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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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Oct 28 2019, 19:16
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Noni
Group: Catgirl Camarilla
Posts: 13,154
Joined: 19-February 16

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QUOTE(blue penguin @ Oct 28 2019, 15:07)  It is random of me posting here but I just saw this thread.
Sounds like a missing unicode glyph to me. Try changing the default display font for the browser. (I'm assuming monsterbation does not perform font downloads on the fly, so I may be quite wrong)
aye, it was me opening the txt in browser and copy paste into tampermonkey. If I just download the file, and then rename to .js and drag into tampermonkey, the font is displayed correctly. Edit: I changed the position (around row 995) to CODE '#cfgbutton { position: absolute; top: 673px; left: to make it look like this: This post has been edited by DJNoni: Oct 28 2019, 19:22
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Nov 9 2019, 07:37
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RandomGuy988
Newcomer
 Group: Recruits
Posts: 17
Joined: 5-April 16

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Sorry if this sounds dumb, but if it has a red +50% (so fire) on the monsters scan info, that means its resistant against fire yes, and I should use spells that have the damage type the monsters have a -% on?
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Nov 9 2019, 09:17
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Noni
Group: Catgirl Camarilla
Posts: 13,154
Joined: 19-February 16

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QUOTE(RandomGuy988 @ Nov 9 2019, 06:37)  Sorry if this sounds dumb, but if it has a red +50% (so fire) on the monsters scan info, that means its resistant against fire yes, and I should use spells that have the damage type the monsters have a -% on?
theoretically. However, this game does not really work when you want to use more than one element for spell attack. Because spells take time, and can be resisted, and don't do that much damage without any mage gear, you are better off just sticking to attack with rapier or shortsword. If you do want to use spells, you need to have a staff that matches one element. Then you need cottons for proficiency for that element. And phase gear to get more of that elemental damage. Then mage can work. Sorry, but scanning and then using a specific spell for a specific monster will not work.
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Nov 9 2019, 09:34
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RandomGuy988
Newcomer
 Group: Recruits
Posts: 17
Joined: 5-April 16

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QUOTE(DJNoni @ Nov 9 2019, 09:17)  theoretically. However, this game does not really work when you want to use more than one element for spell attack. Because spells take time, and can be resisted, and don't do that much damage without any mage gear, you are better off just sticking to attack with rapier or shortsword. If you do want to use spells, you need to have a staff that matches one element. Then you need cottons for proficiency for that element. And phase gear to get more of that elemental damage. Then mage can work.
Sorry, but scanning and then using a specific spell for a specific monster will not work.
Ah so its more "major in an element" and then anything thats not that weak to said element I should use other attacks for?
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Nov 9 2019, 10:15
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uareader
Group: Catgirl Camarilla
Posts: 5,592
Joined: 1-September 14

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I feel like "selectLog" option isn't strong enough.If I end a round with clicks rather than hovering, I may still click the part that close everything and not see the report. Do you think an option, to move the "icon" to click to close everything below monsters, would be possible, both technically and according to the rules?
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Nov 9 2019, 10:32
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RandomGuy988
Newcomer
 Group: Recruits
Posts: 17
Joined: 5-April 16

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How would I get numpad to work? I've tried NUMPAD_1 instead of KEY_1 but didnt work, [ keycode.info] https://keycode.info/ says I should use Numpad1 edit: nevermind, had to manually add the keys and keycodes. All working now This post has been edited by RandomGuy988: Nov 9 2019, 10:41
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Nov 9 2019, 11:01
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uareader
Group: Catgirl Camarilla
Posts: 5,592
Joined: 1-September 14

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QUOTE(sickentide @ Oct 28 2019, 07:32)  umm... err... this is what it's supposed to look like...  it's meant to let you access the settings, change profiles with a single click and change views if multiple elements occupy the space next to the monsters At line 1756 of the script, replacing the value for innerHtml by '\u2699' would display the gear properly. For end-users, they could write directly '⚙' or '⚙️' or '⚙👁' or '⚙️👁️' if they are seeing something that make sense in that sentence. Note that in my case, with the font I'm using, 2 characters cannot fit, so for users, you would have to experiment. This post has been edited by uareader: Nov 9 2019, 11:15
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Nov 9 2019, 18:17
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Fudo Masamune
Group: Gold Star Club
Posts: 1,636
Joined: 2-February 10

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QUOTE(RandomGuy988 @ Nov 9 2019, 14:34)  Ah so its more "major in an element" and then anything thats not that weak to said element I should use other attacks for?
no, if you mage you choose one element and use that and only that element spell for everything - except on very niche case which you deliberately not doing that for out of norms reason. for anything that not weak to the said element you decrease their resistance by various means. further question and more details ask on ask the expert thread on the hentaiverse chat subforum
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Nov 10 2019, 20:44
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(uareader @ Nov 9 2019, 09:15)  Do you think an option, to move the "icon" to click to close everything below monsters, would be possible, both technically and according to the rules?
how about moving the end-of-battle popup? at line 1909: CODE btcp.setAttribute('style', 'display: block; height: auto; min-height: 120px; max-height: 621px; overflow: auto'); set the left parameter to suit your taste: CODE btcp.setAttribute('style', 'display: block; height: auto; min-height: 120px; max-height: 621px; overflow: auto; left: 215px'); QUOTE(uareader @ Nov 9 2019, 10:01)  At line 1756 of the script, replacing the value for innerHtml by '\u2699' would display the gear properly.
very good, i did not expect text file embedding to garble unicode. fixed for the upcoming release, if you want the eye to display now without downloading the file, you can replace it with '\uD83D\uDC41' at lines 1249 and 1552 This post has been edited by sickentide: Nov 10 2019, 20:51
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Nov 10 2019, 23:23
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uareader
Group: Catgirl Camarilla
Posts: 5,592
Joined: 1-September 14

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QUOTE(sickentide @ Nov 10 2019, 19:44)  very good, i did not expect text file embedding to garble unicode. fixed for the upcoming release, if you want the eye to display now without downloading the file, you can replace it with '\uD83D\uDC41' at lines 1249 and 1552 I think '\u{1f441}' may work too, but that would require testing (I'm sure I've used that syntax, but I don't remember what I was testing at the time)
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Nov 11 2019, 01:33
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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^^^ that works too look who's come to decorate your gundam's cockpit! more garish colours for you to gawk at and customise!
HentaiverseMonsterbation.1.3.2.0.user.js.txt ( 155.6k )
Number of downloads: 19041this is the kind of idiotic shit only a mace user could come up with... monsters can now be highlighted based on how boned they are, from lightly boned, through moderately boned, all the way to completely boned. welcome to bonertown!
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Nov 12 2019, 17:14
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uareader
Group: Catgirl Camarilla
Posts: 5,592
Joined: 1-September 14

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I tweaked the latest version so the coloring for stun also apply to sleep (thus showing "disabled monsters" instead). Disappointment: this coloring rely on effects icons, and when the status bar is full, missing icons are not "hidden", they are "inexistent", so the background color just disappear when Imperil get out of sight. I guess nothing could be done about that unless there's a change game side (IMG:[ invalid] style_emoticons/default/sad.gif)
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Nov 12 2019, 20:28
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(uareader @ Nov 12 2019, 16:14)  I guess nothing could be done about that unless there's a change game side (IMG:[ invalid] style_emoticons/default/sad.gif) yup, this is a limitation of the base game. it could be circumvented by checking the log to keep track of status conditions, but is monsters having more than 6 effects a big enough use case to warrant the additional processing?
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Nov 21 2019, 18:25
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uareader
Group: Catgirl Camarilla
Posts: 5,592
Joined: 1-September 14

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QUOTE(sickentide @ Nov 10 2019, 19:44)  how about moving the end-of-battle popup? at line 1909: CODE btcp.setAttribute('style', 'display: block; height: auto; min-height: 120px; max-height: 621px; overflow: auto'); set the left parameter to suit your taste: CODE btcp.setAttribute('style', 'display: block; height: auto; min-height: 120px; max-height: 621px; overflow: auto; left: 215px'); I looked into it, and finally undid the thing moving to the left (since it hide the other log), and applied directly what I was thinking of, with that: CODE document.getElementById('pane_monster').after(document.querySelector('img[src$="finishbattle.png"]')); I set that around line 1077 (before a "return"). The thing won't always be at the same time (depend on the height of monster pane), but what matter is that no click aimed at a monster may accidentally close everything (with selectLog option). That's only a quickfix for myself, would need to be made in a more polished way (and possibly be elsewhere in code) if it became a feature.edit: Oops don't use that.If the log box on the right is too big, then the element to click don't appear at all.edit2: replaced the previous code by CODE document.getElementById('pane_effects').lastElementChild.after(document.querySelector('img[src$="finishbattle.png"]')); Not sure I will get used for the button to be here, and it work only because I always have IA and other buffs on at all time, but I will try to get used to it like that. It's too bad the hentaiverse has this weird style where it is compatible neither with smaller or bigger surface of display though, would make things easier. This post has been edited by uareader: Nov 22 2019, 01:37
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Nov 21 2019, 21:23
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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bonertime
HVCrunkJuice.1.3.0.user.js.txt ( 48.47k )
Number of downloads: 44296here's a quick enchant menu that you can enable under the "Enchant" menu item. i'm sure such functionality already exists in other scripts, but i wanted one that behaves exactly the way i want: enchantments are applied or reapplied up to the specified duration. no nonsense, no hidden polling of your equipment and item stocks, there is simply a timer for the last used quick enchantment and if materials are lacking it will simply perform as much of the enchantment as it can. i feel that monitoring resources is something that should be done by a separate, comprehensive feature that i may add some other time but that's not the real boner. this is it: users: "would it be possible to shrink the whole non-combat UI to one side?" sssss2: "not bloody likely" me:  now this is one feature that absolutely requires the use of a custom font, and possibly a non-unusual one at a modest font size  i don't expect people to use this over utils, or even endorse such nonsense, as crunk juice serves to fill a different niche, but maybe this will get some crafty minds to consider adding something similar to other scripts oh, and the monster database search is disabled for now. if all goes well, it will be back in due time
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Nov 22 2019, 08:32
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zeek17
Lurker
Group: Lurkers
Posts: 3
Joined: 19-May 11

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What do I need to chande in script to disable click-on-hover in random encounter and ring of blood - basically 1-round battles?
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Nov 22 2019, 16:35
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uareader
Group: Catgirl Camarilla
Posts: 5,592
Joined: 1-September 14

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Today I discovered one interesting thing: for "colours" list values, it is possible to set CODE 'linear-gradient(color1, color2)' as a value instead of 'colorname'. Probably stun+imperil is what can benefit the more from it. May be worth mentioning that in the comments maybe? @zeek17: there should be a keyboard key bound to "toggle hover" action. This post has been edited by uareader: Nov 22 2019, 16:36
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Nov 22 2019, 17:02
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(uareader @ Nov 22 2019, 15:35)  Today I discovered one interesting thing: for "colours" list values, it is possible to set CODE 'linear-gradient(color1, color2)' as a value instead of 'colorname'. ah yes, good idea QUOTE(uareader @ Nov 22 2019, 15:35)  @zeek17: there should be a keyboard key bound to "toggle hover" action.
yes, that's the most practical solution. or if you want to use different settings altogether, you can create a profile on an unused equipment set and select the profile manually before entering 1-round challenges
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Nov 24 2019, 18:02
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,571
Joined: 12-July 14

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Hi dude. I'm finally DLing 1.3 to set it up after 1.2, and I've noticed one little thing: you haven't updated the commented actions (such as hoverShiftAction) to have them written in quotes.
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Nov 24 2019, 23:34
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(decondelite @ Nov 24 2019, 17:02)  Hi dude. I'm finally DLing 1.3 to set it up after 1.2, and I've noticed one little thing: you haven't updated the commented actions (such as hoverShiftAction) to have them written in quotes.
ah, right. thanks
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