. (IMG:[ invalid] style_emoticons/default/mad.gif)
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Jul 6 2017, 21:41
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(sogeth @ Jul 6 2017, 14:41)  Sickentide, on a side note, any chance that a monster HP counter number is on your radar for future enhancements?
i want to give it some time to thoroughly test the current functionality for possible bugs, then i'll look into it. updating monster hp every turn may cause some slowdown, but if it's an optional feature it won't be a problem
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Jul 6 2017, 22:59
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,572
Joined: 12-July 14

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Found a bug: hovering doesn't stop when the spirit bar is full while we have a fully usable mana/spirit gem.
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Jul 8 2017, 11:30
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Cleavs
Group: Gold Star Club
Posts: 24,313
Joined: 18-January 07

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QUOTE(decondelite @ Jul 6 2017, 22:59)  Found a bug: hovering doesn't stop when the spirit bar is full while we have a fully usable mana/spirit gem.
don't know if it is already been solved, but any chance that you disabled both options?
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Jul 8 2017, 13:57
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(Scremaz @ Jul 8 2017, 11:30)  don't know if it is already been solved, but any chance that you disabled both options?
i've been checking different gem/bar states to see if anything is bugged and so far everything works as it should, so it's probably that
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Jul 8 2017, 20:03
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,572
Joined: 12-July 14

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QUOTE(Scremaz @ Jul 8 2017, 11:30)  don't know if it is already been solved, but any chance that you disabled both options?
Call me stupid, but don't say it too loud... (IMG:[ invalid] style_emoticons/default/dry.gif) I have the script to be set to stop when I reach full spirit bar, and not to stop whenever a gem is usable. So one is on and the other is off. Yet when I have a gem usable to its full potential (thus I have the green background), the hovering will not stop if I reach full spirit in the meanwhile. Is it more clear now? EDIT: The script is amazing to fit my mage playstyle: spamming spells with shift+hover, and finish the mobs with arcane blow as regular hovering. That way I work up both staff and elemental/dark/holy proficiencies and I can also refill my mana reliably without using mana potionsall the time. This, I couldn't do it with crackling cast. This post has been edited by decondelite: Jul 9 2017, 15:31
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Jul 10 2017, 01:24
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Cleavs
Group: Gold Star Club
Posts: 24,313
Joined: 18-January 07

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QUOTE(decondelite @ Jul 8 2017, 20:03)  This, I couldn't do it with crackling cast.
moreover, now you can do it in a safe way (IMG:[ invalid] style_emoticons/default/rolleyes.gif)
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Jul 10 2017, 06:51
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(decondelite @ Jul 8 2017, 20:03)  I have the script to be set to stop when I reach full spirit bar, and not to stop whenever a gem is usable. So one is on and the other is off. Yet when I have a gem usable to its full potential (thus I have the green background), the hovering will not stop if I reach full spirit in the meanwhile.
ah, i see, you had me confused between spirit bar and overcharge bar. this is because it stops checking for alert conditions once it finds one, a small optimisation that may not be necessary and thus can be reworked. added to my todo list for the next update This post has been edited by sickentide: Jul 10 2017, 07:45
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Jul 10 2017, 21:40
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,572
Joined: 12-July 14

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Huh no yeah I was talking about the overcharge bar. Sorry. (IMG:[ invalid] style_emoticons/default/laugh.gif) Found another funny thing: (IMG:[ i.imgur.com] http://i.imgur.com/wGxO4hl.jpg) Round counter doesn't match if I load my web browser while there was already a battle going on. I'd understand if it wouldn't keep track of the equipments. I just got that when I noticed I was running HV on regular Chrome instead of portable Chrome. This post has been edited by decondelite: Jul 10 2017, 22:01
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