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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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Jan 4 2018, 18:47
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lazyNPC
Group: Gold Star Club
Posts: 3,346
Joined: 8-June 12

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Could we have a command bindable to a key to call up the current list of tracked drops in the middle of an arena/fest/iw?
EDIT: Did it myself ¯\_(ツ)_/¯
This post has been edited by gianfrix94: Jan 14 2018, 00:26
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Jan 5 2018, 07:25
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Paruri
Group: Gold Star Club
Posts: 395
Joined: 27-October 17

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Could you tell me the function of deletelog in more detail? I can't tell difference between 0, 1, 2 options (IMG:[ invalid] style_emoticons/default/wacko.gif) This post has been edited by paruri: Jan 5 2018, 07:26
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Jan 5 2018, 07:34
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(gianfrix94 @ Jan 4 2018, 18:47)  Could we have a command bindable to a key to call up the current list of tracked drops in the middle of an arena/fest/iw?
i will add that in the next update QUOTE(paruri @ Jan 5 2018, 07:25)  Could you tell me the function of deletelog in more detail? I can't tell difference between 0, 1, 2 options (IMG:[ invalid] style_emoticons/default/wacko.gif) 0 never deletes the log 1 deletes it when you navigate away from the battle section, useful when you do all arenas in a row to collect a log for them combined and then delete it when you go to character page, bazaar etc. 2 deletes it immediately at the end of battle, ie. when the log is shown in the end-of-battle popup
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Jan 5 2018, 07:45
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Paruri
Group: Gold Star Club
Posts: 395
Joined: 27-October 17

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QUOTE(sickentide @ Jan 5 2018, 14:34)  i will add that in the next update 0 never deletes the log 1 deletes it when you navigate away from the battle section, useful when you do all arenas in a row to collect a log for them combined and then delete it when you go to character page, bazaar etc. 2 deletes it immediately at the end of battle, ie. when the log is shown in the end-of-battle popup
Oh.... so if I chose 0, or 1 then the log will add up?? and how do I know skill/spell ID for mobile settings? And I want to thank you for this super awesome script. This post has been edited by paruri: Jan 5 2018, 07:48
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Jan 5 2018, 08:25
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(paruri @ Jan 5 2018, 07:45)  so if I chose 0, or 1 then the log will add up??
correct QUOTE(paruri @ Jan 5 2018, 07:45)  and how do I know skill/spell ID for mobile settings?
during battle, open the skillbook and right click > inspect the skill you want to assign. it will show you something like 'div id="111"', that's the id you want
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Jan 8 2018, 19:45
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reality_marble
Group: Gold Star Club
Posts: 1,475
Joined: 31-August 13

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hopefully (◕‿◕) sick an' tidy will add a hoverctrl or hoveralt function if possible?
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Jan 8 2018, 20:21
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(reality_marble @ Jan 8 2018, 19:45)  hopefully (◕‿◕) sick an' tidy will add a hoverctrl or hoveralt function if possible?
hmm, we'll see, i have to rework the keybind system for the config interface i plan to add anyway, but in the meantime you can use the HoverAction bindable function with all modifier keys, like CODE Bind(KEY_D, CtrlShift, HoverAction(Strongest([Cast('Ragnarok'), Cast('Disintegrate'), Cast('Corruption')]), true)); Bind(KEY_D, CtrlAltShift, HoverAction(Strongest([Cast('Flames of Loki'), Cast('Inferno'), Cast('Fiery Blast')]), true)); etc.
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Jan 8 2018, 20:25
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reality_marble
Group: Gold Star Club
Posts: 1,475
Joined: 31-August 13

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(◕‿◕)♡ thanks!
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Jan 13 2018, 14:30
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BMXArena
Group: Members
Posts: 123
Joined: 1-December 10

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Thank you for the great scripts~
About CrunkJuice, it seems that an upgrade from 5 to 6 of a main stat gives 5000 morale instead of 6000.
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Jan 13 2018, 15:57
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(BMXArena @ Jan 13 2018, 14:30)  About CrunkJuice, it seems that an upgrade from 5 to 6 of a main stat gives 5000 morale instead of 6000.
i have noticed that upgrading from an uneven to an even stat can give the morale rounded up or down depending on the stat, so i decided to leave it at the maximum for now. i will change it once i have accurate data
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Jan 22 2018, 09:04
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Cryosite
Group: Members
Posts: 553
Joined: 29-August 17

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Small request: ssss2's HVUtils script and Monsterbation have a small collision, and his suggestion here appears to resolve it. Could you adjust the headers of the regular version so that when you update Monsterbation, this change is always present?
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Jan 22 2018, 12:54
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(Cryosite @ Jan 22 2018, 09:04)  Small request: ssss2's HVUtils script and Monsterbation have a small collision, and his suggestion here appears to resolve it. Could you adjust the headers of the regular version so that when you update Monsterbation, this change is always present? the fix suggested by sssss2 isn't fully workable. restricting monsterbation to *://*.hentaiverse.org/?s=Battle disables it when returning to https://hentaiverse.org/ during battle. and in any case, HVUtils shouldn't run during battle even if the url doesn't contain "Battle", that's the source of the conflict. i would suggest modifying HVUtils to detect battle in a failsafe manner. this can be done by modifying the beginning of HVUtils like this: CODE // ==/UserScript==
if ( document.getElementById('textlog') || document.getElementById('riddlebot') ) return;
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Jan 23 2018, 04:24
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Cryosite
Group: Members
Posts: 553
Joined: 29-August 17

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QUOTE(sickentide @ Jan 22 2018, 02:54)  the fix suggested by sssss2 isn't fully workable. restricting monsterbation to *://*.hentaiverse.org/?s=Battle disables it when returning to https://hentaiverse.org/ during battle. and in any case, HVUtils shouldn't run during battle even if the url doesn't contain "Battle", that's the source of the conflict. i would suggest modifying HVUtils to detect battle in a failsafe manner. this can be done by modifying the beginning of HVUtils like this: CODE // ==/UserScript==
if ( document.getElementById('textlog') || document.getElementById('riddlebot') ) return; ssss2 found what appears to be the source of the conflict within HVUtils, and suggested an edit in the Ask the Experts thread. So... yeah, disregard my request.
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Jan 29 2018, 02:57
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(gianfrix94 @ Jan 4 2018, 17:47)  EDIT: Did it myself ¯\_(ツ)_/¯
how unfortunate. i didn't catch this edit before i was done adding the feature. oh well, this is what i get for taking so long due to moving from one country to another. hope you enjoy your bindable Drops function QUOTE(reality_marble @ Jan 8 2018, 18:45)  hopefully (◕‿◕) sick an' tidy will add a hoverctrl or hoveralt function if possible?
done
HentaiverseMonsterbation.1.2.3.2.user.js.zip ( 17.68k )
Number of downloads: 223and i increased the padding of btm6 for smoother hovering with hoverArea = 6, which is the officially endorsed setting, while the default is still 1 to avoid confusion. does anyone actually use hoverArea = 1, or should i just set the default to 6?
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Jan 30 2018, 08:15
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allgentleman
Newcomer
  Group: Members
Posts: 57
Joined: 23-April 17

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thanks, it's a very useful script. but why there is no instruction? i don't know how to use it until i try to edit the script... it is very inconvenient for those who dont know how to edit script u can add a setting surface, or at least make an instruction like: 1. edit the minHP = 0.4, to verify when to stop the script 2. press 'z' can toggle the hover action (the most important). these two may be enough for basic use. or there is an direction i haven't seen? (IMG:[ invalid] style_emoticons/default/ohmy.gif) This post has been edited by allgentleman: Jan 30 2018, 08:21
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Jan 30 2018, 17:21
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(allgentleman @ Jan 30 2018, 07:15)  or there is an direction i haven't seen? (IMG:[ invalid] style_emoticons/default/ohmy.gif) the idea is that the comments next to the settings serve as instructions, if you read those while setting it up you know exactly what the script can do. i plan to add a configuration interface at some point
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Feb 2 2018, 07:31
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EmuAGR
Newcomer
  Group: Members
Posts: 63
Joined: 8-February 13

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May I suggest to stop on channeling only when it's about to expire? That way it'd be more efficient IMHO.
This post has been edited by EmuAGR: Feb 2 2018, 07:33
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Feb 2 2018, 08:21
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(EmuAGR @ Feb 2 2018, 06:31)  May I suggest to stop on channeling only when it's about to expire? That way it'd be more efficient IMHO.
if you prefer it that way, you can add channeling.png to alertBuffs
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Feb 5 2018, 23:46
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Nayas
Group: Members
Posts: 700
Joined: 6-February 11

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maxVitals breaks when you don't have spark up because it tries to find element vrhd, which should be dvrhb (others should be dvrm and dvrs too) without spark. It also looks like it breaks everything in enhance() after it, when enabled. I only noticed because endround popups weren't getting skipped, while still being hidden. #dvrhb also should be in enhance next to #dvrhd, or it gets overlapped with hp bar. I normally don't have it enabled, is it the only reason hp/mp boost is needed in options? If so, it would be much easier to ask users for maxhp/mp values that can be copypasted from character stat page, instead of asking to calculate % boost from passives.
Btw is there a way to see drops/speed statistics from console, or dump it to text file? It would be neat if the log was stored separately for each battle, you could label them by number of rounds to compare arenas/iw easy.
This post has been edited by Nayas: Feb 6 2018, 00:14
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