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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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Nov 9 2019, 11:01
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uareader
Group: Catgirl Camarilla
Posts: 5,594
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: 5,594
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: 19403this 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: 5,594
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: 5,594
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: 47341here'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: 5,594
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: 7,572
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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Nov 27 2019, 22:08
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uareader
Group: Catgirl Camarilla
Posts: 5,594
Joined: 1-September 14

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QUOTE(zeek17 @ Nov 22 2019, 07:32)  What do I need to chande in script to disable click-on-hover in random encounter and ring of blood - basically 1-round battles?
I just checked, and the very first line in the battle log (from the bottom) feature the name of the battle you're in (checked Arena, Grindfest and Item World, probably apply to Ring of Blood and Random Encounter too). In theory, it should be possible to set a variable based on that at beginning of fight, and clear it at end, then do stuff differently based on that. You may want to elaborate what kind of options you would want based on this to have a chance to see the feature being born in official script. Also if you close a battle and reopen it later, then it would definitely lose the information, possibly that being a reason this kind of feature don't exist already. edit: I found an use for myself, so here's what I did to detect battle type: around line 1050, in function Observe, before "return", add CODE currentBattleType = null; a bit later, between the "}" and "hovering = false;" add CODE else { if(currentBattleType == null) { if(!log.firstElementChild.lastElementChild.innerHTML.includes('Initializing')) { currentBattleType = "ongoing unknown battle type"; } else if(log.firstElementChild.lastElementChild.innerHTML.includes('random encounter')) { currentBattleType = "random encounter"; } else if(log.firstElementChild.lastElementChild.innerHTML.includes('Item World')) { currentBattleType = "item world"; } else if(log.firstElementChild.lastElementChild.innerHTML.includes('arena challenge')) { currentBattleType = "arena"; } else if(log.firstElementChild.lastElementChild.innerHTML.includes('Grindfest')) { currentBattleType = "grindfest"; } else { currentBattleType = "ring of blood"; } } } and finally, around line 676, after "csp = false" and before ";", add CODE , currentBattleType = null I didn't check the line for ring of blood, so it's the final possibility, would fail if new battle type was added. For the "disable click-on-hover" part, not sure what would be the good place in code to add this (not even 100% sure the Observe function was the best place to put all this code, since it's 1 useless check added every call) edit2: Actually, it may be the wrong place after all, as it may require 1 interaction to get the battle type from the log, and that's not really a good thing. This post has been edited by uareader: Nov 29 2019, 17:01
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Dec 5 2019, 17:53
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Reliance
Newcomer
  Group: Members
Posts: 60
Joined: 7-December 11

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How do I disable normal hover action while still being able to do ctrl, alt and shift hover? I tried putting hover action at false but it seems to disable everything. Alos I can guess what does Impulse mean in the mouse binding and hover settings?
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Dec 5 2019, 18:44
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(Reliance @ Dec 5 2019, 16:53)  How do I disable normal hover action while still being able to do ctrl, alt and shift hover?
this seems like something that could be changed, but those settings are tied to the base hover system. you can, however, use the bindable HoverAction function to enable hover by keypress only QUOTE(Reliance @ Dec 5 2019, 16:53)  Alos I can guess what does Impulse mean in the mouse binding and hover settings?
Impulse performs an action exactly once
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Dec 5 2019, 19:28
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Reliance
Newcomer
  Group: Members
Posts: 60
Joined: 7-December 11

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QUOTE(sickentide @ Dec 5 2019, 11:44)  you can, however, use the bindable HoverAction function to enable hover by keypress only
How do you do this?
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Dec 5 2019, 20:44
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

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QUOTE(Reliance @ Dec 5 2019, 18:28)  How do you do this?
you set hoverAction: false and use a binding of the form CODE Bind(KEY_A, HoverAction(Nothing, true));\ in the bindings section. this one will attack only while holding A
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Dec 15 2019, 17:52
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Kidays
Group: Members
Posts: 158
Joined: 10-December 09

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Thank you for your commitment towards making an addicting little game even more addicting.
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