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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 Apr 18 2019, 01:59
Post #367
sickentide



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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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post Apr 18 2019, 02:11
Post #368
KamuiSeph



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snip

This post has been edited by KamuiSeph: Apr 18 2019, 15:34
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post Apr 18 2019, 03:09
Post #369
sickentide



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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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post Apr 18 2019, 05:00
Post #370
KamuiSeph



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Works like a charm!
Thanks again!
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post Apr 18 2019, 20:53
Post #371
Juggernaut Santa



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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)
Attached File  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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post Apr 18 2019, 21:17
Post #372
Starlight99



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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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post Apr 18 2019, 22:44
Post #373
Noni



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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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post Apr 19 2019, 01:11
Post #374
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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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post Apr 20 2019, 22:49
Post #375
sickentide



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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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post Apr 23 2019, 17:34
Post #376
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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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post Apr 23 2019, 23:05
Post #377
sickentide



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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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post Apr 24 2019, 04:14
Post #378
Lunarika



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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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post Apr 24 2019, 08:02
Post #379
Noni



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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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post Apr 27 2019, 01:14
Post #380
grandioso0



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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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post Apr 27 2019, 10:34
Post #381
mangafans1



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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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post Apr 27 2019, 18:20
Post #382
Noni



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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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post Apr 28 2019, 01:07
Post #383
grandioso0



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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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post Apr 30 2019, 18:19
Post #384
Noni



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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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post Apr 30 2019, 18:54
Post #385
sickentide



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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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post Apr 30 2019, 19:05
Post #386
Noni



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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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