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

 
post Jun 28 2017, 13:46
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Cleavs



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QUOTE(tonyi @ Jun 28 2017, 13:23) *

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

due to how datas are processed now, it's still a work in progress. little by little coders are making some scripts working. you may want to check here for more infos: https://forums.e-hentai.org/index.php?showtopic=65126
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post Jun 28 2017, 13:58
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sickentide



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i'm considering rolling all of my scripts into one as this would provide for new synergies, but i have to ask:

QUOTE(Scremaz @ Jun 26 2017, 00:13) *

Stop on HP/MP/SP thresholds, Spark triggering and buffs expiring (buffs from scrolls/draughts included, preferably with an icon)

this would be easy to do, but is it really allowed?
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post Jun 28 2017, 14:33
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My interpretation of Tenboro's guidance -- and I may well be reading too much into it -- is that he wants people to play HV, not just have two computers talking to each other. So stopping on a threshold or trigger is the script choosing to not act (ok?), and should be fine. While casting (even re-casting) a buff is having the script make a decision (bad) based on the state of the round and is something that he wants to avoid.


QUOTE(The Original Zeo @ Jun 28 2017, 08:45) *

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.


Firefox for Android has some limited extension support. Once we have a script, I'm interested in taking a shot at converting the user script to a WebExtension that will work on mobile.

As for the touch interface, there is a specific [developer.mozilla.org] Touch API for mobile browsers (and touch capable PCs).


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post Jun 28 2017, 15:00
Post #64
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QUOTE(sickentide @ Jun 28 2017, 13:58) *

i'm considering rolling all of my scripts into one as this would provide for new synergies, but i have to ask:
this would be easy to do, but is it really allowed?

i'll ask asap (IMG:[invalid] style_emoticons/default/smile.gif)

QUOTE(Taylia @ Jun 28 2017, 14:33) *

My interpretation of Tenboro's guidance -- and I may well be reading too much into it -- is that he wants people to play HV, not just have two computers talking to each other.

QUOTE(Taylia @ Jun 28 2017, 14:33) *

So stopping on a threshold or trigger is the script choosing to not act (ok?), and should be fine. While casting (even re-casting) a buff is having the script make a decision (bad) based on the state of the round and is something that he wants to avoid.

seems legit. btw, added a quick link to that page.
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post Jun 28 2017, 19:40
Post #65
sickentide



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here's what i've cooked up so far

features fulfilled by this script, to the best of my knowledge:
QUOTE(Scremaz @ Jun 26 2017, 00:13) *
  • Hovering (it goes without saying)
  • smooth gameplay (it goes without saying)
  • Spell chain for mages, reversible to a melee version: basically, only one script for both playstyles
  • Cooldown counter
  • Round counter
  • Turn counter (including speed and time spent)
  • Buff duration
  • Procs on monsters duration and stacks
  • Gem Icon
  • Stop on HP/MP/SP thresholds, Spark triggering and buffs expiring (buffs from scrolls/draughts included, preferably with an icon)
  • Compatibility for both bar systems. Not negotiable
  • keyboard (and eventually mouse) buttons bound to certain actions (ie: right click for Imperil, space bar to solve a hovering stop)
  • All functions have to be configurable in the first lines. And in toggleable modules when needed
  • Lines of comments for non-coders to understand what's happening and what to modify most functions are named in an obvious manner so there isn't that much need for lots of comments
  • Support for both hentaiverse.org and alt.hentaiverse.org and all battle modes
  • Support for at least Firefox and Chrome (personally i despise the latter, but since many people use it, well...). Of course, in two different files. haven't tested it in chrome, but i see no reason why it shouldn't work. if there's a problem i'll get right to fixing it
  • Credit for original coders if needed
  • Support for subsequent fixes if needed, at least for a certain amount of time
  • Heal rotation, including restoratives (see notes below)
  • Stop on Channelling
  • ED/Flee confirmer
  • Clickable Riddlemaster
  • Hide log
  • Skip popups
  • Track drops
  • Bind spells to number keys (and possibly to mouse buttons too. ie: right-mouse Imperil)

credits: FiniteA for providing the technical foundations for the keybind functionality, sigo8 for letting scripts fire a function when the turn advances and selecting which part of the monster triggers hover, simrock87 for disabling the context menu on monsters

This post has been edited by sickentide: Aug 3 2017, 12:30
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post Jun 28 2017, 22:42
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Buuuuuugged. Just as much as MousaMagelee. It quickly stops working at all and there is no way to fix it till you finish the arena/grindfest/whatever. Even reloading the entire page doesn't do jackshit.

Such scripts aren't any useful if they work for like 5 rounds then you finish the rest with a tendinitis from left click.
Frankly, that should be the only focus to have for now, the rest is less important.

Render unto Caesar the things that are Caesar's : before it gets completely bugged, it works very well. But I have one issue with it : too complicated to setup, a few things are just plain incomprehensible and I'd just like not to manually reactivate the hovering every time it gets disabled for whatever reason. I'd be way better if hovering was only canceled in the emergency situations and once the emergency is hover it goes back to active straight away without any action from us.

This post has been edited by decondelite: Jun 28 2017, 22:50
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post Jun 28 2017, 23:19
Post #67
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QUOTE(sickentide @ Jun 28 2017, 19:40) *

here's what i've cooked up so far

features fulfilled by this script, to the best of my knowledge:

features not fulfilled by this script, since i consider them useless:

credits: FiniteA for providing the technical foundations for the keybind functionality, sigo8 for letting scripts fire a function when the turn advances


For me, it works as intended. Very well made. No bugs found and I've tested it thoroughly. Really, no bugs at all! Chrome + tampermonkey. I even run it together with round counter without problems.

Real issues are that this way of managing buffs is extremely slow for PFUDORfest. For Arena's this is perfect already. But keeping an eye on each buff takes so much time that PFFest isn't economically possible anymore.
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post Jun 28 2017, 23:24
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sickentide



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QUOTE(decondelite @ Jun 28 2017, 22:42) *

Buuuuuugged. Just as much as MousaMagelee. It quickly stops working at all and there is no way to fix it till you finish the arena/grindfest/whatever. Even reloading the entire page doesn't do jackshit.

it says right at the top, you need to use a custom font, sorry

QUOTE(decondelite @ Jun 28 2017, 22:42) *

I'd just like not to manually reactivate the hovering every time it gets disabled for whatever reason.

i think this is how it should be, someone else can mod it if they want it to work differently. if it helps, you can set it to turn hover on and off with a click or scroll of the mouse

This post has been edited by sickentide: Jun 28 2017, 23:32
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post Jun 28 2017, 23:44
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QUOTE(sickentide @ Jun 28 2017, 19:39) *

HentaiverseMonsterbation.1.0.user.js.zip


Ok, this is pretty great. One things, though:

stopOnUsableGem = true; // mana or spirit gem can be used to their full effect
This should also be an option for potions (Mana Potions.)

But other than that it's great and satisfactory for me already. Well done.

Edit: One more thing: Ether Tap expiring shouldn't be a stop condition.

This post has been edited by roadgray: Jun 29 2017, 01:27
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post Jun 29 2017, 00:16
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QUOTE(sickentide @ Jun 28 2017, 17:40) *

Disclaimer: I haven't tested the script, this is just from reading the code.

Quite clever actually regarding the spell priority.
For the people that have to evaluate this but don't read code, the script is basically clicking all spells in reverse priority order and thus makes use of the page features. If it's not ready the click does nothing, so there is no parsing, just "dumb" clicking (IMG:[invalid] style_emoticons/default/happy.gif)

Visual stuff is just parsed from the page, stop criteria work this way as well, but there's no real viable alternative for this right now. *shrug*

If you're really anal, there is still room to improve performance, but those changes would most likely only lead to minor improvements.
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post Jun 29 2017, 01:03
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QUOTE(simrock87 @ Jun 29 2017, 00:16) *

For the people that have to evaluate this but don't read code, the script is basically clicking all spells in reverse priority order and thus makes use of the page features. If it's not ready the click does nothing, so there is no parsing, just "dumb" clicking (IMG:[invalid] style_emoticons/default/happy.gif)

basically you're saying that in a [Paradise Lost, Banish, Smite] sequence the script will first try to cast, saying, Paradise Lost: if there's a feedback then it means the spell was casted and an internal timer is triggered.
then it tries to cast Paradise again.
no answer, so it tries with Banish. casted, another timer.
Paradise, no answer. screw it, let's go with Banish. no answer, so Smite will be. no timers since Smite don't require them.
Paradise, Banish, Smite.
...
and so on.

right?

if this is called automation, then we'd better go drink a beer, i guess...
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post Jun 29 2017, 01:13
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sickentide



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QUOTE(Scremaz @ Jun 29 2017, 01:03) *

basically you're saying that in a [Paradise Lost, Banish, Smite] sequence the script will first try to cast, saying, Paradise Lost: if there's a feedback then it means the spell was casted and an internal timer is triggered.
then it tries to cast Paradise again.
no answer, so it tries with Banish. casted, another timer.
Paradise, no answer. screw it, let's go with Banish. no answer, so Smite will be. no timers since Smite don't require them.
Paradise, Banish, Smite.
...
and so on.

right?

if this is called automation, then we'd better go drink a beer, i guess...

it's even simpler: it first tries to select Smite as the active spell, then Banish and overrides Smite if it succeeds, and finally the same with Paradise Lost overriding the previous spells if it is available
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post Jun 29 2017, 01:29
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QUOTE(sickentide @ Jun 29 2017, 01:13) *

it's even simpler: it first tries to select Smite as the active spell, then Banish and overrides Smite if it succeeds, and finally the same with Paradise Lost overriding the previous spells if it is available

oh! nice shot.

This post has been edited by Scremaz: Jun 29 2017, 01:38
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post Jun 29 2017, 02:16
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I'm back,wanna know if HV - State HP is working now?
And I'd like to donate 1m credits,I'm so poorrrr (IMG:[invalid] style_emoticons/default/cry.gif) .
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post Jun 29 2017, 02:52
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I've tried out the Monsterbation script and have run into an issue where the hover stops at 75% of available MP despite the script indicating 10% on Firefox 54.0. Otherwise it works fine.
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post Jun 29 2017, 03:01
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QUOTE(sickentide @ Jun 28 2017, 10:40) *


(IMG:[invalid] style_emoticons/default/laugh.gif) (IMG:[invalid] style_emoticons/default/laugh.gif) Monsterbation!! (IMG:[invalid] style_emoticons/default/laugh.gif) (IMG:[invalid] style_emoticons/default/laugh.gif)

I love that title!! LOL! (IMG:[invalid] style_emoticons/default/laugh.gif)

I'm gonna go give it a shot. (IMG:[invalid] style_emoticons/default/smile.gif)
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post Jun 29 2017, 03:05
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QUOTE(empj83 @ Jun 29 2017, 02:52) *

I've tried out the Monsterbation script and have run into an issue where the hover stops at 75% of available MP despite the script indicating 10% on Firefox 54.0. Otherwise it works fine.


I realized that I'm an idiot and that's because I had a mana gem (IMG:[invalid] style_emoticons/default/cry.gif)
I should've gone further down the code to look.
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post Jun 29 2017, 03:26
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since
QUOTE(Tenboro @ Jun 23 2017, 20:10) *

You cannot script anything that automates actions or dynamically changes actions/keybinds based on parsing the game's state.

Does hover really make sense if you do not parse game sate?
Hover does change the key binding, and must base on the current health/mana/spirit data(otherwise it will be dangerous to use).
Other features may have same problem more or less

This post has been edited by atashiyuki: Jun 29 2017, 03:27
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post Jun 29 2017, 03:36
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There's no other way to say it.

I like to monsterbate.
I'll probably monsterbate all night.

There's a lot about monsterbation I'll need to learn before I'm really good at it.

But practice makes perfect, and monsterbation seems really natural to me.
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post Jun 29 2017, 04:41
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QUOTE(roadgray @ Jun 28 2017, 23:44) *

Ok, this is pretty great. One things, though:

stopOnUsableGem = true; // mana or spirit gem can be used to their full effect
This should also be an option for potions (Mana Potions.)

But other than that it's great and satisfactory for me already. Well done.

Edit: One more thing: Ether Tap expiring shouldn't be a stop condition.

would it be good enough to set minMP to a value where you always want to use a potion?

oh yeah, i forgot about ether tap. fixed, thank you
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