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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 Oct 13 2020, 14:25
Post #607
Visadio



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QUOTE(anubi @ Oct 11 2020, 16:30) *

Hi everybody, is it possible to have the option to stonOnFullOvercharge? To me it was extremely usefull in the past. Thanks.


If some feature is not in this script, that probably means it is not allowed.
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post Oct 31 2020, 12:51
Post #608
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If you want to run monsterbation on android mobile, use this:

[blog.mozilla.org] https://blog.mozilla.org/addons/2020/09/29/...ndroid-nightly/
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post Dec 7 2020, 21:19
Post #609
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Hover to Attack doesn't work for me at the latest version (1.3.2.1), it was just fine at 1.2.4.0. I haven't made any changes to the default settings, setting HoverAction to ''Attack'' instead of ''Nothing'' breaks the Monsterbation as well. How do I fix it?

Happes on Tampermonkey with Chromium.


I've realized that I need to change hoverArea to 1 for it to affect the whole monster box, fixed now. (IMG:[invalid] style_emoticons/default/laugh.gif)

This post has been edited by Bedbin: Dec 7 2020, 22:13
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post Dec 14 2020, 00:32
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I've got a doubt regarding the ssd option in the script, the UI say "requires round advance via ajax", but the comment inside the script say "requires ajaxRound to be false".
I'm confused (IMG:[invalid] style_emoticons/default/wacko.gif)
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post Dec 14 2020, 17:22
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QUOTE(uareader @ Dec 14 2020, 00:32) *

I've got a doubt regarding the ssd option in the script, the UI say "requires round advance via ajax", but the comment inside the script say "requires ajaxRound to be false".
I'm confused (IMG:[invalid] style_emoticons/default/wacko.gif)

oh, thanks for pointing that out. it should read "requires ajaxRound to be true"
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post Jan 6 2021, 03:19
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Since decondelite no longer hosts Jenga's monster database, Monsterbation users may wish to set monsterInfo to false. Note that you should also do the same with monsterKeywords and submitScans.

If you are using the in-game settings, you want to untick:

'show monster data from decondelite's database'
'submit scans'

And set monster keywords to 'false'.

Chrome users may find that static resources such as spell or buff icons, or even riddlemasters, are not loading properly, and rounds may not transition correctly. If you open your console log and find 'err_insufficient_resources' spam, this is the likely culprit. Sickentide will most likely either remove these features or temporarily remove the settings & set constant false values for them outside of the Monsterbation settings block in future editions.
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post Jan 8 2021, 12:17
Post #613
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advice for battle temporary data storage:

- the script only need to store battle data when the battle is not end but the page reload
- so just add an pageupload eventlistener to call the StoreTmp at the begining of the battle should be fine, no need to concern about ssd or ajax or other accident page crash:
CODE

function ObserveReload() {
    if ( document.getElementById('textlog') || document.getElementById('riddlemaster') ) {
        window.addEventListener('beforeunload',StoreTmp); }}
ObserveReload(); //need only to call one time in script

- remove the eventlistener when the battle is end as the datas are temporary for battle
CODE

        window.removeEventListener('beforeunload',StoreTmp); // call after check for battle end

- other StoreTmp call or operactions like if ( !cfg.ssd || !cfg.ajaxRound ) should no necessay and can be remove as they will be properly save when StoreTmp call (maybe some need to check and move into StoreTmp function, such as HVcursor is not in StoreTmp because it was new add in previous version)

This post has been edited by what_is_name: Jan 8 2021, 12:21
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post Jan 8 2021, 19:58
Post #614
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I had no idea you could do that, that's so cool!
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post Jan 8 2021, 20:14
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Hello! I have received feedback on my script and I think using dispatchEvent is a good way to facilitate cooperation between dependent scripts. Would you be willing to add this to the next version of monsterbation so that I may hook into it? Other scripts may also be interested into hooking it as well.

QUOTE(what_is_name @ Jan 8 2021, 03:44) *

...Beside that, you only need to dispatch an event after battle end. Change the event name to battleEnd and add it to the main function of hvmb should be more reasonable and clear:

CODE

// main function triggered on new turn
function Observe() {
    // check for battle end
    if ( document.querySelector('img[src$="finishbattle.png"]') ) {
        if ( cfg.alertColours ) {
            document.getElementById(cfg.alertBackground ? 'csp' : 'pane_vitals').style.background = cfg.colours.default;
            document.getElementById('pane_effects').style.background = cfg.colours.default;
            document.getElementById('ckey_spirit').style.background = cfg.colours.default; }
        ProcessLog();
        FormatLog();
        TrackDrops();
        Profbar();
        ShowDrops(true);
        ShowUsage();
        ShowDamage();
        window.dispatchEvent(new Event('battleEnd')); // Used for Battle Stats or maybe other scripts



If you haven't seen my Battle Stats script , I am basically taking the timelog, combatlog, and droplog and storing it in indexedDB. Currently I have to tell users to modify monsterbation, which is troublesome for the average user.

Obviously, the event name is totally up to you.


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post Jan 9 2021, 12:02
Post #616
sickentide



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QUOTE(Nezu @ Jan 6 2021, 03:19) *

Sickentide will most likely either remove these features or temporarily remove the settings & set constant false values for them outside of the Monsterbation settings block in future editions.

yes, i think i will simply remove them. if someone resumes the database service at some point, i can always add them back in

QUOTE(what_is_name @ Jan 8 2021, 12:17) *

- so just add an pageupload eventlistener to call the StoreTmp at the begining of the battle should be fine, no need to concern about ssd or ajax or other accident page crash

this is highly useful information, thank you. it will take me a bit to clean up and slim down the script with this in mind, but after that it will facilitate development quite a bit

QUOTE(Firew @ Jan 8 2021, 20:14) *

Hello! I have received feedback on my script and I think using dispatchEvent is a good way to facilitate cooperation between dependent scripts.

sure thing, i'm going to add this as well
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post Jan 11 2021, 01:20
Post #617
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For Isekai i am unable to make Hover work on FF 84.0.2, FF 55.0.3 and Chrome 87.0.4280.88.

I'm not playing much but i'd like to report that.

EDIT: I was able to make my 1.2.1.1 to work in chrome, not perfectly, i need to click on the end round popup because it nor advance automatically and i have to move the mouse to make hover work again on the new round but for the rest is ok.

This post has been edited by Maharid: Jan 11 2021, 04:12
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post Jan 11 2021, 08:23
Post #618
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QUOTE(Maharid @ Jan 11 2021, 00:20) *

For Isekai i am unable to make Hover work on FF 84.0.2, FF 55.0.3 and Chrome 87.0.4280.88.

I'm not playing much but i'd like to report that.

EDIT: I was able to make my 1.2.1.1 to work in chrome, not perfectly, i need to click on the end round popup because it nor advance automatically and i have to move the mouse to make hover work again on the new round but for the rest is ok.

1.2.4.3 works just fine on chromium browser based on FF 65
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post Jan 11 2021, 08:59
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Noni



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QUOTE(Maharid @ Jan 11 2021, 00:20) *

For Isekai i am unable to make Hover work on FF 84.0.2, FF 55.0.3 and Chrome 87.0.4280.88.

I'm not playing much but i'd like to report that.

EDIT: I was able to make my 1.2.1.1 to work in chrome, not perfectly, i need to click on the end round popup because it nor advance automatically and i have to move the mouse to make hover work again on the new round but for the rest is ok.

I had the same problem. Using a separate browser for isekai, with a fresh install of the newest monsterbation, works like a charm.
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post Jan 12 2021, 17:19
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I completely stopped playing Iseaki so i have no problem anymore... but i used another browser already installed on my PC (Chrome) and nothing... but true it was installed by some time.

But having a fresh installed browser only to make Monsterbatiion work is not the optimal outcome.
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post Jan 12 2021, 19:14
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QUOTE(Maharid @ Jan 11 2021, 00:20) *
For Isekai i am unable to make Hover work on FF 84.0.2, FF 55.0.3 and Chrome 87.0.4280.88.
I know Hover can work on Firefox 76.0.1 and Monsterbation 1.3.2.1
I've been too lazy to check why it's enabled for me though (IMG:[invalid] style_emoticons/default/laugh.gif)
Probably because of the order of my personas in permanent that accidentally match my persona-less,equipment-less isekai somehow in a way.
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post Jan 12 2021, 20:37
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QUOTE(uareader @ Jan 12 2021, 19:14) *

Probably because of the order of my personas in permanent that accidentally match my persona-less,equipment-less isekai somehow in a way.

that was indeed an issue. but it is no more! Attached File  HentaiverseMonsterbation.1.4.0.user.js.txt ( 157.81k ) Number of downloads: 567

now you can choose to have separate isekai profiles that are based off your persistent base settings alone, or have all settings propagate in the order persistent base > isekai base > persistent persona > isekai persona > persistent set > isekai set

the combat log now breaks down misses and resist into separate categories

refreshing the page no longer risks data loss, thanks to what_is_name

there is now a battleEnd event. take a guess at when this happens

the monster database functions have been stripped out. if and when someone takes over where decondelite left off, i will bring them back in a different shape. in any case, i would like to thank decondelite for his tireless work over all these years

please let me know if you run into any parsing or display errors during isekai battle. i wanted to get this out as soon as i felt confident in the stability of the new features, and time to test for possible changes to the battle layout in 0.87 has been limited

This post has been edited by sickentide: Jan 13 2021, 23:13
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post Jan 13 2021, 03:49
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QUOTE(sickentide @ Jan 12 2021, 18:37) *

please let me know if you run into any parsing or display errors during isekai battle. i wanted to get this out as soon as i felt confident in the stability of the new features, and time to test for possible changes to the battle layout in 0.87 has been limited


The only change to the battle layout should be the new lines in the combat log (travelling salesmoogle for auto-sell/salvage). That looks like this:

QUOTE
Hardcore Levelling Warrior dropped [Superior Shortsword of Balance]
A traveling salesmoogle gives you [320 Credits] for it.


Salvage loot can have two items on the same line (material and energy cell), which looks like this:

Attached Image

This post has been edited by Nezu: Jan 13 2021, 15:34
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post Jan 13 2021, 16:45
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Is it possible to move these items back to their old position?

Attached Image
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post Jan 13 2021, 17:21
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QUOTE(Bedbin @ Jan 13 2021, 14:45) *

Is it possible to move these items back to their old position?

Attached Image


What are your extend quickbar settings?
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post Jan 13 2021, 18:53
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QUOTE(Nezu @ Jan 13 2021, 15:21) *

What are your extend quickbar settings?


quickbarExtend: [ 1,'ikey_1','ikey_2','ikey_3','ikey_4','ikey_7','ikey_8','ikey_9','ikey_10',
'ikey_s1','ikey_s2','ikey_s4','ikey_n1','ikey_n5','ikey_n6','ikey_6','ikey_5' ],

That was it, moved 'ikey_5'' and 'ikey_6' from the end of line to between 4 and 7, thanks.
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