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[Script] Monsterbation 1.4.1.2, A comprehensive hovering script for HentaiVerse and ISK. Including CrunkJuice 1.3.0, an out-of-battle script |
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May 1 2018, 07:21
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plam412
Newcomer
  Group: Members
Posts: 55
Joined: 8-January 13

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I am having some troubles with the script. I also have some questions
For some battles the both quickbars (the script's and regular quickbar] disapear along with all my access to items (items are fine afterward just inaccessable during battles.). It is especially worse when I try to access the item world for one of my katanas
I am also using HVtoolBox 1.0.4
As for questions. Are the shortcut hover key toggleable if they are can I have a little square on top saying which hover key toggled on? [for example wizard hover toggled on or Warrior is toggled on]
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May 1 2018, 08:24
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Noni
Group: Catgirl Camarilla
Posts: 13,313
Joined: 19-February 16

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QUOTE(plam412 @ May 1 2018, 07:21)  I am having some troubles with the script. I also have some questions
For some battles the both quickbars (the script's and regular quickbar] disapear along with all my access to items (items are fine afterward just inaccessable during battles.). It is especially worse when I try to access the item world for one of my katanas
I am also using HVtoolBox 1.0.4 As for questions. Are the shortcut hover key toggleable if they are can I have a little square on top saying which hover key toggled on? [for example wizard hover toggled on or Warrior is toggled on]
wizzard hover toggle or warrior toggle? That sounds like a special setting, that you didn't find on this forum. If you just install the version in the first post of this thread, and keep the settings simple, you won't get such problems, all bars will be visible. If you do want to switch from wizzard to warrior, just make 2 separate scripts and just toggle the right one in tampermonkey.
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May 1 2018, 10:33
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plam412
Newcomer
  Group: Members
Posts: 55
Joined: 8-January 13

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QUOTE(DJNoni @ May 1 2018, 02:24)  wizzard hover toggle or warrior toggle? That sounds like a special setting, that you didn't find on this forum. If you just install the version in the first post of this thread, and keep the settings simple, you won't get such problems, all bars will be visible.
If you do want to switch from wizzard to warrior, just make 2 separate scripts and just toggle the right one in tampermonkey.
Turns out The disappeared items settings is a false alarm. If forgot I have the separate ability and items settings on. Also is it possible to make more rows of quickbars?
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May 2 2018, 02:47
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(plam412 @ May 1 2018, 07:21)  As for questions. Are the shortcut hover key toggleable if they are can I have a little square on top saying which hover key toggled on? [for example wizard hover toggled on or Warrior is toggled on]
switchable profiles are on the roadmap. for now i recommend doing as DJNoni suggested QUOTE(plam412 @ May 1 2018, 10:33)  Also is it possible to make more rows of quickbars?
keep adding elements and blanks and they will create additional rows automatically
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May 11 2018, 00:03
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pureyang
Group: Gold Star Club
Posts: 765
Joined: 6-June 12

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Thanks for this great script. On v1.2.3.5 I noticed a few minor issues: 1. If an item can be used to optimal effect it will blink and have a different colored background. You can disable the blink via this option usableBlink = false, // mana and spirit gems and potions on the quickbar blink when usable to their full effect However, for the background color there is no direct disable option, instead there is a segment under colors option that says 'usable': 'mediumspringgreen', // set to false to disable The issue is that setting it to false doesn't disable it, it just changes the color used by the script. The script will still change the color from HV default, but now to the color of the background instead of the script's default of lime green. So when setting color to false it looks like this (IMG:[ i.imgur.com] https://i.imgur.com/bfcRaFk.png) 2. There is an option: raiseGem = false, // raise gem icon above quickbar when set to true the gem is raised above the quick action bar, and the gem slot is instead automatically used to link to a recommended potion. Typically a mana potion or spirit potion. However, potions are less credit efficient than draughts as of latest update. It would be great if there was an option for what to use that slot for in case raiseGem is set to true. So you can set it to show nothing, or set it to prefer draughts, or set it to prefer potions. (depending on play style. I actually used mana potions and spirit draughts until I noticed I can disable the pausing an expiring mana draught is causing.)
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May 11 2018, 14:07
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(mrttao @ May 11 2018, 00:03)  1. The issue is that setting it to false doesn't disable it, it just changes the color used by the script.
make sure to set it to false without the quotes and not to 'false' QUOTE(mrttao @ May 11 2018, 00:03)  2. when set to true the gem is raised above the quick action bar, and the gem slot is instead automatically used to link to a recommended potion.
raiseGem will put the next item in the list in the gem's former place, so put whatever you want there after the 1 in quickbarExtend or insert a 0 to leave that spot blank This post has been edited by sickentide: May 11 2018, 14:08
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May 13 2018, 12:26
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pureyang
Group: Gold Star Club
Posts: 765
Joined: 6-June 12

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QUOTE(sickentide @ May 11 2018, 06:07)  make sure to set it to false without the quotes and not to 'false' raiseGem will put the next item in the list in the gem's former place, so put whatever you want there after the 1 in quickbarExtend or insert a 0 to leave that spot blank
Thank you for clarifying. This post has been edited by mrttao: May 13 2018, 12:26
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May 17 2018, 04:29
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(plam412 @ Apr 26 2018, 07:44)  Is it possible to mod the Monsterbation script to make to make it game controller friendly.
done, and there's damage and usage logging now too. thanks to these new features, the code now contains the lovely phrase "taken.shit++" the hit counter counts each monster hit while the usage counter counts each use once only, so don't expect the numbers to add up. counters add to the hit counter while strikes, explosions, spike shields and dot effects do not direct and shielded damage are counted separately in the physical/magical breakdown and combined in the total. if you need to process the data in a different way or do some fancy maths, there is an option to dump the logs to the console in machine-readable form
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May 17 2018, 14:17
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yami_zetsu
Group: Gold Star Club
Posts: 2,688
Joined: 25-February 13

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I love the damage tracker! I can see now I get tons of crushing damage coming my way (IMG:[ invalid] style_emoticons/default/sad.gif) I should upgrade a bit my equipment in that regard; others will see their weak points as well, nicely done man Now, a bit of a petition of mine... have you seen the left UI script? sadly I can't find the script for you to examine it further, it was an old script that stopped working once the 0.86 version came out, all I have is a comment with screenshot of mine from almost a year ago, it rearranged the position of the item and monster boxes to the left, reducing the space needed in the screen for playing, so you could watch videos on 3/4ths to the left side of the screen while having a separate window with HV on the remaining 1/4th to the right I was wondering if you could implement something like that into monsterbation's next update . . . I might have the script somewhere maybe, I'll look for it I think it was this one
left_UI.txt ( 12.18k )
Number of downloads: 65This post has been edited by yami_zetsu: May 17 2018, 14:29
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May 17 2018, 19:56
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Noni
Group: Catgirl Camarilla
Posts: 13,313
Joined: 19-February 16

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I would like to requrest as few additional features as possible. Can we keep the script fast, and not too complicated for non-English speakers?
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May 17 2018, 20:09
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worldendDominator2
Group: Members
Posts: 107
Joined: 17-October 13

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I just installed the script and I'm a bit confused. I don't need healing on hoverAltAction because I'm used to Alt-number hotkeys, so I set it to Nothing (I tried false too). However, pressing Alt still casts Cure if it's available. Also, pressing W (trying to open the skill page) seems to use a draught and I can't find any way to disable it.
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May 17 2018, 20:11
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quitetanky
Group: Members
Posts: 390
Joined: 19-March 17

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QUOTE(worldendDominator2 @ May 17 2018, 21:09)  I just installed the script and I'm a bit confused. I don't need healing on hoverAltAction because I'm used to Alt-number hotkeys, so I set it to Nothing (I tried false too). However, pressing Alt still casts Cure if it's available. Also, pressing W (trying to open the skill page) seems to use a draught and I can't find any way to disable it.
Remove/comment out lines 252 & 257
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May 17 2018, 20:14
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(yami_zetsu @ May 17 2018, 14:17)  I was wondering if you could implement something like that into monsterbation's next update
this is an interesting idea and i have to consider how to best realise it. when i want to watch something while playing, i set the player to "always on top" and place it over the log, so my question would be: is it better to move everything over to one side or to spread it along two edges and leave a large rectangle in the middle? QUOTE(DJNoni @ May 17 2018, 19:56)  I would like to requrest as few additional features as possible. Can we keep the script fast, and not too complicated for non-English speakers?
it's still fast if you turn off all the features you don't need, and the condensed view in particular would only add a bunch of css when the script loads, so the performance impact would be minimal even if you enable it. i think the best way to solve this is when the configuration interface comes around to offer an advanced mode and a simple mode that leaves the advanced features hidden and set to sane values
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May 18 2018, 01:12
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yami_zetsu
Group: Gold Star Club
Posts: 2,688
Joined: 25-February 13

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QUOTE(sickentide @ May 17 2018, 13:14)  this is an interesting idea and i have to consider how to best realise it. when i want to watch something while playing, i set the player to "always on top" and place it over the log
Well since I play on firefox and like to watch youtube videos meanwhile I can't just make one of the windows "always on top" this is my how I usually play the battle log takes too much of the screen, if I reduce the size of HV then I can't play/see well, when left UI was usable I only left the monster boxes on screen QUOTE(sickentide @ May 17 2018, 13:14)  so my question would be: is it better to move everything over to one side or to spread it along two edges and leave a large rectangle in the middle? You could make a poll about how people play and how they'd like the arrangement of the boxes, I already stated my preferences. Maybe many play like me, maybe not. btw, thanks for taking my suggestion into consideration!
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May 18 2018, 03:37
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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i take it you're using windows or somesuch? in ubuntu you can set any window to appear on top, including a browser displaying youtube. if windows can't do that i'll have to work around it
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May 24 2018, 22:58
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LogJammin
Group: Catgirl Camarilla
Posts: 598
Joined: 11-October 14

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I have a few suggestions for the new damage tracking thing.
A counter for each spell/item/skill used Average damage per spell/skill/attack Average turns per round, and average number times each spell/skill/item is used per round Effective evade/accuracy/resist etc as a percentage
These would be a big help in optimizing builds
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May 26 2018, 14:31
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(LogJammin @ May 24 2018, 22:58)  A counter for each spell/item/skill used Average damage per spell/skill/attack Average turns per round, and average number times each spell/skill/item is used per round Effective evade/accuracy/resist etc as a percentage
first one is already there in form of the usage counter. averages i don't know how i feel about, since they are just a different representation of the data that's already there, but i'll consider it. evade/miss/resist for non-damaging spells i can see me adding in the future
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May 26 2018, 19:46
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Violentin
Newcomer
  Group: Members
Posts: 52
Joined: 5-July 11

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How to disable all types of hovering entirely?
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May 26 2018, 20:42
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(Violentin @ May 26 2018, 19:46)  How to disable all types of hovering entirely?
set hoverAction = false, and remove all bindings containing HoverAction
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