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The .85 Hovering Script crowdfunding/discussion, Part 2: the crowdfunding/discussion thread - script finished |
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Jun 27 2017, 18:02
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Sapo84
Group: Gold Star Club
Posts: 3,332
Joined: 14-June 09

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QUOTE(simrock87 @ Jun 27 2017, 17:47)  As noted earlier (the famous #II), it is possible, it's just a lot of work. If it's still okay to check if spells are off cooldown or not by using the spell/skill_pane, this whole effort could be saved.
For buff expiration you're better off considering it impossible, real time changes based on action speed, abilities, channelling etc etc. Too complex for what it's worth imho (also months of desyncing issues reported don't sound fun).
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Jun 27 2017, 18:14
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sigo8
Group: Gold Star Club
Posts: 3,634
Joined: 9-November 11

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QUOTE(simrock87 @ Jun 27 2017, 09:47)  if we add spells like cure, full-cure or, god forbid, mage and deprecating spells, they will all take different amounts of time/turns.
All spell take one turn off cooldowns. All player actions always ether advances cooldowns by one or doesn't affect them. And as Sapo said don't even think of trying to calculate buff durations.
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Jun 27 2017, 19:22
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Cleavs
Group: Gold Star Club
Posts: 24,313
Joined: 18-January 07

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QUOTE(simrock87 @ Jun 27 2017, 17:47)  Yup, it's all a bit in limbo right now, so for now i, personally at least, am focusing on stuff that i know is correct, before i focus on something that's either way too complicated and unnecessary or that might get people (and me as publisher) banned.
that's the spirit (IMG:[ invalid] style_emoticons/default/cool2.gif) QUOTE(simrock87 @ Jun 27 2017, 17:47)  (i think Sapo is in the same boat from what i understood from his comment on Magemelee (or w/e it was called (IMG:[ invalid] style_emoticons/default/biggrin.gif)) in the script thread) yep, noted it. QUOTE(simrock87 @ Jun 27 2017, 17:47)  The difficulty is not in counting as such. The difficulty lies in knowing whats going on. Without relying on live data i have access to profs and stats from out of combat and can get the usable spells with this. I can hook into the responses and am thus notified that something happened. Even then i don't know what just happened, so i need to hook into the trigger as well and extract the performed action. If it is a consumable the field advanced 0 turns, if was an attack the field advanced 1 turn, simple for melee but it's still a choice between 0 or 1, if we add spells like cure, full-cure or, god forbid, mage and deprecating spells, they will all take different amounts of time/turns. As noted earlier (the famous #II), it is possible, it's just a lot of work. If it's still okay to check if spells are off cooldown or not by using the spell/skill_pane, this whole effort could be saved.
hmm... at least i know what to ask (IMG:[ invalid] style_emoticons/default/laugh.gif) any other questions, while i'm at it? This post has been edited by Scremaz: Jun 27 2017, 19:28
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Jun 27 2017, 19:35
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Noni
Group: Catgirl Camarilla
Posts: 13,391
Joined: 19-February 16

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QUOTE(simrock87 @ Jun 27 2017, 14:49)  2) DJNoni suggested synchronizing the state that would come from II with on-site data. So far i'd think of it as a way to check if your count is correct or not. So taking the T3/2/1 Spam as an example, the script would check each turn if the spell is ready or not and compare this to its own data. If there is a difference the internal count is wrong and an offset needs to be calculated. If it should be ready but isn't the offset is too low, if it shouldn't be ready but is, the offset is too high. If it fits, the offset is correct for the moment (turns take different amounts of time, so there is a window in which this drift occurs). While it's technically a battle related process, the data itself is not used to for the actual battle process, but serves as a check, so it could "technically" be alright to do this? (IMG:[ invalid] style_emoticons/default/wink.gif) This idea for synchronization above could also be the solution for the problem below: QUOTE(Sapo84 @ Jun 27 2017, 18:02)  For buff expiration you're better off considering it impossible, real time changes based on action speed, abilities, channelling etc etc. Too complex for what it's worth imho (also months of desyncing issues reported don't sound fun).
1. Script estimates Buff duration and starts counting down internally 2. Every 10 counts (not triggered by anything live, just 10 internal counts) it checks the estimation with the live data 3. Scripts corrects the estimate every 10 counts 4. Final error at end of Buff can't be more that 10 counts, and will be significantly less The tricky part is: you can't use synchronization continuously, because that's the same as using the real live data. If the interval is too long, we get complex math and desyncing issues. We need to get clearance for a short interval between syncs and if we get that, and we can do without complex math and desyncing issues.
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Jun 27 2017, 19:43
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sigo8
Group: Gold Star Club
Posts: 3,634
Joined: 9-November 11

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In regard to spell rotation using internal timers, what should happen when the timer is misaligned? Should it blindly sent a invalid command, or should it check the html to make sure the command is valid and if it's not do nothing. Is the second option legal? In theory it's the same as using the hot-keys right, those do nothing instead of sending an invalid command. Edit: QUOTE(DJNoni @ Jun 27 2017, 11:35)  This idea for synchronization above could also be the solution for the problem below: 1. Script estimates Buff duration and starts counting down internally 2. Every 10 counts (not triggered by anything live, just 10 internal counts) it checks the estimation with the live data 3. Scripts corrects the estimate every 10 counts 4. Final error at end of Buff can't be more that 10 counts, and will be significantly less
The tricky part is: you can't use synchronization continuously, because that's the same as using the real live data. If the interval is too long, we get complex math and desyncing issues. We need to get clearance for a short interval between syncs and if we get that, and we can do without complex math and desyncing issues.
I don't think how often you checking the live data maters. If you're checking it you're checking it. This post has been edited by sigo8: Jun 27 2017, 19:47
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Jun 27 2017, 20:13
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Cleavs
Group: Gold Star Club
Posts: 24,313
Joined: 18-January 07

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a bit stretched, but it may even work. any B plan, just in case?
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Jun 27 2017, 20:59
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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some of the requirements are fulfilled by the scripts i maintain (see signature), among others the cooldowns that account for 0-turn items and the rule-compliant spell rotation (in the mouse bindings script), so feel free to cannibalise them for this project
This post has been edited by sickentide: Jun 27 2017, 22:34
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Jun 27 2017, 21:33
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piyin
Group: Gold Star Club
Posts: 10,862
Joined: 4-February 09

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QUOTE(sickentide @ Jun 27 2017, 20:59)  some of the requirements are fulfilled by the scripts i maintain (see signature), among others the cooldowns that account for 0-turn items and the rule-compliant spell rotation, so feel free to cannibalise them for this project
ITADAKIMASU! (IMG:[ invalid] style_emoticons/default/biggrin.gif)
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Jun 27 2017, 22:39
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Cleavs
Group: Gold Star Club
Posts: 24,313
Joined: 18-January 07

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btw, seems that in wiki "action" is defined as a single turn. written by f4tal and seemingly approved by joe. it's what we were looking for, right? [edit]: forgot link (IMG:[ invalid] style_emoticons/default/heh.gif) https://ehwiki.org/wiki/Battle#TermsThis post has been edited by Scremaz: Jun 27 2017, 22:41
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Jun 27 2017, 22:52
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WeebLife
Group: Gold Star Club
Posts: 1,151
Joined: 27-September 07

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Quick question (only read 1st post)
Is there any drive for an android7 compatible reloader? If yes, I wish to contribute to the bounty. If no, this script will be just as useless (to me) as the old script...
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Jun 27 2017, 22:57
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Cleavs
Group: Gold Star Club
Posts: 24,313
Joined: 18-January 07

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QUOTE(The Original Zeo @ Jun 27 2017, 22:52)  Quick question (only read 1st post)
Is there any drive for an android7 compatible reloader? If yes, I wish to contribute to the bounty. If no, this script will be just as useless (to me) as the old script...
i thought it depended on the browser, not on the OS. if it's this way and you're using either firefox or opera, then yes. if android does indeed require a whole different script, then it's not a mandatory requirement atm. but correct me if i'm wrong. now, allow me a quick question: what about people who are trying to do something good (with all the difficulties of the case) and read "useless"?
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Jun 27 2017, 23:34
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WeebLife
Group: Gold Star Club
Posts: 1,151
Joined: 27-September 07

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QUOTE(Scremaz @ Jun 28 2017, 07:27)  i thought it depended on the browser, not on the OS. if it's this way and you're using either firefox or opera, then yes. if android does indeed require a whole different script, then it's not a mandatory requirement atm. but correct me if i'm wrong.
now, allow me a quick question: what about people who are trying to do something good (with all the difficulties of the case) and read "useless"?
Unfortunately, no. Firefox for android doesn't have a scriptmonkey addon, and from what I understand (which isn't much) the android apps are "lite" versions of the pc apps. There is also the issue of not having a mouse, so the hover would have to be triggered by some kind of finger gesture (maybe swipe&stay?) Kudos to all the smart guys out there who do all the coding, but my statement stands. If the script doesn't work on my phone, then it is "useless (to me)". This is not the same thing as saying it is objectively useless. I didn't and wouldn't say that. Anyways, if the script is able to be run on a not-rooted, android7, phone, then I'd be willing to up the ante with 5.5k hath (roughly 25M creds worth). Oh, and it should go without saying, but naturally it would have to run without being flagged as a security risk (eg. Not being flagged as a virus, or causing a dns leak, etc)
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Jun 27 2017, 23:50
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Cleavs
Group: Gold Star Club
Posts: 24,313
Joined: 18-January 07

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QUOTE(The Original Zeo @ Jun 27 2017, 23:34)  Unfortunately, no. Firefox for android doesn't have a scriptmonkey addon, and from what I understand (which isn't much) the android apps are "lite" versions of the pc apps. There is also the issue of not having a mouse, so the hover would have to be triggered by some kind of finger gesture (maybe swipe&stay?)
Kudos to all the smart guys out there who do all the coding, but my statement stands. If the script doesn't work on my phone, then it is "useless (to me)". This is not the same thing as saying it is objectively useless. I didn't and wouldn't say that.
Anyways, if the script is able to be run on a not-rooted, android7, phone, then I'd be willing to up the ante with 5.5k hath (roughly 25M creds worth). Oh, and it should go without saying, but naturally it would have to run without being flagged as a security risk (eg. Not being flagged as a virus, or causing a dns leak, etc)
uhu. well, as you can see the work to do is quite a lot already. personally i thought about firefox and chrome because i think it covers more than 90 (maybe even 95) percent of the systems out there. note that this way i'm cutting out even, saying, opera users - and it will already be hard enough this way, i guess. therefore it's not a mandatory requirement, as i said before. of course, if someone wants to make an android porting, all the better. another chunk of satisfied users. but not a strict requirement for now. i could still put it in the "appreciated" section, but bound to that feature only. i guess you'll have to wait a bit though... another option is that you'll open a bounty for its porting when things are done This post has been edited by Scremaz: Jun 27 2017, 23:58
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Jun 28 2017, 00:05
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simrock87
Group: Members
Posts: 647
Joined: 12-June 11

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QUOTE(The Original Zeo @ Jun 27 2017, 21:34)  Unfortunately, no. Firefox for android doesn't have a scriptmonkey addon, and from what I understand (which isn't much) the android apps are "lite" versions of the pc apps. There is also the issue of not having a mouse, so the hover would have to be triggered by some kind of finger gesture (maybe swipe&stay?)
Kudos to all the smart guys out there who do all the coding, but my statement stands. If the script doesn't work on my phone, then it is "useless (to me)". This is not the same thing as saying it is objectively useless. I didn't and wouldn't say that.
Anyways, if the script is able to be run on a not-rooted, android7, phone, then I'd be willing to up the ante with 5.5k hath (roughly 25M creds worth). Oh, and it should go without saying, but naturally it would have to run without being flagged as a security risk (eg. Not being flagged as a virus, or causing a dns leak, etc)
Generally correct, mobile browsers usually only have the bare bone features, so no userscript support. There is a Tampermonkey app for android i believe that has a basic browser and userscript support, you could try if this works with the few scripts that are reported working for now. I don't know how the events for mobile are handled, i'd assume they are translated back to mouse events, but again i don't really know and never checked (never needed anything outside clicks (IMG:[ invalid] style_emoticons/default/smile.gif))
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Jun 28 2017, 00:45
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WeebLife
Group: Gold Star Club
Posts: 1,151
Joined: 27-September 07

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QUOTE(Scremaz @ Jun 28 2017, 08:20)  uhu. well, as you can see the work to do is quite a lot already. personally i thought about firefox and chrome because i think it covers more than 90 (maybe even 95) percent of the systems out there. note that this way i'm cutting out even, saying, opera users - and it will already be hard enough this way, i guess. therefore it's not a mandatory requirement, as i said before.
Absolutely agree. First priority has to go to satisfying the requirements of the majority (IMG:[ invalid] style_emoticons/default/smile.gif) QUOTE(Scremaz @ Jun 28 2017, 08:20)  of course, if someone wants to make an android porting, all the better. another chunk of satisfied users. but not a strict requirement for now. i could still put it in the "appreciated" section, but bound to that feature only. i guess you'll have to wait a bit though... another option is that you'll open a bounty for its porting when things are done
Thank you. Just know that my 5.5k hath bounty contribution is dependant upon this appreciated feature (IMG:[ invalid] style_emoticons/default/smile.gif) I will wait for the pc version to be finished first (IMG:[ invalid] style_emoticons/default/smile.gif). I wasn't sure if the design of their code would need to be changed for mobile porting or not. I figured voicing this desire now may help the devs to plan their code around the future expansion into mobile compatibility QUOTE(simrock87 @ Jun 28 2017, 08:35)  Generally correct, mobile browsers usually only have the bare bone features, so no userscript support. There is a Tampermonkey app for android i believe that has a basic browser and userscript support, you could try if this works with the few scripts that are reported working for now. I don't know how the events for mobile are handled, i'd assume they are translated back to mouse events, but again i don't really know and never checked (never needed anything outside clicks (IMG:[ invalid] style_emoticons/default/smile.gif)) I tried "tampermonkey for UC Browser" but UC used java compression causing a massive DNS leak over my vpn. Insta-uninstall. I tried "tampermonkey for Dolphin Browser" got the scripts "accepted" with all their syntax and shit, but it would not run. When I looked into the error code and TM FAQ, it said I need to chrome://flags and enable "experimental java mode" I tried this, but page could not be displayed. I'm assuming this is because Dolphin Browser is not Chrome browser? I don't think this thread is the right place to seek troubleshooting help though, so if you have any helpful suggestions or whatever, please feel free to PM or MM me (IMG:[ invalid] style_emoticons/default/smile.gif)
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Jun 28 2017, 02:24
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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maybe i should point this out while i'm here, to save people some trouble: the MonsterAction function i added to HV Keybinds can be used to implement hoverplay while holding down a key for attacks you can use this, point your mouse at a monster and hold down A: CODE Bind(KEY_A, MonsterAction(Nothing)); and to cast a spell rotation, point and hold T: CODE Bind(KEY_T, MonsterAction(Cycle(['Ragnarok', 'Disintegrate', 'Corruption']))); however i do not plan to make it interrupt on low vitals etc., as i think that's too much of a botting feature
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Jun 28 2017, 03:13
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RoadShoe
Group: Catgirl Camarilla
Posts: 3,241
Joined: 9-August 15

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I really don't think 10b is up there with a monstrous laugh, drool running down his neck, and the palm of his hand twitching above a huge red ban button.
I would think if us dogs bark louder than we should, he'll just tell us to stop barking. If we stop, we should be fine.
He knows most of us regulars are only after a little convenience.
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Jun 28 2017, 11:06
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Cleavs
Group: Gold Star Club
Posts: 24,313
Joined: 18-January 07

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QUOTE(RoadShoe @ Jun 28 2017, 03:13)  I really don't think 10b is up there with a monstrous laugh, drool running down his neck, and the palm of his hand twitching above a huge red ban button.
He knows most of us regulars are only after a little convenience.
I hope you understand that i'm in no position to bring people (many of them contributors, by the way) to a ban. I too think T has better to do, but what if he had to run a check for whatever reason? (IMG:[ invalid] style_emoticons/default/rolleyes.gif) This post has been edited by Scremaz: Jun 28 2017, 12:33
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Jun 28 2017, 11:18
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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because i have too much time on my hands, i added a regular hover function to the keybinds scriptset it like this for a regular attack: CODE var hoverAction = Nothing; or for a spell rotation: CODE var hoverAction = Cycle(['Ragnarok', 'Disintegrate', 'Corruption']); use this to turn hoverplay on or off: CODE Bind(KEY_W, ToggleHover); pressing a key bound to a MonsterAction also interrupts hoverplay and performs the respective action. use ToggleHover afterwards to turn it back on This post has been edited by sickentide: Jun 28 2017, 11:21
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Jun 28 2017, 13:23
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tonyi
Group: Members
Posts: 195
Joined: 5-October 10

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I just want to ask, how can I repeat javascript work in this XHR hantaiverse version?
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