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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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Dec 26 2018, 02:20
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(decondelite @ Dec 25 2018, 17:12)  most excellent! everything is working now
HentaiverseMonsterbation.1.2.4.2.user.js.zip ( 22.98k )
Number of downloads: 156
HVCrunkJuice.1.2.2.1.user.js.zip ( 7.6k )
Number of downloads: 380i've been doing some code cleanup in preparation of future updates. an undesired side effect may be that it breaks/unbreaks the scripts on older or exotic browsers, and unfortunately it means that you will have to redo your settings this one time, but it will facilitate configuration in the future This post has been edited by sickentide: Jan 8 2019, 02:44
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Dec 26 2018, 16:37
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Noni
Group: Catgirl Camarilla
Posts: 13,514
Joined: 19-February 16

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on line 59/ 60, the description referes to Jenga's database. It's now decondelites DB
Tips for copying settings: remove all the = and replace by :
This post has been edited by DJNoni: Dec 26 2018, 16:57
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Dec 26 2018, 18:20
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(DJNoni @ Dec 26 2018, 15:37)  on line 59/ 60, the description referes to Jenga's database. It's now decondelites DB
oh whoops... i changed it in the post, but with all the small changes to the live code i totally forgot that the comments might need review as well. i'll take care of it as soon as i get home tomorrow
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Dec 27 2018, 09:55
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Greshnik
Group: Members
Posts: 669
Joined: 13-January 15

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what should I do to keybind Cure and Full-Cure in 1 key??? I tried to use CODE Bind(KEY_F, Strongest([Cast('Cure'), Cast('Full-Cure')])); but whenever I press the key, it always cast Full-Cure first... I would like to cast Cure first, then if it isn't available cast Full-Cure... and if it possible I would like to use Health Pot on slot 4 as last resort... This post has been edited by Greshnik: Dec 27 2018, 09:57
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Dec 27 2018, 12:47
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Noni
Group: Catgirl Camarilla
Posts: 13,514
Joined: 19-February 16

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QUOTE(Greshnik @ Dec 27 2018, 08:55)  what should I do to keybind Cure and Full-Cure in 1 key??? I tried to use CODE Bind(KEY_F, Strongest([Cast('Cure'), Cast('Full-Cure')])); but whenever I press the key, it always cast Full-Cure first... I would like to cast Cure first, then if it isn't available cast Full-Cure... and if it possible I would like to use Health Pot on slot 4 as last resort... Bind(KEY_SPACE, Shift, Strongest([Use(3), Cast('Full-Cure'), Use(2), Cast('Cure')]));
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Dec 27 2018, 13:18
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Greshnik
Group: Members
Posts: 669
Joined: 13-January 15

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QUOTE(DJNoni @ Dec 27 2018, 17:47)  Bind(KEY_SPACE, Shift, Strongest([Use(3), Cast('Full-Cure'), Use(2), Cast('Cure')]));
tried it and it works... thank you very much... (IMG:[ invalid] style_emoticons/default/biggrin.gif) so it's the less wanted one first then the most wanted one last huh...
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Dec 27 2018, 19:24
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(Greshnik @ Dec 27 2018, 12:18)  so it's the less wanted one first then the most wanted one last huh...
for targeted spells and abilities, it prioritises the first, and for untargeted actions it prioritises the last. this is because it is the Strongest function
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Dec 28 2018, 21:42
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_LMF_
Group: Gold Star Club
Posts: 1,107
Joined: 6-December 14

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Hello awesome people, just wondering if there is anywhere in the script I can fiddle with to change to position of the player's vitals? I would like those to be shown on the same vertical axis as monster boxes, ideally like "buff above monsters" so I can maximize as much as I can the window I watch anime. (IMG:[ invalid] style_emoticons/default/smile.gif) Thanks.
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Dec 29 2018, 01:57
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(monkey_lmf @ Dec 28 2018, 20:42)  Hello awesome people, just wondering if there is anywhere in the script I can fiddle with to change to position of the player's vitals?
i intended to add something like that once more important features are taken care of, but looking at it now, it seems so simple and useful, i added it right away as the vitalsAboveMonsters option
HentaiverseMonsterbation.1.2.4.3.user.js.zip ( 23.07k )
Number of downloads: 1349
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Dec 29 2018, 10:32
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_LMF_
Group: Gold Star Club
Posts: 1,107
Joined: 6-December 14

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QUOTE(sickentide @ Dec 29 2018, 07:57)  i intended to add something like that once more important features are taken care of, but looking at it now, it seems so simple and useful, i added it right away as the vitalsAboveMonsters option
HentaiverseMonsterbation.1.2.4.3.user.js.zip ( 23.07k )
Number of downloads: 1349Wow that was fast, and it's working nicely. Biggest thanks to you. (IMG:[ invalid] style_emoticons/default/wub.gif)
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Dec 30 2018, 06:12
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我叫木头
Group: Gold Star Club
Posts: 371
Joined: 31-December 14

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I found your demo "Bind(KEY_1, Strongest([TargetMonster(1), Cast('Imperil')]));" I want to get the numbers of the monsters so I can put this in script CODE var last = functiongetlast; Bind(KEY_GRAVE, Strongest([TargetMonster(last), Cast('Imperil')]));
Could you give me some support? Thank you!
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Dec 30 2018, 22:25
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(我叫木头 @ Dec 30 2018, 05:12)  I want to get the numbers of the monsters so I can put this in script
change line 292: CODE function TargetMonster(num) { return function() { if ( monsters[num] && monsters[num].hasAttribute('onclick') ) monsters[num].click(); };} like this: CODE function TargetMonster(num) { return function() { if ( monsters[num] && monsters[num].hasAttribute('onclick') ) { cursor = num; monsters[num].click(); }};} after line 864: CODE target = i; add this: CODE cursor = i; and after line 879: CODE var action; add this: CODE if ( i || i === 0 ) cursor = i; now you can target the last clicked, hovered or targeted monster like this: CODE Bind(KEY_GRAVE, Strongest([CursorTarget, Cast('Imperil')])); note that for keybound targeting you will have to use the TargetMonster function for this to work, as the default keys remain unchanged
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Dec 31 2018, 02:31
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我叫木头
Group: Gold Star Club
Posts: 371
Joined: 31-December 14

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QUOTE(sickentide @ Dec 31 2018, 04:25)  change line 292: CODE function TargetMonster(num) { return function() { if ( monsters[num] && monsters[num].hasAttribute('onclick') ) monsters[num].click(); };} like this: CODE function TargetMonster(num) { return function() { if ( monsters[num] && monsters[num].hasAttribute('onclick') ) { cursor = num; monsters[num].click(); }};} after line 864: CODE target = i; add this: CODE cursor = i; and after line 879: CODE var action; add this: CODE if ( i || i === 0 ) cursor = i; now you can target the last clicked, hovered or targeted monster like this: CODE Bind(KEY_GRAVE, Strongest([CursorTarget, Cast('Imperil')])); note that for keybound targeting you will have to use the TargetMonster function for this to work, as the default keys remain unchanged I found it. Thank you!
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Dec 31 2018, 02:59
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我叫木头
Group: Gold Star Club
Posts: 371
Joined: 31-December 14

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edit
This post has been edited by 我叫木头: Jan 1 2019, 12:58
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Dec 31 2018, 04:24
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homuru
Group: Gold Star Club
Posts: 147
Joined: 16-July 13

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I've heard that alert & stop hovering for channeling buff option will be banned Even some people requsted In this thread before Feb, and they said that it's banned since jun
I searched HentaiVerse Release Notes but can't found mention of script rulls Actually there are few post by admin...
So, Where can I find the notice? or I want directions for the use Monsterbation
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Dec 31 2018, 04:31
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我叫木头
Group: Gold Star Club
Posts: 371
Joined: 31-December 14

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QUOTE(homuru @ Dec 31 2018, 10:24)  I've heard that alert & stop hovering for channeling buff option will be banned Even some people requsted In this thread before Feb, and they said that it's banned since jun
I searched HentaiVerse Release Notes but can't found mention of script rulls Actually there are few post by admin...
So, Where can I find the notice? or I want directions for the use Monsterbation
line 26 CODE alertBuffs: /(healthpot.png|manapot.png|scroll.png|regen.png|heartseeker.png|arcanemeditation.png)/, Add the png's name and it will work. You can right click on the png and save it to get it's name.
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Dec 31 2018, 06:21
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RibbonsCan
Group: Members
Posts: 493
Joined: 1-November 13

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Hi, any chance that you can display monster HP as percentages? That would be useful for Merciful Blow.
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Dec 31 2018, 07:13
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tox01
Group: Gold Star Club
Posts: 567
Joined: 16-April 09

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QUOTE(RibbonsCan @ Dec 31 2018, 06:21)  Hi, any chance that you can display monster HP as percentages? That would be useful for Merciful Blow.
Change CODE div.innerHTML = 'HP: ' + Math.round(ratio * monsterData.hp[i]).toLocaleString() + ' / ' + monsterData.hp[i].toLocaleString(); to CODE div.innerHTML = 'HP: ' + Math.round(ratio * monsterData.hp[i]).toLocaleString() + ' / ' + monsterData.hp[i].toLocaleString() + '<br/> ' + ( ratio * 100 ).toFixed( 2 ) + ' %'; If you don't want it on a new line, change '<br/> ' to ' ' .
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Dec 31 2018, 07:13
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我叫木头
Group: Gold Star Club
Posts: 371
Joined: 31-December 14

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edit
This post has been edited by 我叫木头: Jan 1 2019, 12:57
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Dec 31 2018, 09:58
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(我叫木头 @ Dec 31 2018, 01:59)  I found monster has a member length. I used that and achieved my goal. (IMG:[ invalid] style_emoticons/default/smile.gif) using that number to select a target is a form of automatic targeting, no matter how primitive, so i would advise against it QUOTE(homuru @ Dec 31 2018, 03:24)  So, Where can I find the notice? or I want directions for the use Monsterbation
it was mostly settled over PMs, and yes, after being stripped of its special status, channelling is still a regular buff, so... This post has been edited by sickentide: Dec 31 2018, 10:02
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