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> [Script] HVRed 1.0.2, A script for managing Random Encounters

 
post Oct 2 2017, 22:48
Post #21
Scremaz



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with this script or without?
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post Oct 2 2017, 22:50
Post #22
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i don't think it has to do with the script, the links expire server-side
so it's a new HV feature?
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post Oct 2 2017, 23:12
Post #23
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don't know. afaik until now if you were on RE and clicked on a second link you lost the second one. i'd like to know if it's a vanilla feature, at this point...
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post Oct 2 2017, 23:56
Post #24
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i was going to test it and reached 24 daily REs
until 9 it will be
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post Oct 3 2017, 00:19
Post #25
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QUOTE(f4tal @ Oct 2 2017, 19:10) *

Script resets its 30 minute counter when it sees the RE link - it does not counts the time since you have clicked the "Ready" sign, or since you have actually made a RE.

This is probably not the right way since every pre existing script was able to tell the time even without seeing the link.

I can get dawn from my phone with my pc shut off, then wait 15 minutes, turn the pc on, open my browser and the script will show a time below 15 minutes.
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post Oct 3 2017, 02:06
Post #26
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QUOTE(Scremaz @ Oct 2 2017, 15:12) *

don't know. afaik until now if you were on RE and clicked on a second link you lost the second one. i'd like to know if it's a vanilla feature, at this point...

You wouldn't lose is previously, you'd just need to refresh the page to get it, as the current URL would still be for the second one. But previously clicking the finish battle button would take you to a fixed URL, now it just refreshes the page.
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post Oct 4 2017, 04:42
Post #27
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QUOTE(f4tal @ Oct 2 2017, 10:10) *

---
I think there is a little unclear about how RE works.
Let me clarify things a little.

tl:dr is below.


If this is how RE works, then the script should work roughly like this:
record time when Dawn event happens for player. Save this all day until next Dawn/half hour before dawn, whatever works best.

Then, whenever a new page loads in which the script is set to display a timer, it compares current time against currently saved dawn time. Calculate how long until the server will expire the current RE link. Make the timer it displays based off of that, not based on user activity. If I visit the news page at observe Dawn at 5 minutes late, then my timer should always be at X:05 and X:35.

Then, when it does see an RE link, it saves it to notepad as it currently does. If it can detect when an RE link has been used/visited, it would be nice to record that to let players know how close they are to hitting the 24 limit and/or just personal value of how many RE's they hit a day.

Since the Dawn event would be observed on the e-hentai.org domain, that part of the script should save the data. If the script is running on the forums.e-hentai.org domain and can't directly access that data, then that sounds like it ought to somehow seek to acquire that information. Perhaps let it display a message "cannot determine Dawn time, please visit the news/frontpage to view Dawn.

If the data cannot be communicated programatically between domains, you could have the main part of the script (e-hentai.org) offer a button to display the time-data it is storing. Let the user copy that and paste it into the other parts of the script in other domains to sync them. You could have hvtoolbox recieve this pasted data too.

This post has been edited by Cryosite: Oct 4 2017, 04:45
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post Oct 4 2017, 11:45
Post #28
f4tal



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QUOTE(Draw99Gray @ Oct 2 2017, 23:36) *
It's the same feature you're talking about, yours has to be done manually and gianfrix94's do it automatically every 30 minutes
You wait 59 minutes, click the link before it expires, and then follow the next battle, hence the 2 REs in 1 minute.

Tenboro told me that "auto-reload the front page" feature of gianfrix94's script is illegal and we should feel bad for using it.
With this being said - it is unlikely I will implement auto-reloading in one way or another in the HVRed - player should click the "Ready" sign manually to pass admin's guidelines of legal scripts.

QUOTE(Draw99Gray @ Oct 2 2017, 23:41) *
The small reminder on top right meant that i like the reminder to be small, like this:

I see will create an option to make it smaller.

QUOTE(Draw99Gray @ Oct 2 2017, 23:41) *
On a side note, i don't know if any of you realized but if you click a RE with a RE battle ongoing, after finishing next round will take you to the RE you previously clicked
Never tried it for more than two battles.

Asked admin about it, haven't received answer yet. I would say it is exploit and nothing really bad. Very likely Tenboro will fix it silently or in next version, or just don't give a damn.

QUOTE(Draw99Gray @ Oct 2 2017, 23:50) *
i don't think it has to do with the script, the links expire server-side
so it's a new HV feature?

It is vanilla HV feature, has nothing to do with scripts. Looks like that feature was available for long-long time and not exclusive for current version of HV.

QUOTE(Cryosite @ Oct 4 2017, 05:42) *
Then, whenever a new page loads in which the script is set to display a timer, it compares current time against currently saved dawn time. Calculate how long until the server will expire the current RE link. Make the timer it displays based off of that, not based on user activity. If I visit the news page at observe Dawn at 5 minutes late, then my timer should always be at X:05 and X:35.

I thought about it and even tried - but that concept works bad with notifications and also counter-intuitive for non-hardcode players. Overly, I agree with you. maybe will return to that question lately?

QUOTE(Cryosite @ Oct 4 2017, 05:42) *
If it can detect when an RE link has been used/visited, it would be nice to record that to let players know how close they are to hitting the 24 limit and/or just personal value of how many RE's they hit a day.

To test if link is valid or not - script should actually FOLLOW it. Neither speaking it is auto-action and so it is bad, but it also automatically makes all links invalid, because script followed them.

QUOTE(Cryosite @ Oct 4 2017, 05:42) *
Since the Dawn event would be observed on the e-hentai.org domain, that part of the script should save the data. If the script is running on the forums.e-hentai.org domain and can't directly access that data, then that sounds like it ought to somehow seek to acquire that information. Perhaps let it display a message "cannot determine Dawn time, please visit the news/frontpage to view Dawn.

The main problem - I am very doubt about parsing the front page's data without actually visiting it. Sounds fishy for me.

QUOTE(Cryosite @ Oct 4 2017, 05:42) *
You could have hvtoolbox recieve this pasted data too.

Already made it, haven't released yet.

Thanks for comments.

This post has been edited by f4tal: Oct 4 2017, 15:44
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post Oct 4 2017, 15:42
Post #29
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Tenboro said that triggering two REs in one minute, as well triggering two REs one after another, are all okay.

This post has been edited by f4tal: Oct 4 2017, 15:45
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post Oct 4 2017, 16:29
Post #30
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QUOTE(f4tal @ Oct 4 2017, 15:42) *

Tenboro said that triggering two REs in one minute, as well triggering two REs one after another, are all okay.

a vanilla feature, as other users reported then, uh? well, alright. good to know.
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post Oct 4 2017, 16:32
Post #31
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QUOTE(Scremaz @ Oct 4 2017, 17:29) *
a vanilla feature, as other users reported then, uh? well, alright. good to know.

Yes vanilla ~unexpected~(sic) feature. But it is okay - no problems should be.
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post Oct 4 2017, 20:01
Post #32
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QUOTE(f4tal @ Oct 4 2017, 02:45) *
To test if link is valid or not - script should actually FOLLOW it. Neither speaking it is auto-action and so it is bad, but it also automatically makes all links invalid, because script followed them.

I am not saying it should test if an RE link is valid. I am saying it should be watching. If a player visits an RE through their own click, can the script not see that in some way and count it?

"Total RE" at this point seems to be counted based on how often the script saves a link. It assumes the player never makes mistakes and visits every link saved before they expire. This does work for most cases I imagine, but I think my suggestion is a little more accurate.

QUOTE(f4tal @ Oct 4 2017, 02:45) *
The main problem - I am very doubt about parsing the front page's data without actually visiting it. Sounds fishy for me.


Again, not suggesting automation. If it is after 5pm (my time zone) then a new Dawn event is available. The script can remind me to go to the news page to view it. The script waits for me to do so, and when I do, it records the time to allow it to know the timing of every other notification.


The other domains may not be able to get this information from storage. They should still notice if they don't have this Dawn information they need. If you can't pass the information automatically, you can let the player do it with a copy/paste. Or just let them manually store "5:01 PM PST" so that when it is running on the forums, it still accurately displays useful time. Or within the game in HVtoolbox.

QUOTE(f4tal @ Oct 4 2017, 02:45) *

I thought about it and even tried - but that concept works bad with notifications and also counter-intuitive for non-hardcode players. Overly, I agree with you. maybe will return to that question lately?


I don't know what would cause this to work badly with notifications. I also don't see how it isn't intuitive: it directly models what is actually going on with REs and informs the player more precisely.

Your current model just creates a 30-minute kitchen timer that the player can reset. If the player is super hardcore about this, then they can keep their timer in-line with the expiration of links. But if they are slightly late in clicking "ready" then their time drifts away. There is also no easy way to sync the timer back up if you notice it has drifted.

Think of it like a real clock. If you had to go to your clock and turn off the chime every hour, and then it started counting the next hour once you had turned off the chime, how happy would you be with that clock? Would you expect it to tell you when it was dinner time, knowing that every hour you were maybe 5-10 seconds late in turning off the chime? Think of what kinds of changes to behavior you would need to make if clocks worked this way.

I don't think making a clock work more like a real clock is less intuitive.

This post has been edited by Cryosite: Oct 4 2017, 20:07
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post Oct 4 2017, 20:34
Post #33
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QUOTE(Cryosite @ Oct 4 2017, 21:01) *
Your current model just creates a 30-minute kitchen timer that the player can reset. If the player is super hardcore about this, then they can keep their timer in-line with the expiration of links. But if they are slightly late in clicking "ready" then their time drifts away. There is also no easy way to sync the timer back up if you notice it has drifted.

Valid point. When I started to make that script I haven't know much about how RE actually works. Now, after learning more about it and about server-side business, ~probably~ I will re-write to make it more actual to server-side counters.

Thanks for comment (IMG:[invalid] style_emoticons/default/smile.gif)

This post has been edited by f4tal: Oct 4 2017, 20:35
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post Oct 4 2017, 20:51
Post #34
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QUOTE(Cryosite @ Oct 4 2017, 12:01) *

Your current model just creates a 30-minute kitchen timer that the player can reset. If the player is super hardcore about this, then they can keep their timer in-line with the expiration of links. But if they are slightly late in clicking "ready" then their time drifts away. There is also no easy way to sync the timer back up if you notice it has drifted.


The server side timer works the exact same way. If the player clicks the link 5 mins late then the next RE will be 5 mins late too. You have to wait a full 30 min from the time you visited the homepage for the next RE, the time the Dawn happened is only relevant for the very first RE.

The only way the script timer becomes desynced from the server timer (assuming f4tal script works link mine) is if you trigger a RE outside the script or if there unusual latency fetching the homepage (in which case the script's time will be a few seconds fast).

This post has been edited by sigo8: Oct 4 2017, 20:51
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post Oct 4 2017, 21:09
Post #35
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QUOTE(sigo8 @ Oct 4 2017, 21:51) *
The server side timer works the exact same way. If the player clicks the link 5 mins late then the next RE will be 5 mins late too. You have to wait a full 30 min from the time you visited the homepage for the next RE, the time the Dawn happened is only relevant for the very first RE.

Thanks. I forgot to mention that part in my explanations above. I assumed it, but haven't mentioned. Will fix

QUOTE(sigo8 @ Oct 4 2017, 21:51) *
The only way the script timer becomes desynced from the server timer (assuming f4tal script works link mine) is if you trigger a RE outside the script or if there unusual latency fetching the homepage (in which case the script's time will be a few seconds fast).

For some reasons sometimes it requires 30 min +2-3 seconds to get new RE link. Maybe it is part of "unusual latency fetching the homepage"? I had it like 1 out of 8 times, but most times - yes, exactly second in second.
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post Oct 5 2017, 20:24
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First pic: Attached Image

Link available 10:43AM Did not click "ready" to retrieve it. Should expire at 11:13AM if the link is generated solely based on Dawn event as I was under the impression. (I am not defending this position, this is the control I am testing against to disprove.

Second pic: Attached Image

Clicked ready and received RE link #10 at 10:53AM. If my hypothesis is correct, I am now about ten minutes synchronized from my actual RE window. This RE should expire at 11:13AM still. If I am wrong, it will expire at 11:23AM. So I need to run the encounter before 11:13AM, then attempt to get another link after it, but before 11:23AM.

Completed the RE at 10:58AM. Should not impact the test other than it having been completed before the necessary time. So now I wait until 11:14AM-11:22AM to see if I can get RE link #11. Since the script will tell me to wait until 11:23AM, I am temporarily disabling it.

Third pic: Attached Image

Alright. I reloaded the news page at 11:16AM and did not get a new RE. So I guess that does confirm the "server-side egg timer" theory and disprove mine. Looks like I'll have to wait until 11:23AM for my new RE.

Fourth pic: Attached Image

So, there we go. Well, my idea wouldn't work at all then. Seems the current script design is correct.
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post Oct 8 2017, 19:42
Post #37
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New version (1.0.0) has been released
  • Now you can select between "default" style and "small" style of the box, if don't like the default big box
  • Now you can select between server-side Timer and player-side Timer. Server-side is default and preferred. Server-side Timer uses real date (real current hours and minutes) to tell you when next RE would be. Player-side Timer uses relative date (some point in time + xxx time) to find when next RE would be.
  • If you are using player-side Timer, you can set the amount of time between each REs to count.
  • Now you can make the script reload the Timer after pressing on "Ready" link. By default script reloads Timer after seeing the new RE link.
  • Now you can make the script to always show the RE link even after clicking the one.
  • Now you use seconds instead of minutes to determinate when script should notify you about soon RE.
  • Now you can use "notify once mode" and then script will notify you only once about RE and will not do it again until you visit Front Page. Even when you are browsing between pages - script will not notify you anymore.
  • If you don't like that fact that sound alarm is playing in loop and you should manually turn it off - you can disable the loop now.
  • Now you have more options for shortcuts. You can freely change the buttons and also have three more shortcuts.
  • Now script remembers and shows dates of the RE links.
  • Now sound alarm is in-coded in script instead of being a separate resource on the another site.
  • Few CSS changes.
  • Script no longer will show itself when you are giving the karma to another player;

// ohh, and once again - I will not implement auto-reload in anyway in that script (as in gianfrix94's script), because Tenboro told me that this feature is illegal.
Also updated the first post.

This post has been edited by f4tal: Oct 8 2017, 19:59
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post Oct 10 2017, 05:15
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Now this is a version I can use.
I'll miss the auto-reload, but your script has way more advantages
Thanks!

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post Oct 10 2017, 12:56
Post #39
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QUOTE(Draw99Gray @ Oct 10 2017, 06:15) *
Now this is a version I can use.
I'll miss the auto-reload, but your script has way more advantages
Thanks!

Thanks (IMG:[invalid] style_emoticons/default/happy.gif)

Want to share following interesting thing I have discovered.

Every 30minutes game gives you a link to RE that looks like this:
CODE
http://alt.hentaiverse.org/?s=Battle&ss=ba&encounter=MTIzNzQ5MC0xNTA3NjMyMzU3LTI0YTEzNDdhMTU0ZGFiY2Q0OTgxM2U1YWQ1Y2VlZjU5NmZlMzQxNGU=

One can use any BASE64-decoded to find out that the ending part of the link (after "&encounter=") is BASE64 string that represents the following: player's ID + timestamp of current time (for some reasons with timeshift of 2 minutes) + unique hash-code.
CODE
http://alt.hentaiverse.org/?s=Battle&ss=ba&encounter=1237490-1507632357-24a1347a154dabcd49813e5ad5ceef596fe3414e


Now you know a little bit more (IMG:[invalid] style_emoticons/default/smile.gif)
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post Oct 13 2017, 06:08
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QUOTE(f4tal @ Oct 10 2017, 04:56) *

Thanks (IMG:[invalid] style_emoticons/default/happy.gif)

Want to share following interesting thing I have discovered.

Every 30minutes game gives you a link to RE that looks like this:
CODE
http://alt.hentaiverse.org/?s=Battle&ss=ba&encounter=MTIzNzQ5MC0xNTA3NjMyMzU3LTI0YTEzNDdhMTU0ZGFiY2Q0OTgxM2U1YWQ1Y2VlZjU5NmZlMzQxNGU=

One can use any BASE64-decoded to find out that the ending part of the link (after "&encounter=") is BASE64 string that represents the following: player's ID + timestamp of current time (for some reasons with timeshift of 2 minutes) + unique hash-code.
CODE
http://alt.hentaiverse.org/?s=Battle&ss=ba&encounter=1237490-1507632357-24a1347a154dabcd49813e5ad5ceef596fe3414e


Now you know a little bit more (IMG:[invalid] style_emoticons/default/smile.gif)

Wow, I noticed that the token look like base64, but never thought to try decoding it.
But I didn't see a 2 min timeshift when I decoded it, it matched the time on my computer down to the second. Maybe your clock is off?
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