Loading. Please Wait... 
 |
 |
 |
[Script] Monsterbation 1.4.1.2, A comprehensive hovering script for HentaiVerse and ISK. Including CrunkJuice 1.3.0, an out-of-battle script |
|
Mar 8 2018, 08:18
|
ALL_MIGHT
Group: Gold Star Club
Posts: 1,548
Joined: 14-October 16

|
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)
|
|
|
Mar 8 2018, 18:21
|
sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

|
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?
|
|
|
Mar 8 2018, 18:53
|
ALL_MIGHT
Group: Gold Star Club
Posts: 1,548
Joined: 14-October 16

|
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
|
|
|
|
 |
|
Mar 12 2018, 19:03
|
Cycylno
Newcomer
 Group: Recruits
Posts: 19
Joined: 2-August 15

|
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!
|
|
|
|
 |
|
Mar 14 2018, 00:57
|
sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

|
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
|
|
|
|
 |
|
Mar 17 2018, 22:24
|
quitetanky
Group: Members
Posts: 390
Joined: 19-March 17

|
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.
|
|
|
Mar 17 2018, 23:00
|
Benny-boy
Group: Gold Star Club
Posts: 1,940
Joined: 27-December 10

|
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)
|
|
|
|
 |
|
Apr 2 2018, 10:45
|
Tomboy Hunter
Group: Gold Star Club
Posts: 355
Joined: 22-September 13

|
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
|
|
|
|
 |
|
Apr 2 2018, 19:46
|
Noni
Group: Catgirl Camarilla
Posts: 13,313
Joined: 19-February 16

|
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.
|
|
|
|
 |
|
Apr 2 2018, 20:43
|
sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

|
QUOTE(Osteoporosis @ Apr 2 2018, 09:45)  I have question about Key setting.
try this: CODE Bind(KEY_X, HoverAction(Cast('Vital Strike'), true));
|
|
|
Apr 3 2018, 04:44
|
Tomboy Hunter
Group: Gold Star Club
Posts: 355
Joined: 22-September 13

|
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!
|
|
|
Apr 17 2018, 22:05
|
kawaiikun
Group: Members
Posts: 384
Joined: 10-December 09

|
Quick question, is there a menu for changing everything and seeing all the keybinds?
|
|
|
Apr 17 2018, 22:15
|
sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

|
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
|
|
|
Apr 25 2018, 02:27
|
LogJammin
Group: Catgirl Camarilla
Posts: 598
Joined: 11-October 14

|
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
|
|
|
Apr 25 2018, 02:33
|
sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

|
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
|
|
|
Apr 25 2018, 19:00
|
Noni
Group: Catgirl Camarilla
Posts: 13,313
Joined: 19-February 16

|
QUOTE(sickentide @ Apr 25 2018, 02:33)  i believe this would count as automated targeting so it wouldn't be allowed
definitely not allowed.
|
|
|
Apr 26 2018, 07:44
|
plam412
Newcomer
  Group: Members
Posts: 55
Joined: 8-January 13

|
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 .
|
|
|
Apr 26 2018, 08:20
|
sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10

|
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
|
|
|
4 User(s) are reading this topic (4 Guests and 0 Anonymous Users)
0 Members:
|
 |
 |
 |
|
|
|