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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 Jan 28 2019, 17:05
Post #267
erlon



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No, I think I can fix that
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post Jan 30 2019, 01:51
Post #268
theshowmustgoon



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For some reason whenever I hover over a monster now, it casts flames of loki or some other spell. This is despite the fact that I'm 1H and don't use magic outside of support magic. What's going on?
EDIT: I guess it was because i was holding down shift when i opened a private window and it didn't register that i had let go of shift already, so it kept using fire magic. This seems like something that should be fixed, though I don't know how.

This post has been edited by theshowmustgoon: Jan 30 2019, 01:57
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post Jan 30 2019, 14:21
Post #269
xesxesgnik



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Is number pad treated differently from numbers on top of letters? When I bind something to number, for instance,

Bind(KEY_1, Strongest([TargetMonster(1), Cast('Weaken')]));

I can use this when I press 1 on top of letters but not when I press 1 on the number pad.
If they are different, is there anyway to configure the binding on the number pad? Thank you.
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post Jan 30 2019, 15:51
Post #270
sickentide



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QUOTE(theshowmustgoon @ Jan 30 2019, 00:51) *

This seems like something that should be fixed, though I don't know how.

it checks the state of the modifier keys whenever you press or release a key as long as the window has focus. adding additional checks seems excessive

QUOTE(Saioux @ Jan 30 2019, 13:21) *

If they are different, is there anyway to configure the binding on the number pad?

try the keycodes at the bottom of [www.javascripter.net] this page
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post Jan 31 2019, 11:09
Post #271
KitsuneAbby



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QUOTE(blue penguin @ Jan 27 2019, 22:00) *

Get that reverse proxy in front of tomcat (IMG:[invalid] style_emoticons/default/smile.gif)

About time I try that, yes.
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post Jan 31 2019, 13:58
Post #272
xesxesgnik



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QUOTE(sickentide @ Jan 30 2019, 08:51) *

it checks the state of the modifier keys whenever you press or release a key as long as the window has focus. adding additional checks seems excessive
try the keycodes at the bottom of [www.javascripter.net] this page


Thank you! I got it configured (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Feb 1 2019, 04:56
Post #273
xesxesgnik



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Hellooo, is it possible to see stamina during battle? I would like to keep track of when my stamina drops. I've heard that stamina recovery recovers each round, but I assume there is no way to keep track of that right?

Anyways, thank you for such a great script, really appreciate it.
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post Feb 1 2019, 15:20
Post #274
sickentide



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QUOTE(Saioux @ Feb 1 2019, 03:56) *

Hellooo, is it possible to see stamina during battle?

that would be an inaccurate estimate at best, since there's no way to know the exact round where the drop happens, and the recovery that happens behind the scenes would have to be calculated, as well as all the special cases
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post Feb 2 2019, 02:03
Post #275
xesxesgnik



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I see. Thank you for the reply. I hope someday HV let us keep track of stamina in battle and rounds left in stamina :/
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post Feb 6 2019, 20:56
Post #276
hopkar



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Hi,
in the "ask the expert thread" the question arose if channeling should work in the buff alert or not.
https://forums.e-hentai.org/index.php?s=&am...t&p=5345692
Could you check and tell us please?

Thanks!
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post Feb 6 2019, 20:59
Post #277
Noni



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QUOTE(hopkar @ Feb 6 2019, 19:56) *

Hi,
in the "ask the expert thread" the question arose if channeling should work in the buff alert or not.
https://forums.e-hentai.org/index.php?s=&am...t&p=5345692
Could you check and tell us please?

Thanks!


Should not be used, on explicit request of admin.
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post Feb 6 2019, 21:23
Post #278
Xythy



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From the experts thread. Important part in bold.

QUOTE((H) @ Feb 5 2019, 15:20) *

Is there a way to set up a "cast sequence"? I want to set up a way to cast all my buff spells with one button at the start of a battle, or use all the draughts in sequence.


QUOTE(-vincento- @ Feb 5 2019, 22:50) *

Forbidden. You need to use them manually. The only exception is hoveraction.


QUOTE((H) @ Feb 6 2019, 11:45) *

I didn't mean casting them all with a single press of a button. I mean casting them in sequence with repeated presses of the same button.


QUOTE(-vincento- @ Feb 6 2019, 12:11) *

That's literally the same thing because you don't need to manually select a specific action, but rather one button does all for you.


I need confirmation of this. Since I started playing almost 11 months ago I have been using this to use the three draughts by pressing the same key three times in succession;

CODE
Bind(KEY_A, Strongest([Use(1), Use(2), Use(3)]));


I'll remove the line asap if it's really forbidden.
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post Feb 6 2019, 21:45
Post #279
Noni



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QUOTE(Xythy @ Feb 6 2019, 20:23) *

From the experts thread. Important part in bold.
I need confirmation of this. Since I started playing almost 11 months ago I have been using this to use the three draughts by pressing the same key three times in succession;

CODE
Bind(KEY_A, Strongest([Use(1), Use(2), Use(3)]));


I'll remove the line asap if it's really forbidden.

that's allowed, because it will always use 3, unless that is on cooldown.
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post Feb 6 2019, 21:51
Post #280
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QUOTE(DJNoni @ Feb 6 2019, 13:45) *

that's allowed, because it will always use 3, unless that is on cooldown.


I thought that was the case but I wanted to be sure by asking. Many thanks~
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post Feb 10 2019, 01:30
Post #281
KitsuneAbby



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QUOTE(Xythy @ Feb 6 2019, 19:23) *
From the experts thread. Important part in bold.

A lot of erroneous things are said in the experts thread, and it's becoming quite alarming lately.
To the point that I've more or less given up trying to correct a fair share of the said erroneous things.

The "Strongest" function has explicitely been designed to assign a set of actions to a single key. Though it cannot work with things that have no cooldown. So of course you're allowed to use all 3 draughts in succession with a single key pressed 3 times. Though IMHO it's not very useful.

There are things that are already possible with Monsterbation, that are allowed, yet they are more debatable than that, believe me.
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post Feb 22 2019, 18:39
Post #282
Nayas



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I'm wondering is there a native function to order entries of combatlog.used by number of uses in function ShowUsage() before showing it at the end of battle? Currently it records actions in the order they are first entered in the list. Not a huge deal, but if it can be sorted easily, that would be nice.

Also If I want to track damage done by specific skill, would making a separate damage type for it work? I was thinking of cutting of by amount of damage done by a single attack to record it to separate pool, but if it can be done by matching skill name, that would be nice too.
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post Feb 23 2019, 13:39
Post #283
sickentide



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enhancing the tracking is something i plan to do, though i would sort usage by category rather than times used, as well as track damage per skill, resist count etc., but work is keeping me busy and there's a few IWs i want to finish, so progress is slow right now
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post Feb 23 2019, 17:56
Post #284
Nightwishman



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Would it be possible to get step-by-step installation instructions ?

software side stuff isn't my strong suite.
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post Feb 23 2019, 18:35
Post #285
tox01



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QUOTE(Nightwishman @ Feb 23 2019, 17:56) *

Would it be possible to get step-by-step installation instructions ?

software side stuff isn't my strong suite.


General instructions:
- Download script, unpack it.
- Install add-on Tampermonkey for your browser.
- Using add-on's menu add/create a new script.
- In opened window remove all default lines of code ( starts with // ==UserScript== ).
- Drag-and-drop unpacked script file into add-on's new script window
Or
Open unpacked script in text editor, copy all lines of code, paste into add-on's new script window.
- Save script.
- In the current window go to the script's first lines and edit settings to suit you needs ( starts with // vvv SETTINGS vvv // ).
- Script should now work in battles...
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post Feb 26 2019, 17:52
Post #286
SeekerOfDestiny



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I am very sorry for being a dumb turd, but after reading through the whole topic (and finding one apparent post about this, which didn't really answer my question in full) I still don't quite get this setting:

mpboost: 100, spboost: 100, // set to match player stats. add up all bonuses from abilities and capacitor

What exactly am I supposed to calculate? Wisdom + perm stats + eq bonus + mp tank? (I have no stats altering hath perks atm)
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