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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 Jan 12 2021, 19:14
Post #621
uareader



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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: 456

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
Post #623
Nezu



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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
Post #624
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Is it possible to move these items back to their old position?

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post Jan 13 2021, 17:21
Post #625
Nezu



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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
Post #626
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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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post Jan 13 2021, 20:56
Post #627
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I think isekai-side don't work properly.
When a battle start, I see that:
Attached Image
First 2 lines belong to isekai config, the rest is persistent config, and since hover is activated at beginning of fight, it seems despite saying "persona 1" (name from isekai config), it use my persona 1 config from persistent.
I click "[isekai]" to disable hover, but I'm not sure what config it truly load, I don't have a complex enough configuration to check that.
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post Jan 13 2021, 21:37
Post #628
sickentide



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open the settings, uncheck the "inherit" box and hit Save. that will stop persistent settings from bleeding into your isekai settings, other than the persistent base settings, which are always used as the basis for the isekai base settings
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post Jan 13 2021, 23:04
Post #629
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QUOTE(sickentide @ Jan 13 2021, 20:37) *

open the settings, uncheck the "inherit" box and hit Save. that will stop persistent settings from bleeding into your isekai settings, other than the persistent base settings, which are always used as the basis for the isekai base settings

still, simplest way to keep it clean is to use a separate browser for isekai.
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post Jan 13 2021, 23:34
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QUOTE(Noni @ Jan 13 2021, 23:04) *

still, simplest way to keep it clean is to use a separate browser for isekai.

if changing one setting once seems like too much of a hassle to you, yes, this is also an option
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post Jan 14 2021, 09:26
Post #631
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bug report:

End of battle summary in the pop-up shows '5 soulfrags' when finishing tower, but it's actually 10 soulfrags.


(reason why I keep it separate, is that I have 3 settings in Persistent, 3 in Isekai, and I can't 'fuse' those with one change of a setting)

This post has been edited by Noni: Jan 14 2021, 09:26
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post Jan 14 2021, 12:05
Post #632
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QUOTE(sickentide @ Jan 13 2021, 20:37) *
open the settings, uncheck the "inherit" box and hit Save. that will stop persistent settings from bleeding into your isekai settings, other than the persistent base settings, which are always used as the basis for the isekai base settings
Worked to change the list of profiles selection inbattle, but hover still is enabled.
To be accurate, my base settings disable hover by default, and the only thing supposed to enable it are settings within my first persistent persona.
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post Jan 15 2021, 14:00
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TLDR: Can I set the buttons on my numpad in such a way that for '1' I attack the first 3 monsters and for '2' the next 3 and the same for number '3' so I can use 3 buttons to buffer the attacks on all enemies?

Hello all, when I start a fight I can use 3 fingers and put them on 3 different numbers at the same time it will attack those 3 monsters one after another, the button presses basically get buffered and I dont have to do much. This is nice because it goes over in between rounds and saves time. The problem is that this only works around 60-70% of the time since it is kinda tricky to put my fingers down all simultaneously in the right way.
I am wondering if there is a way to set up a keybind that would allow this with one button for 3 monsters so it would work easier. I would much prefer it on my numpad but if that is not possible then just normal numbers would work too

I have no experience with coding so I might've done it completely wrong because what I tried is not working.
The picture shows the different combinations I already tried, I did just copy and change some of the presets but following logic I expected it to work.
Attached Image
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post Jan 15 2021, 14:09
Post #634
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QUOTE(SukanMedik @ Jan 15 2021, 12:00) *

TLDR: Can I set the buttons on my numpad in such a way that for '1' I attack the first 3 monsters and for '2' the next 3 and the same for number '3' so I can use 3 buttons to buffer the attacks on all enemies?


No, this would be against the rules.

This post has been edited by Nezu: Jan 15 2021, 14:09
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post Jan 16 2021, 18:41
Post #635
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QUOTE(uareader @ Jan 14 2021, 11:05) *
Worked to change the list of profiles selection inbattle, but hover still is enabled.
To be accurate, my base settings disable hover by default, and the only thing supposed to enable it are settings within my first persistent persona.
Forcefully adding "startRoundWithHover:false" in the settings of persona 1 of isekai now get me free of the hover trouble.
BUT I now understand the issue thanks to my A button forcing me to use a mana draught when it should only be for Cure: seems like isekai take default values from somewhere I don't know if you don't force it otherwise.

I know the background colors of monsters aren't affected (they display as I set them), but as I said, binding on A button definitely go wrong.
Either there's quite the bug somewhere, or the "isekai: { name: '[isekai]', settings: {}," should contains all settings that are set to an invisible default, so that they can be edited when adapting the script. Maybe both?

This post has been edited by uareader: Jan 16 2021, 18:41
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post Jan 17 2021, 23:39
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QUOTE(Nezu @ Jan 13 2021, 03:49) *

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

QUOTE(Noni @ Jan 14 2021, 09:26) *

End of battle summary in the pop-up shows '5 soulfrags' when finishing tower, but it's actually 10 soulfrags.

thanks, this takes care of the new drop types: Attached File  HentaiverseMonsterbation.1.4.0.1.user.js.txt ( 158.85k ) Number of downloads: 351

temporary data is now stored separately for persistent and iseka, so messing with both at the same time will not cause interference
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post Jan 18 2021, 10:04
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QUOTE(sickentide @ Jan 17 2021, 21:39) *

thanks, this takes care of the new drop types:


I believe this one will still pick up Crystallized Phazon as 1x Crystal, and possibly the other rare types as equipment?
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post Jan 18 2021, 14:24
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right... those drop now, too... all other red drops that don't have a quality prefix are tracked as materials automatically, but phazons needed extra treatment Attached File  HentaiverseMonsterbation.1.4.0.2.user.js.txt ( 158.85k ) Number of downloads: 5227
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post Jan 20 2021, 11:18
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New dispatchEvent() works perfectly. At first I was worried since initially I read that Events happen after execution completes.

QUOTE
Javascript is single threaded within a given window so there are never two threads of execution running at the same time in that window.

Under the covers, Javascript has an event queue. Your current thread of execution will run to completion and then when it completes, the javascript interpreter will check the event queue to see if there are more things to do. If so, it fires that event and starts up another thread of execution. Pretty much everything goes through that event queue (timers, key events, resize events, mouse events, etc...).


BUT dispatchEvent() works differently.

QUOTE
Notes
Unlike "native" events, which are fired by the DOM and invoke event handlers asynchronously via the event loop, dispatchEvent() invokes event handlers synchronously. All applicable event handlers will execute and return before the code continues on after the call to dispatchEvent().


With this, I don't even need to instruct users to modify monsterbation at all. Should work right out of the box.

I will still be delaying release until I can confirm it works with HVUtils.
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post Jan 21 2021, 07:05
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At the bottom of the log with the battle statistics, now more information appears like r50, r75, evade, block, etc.

How do I go back to what it was before, only with Hit, Crit and Miss?
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