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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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Apr 18 2019, 01:59
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(Hakrei @ Apr 18 2019, 01:58)  After updating to the newest version of monsterbation I was wondering if there's an option to stop auto hover during channel and/or gem drops like the earlier version
this has been determined to be against the rules, sorry
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Apr 18 2019, 02:11
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KamuiSeph
Group: Gold Star Club
Posts: 2,076
Joined: 29-August 08

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snip
This post has been edited by KamuiSeph: Apr 18 2019, 15:34
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Apr 18 2019, 03:09
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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ah, it seems to be this part: CODE Bind(KEY_S, Toggle('Spirit'))Bind(KEY_Q, Shift, ToggleHover); try changing it to this and see if it works: CODE Bind(KEY_S, Toggle('Spirit'));Bind(KEY_Q, Shift, ToggleHover);
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Apr 18 2019, 05:00
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KamuiSeph
Group: Gold Star Club
Posts: 2,076
Joined: 29-August 08

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Works like a charm! Thanks again!
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Apr 18 2019, 20:53
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Juggernaut Santa
Group: Gold Star Club
Posts: 11,135
Joined: 26-April 12

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QUOTE(sickentide @ Mar 28 2019, 17:29)  Q: what kind of killer feature will get users to switch to a version using the new monster database?
This: QUOTE(Juggernaut Santa @ Apr 18 2019, 20:41)  monster name replacer QUOTE(t_t_z @ Mar 2 2019, 22:02)  Well, here's a simple version of Monsterbation I brushed up with randomized names (changeable in line 1654 starting with "var possible_names = ..."). You'd want to copy/paste your settings from previous. Possibly have bugs or such, didn't do extensive testing. Changes were: - Adding var possible_names and function RandomizeMonsterNames() (line 1654)
- Adding localStorage.removeItem('HVrandomnames') after every localStorage.removeItem('HVmonsterData') (line 569, 1626, 1638)
- Calling RandomizeMonsterNames() at the end of every Enhance() and Observe() (line 546, 595)
HentaiverseMonsterbation.1.2.4.3__random_names_.user.js.txt ( 107.16k )
Number of downloads: 13(maybe with a way to set multiple lists for different enemy types, or at least an extra list for enemy bosses custom names so they can't get the names of normal monsters...if this is possible of course, having a chance to change bad monsters' names at all is already plenty (IMG:[ invalid] style_emoticons/default/biggrin.gif)) (IMG:[ invalid] style_emoticons/default/biggrin.gif)
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Apr 18 2019, 21:17
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Starlight99
Group: Gold Star Club
Posts: 392
Joined: 9-November 18

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monsterInfo: true, // show monster data from decondelite's database
what is the problem caused by the information can not be displayed. my personal problem ? or server problem?
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Apr 18 2019, 22:44
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Noni
Group: Catgirl Camarilla
Posts: 13,512
Joined: 19-February 16

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QUOTE(Starlight99 @ Apr 18 2019, 21:17)  monsterInfo: true, // show monster data from decondelite's database
what is the problem caused by the information can not be displayed. my personal problem ? or server problem?
server problem: decon told us that the API is down / broken. We need to make a new one that is more stable.
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Apr 19 2019, 01:11
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Starlight99
Group: Gold Star Club
Posts: 392
Joined: 9-November 18

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QUOTE(DJNoni @ Apr 19 2019, 04:44)  server problem: decon told us that the API is down / broken. We need to make a new one that is more stable.
thx hope everything will be better
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Apr 20 2019, 22:49
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(Juggernaut Santa @ Apr 18 2019, 20:53)  since it's purely cosmetic it should probably be a separate script, and way down on the priority list, but i'll think about it
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Apr 23 2019, 17:34
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Starlight99
Group: Gold Star Club
Posts: 392
Joined: 9-November 18

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Hey,thank you for your help. What should I do to move the quickbarBesideMonsters to the left of the monster? (IMG:[ s2.ax1x.com] https://s2.ax1x.com/2019/04/23/EEhYtK.png) -------- riddleRight: false, // shrink riddlemaster to the right After I tried many different combinations of settings, I still didn't find the difference between false and true. What should be the effect of that? now,my settings: QUOTE effectsAboveMonsters: false, vitalsAboveMonsters: false, quickbarBesideMonsters: false, riddleRight: false, condenseLeft: true,
Thanks
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Apr 23 2019, 23:05
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(Starlight99 @ Apr 23 2019, 17:34)  What should I do to move the quickbarBesideMonsters to the left of the monster?
lines 938-939: CODE 'position: absolute; z-index: 1; } #battle_right { left: -7px !important; top: 107px !important; }' + '#pane_quickbar { display: flex; position: absolute; left: -212px; top: 69px; width: 203px; }' : change them to: CODE 'position: absolute; z-index: 1; } #battle_right { left: 149px !important; top: 107px !important; }' + '#pane_quickbar { display: flex; position: absolute; left: -586px; top: 69px; width: 203px; }' : and possibly adjust the numbers to fit your other adjustments QUOTE(Starlight99 @ Apr 23 2019, 17:34)  What should be the effect of that?
it should basically do what you would expect, but condenseLeft overrides it
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Apr 24 2019, 04:14
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Lunarika
Group: Gold Star Club
Posts: 331
Joined: 2-April 12

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Is it against the rules to make auto-hover stop on buffs like regen, heartseeker, channeling about to expire?
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Apr 24 2019, 08:02
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Noni
Group: Catgirl Camarilla
Posts: 13,512
Joined: 19-February 16

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QUOTE(Lunarika @ Apr 24 2019, 04:14)  Is it against the rules to make auto-hover stop on buffs like regen, heartseeker, channeling about to expire?
regen, hearthseeker - that is allowed. For regen, it's: alertBuffs: /(regen.png), stopOnBuffsExpiring: true, channeling is not a buff that you cast yourself, and it's not allowed to stop auto-hover on expiration of that.
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Apr 27 2019, 01:14
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grandioso0
Newcomer
 Group: Members
Posts: 42
Joined: 28-April 13

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Hi I tried using the script on Firefox with GreaseMonkey but I'm having trouble
The scripts itself works fine during battle, but somehow it makes me go to the login screen after each round. Is there any limitation of script usage for new or inactive players or is it more likely to be a problem with my browser settings?
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Apr 27 2019, 10:34
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mangafans1
Group: Members
Posts: 234
Joined: 10-October 17

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QUOTE(grandioso0 @ Apr 27 2019, 01:14)  Hi I tried using the script on Firefox with GreaseMonkey but I'm having trouble
The scripts itself works fine during battle, but somehow it makes me go to the login screen after each round. Is there any limitation of script usage for new or inactive players or is it more likely to be a problem with my browser settings?
i also newbie player but never got this situation or just try again with chrome browser ? (IMG:[ invalid] style_emoticons/default/unsure.gif)
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Apr 27 2019, 18:20
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Noni
Group: Catgirl Camarilla
Posts: 13,512
Joined: 19-February 16

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QUOTE(grandioso0 @ Apr 27 2019, 01:14)  Hi I tried using the script on Firefox with GreaseMonkey but I'm having trouble
The scripts itself works fine during battle, but somehow it makes me go to the login screen after each round. Is there any limitation of script usage for new or inactive players or is it more likely to be a problem with my browser settings?
I suspect this is a problem with your browser. - In my experience, Greasemonkey works less well than Tampermonkey - Firefox should work, but you could try if chrome works better - Never heard anyone complain about having to log in all the time. Are you running any scripts or add-ons that have to do with logging in? If so, disable them.
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Apr 28 2019, 01:07
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grandioso0
Newcomer
 Group: Members
Posts: 42
Joined: 28-April 13

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QUOTE(mangafans1 @ Apr 27 2019, 10:34)  i also newbie player but never got this situation or just try again with chrome browser ? (IMG:[ invalid] style_emoticons/default/unsure.gif) QUOTE(DJNoni @ Apr 27 2019, 18:20)  I suspect this is a problem with your browser. - In my experience, Greasemonkey works less well than Tampermonkey - Firefox should work, but you could try if chrome works better - Never heard anyone complain about having to log in all the time. Are you running any scripts or add-ons that have to do with logging in? If so, disable them.
Thanks for the reply. After changing GreaseMonkey to Tampermonkey, the script works just fine. I'm still not sure why GreaseMonkey didn't work for me but problem solved (IMG:[ invalid] style_emoticons/default/biggrin.gif) Thanks again for the help and thanks for the script (IMG:[ invalid] style_emoticons/default/smile.gif)
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Apr 30 2019, 18:19
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Noni
Group: Catgirl Camarilla
Posts: 13,512
Joined: 19-February 16

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Bug in 1.3.0.1 Riddlemaster expiration will stop monsterbation completely, can't understand why. CODE expireNoblink: false, // disable blinking of expiring effects showDurations: true, // show effect durations stackBorder: true, // show effect stacks as border thickness rather than numbers alertColours: true, // change background colours according to alert conditions alertBackground: false, // whole background instead of relevant area for alert colours alertBuffs: /(regen.png|arcanemeditation.png|darkinfusion.png|sparklife_scroll.png|protection.png|protection_scroll.png)/, and in settings, there is only: CODE [object Object] critical buffs ? can only left click (which then uses 'attack' - not what monsterbation has bound to left click) until the blinking riddlemaster disappears. Edit: same behaviour for mana draught, blinking stops monsterbation. Not in my critical buffs or alertBuffs. Edit2: didn't wait for other draughts to expire, but I expect the same behavior. I switched to an old version now. This post has been edited by DJNoni: Apr 30 2019, 18:31
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Apr 30 2019, 18:54
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(DJNoni @ Apr 30 2019, 18:19)  Riddlemaster expiration will stop monsterbation completely, can't understand why.
ahh, this might have an easy solution: in order to work with the interface, some settings had to be changed from regexps/functions to strings. so you should be able to fix this by enclosing your alertBuffs setting in quotes, then possibly bring up the interface and clear the critical buffs field and save on the base profile and every profile where you have changed the setting This post has been edited by sickentide: Apr 30 2019, 18:57
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Apr 30 2019, 19:05
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Noni
Group: Catgirl Camarilla
Posts: 13,512
Joined: 19-February 16

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QUOTE(sickentide @ Apr 30 2019, 18:54)  ahh, this might have an easy solution: in order to work with the interface, some settings had to be changed from regexps/functions to strings. so you should be able to fix this by enclosing your alertBuffs setting in quotes, then possibly bring up the interface and clear the critical buffs field and save on the base profile and every profile where you have changed the setting
simple? (IMG:[ invalid] style_emoticons/default/blink.gif) Option 1: CODE alertBuffs: '/(regen.png|arcanemeditation.png|darkinfusion.png|sparklife_scroll.png|protection.png|protection_scroll.png)/', Option 2: CODE alertBuffs: /'(regen.png|arcanemeditation.png|darkinfusion.png|sparklife_scroll.png|protection.png|protection_scroll.png)'/, Option 3: CODE alertBuffs: /('regen.png'|'arcanemeditation.png'|'darkinfusion.png'|'sparklife_scroll.png'|'protection.png'|'protection_scroll.png')/, Option 4: CODE alertBuffs: "/(regen.png|arcanemeditation.png|darkinfusion.png|sparklife_scroll.png|protection.png|protection_scroll.png)/", I know nothing of JS... any more hints? Edit: I went for option 4, and got this error when blinking: CODE userscript.html?id=a5797d02-c141-420c-990c-0a81b706a30b:1172 Uncaught TypeError: cfg.alertBuffs.test is not a function at Durations (userscript.html?id=a5797d02-c141-420c-990c-0a81b706a30b:1172) at MutationObserver.Observe (userscript.html?id=a5797d02-c141-420c-990c-0a81b706a30b:1051) This post has been edited by DJNoni: Apr 30 2019, 19:14
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