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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

 
post Dec 31 2018, 04:24
Post #221
homuru



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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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post Dec 31 2018, 04:31
Post #222
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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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post Dec 31 2018, 06:21
Post #223
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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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post Dec 31 2018, 07:13
Post #224
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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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post Dec 31 2018, 07:13
Post #225
我叫木头



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edit

This post has been edited by 我叫木头: Jan 1 2019, 12:57
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post Dec 31 2018, 09:58
Post #226
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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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post Dec 31 2018, 10:34
Post #227
我叫木头



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QUOTE(sickentide @ Dec 31 2018, 15:58) *

using that number to select a target is a form of automatic targeting, no matter how primitive, so i would advise against it
it was mostly settled over PMs, and yes, after being stripped of its special status, channelling is still a regular buff, so...



all right, I'll delete it.

Thanks.
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post Dec 31 2018, 11:09
Post #228
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Well I come again with some new points:
  • I want to display turn count and speed statistic not only at end of battle but during battle realtime, and I want to show both average and realtime speed.
  • I want to show other scripts' components in battle such as HV Red or others. At present, they will show at first round and once round turns, all them disappear.

Do you have some suggestions?
Thank you! (IMG:[invalid] style_emoticons/default/smile.gif)
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post Dec 31 2018, 18:33
Post #229
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QUOTE(我叫木头 @ Dec 31 2018, 10:09) *
  • I want to display turn count and speed statistic not only at end of battle but during battle realtime, and I want to show both average and realtime speed.
  • I want to show other scripts' components in battle such as HV Red or others. At present, they will show at first round and once round turns, all them disappear.

a real-time clock with turn counter is on the todo-list. some scripts require you to set ajaxRound: false to load every round

This post has been edited by sickentide: Dec 31 2018, 18:33
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post Dec 31 2018, 20:08
Post #230
Noni



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QUOTE(homuru @ Dec 31 2018, 03:24) *

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


The rules for scripts can be found here and in less detail also here.

The mod team has developed these rules, by pushing admin as far as he would go (and then stretching that a bit). You can be certain that nothing else than described here will be allowed.

Do not try to automate further than the rules allow. That will get you banned.
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post Jan 1 2019, 01:13
Post #231
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I'd advise against using your home made scripts, tweaks and miscellaneous "enhancements" without asking the mod team beforehand. It'd be sad to get banned that way.
While I'm at it : casting imperil on the last monster implies that your script selects your target automatically. It is forbidden, thus bannable. For my part, I've set 3 binds to cast on monsters 2, 5 and 8, and it pretty much does the job very well. No biggie if there's one left after casting. You still can bind an untargetted imperil to then choose your target if needed. There's also a shift hover for that in the default setup if you want, though I find it slow.

If anything, for combat purposes it's best to try and find a proper setup of one's Monsterbation without modifying its code. By doing so, one is guaranteed to be in line with the rules, whatever the setup.
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post Jan 1 2019, 02:32
Post #232
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QUOTE(decondelite @ Jan 1 2019, 00:13) *

I'd advise against using your home made scripts, tweaks and miscellaneous "enhancements" without asking the mod team beforehand. It'd be sad to get banned that way.

aye. the sweet point about monsterbation is that its developer (sickentide) wrote it while being very close to moderation team, so its features are all safe under the current policies.
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post Jan 1 2019, 04:01
Post #233
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QUOTE(DJNoni @ Jan 1 2019, 02:08) *

The rules for scripts can be found here and in less detail also here.

The mod team has developed these rules, by pushing admin as far as he would go (and then stretching that a bit). You can be certain that nothing else than described here will be allowed.

Do not try to automate further than the rules allow. That will get you banned.



QUOTE(decondelite @ Jan 1 2019, 07:13) *

I'd advise against using your home made scripts, tweaks and miscellaneous "enhancements" without asking the mod team beforehand. It'd be sad to get banned that way.
While I'm at it : casting imperil on the last monster implies that your script selects your target automatically. It is forbidden, thus bannable. For my part, I've set 3 binds to cast on monsters 2, 5 and 8, and it pretty much does the job very well. No biggie if there's one left after casting. You still can bind an untargetted imperil to then choose your target if needed. There's also a shift hover for that in the default setup if you want, though I find it slow.

If anything, for combat purposes it's best to try and find a proper setup of one's Monsterbation without modifying its code. By doing so, one is guaranteed to be in line with the rules, whatever the setup.



QUOTE(Scremaz @ Jan 1 2019, 08:32) *

aye. the sweet point about monsterbation is that its developer (sickentide) wrote it while being very close to moderation team, so its features are all safe under the current policies.



I got it, and I have removed that part using monsters.length from script.

Thank you everyone for reminding me.

(IMG:[invalid] style_emoticons/default/smile.gif)
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post Jan 1 2019, 04:29
Post #234
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edit

This post has been edited by 我叫木头: Jan 1 2019, 12:56
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post Jan 1 2019, 11:16
Post #235
Noni



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QUOTE(我叫木头 @ Jan 1 2019, 03:29) *

I wrote that
CODE
Bind(KEY_GRAVE, Strongest([(Strongest([TargetMonster(8),TargetMonster(5),TargetMonster(2)])), Cast('Imperil')]));
        //Bind(KEY_GRAVE, Strongest([TargetMonster(monsters.length - 1), Cast('Imperil')]));
        Bind(KEY_1, Strongest([TargetMonster(1), Cast('Imperil')]));
        Bind(KEY_2, Strongest([TargetMonster(4), Cast('Imperil')]));
        Bind(KEY_3, Strongest([TargetMonster(7), Cast('Imperil')]));
        Bind(KEY_4, Strongest([CursorTarget, Cast('Imperil')]));

and is that permissible?


Sorry, the first line can't work.


Even if you can get this to work, it would not be allowed. And this still uses monster.length, I thought you dropped that idea?
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post Jan 1 2019, 12:55
Post #236
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QUOTE(DJNoni @ Jan 1 2019, 17:16) *

Even if you can get this to work, it would not be allowed. And this still uses monster.length, I thought you dropped that idea?


Since I'm not sure, I asked if it's permissible.
And the second line which used that value is commented out. Commented out code won't work in script.

I have paid a lot of time and effort on HV and I won't take a risk of being banned. Thank you for stressing it again. I will drop that idea and use several key targeting every num of monster instead.

Best Wishes! (IMG:[invalid] style_emoticons/default/smile.gif)
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post Jan 1 2019, 14:59
Post #237
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Thnak you for reply gentleman

I just wanna know other forbidden things in alertBuffs because only can change True/False and select alertBuffs
But original lists are enough, indeed
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post Jan 1 2019, 16:13
Post #238
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i'd like to clarify on the matter of targeting: the core hover system, the mobile tap-to-hover system and the cursor functions all involve marking a target and attacking it repeatedly, some of them even attacking automatically until the target is deselected, so other ways of marking a target should be allowed too, as long as the target is selected manually. however, even the dumbest automatic targeting setups, such as "try clicking each monster successively", are against the rules
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post Jan 2 2019, 02:53
Post #239
我叫木头



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QUOTE(sickentide @ Jan 1 2019, 22:13) *

i'd like to clarify on the matter of targeting: the core hover system, the mobile tap-to-hover system and the cursor functions all involve marking a target and attacking it repeatedly, some of them even attacking automatically until the target is deselected, so other ways of marking a target should be allowed too, as long as the target is selected manually. however, even the dumbest automatic targeting setups, such as "try clicking each monster successively", are against the rules



Understood.
As long as I target the monster by myself not by code, I'm not against the rules, right?
Sometimes my English is poor, I have to use Google Translation to communicate with you, I hope you don't mind.
I want to use the mouse wheel to change my target. Is that reachable and permissible?

And if I want to get a black background, is that reachable?

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

This post has been edited by 我叫木头: Jan 2 2019, 03:18
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post Jan 2 2019, 10:46
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QUOTE(我叫木头 @ Jan 2 2019, 01:53) *

Understood.
As long as I target the monster by myself not by code, I'm not against the rules, right?
Sometimes my English is poor, I have to use Google Translation to communicate with you, I hope you don't mind.
I want to use the mouse wheel to change my target. Is that reachable and permissible?

And if I want to get a black background, is that reachable?

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


To be sure, you can post your code here and we can check.

Changing target with wheel? It's similar to hovering, so you would think that would be okay. However, admin has indicated that hovering is an exception and not an example of what is allowed. We would have to ask formal permission for a second exception.

To clarify, because of language: Hover attack breaks the rules,. But it is allowed as exception by admin. If you want any other auto play, auto selection, way to change target? We would have to ask permission from admin.

Also: it will never be allowed to combine 'imperil' and 'attack' in one action.



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