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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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Feb 26 2019, 18:11
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(SeekerOfDestiny @ Feb 26 2019, 16:52)  What exactly am I supposed to calculate?
add up boosts that increase your max mp/sp rather than your base mp/sp, that is only boosts from the tank and armour abilities as well as capacitor
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Feb 26 2019, 19:38
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SeekerOfDestiny
Newcomer
 Group: Gold Star Club
Posts: 29
Joined: 26-October 10

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QUOTE(sickentide @ Feb 26 2019, 17:11)  add up boosts that increase your max mp/sp rather than your base mp/sp, that is only boosts from the tank and armour abilities as well as capacitor
So I got MP Tank Tier 6 (60%) and Light HP/MP Tier 4 (0.4%) so I should add 60.4% as the mpboost value, because I have no capacitor stuff, correct? Man I feel dumber than normal today :x Thank you very much for the explanation already.
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Feb 26 2019, 20:15
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(SeekerOfDestiny @ Feb 26 2019, 18:38)  So I got MP Tank Tier 6 (60%) and Light HP/MP Tier 4 (0.4%) so I should add 60.4% as the mpboost value, because I have no capacitor stuff, correct?
almost. to get the actual boost, you need to multiply the light hp/mp percentage with your proficiency factor. so for example at 150 light armour proficiency, you would get 60% + 15 * 0.4% = 66% it's a bit confusing because the ability description states "0.4% per 10 proficiency" rather than "0.04% per proficiency level", but these are the numbers we have to work with
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Feb 26 2019, 20:47
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SeekerOfDestiny
Newcomer
 Group: Gold Star Club
Posts: 29
Joined: 26-October 10

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QUOTE(sickentide @ Feb 26 2019, 19:15)  almost. to get the actual boost, you need to multiply the light hp/mp percentage with your proficiency factor. so for example at 150 light armour proficiency, you would get 60% + 15 * 0.4% = 66%
it's a bit confusing because the ability description states "0.4% per 10 proficiency" rather than "0.04% per proficiency level", but these are the numbers we have to work with
Totally missed that "per proficiency" bit *sigh* So at 225 light armor proficiency it would be 60% + 22 * 0.4% = 68(.8) (or 69 because 68.8 rounded to 69?) Thank you very much for being so patient with me...
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Feb 26 2019, 21:23
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(SeekerOfDestiny @ Feb 26 2019, 19:47)  So at 225 light armor proficiency it would be 60% + 22 * 0.4% = 68(.8) (or 69 because 68.8 rounded to 69?)
that's right. the script supports decimal points, so you can set it to 68.8, but there is no harm in setting a slightly lower number
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Feb 27 2019, 16:52
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SeekerOfDestiny
Newcomer
 Group: Gold Star Club
Posts: 29
Joined: 26-October 10

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QUOTE(sickentide @ Feb 26 2019, 20:23)  that's right. the script supports decimal points, so you can set it to 68.8, but there is no harm in setting a slightly lower number
Okay, did that. Once again, thank you very much for answering my questions.
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Mar 2 2019, 14:29
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,572
Joined: 12-July 14

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Good heavens, just look at the time! It's rape time time to give a bit of info regarding what's going on with the monster database.
I've made some progress regarding the issues that come with the HV API that is used to provide/register the monster data. According to what I've been able to dig out, the Java machine tends to eat more and more RAM, to have the GC (garbage collector) more and more busy till it saturates the CPU and provokes the famous GC overhead error. In that status, the API becomes practically unable to work at all and stays in an idle state. It would also explain why the delay seemed to be bigger and bigger before the client (player) receives the monster data, until it ultimately stops working at all.
First and foremost, I've allocated it a fixed amount of RAM that is quite high and seems to have the API work for a longer while. I've also modified a small bit in the database setup that is a potential cause of link issues, which in return are very likely a root cause of an expanding memory usage (on top of potential monster data querying failures, which IMHO is a possible cause of entire rounds made of "unscanned" monsters), beyond the monster data stored in the RAM.
Last and not the least, I've also setup the API to have a dump provide a heap dump when the GC overhead occurs, which will help me pinpointing the exact reason what uses so much RAM, and if there are possible optimizations.
This post has been edited by decondelite: Mar 2 2019, 14:31
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Mar 6 2019, 21:54
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,572
Joined: 12-July 14

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Sicken, I've tried one of the new things you've added in a recent version: CODE Bind(KEY_I, HoverAction(Cast('Imperil'))); // Cast Imperil on selected monster, ignore alerts. Bind(KEY_I, HoverAction(Strongest([ToggleHover, Cast('Imperil')]), true)); // Single cast of Imperil, respect alerts. I've tried working around it, setting hoveraction : false earlier in the code, nothing seems to make it work. Well, I'm back to Shift+Z mashing. (IMG:[ invalid] style_emoticons/default/sad.gif) This post has been edited by decondelite: Mar 6 2019, 22:02
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Mar 6 2019, 22:01
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(decondelite @ Mar 6 2019, 20:54)  The action is performed only if the hovering is currently enabled,
that's how it's supposed to work. it's meant to let you change the hover action while functioning like regular hover. the way to use it with default hover disabled is to set hoverAction: false
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Mar 6 2019, 22:03
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,572
Joined: 12-July 14

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Useless for us mages then. it makes one extra key to press instead of holding/not holding shift. Sorry. (IMG:[ invalid] style_emoticons/default/laugh.gif) EDIT: I really, really can't get it to work. Even if I'm using hoveraction : false, one key to toggle hoverplay, I to set it to imperil, shift I to set it as spell casting, nothing works. If you've got a setup that works, can you show it please? This post has been edited by decondelite: Mar 6 2019, 22:09
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Mar 13 2019, 22:51
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Maximum_Carnage
Group: Gold Star Club
Posts: 792
Joined: 27-October 09

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Is it possible to disable left click on monster box but it'd still be active when clicking on spells/skills ? I've tried setting CODE clickLeft: false, but it still attacks when clicking. This post has been edited by Maximum_Carnage: Mar 13 2019, 22:52
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Mar 13 2019, 23:45
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(Maximum_Carnage @ Mar 13 2019, 21:51)  Is it possible to disable left click on monster box but it'd still be active when clicking on spells/skills ?
clickLeft: false means that no override is selected over the default behaviour. i'm not sure how to best disable the default click, would it really be that useful?
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Mar 14 2019, 00:04
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Noni
Group: Catgirl Camarilla
Posts: 13,513
Joined: 19-February 16

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QUOTE(sickentide @ Mar 13 2019, 22:45)  clickLeft: false means that no override is selected over the default behaviour. i'm not sure how to best disable the default click, would it really be that useful?
just override with 'cure' and you'll be fine as well.
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Mar 14 2019, 00:35
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(decondelite @ Mar 6 2019, 21:03)  I really, really can't get it to work. Even if I'm using hoveraction : false, one key to toggle hoverplay, I to set it to imperil, shift I to set it as spell casting, nothing works. If you've got a setup that works, can you show it please?
ah, i see. the hold shift/tap Z equivalent doesn't work here because releasing the toggle hover key resets the hover action to its default. changing this behaviour will take a bit of work, but i'll look into it. this is probably what you're using already, but it's the best i can come up with at this moment: CODE hoverAction: Strongest([Cast('Ragnarok'), Cast('Disintegrate'), Cast('Corruption')]), hoverShiftAction: Strongest([ToggleHover, Cast('Imperil')]), // ... Bind(KEY_Z, ToggleHover); Bind(KEY_Z, Shift, ToggleHover); sorry for the late reply, i didn't catch your edit
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Mar 14 2019, 09:17
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Maximum_Carnage
Group: Gold Star Club
Posts: 792
Joined: 27-October 09

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QUOTE(sickentide @ Mar 13 2019, 22:45)  clickLeft: false means that no override is selected over the default behaviour. i'm not sure how to best disable the default click, would it really be that useful?
QUOTE(DJNoni @ Mar 13 2019, 23:04)  just override with 'cure' and you'll be fine as well.
I wanted to disable it because i have a habit clicking on monster when Monsterbation stops hover (low vitals or sparked) and this got me dead several times (it was no problem for melee, but doesn't work on mage). But OK. I'll try to fight it (IMG:[ invalid] style_emoticons/default/tongue.gif)
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Mar 14 2019, 09:19
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Drksrpnt
Group: Gold Star Club
Posts: 3,551
Joined: 27-December 10

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I've noticed with this patch, 1.2.4.3, (compared to 1.2.4.0) that after a riddlemaster every single action makes the screen reload the hp bars and such, making it flicker. Maybe it's because my computer is shit but on the old patch I was using that didn't happen.
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Mar 14 2019, 09:37
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tox01
Group: Gold Star Club
Posts: 567
Joined: 16-April 09

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QUOTE(Drksrpnt @ Mar 14 2019, 09:19)  I've noticed with this patch, 1.2.4.3, (compared to 1.2.4.0) that after a riddlemaster every single action makes the screen reload the hp bars and such, making it flicker. Maybe it's because my computer is shit but on the old patch I was using that didn't happen.
Same problem. Using Firefox 65.0.1 + Tampermonkey 4.8. Not sure that problem lies with 1.2.4.3 (as I updated to it only recently). Usually happens after Riddlemaster (but not 100%) and persists across battles. For me it happened in December 2018. After updating Windows 10 to 1809 and Firefox to 64(?). And I think I tried disabling addons with scripts at that time and it was still flickering... But I'm not sure. No problem in Chrome. Update: Disabled Tampermonkey. Entered battle. No Riddlemaster. No flickering. Enabled Greasemonkey (scripts: HVToolBox, Live ranges). Reloaded page -> started to flicker. Disabled Greasemonkey. Reloaded page -> continues to flicker. Update 2: Disabled Tampermonkey and Greasemonkey. Entered battle. No Riddlemaster. No flickering. Reloaded page -> started to flicker. This post has been edited by tox01: Mar 14 2019, 09:59
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Mar 14 2019, 15:51
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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hmm, flickering in firefox... and any other browsers? i will have to see if i can reproduce it and if the script interacts with it in any way
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Mar 15 2019, 01:20
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xesxesgnik
Group: Gold Star Club
Posts: 1,228
Joined: 28-April 14

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Hello~~ Is there a quick tweak I could do to code to have usableBlink applied to health gem as well? Thank you~ CODE usableBlink: true, // mana and spirit gems and potions on the quickbar blink when usable to their full effect
This post has been edited by Saioux: Mar 15 2019, 01:21
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Mar 15 2019, 08:20
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Drksrpnt
Group: Gold Star Club
Posts: 3,551
Joined: 27-December 10

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The flickering stopped today, I dunno what caused it in the first place but it's over. So, probably nothing to do with the script.
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