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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 Mar 14 2019, 09:17
Post #301
Maximum_Carnage



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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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post Mar 14 2019, 09:19
Post #302
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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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post Mar 14 2019, 09:37
Post #303
tox01



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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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post Mar 14 2019, 15:51
Post #304
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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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post Mar 15 2019, 01:20
Post #305
xesxesgnik



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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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post Mar 15 2019, 08:20
Post #306
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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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post Mar 15 2019, 09:46
Post #307
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QUOTE(Drksrpnt @ Mar 15 2019, 08:20) *

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.

It may return... -__-;
Let's hope not...

My experience: it's not constant (may flicker and may not) and there are different levels and power of flickering.

This post has been edited by tox01: Mar 15 2019, 09:47
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post Mar 16 2019, 06:25
Post #308
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QUOTE(tox01 @ Mar 15 2019, 03:46) *

It may return... -__-;
Let's hope not...

My experience: it's not constant (may flicker and may not) and there are different levels and power of flickering.


Yeah it started flickering again today, but only very lightly. So, it's not something that fixed itself. Weird.
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post Mar 16 2019, 06:55
Post #309
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When it starts flickering I switch to alt.hentaiverse, and that always helps. Might be some cache issue, that's unrelated to the script, also using FF.

Sickentide, since you are still developing this, could you add .cooldown style element to monsterBar? (the thing that shows skill icon next to monsters) It would be useful for me to see a cooldown in different place other than hotbar.

This post has been edited by Nayas: Mar 16 2019, 06:57
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post Mar 18 2019, 01:02
Post #310
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QUOTE(Saioux @ Mar 15 2019, 00:20) *

Is there a quick tweak I could do to code to have usableBlink applied to health gem as well?

after line 639 there are two sections that look like this:
CODE
        if ( (gem[3] === 0 && mp < 0.5+0.5*cfg.mpboost/(cfg.mpboost+100)) ||
             (gem[3] === 1 && sp < 0.75+0.25*cfg.spboost/(cfg.spboost+100)) ) {

replace the first with this:
CODE
        if ( (gem[3] === 0 && mp < 0.5+0.5*cfg.mpboost/(cfg.mpboost+100)) ||
             (gem[3] === 1 && sp < 0.75+0.25*cfg.spboost/(cfg.spboost+100)) ||
             (gem[2] === '/y/e/healthpot.png' && document.querySelector('img[src$="green.png"]').clientWidth/414 < 0.5) ) {

and the second with this:
CODE
        if ( (gem[3] === 0 && mp < 0.5+0.5*cfg.mpboost/(cfg.mpboost+100)) ||
             (gem[3] === 1 && sp < 0.75+0.25*cfg.spboost/(cfg.spboost+100)) ||
             (gem[2] === '/y/e/healthpot.png' && document.querySelector('img[src$="green.png"]').clientWidth/496 < 0.5) ) {

you may wish to change the 0.5 at the end with your threshold of choice

QUOTE(Nayas @ Mar 16 2019, 05:55) *

Sickentide, since you are still developing this, could you add .cooldown style element to monsterBar? (the thing that shows skill icon next to monsters) It would be useful for me to see a cooldown in different place other than hotbar.

i put this on the list of things to look into, but i'll have to get clever about making it work efficiently, since it may add up to 40 cooldown elements to the page

This post has been edited by sickentide: Mar 18 2019, 01:03
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post Mar 18 2019, 02:38
Post #311
xesxesgnik



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I guess they are keeping track of how much health is on for utilitarian style and normal style? awesome! Thank you so much for your help (IMG:[invalid] style_emoticons/default/biggrin.gif).

If you don't mind, may I ask for one more favor?

QUOTE(Saioux @ Mar 17 2019, 19:28) *

Died on round 145 because I tried to cast protection right after sol proced lmao. Fuck my life...

Is it possible to have non-target spells, i.e. buff like protection, to respect alerts??



QUOTE(KamuiSeph @ Mar 17 2019, 19:34) *

Yeah....
I'd love just a fucking "can't do anything if sparked except for cure/full-cure/health draught/potion/elixir/last elixir/drain"

I have definitely cast regen instead of cure by accident at least once.


Is there a way to resolve this issue? That is, is it possible to have non-target spells respect alert? I think it's 99% of the reasons why one gets defeated lol.

EDIT:

QUOTE(sickentide @ Mar 17 2019, 20:45) *

sorry, this has come up before and it would be too much of a bot thing


Dang okay okay. Guess I should be just more careful lol...

This post has been edited by Saioux: Mar 18 2019, 03:12
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post Mar 18 2019, 02:45
Post #312
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sorry, this has come up before and it would be too much of a bot thing
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post Mar 18 2019, 10:16
Post #313
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Could you add respect alerts to Strongest()
For example, like latest version L251
CODE
    // Bind(KEY_1, Strongest([TargetMonster(0), Cast('Imperil')])); -- Cast Imperil on monster A.

I bind q w e for imp target 1 3 7
Sometimes after round, i just press 1 2 3 naturally, so if 1st imp break my spark of life, probably the next two action make myself to die

This post has been edited by Dk2017: Mar 18 2019, 10:17
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post Mar 18 2019, 20:22
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QUOTE(Dk2017 @ Mar 18 2019, 09:16) *

Could you add respect alerts to Strongest()
For example, like latest version L251
CODE
    // Bind(KEY_1, Strongest([TargetMonster(0), Cast('Imperil')])); -- Cast Imperil on monster A.

I bind q w e for imp target 1 3 7
Sometimes after round, i just press 1 2 3 naturally, so if 1st imp break my spark of life, probably the next two action make myself to die


No. Please stop asking this, everyone! It is explicitly forbidden by admin.
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post Mar 23 2019, 11:30
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QUOTE
// monsters that haven't been scanned in this number of days will be highlighted


Anyway to just set this to false?
It keeps flagging FSM and schoolgirls and random shit that I know I scanned myself like a day ago.

I have scanTime = 365, and the shit still happens.
Usually the first round of any arena/IW/fest and most of RE's will highlight monsters that have been scanned a million times by me and by other people ~_~
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post Mar 23 2019, 13:15
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the way to disable it is to set submitScans: false, but the behaviour you describe sounds like an error with the database that may be in the process of being fixed
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post Mar 24 2019, 01:30
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QUOTE(sickentide @ Mar 23 2019, 11:15) *

the way to disable it is to set submitScans: false, but the behaviour you describe sounds like an error with the database that may be in the process of being fixed

The database is fine ATM. He's probably having a slow response time due to network issues or something wrong on his own computer. Happens more or less frequently.

When there is an issue with the database, you're pretty much guaranteed to know about it within the day, since I highlight PL2250 monsters when I play.
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post Mar 27 2019, 20:58
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Hi everyone.

Simple question: is there a way to get this working in Chrome for Android? I can't seem to find any extension system for that browser, and the Tampermonkey app (which is a browser) sucks ass.

Thanks in advance.
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post Mar 28 2019, 00:14
Post #319
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i don't know about chrome, but if using firefox for android is an option, that can use the tampermonkey add-on
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post Mar 28 2019, 17:29
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Q: what kind of killer feature will get users to switch to a version using the new monster database?

A: Attached File  HentaiverseMonsterbation.1.3.0.user.js.txt ( 146.43k ) Number of downloads: 2050
[attachembed=129075]

this is the real mclownsy. not only does it do what you would expect, with multiple profiles so you no longer have to run multiple installs of the script, you can also set it to switch profiles automatically when you change persona or equipment set. i won't stand for automatic, unprompted loading in the background, so you will have to look at the character page once and the equipment page for each persona to prime it. if you use a script to switch sets that bypasses the default ui, i recommend modifying that script to do the switching for you. it's a simple manipulation of the localStorage.HVmbp object as demonstrated in the ProfileSwitch function

you can also use the automatic profile switching independent from the interface by editing the script text directly, and dump your settings in raw text format for easy cut & baste between multiple turkeys, and the interface can be brought up during battle with the press of a button

unfortunately, this Great Convenience (大便) comes with some small drawbacks: i changed the format of some settings to allow for clean manipulation: expressions and functions are now stored as strings, all colours are now disabled by setting them to false, monsterHighlight and monsterKeywords have been rolled into one, cdTopAdjust and cdFontSize are gone, ajaxIntervals is disabled by setting it to 0 and monsterBar is turned off by setting it to []. the default bind setting is now a multiline string; if your browser does not support this, you can replace the line breaks with concatenations

and there's more: i have added a few settings to let you shrink the view to either side, allowing for more efficient viewing of pornographic materials and semi-erotic content during play. there's the Any modifier allowing for more concise bindings, and there's a small performance tweak, thanks to tox01 alerting me that style.width is faster than clientWidth

this update is straight out of development hell. if you come up with some idiotic use case that i haven't thought of and run into trouble, please do let me know. if changing a setting breaks things, you can reset it to the default by blanking its field and saving. i am aware of the interference with the monster database search, this is something that will have to be addressed in a crunk juice update, but fist i'd like to ask:

it would facilitate development and reduce the need to reuse code if i were to roll monsterbation and crunk juice back into one. would you be all right with this if i add two global settings at the top: one to enable combat features, turned on by default, and one to enable out-of-combat features, turned off by default?
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