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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 Mar 8 2018, 08:18
Post #81
ALL_MIGHT



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QUOTE(sickentide @ Mar 8 2018, 03:55) *

hmm, my first guess would be conflict with other scripts. does it work correctly if you turn off all other scripts?

Switched off all other scripts.
but still result is same (IMG:[invalid] style_emoticons/default/sad.gif)
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post Mar 8 2018, 18:21
Post #82
sickentide



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QUOTE(ALL_MIGHT @ Mar 8 2018, 07:18) *

Switched off all other scripts.
but still result is same (IMG:[invalid] style_emoticons/default/sad.gif)

the next i can think of is that you have insufficient crystals for some upgrades. in theory, the script should simply ignore those stats. can you inspect an unupgradable stat and show me its properties?
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post Mar 8 2018, 18:53
Post #83
ALL_MIGHT



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QUOTE(sickentide @ Mar 8 2018, 21:51) *

the next i can think of is that you have insufficient crystals for some upgrades. in theory, the script should simply ignore those stats. can you inspect an unupgradable stat and show me its properties?

It seems it is issue with browser or interference with other script.
because when installed new browser.
it's working fine
I will use that browser.
Thanks
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post Mar 12 2018, 19:03
Post #84
Cycylno



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Hi, pretty new to HV here.
Since my level is low and I don't inflict much debuff on monsters (not sure if this will change as I level up),
Is there a way to control the position of monster infos so that it overlaps with the monster box?
Or alternatively shrink the monster box so that there's less wasted space?

Not sure if it's even allowed (IMG:[invalid] style_emoticons/default/unsure.gif)

Thanks for this great script!
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post Mar 14 2018, 00:57
Post #85
sickentide



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QUOTE(Cycylno @ Mar 12 2018, 18:03) *

Is there a way to control the position of monster infos so that it overlaps with the monster box?

line 440:
CODE
'.minfo { display: table; position: absolute; left: 1067px; min-width: 170px; text-align: left; font-size: 9px;' +

change it like so, adjust the "left" parameter to taste:
CODE
'.minfo { display: table; position: absolute; left: 889px; min-width: 170px; text-align: left; font-size: 9px; z-index: 1;' +

QUOTE(Cycylno @ Mar 12 2018, 18:03) *

Or alternatively shrink the monster box so that there's less wasted space?

same line, fiddle with the "min-width" and "font-size" parameters

This post has been edited by sickentide: Mar 14 2018, 01:01
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post Mar 17 2018, 21:36
Post #86
Benny-boy



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hoverAltAction = false doesn't work at all, for some reason it still cast cure on Alt (IMG:[invalid] style_emoticons/default/sad.gif)

Wheel actions doesn't work too (IMG:[invalid] style_emoticons/default/wacko.gif)

This post has been edited by Benny-boy: Mar 17 2018, 22:10
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post Mar 17 2018, 22:24
Post #87
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By default there is bind that makes alt cast cure, so remove "Bind(KEY_ALT, Alt, Cast('Cure'));", can't tell the line.

Also wheelup and wheeldown don't work with mouse engage because you can't hold em, and you have to stop hover action. I think you can solve this by reducing hoverarea for targeted spells or by setting wheelEverywhere to true for buffs/toggles. In first case you point at monster part that isn't hoverable to cast, in second you point outside monster box to cast.
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post Mar 17 2018, 23:00
Post #88
Benny-boy



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QUOTE(quitetanky @ Mar 17 2018, 22:24) *

By default there is bind that makes alt cast cure, so remove "Bind(KEY_ALT, Alt, Cast('Cure'));", can't tell the line.


Line 255, thanks, it worked! (IMG:[invalid] style_emoticons/default/happy.gif)
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post Apr 2 2018, 10:45
Post #89
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I have question about Key setting.

From the key setting examples,


Bind(KEY_X, HoverAction(Cast('Vital Strike'))); ignore alerts.

I must be dead person when I push key 'I' at low HP ( with alert ).


Bind(KEY_X, HoverAction(Strongest([ToggleHover, Cast('Vital Strike')]), true)); respect alerts

But this function ceases HoverAction of Attack.


I just want stop HoverAction of Vital Strike and Attack when the alerts are on.

Even if I consistently push key X.

And HoverAction of Attack should be started automatically and immediately when I un-push the key.

This post has been edited by Osteoporosis: Apr 2 2018, 15:03
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post Apr 2 2018, 19:46
Post #90
Noni



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QUOTE(Osteoporosis @ Apr 2 2018, 10:45) *

I have question about Key setting.

From the key setting examples,
Bind(KEY_X, HoverAction(Cast('Vital Strike'))); ignore alerts.

I must be dead person when I push key 'I' at low HP ( with alert ).
Bind(KEY_X, HoverAction(Strongest([ToggleHover, Cast('Vital Strike')]), true)); respect alerts

But this function ceases HoverAction of Attack.
I just want stop HoverAction of Vital Strike and Attack when the alerts are on.

Even if I consistently push key X.

And HoverAction of Attack should be started automatically and immediately when I un-push the key.


easiest would be to set hoveraction as attack, and hovershift as vital strike. Then just press shift during hover when you want to strike vital, if you just press once short that would fire one single vital strike and return to hovering.
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post Apr 2 2018, 20:43
Post #91
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QUOTE(Osteoporosis @ Apr 2 2018, 09:45) *

I have question about Key setting.

try this:
CODE
Bind(KEY_X, HoverAction(Cast('Vital Strike'), true));
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post Apr 3 2018, 04:44
Post #92
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QUOTE(DJNoni @ Apr 3 2018, 02:46) *

easiest would be to set hoveraction as attack, and hovershift as vital strike. Then just press shift during hover when you want to strike vital, if you just press once short that would fire one single vital strike and return to hovering.



QUOTE(sickentide @ Apr 3 2018, 03:43) *

try this:
CODE
Bind(KEY_X, HoverAction(Cast('Vital Strike'), true));




Wow, both ways are worked successfully.

Thank you sooooo much. I'm really happy to get the answer. (IMG:[invalid] style_emoticons/default/biggrin.gif)

Have a good day!
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post Apr 17 2018, 22:05
Post #93
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Quick question, is there a menu for changing everything and seeing all the keybinds?
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post Apr 17 2018, 22:15
Post #94
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QUOTE(kawaiikun @ Apr 17 2018, 22:05) *

Quick question, is there a menu for changing everything and seeing all the keybinds?

not yet, but i plan to add that at some point
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post Apr 22 2018, 14:34
Post #95
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@sickentide

Greatest respect to you from a new HV player (IMG:[invalid] style_emoticons/default/smile.gif)
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post Apr 25 2018, 02:27
Post #96
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Is there a way to make a bind that does a different action each time it's pressed?

For example:
First Press -> Cast Imperil on monster 2
Second Press -> Cast Imperil on monster 5
Third Press -> Cast Imperil on monster 8

Unless this is not allowed
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post Apr 25 2018, 02:33
Post #97
sickentide



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QUOTE(LogJammin @ Apr 25 2018, 02:27) *

Unless this is not allowed

i believe this would count as automated targeting so it wouldn't be allowed
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post Apr 25 2018, 19:00
Post #98
Noni



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QUOTE(sickentide @ Apr 25 2018, 02:33) *

i believe this would count as automated targeting so it wouldn't be allowed


definitely not allowed.
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post Apr 26 2018, 07:44
Post #99
plam412



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Is it possible to mod the Monsterbation script to make to make it game controller friendly. By game controller friendly I mean WASD for the command selection and arrow keys for selecting monsters and those can be ported to some game pad to keyboard program. Also a default null monster box could avoid automated default hover attacks .
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post Apr 26 2018, 08:20
Post #100
sickentide



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QUOTE(plam412 @ Apr 26 2018, 07:44) *

Is it possible to mod the Monsterbation script to make to make it game controller friendly. By game controller friendly I mean WASD for the command selection and arrow keys for selecting monsters and those can be ported to some game pad to keyboard program. Also a default null monster box could avoid automated default hover attacks .

that would be possible, i can see me adding this in the future
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