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> [Script] Live Percentile Ranges 1.1.0, See how good your equips are at a glance

 
post Apr 17 2024, 11:24
Post #181
KitsuneAbby



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Fix your ranges, there are many that are fucked up and display negative values for Legendaries.
I can't believe that everyone is still using this script full of errors while I did dig for accurate values for HV Toolbox back then.
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post Dec 29 2024, 10:48
Post #182
bopoluo



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非常好用,值得推荐
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post Oct 15 2025, 14:59
Post #183
ultramage



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The script still features a 'Send Range' function, but there are problems
- the xhr is not allowed under ehg's CORS policy and requires a bypass
- niblseed.com is now an abandoned parked domain serving ads (see https://forums.e-hentai.org/index.php?showtopic=224767)

If it's still supposed to be possible to submit ranges, then the destination needs to be updated. The script stores downloaded range data locally but doesn't offer an UI to modify it. I have several recent drops that show out of range values.

In addition, addons like Monsterbation have figured out how to convert and parse the default image-based font into regular text. The requirement to use a custom font could be removed with some additional programming (and maybe code cleanup to make the conversion happen in a single spot).

This post has been edited by ultramage: Nov 17 2025, 18:41
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post Nov 6 2025, 18:25
Post #184
ccnan23



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Attached File  Live_Percentile_Ranges_1.2.0_alpha.2.user.js.txt ( 88.29k ) Number of downloads: 44

A simple patch for the current version of isekai
Gave up on trying to understand the original script
The hotkeys only supports Q (the percentage of default quality) and F (the original value)
I skipped the summary for now because I couldn't figure out what to write.
There probably won't be any further updates (except the summary)

This post has been edited by ccnan23: Nov 6 2025, 18:40
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post Nov 6 2025, 18:54
Post #185
剑行血间



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Attached File  Live_Percentile_Ranges_New.txt ( 5.9k ) Number of downloads: 80

I've rewritten a simple script.
It supports percentage replacement more thoroughly; for example, it now also works on equipment hover.
I plan to improve it when I have time, as it's currently missing many features, like toggling original values or an upgrade preview.
The script doesn't currently work in the equipment comparison interface.
If you are using translation scripts, make sure to load them after this script for proper functionality.
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post Nov 7 2025, 03:45
Post #186
ccnan23



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QUOTE(ccnan23 @ Nov 7 2025, 00:25) *

Attached File  Live_Percentile_Ranges_1.2.0_alpha.2.user.js.txt ( 88.29k ) Number of downloads: 44

A simple patch for the current version of isekai
Gave up on trying to understand the original script
The hotkeys only supports Q (the percentage of default quality) and F (the original value)
I skipped the summary for now because I couldn't figure out what to write.
There probably won't be any further updates (except the summary)

Attached File  Live_Percentile_Ranges_1.2.0_alpha.4.user.js.txt ( 89.81k ) Number of downloads: 130

Added the summary (ordered by appearance on the page rather than by importance)

This post has been edited by ccnan23: Nov 7 2025, 04:39
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post Nov 9 2025, 22:02
Post #187
ultramage



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Hi, I have wrangled grok for a few hours to produce a parser for HV's default image-based font for Persistent. It also handles custom font as a simple fallback.

Attached File  Live_Percentile_Ranges_1.1.0.s3_hvfont.user.js.txt ( 86.44k ) Number of downloads: 3
Attached File  Live_Percentile_Ranges_1.1.0.s3.user.js.txt ( 86.23k ) Number of downloads: 2
Attached File  lpr_hvfont.patch.txt ( 2.09k ) Number of downloads: 0
(archived original and diff provided for quick reference)
(Updated to fix one missed spot that caused the 'Z' key player level lookup to fail.)

Manual editing and instructional text:
Put the following code near the beginning of the script (for simplicity). It's messier than it should be because HV font doesn't communicate uppercase but LPR wants it and is case sensitive in places. We came up with two versions; use the smart one since it works fine.
CODE
function parseHVFont(el) {
  return el.innerHTML.match(/c\d\w/g)?.map(m => ({'c59':' ','c4a':'.','c4b':','}[m] || m.slice(2))).join('').replace(/\b\w/g, l => l.toUpperCase()) || el.textContent;
}
Smart version ^
CODE
function parseHVFont(el) {
  return el.innerHTML.match(/c\d\w/g)?.map(m => Object.entries({'c59':' ','c4a':'.','c4b':',','c5':'','c4':''}).reduce((s, [k, v]) => s.replace(k, v), m)).join('').replace(/\b\w/g, l => l.toUpperCase()) || el.textContent;
}
More crude and direct version ^

Then three places need to be patched: PercentileRanges.getName(), PercentileRanges.transformations.showScaledMylevel(), and some optional stuff in DocumentInteractor() that sets the window title. Those last 3 lines in the diff can be commented out if you don't want the fancy display name to be replaced with small regular text.
CODE
@@ -732,4 +735,4 @@ function getName(equipDocument){
     const name = nameDiv.children.length === 3 ?
-                 parseHVFont(nameDiv.children[0]) + ' ' + parseHVFont(nameDiv.children[2]) :
-                 parseHVFont(nameDiv.children[0]);
+                 nameDiv.children[0].textContent + ' ' + nameDiv.children[2].textContent :
+                 nameDiv.children[0].textContent;
     return name;
@@ -1408,4 +1411,4 @@ transformations.showScaledMylevel = function(){
         try {
-          level = parseInt(response.querySelector('#level_readout').children[0].children[0].textContent.match(/\d+/)[0]);
+          level = parseInt(parseHVFont(response.querySelector('#level_readout').children[0]).match(/\d+/)[0]);
         } catch (e){
           formatDiv.textContent = "Couldn't parse the response";
@@ -1589,7 +1592,7 @@ function DocumentInteractor(){
     const nameDiv = showequip.children.length === 3 ? showequip.children[0].children[0] : showequip.children[1].children[0];
-    let name = parseHVFont(nameDiv.children[0]);
+    let name = nameDiv.children[0].textContent;
     if(nameDiv.children.length === 3) {
-      name += ' ' + parseHVFont(nameDiv.children[2]).replace(/^(Of|The)\b/,s=>s.toLowerCase());
+      name += ' ' + nameDiv.children[2].textContent.replace(/^(Of|The)\b/,s=>s.toLowerCase());
       nameDiv.children[2].remove();
       nameDiv.children[1].remove();
       nameDiv.children[0].textContent = name;


This post has been edited by ultramage: Nov 21 2025, 09:26
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post Nov 10 2025, 00:02
Post #188
fatepain



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QUOTE(ccnan23 @ Nov 7 2025, 08:45) *

Attached File  Live_Percentile_Ranges_1.2.0_alpha.4.user.js.txt ( 89.81k ) Number of downloads: 130

Added the summary (ordered by appearance on the page rather than by importance)


Thanks.
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post Nov 11 2025, 04:07
Post #189
ccnan23



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QUOTE(ccnan23 @ Nov 7 2025, 09:45) *

Attached File  Live_Percentile_Ranges_1.2.0_alpha.4.user.js.txt ( 89.81k ) Number of downloads: 130

Added the summary (ordered by appearance on the page rather than by importance)

Attached File  Live_Percentile_Ranges_1.2.0_alpha.5.user.js.txt ( 90.47k ) Number of downloads: 112

fixed issues caused by recent updates, added WTS Code, keep summary unchanged when changed to raw
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post Nov 11 2025, 19:44
Post #190
剑行血间



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QUOTE(剑行血间 @ Nov 7 2025, 00:54) *

Attached File  Live_Percentile_Ranges_New.txt ( 5.9k ) Number of downloads: 80

I've rewritten a simple script.
It supports percentage replacement more thoroughly; for example, it now also works on equipment hover.
I plan to improve it when I have time, as it's currently missing many features, like toggling original values or an upgrade preview.
The script doesn't currently work in the equipment comparison interface.
If you are using translation scripts, make sure to load them after this script for proper functionality.

Made some minor optimizations: popup, armory, and the equip page will now display average percentages.
Press F to toggle between raw values and percentages.

edit: fix a bug
Attached File  Live_Percentile_Ranges_New_0.3_1.txt ( 10.88k ) Number of downloads: 231


This post has been edited by 剑行血间: Nov 11 2025, 19:55
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post Nov 11 2025, 22:54
Post #191
ultramage



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When I asked Tenboro if he'll bother adding the base info to interference, burden, weapon procs and elemental resists, so that they can also be displayed as percentages and won't need a lookup database, he said no, "Everything that doesn't have a listed base stat roll is derived from the average of the base rolls."
I don't know if Persistent is also like that, but, at least, the average should allow computing the base range of these other attributes as well.
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post Nov 17 2025, 18:53
Post #192
ultramage



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The ranges database at reasoningtheory has gaps for lesser quality items because they didn't receive enough samples. Worse still, it seems item attributes weren't pre-populated, but got added as they were encountered in samples. Therefore, several items are missing attributes - for example, Average Shade Breastplate with optional Agility stat was never encountered, so the database doesn't offer an 'Agility' range for it. This causes the script to crash in getPercentile() -> getMatchingRange(statArray = undefined) and to get stuck saying 'Making results...'.

Here's a compact hotfix, though the proper way would be to verify the input data at the caller (there are multiple). An alternative way is to add the missing data to manualRanges[]. However, I have also found that the entire 'Fair' quality is missing in a lot of places, which probably also isn't accounted for and isn't fixable with a one-liner edit.
CODE
@@ -1183,2 +1183,4 @@
   function getMatchingRange(statArray, thisPrefix, thisSuffix){
+    if (typeof statArray === 'undefined')
+      return false;
     const thisKey = Object.keys(statArray).find(prefixSuffixStr => {


This post has been edited by ultramage: Nov 24 2025, 06:54
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post Nov 24 2025, 06:46
Post #193
ultramage



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I have dumped and manually merged the latest 2017 wiki data and the 2020 server data for (heavy armor), and added small updates by checking against shop items. I also continue to monitor shops for certain high tier equipment and re-record "Attack Damage" from scratch, which seems to be the only stat that's way out of date in the database. Since these are rare drops, it'll be permanently work-in-progress until the new equipment update from Isekai invalidates all of it. In the meantime, feel free to PM me links to items that show out of range values.

20251117->20251124 update: many small plate/power range fixes from full merge with server data, many better shade ranges, a bunch of initial samples for shade arcanist, added lesser qualities for rapier and small adjustments to a few ranges

Attached File  manualranges_heavy_20251124.txt ( 123.67k ) Number of downloads: 6
Attached File  manualranges_shade_20251124.txt ( 3.76k ) Number of downloads: 0
Attached File  manualranges_rapier_20251124.txt ( 1.19k ) Number of downloads: 0
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