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> [Script] jpx, Single-round auto-battler and battle statistics script

 
post Nov 25 2025, 17:01
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闯关弟子



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Attached Image

Supported Auto-Battle Styles

OneHanded_General
- Nothing noteworthy.

OneHanded_Tower
- The default number of debuff-affected targets is 3, so make sure you have abilities like Faster Weaken, Faster Imperil, or Better Silence.

Battlecaster_General (1H mage)
- When any value in your Spell Damage Bonus exceeds 100, the fighting style will switch to Battlecaster.
- You need to set up your own auto-battle rules.

TwoHanded_General
- You need to set up your own auto-battle rules.

DualWielding_General
- You need to set up your own auto-battle rules.

NitenIchiryu_General
- You need to set up your own auto-battle rules.

Staff_General
- The spell types used (T1–T3) are determined based on whichever Spell Damage Bonus is highest in the player’s Statistics panel. Because of this, you need to visit either "Character" or "Equipment" first so the script can read the Spell Damage Bonus values.
- You can configure the maximum number of Imperil casts at the start of each round. The default is 3.

Unarmed_General
- You need to set up your own auto-battle rules.

Battle Statistics
(IMG:[imgur.com] https://imgur.com/xy8J2Wy.jpg)

Configurations
- You can adjust settings such as showCooldowns, showDurations, minHP, minMP, and minSP in the cfg object inside the script.
- The recordBattleLog setting is disabled by default. Enabling it records the raw battle log, which is cleared after each battle. However, playing GrindFest may cause localStorage to exceed its storage limit.

Controls
- Press M or click the bottom-right panel to start the single-round auto-battler.
- Press Z to open the battle statistics panel.
- Press “,” to open the settings (displayed at the bottom of the page).
- "Supports" require at least 10 conditions to auto-battle.
- "Targets" default to the first surviving monster.
- "Attacks" default to a normal attack as the last action.
(IMG:[imgur.com] https://imgur.com/ztycNwZ.jpg)

Notes
- This script is recommended for players who have no survival pressure (Lv.300).
- Using ajax modifications or other scripts that alter the page layout may cause this script to malfunction.
- If needed, you can remove all data stored by jpx (including localStorage and IndexedDB) using the cleanup script.
- Attached File  jpxCleanup20251128.txt ( 1.12k ) Number of downloads: 50


ChangeLog

Attached File  jpx20251208.txt ( 207.48k ) Number of downloads: 22

- Added support for displaying 6+ effects.

Attached File  jpx20251206.txt ( 200.51k ) Number of downloads: 56

- Added a new settings section at the bottom of the page. Press , to open it.

Attached File  jpx20251202.txt ( 181.12k ) Number of downloads: 56

- Supports customizing when to cast debuffs for supported fighting styles.
- Added an option for OneHanded_General to prioritize attacking bosses.

Attached File  jpx20251201.txt ( 179.15k ) Number of downloads: 27

- Added support for the Battlecaster (1H mage) fighting style.
- Added a new gainProficiency setting to the cfg.
- Mages will now cast Silence and Weaken on the last round of PGC and SPL.

Attached File  jpx20251130.txt ( 171.92k ) Number of downloads: 20

- Added support for the 1H Tower.
- Adjusted some RegExp.

Attached File  jpx20251129.txt ( 183.61k ) Number of downloads: 39

- Added support for the default font.
- Fixed an issue with the calculation of magical partiallyBlock.

Attached File  jpx20251128.txt ( 181.22k ) Number of downloads: 13

- Added support for the Staff fighting style.
- Fixed: The downloadable Battle Log now correctly records Scans and scanning results.
- Removed: shop filter, double-clicking weapons to open the detail page, and Encounter Timer.

Attached File  jpx20251126.txt ( 191.4k ) Number of downloads: 42

- Vital Bar Style now supports both Standard and Utilitarian.
- Added new settings such as showCooldowns, showDurations, and showMonsterHP. They are disabled by default to avoid overlapping with Monsterbation.
- Adjusted some RegExp to ensure compatibility with older browsers.

This post has been edited by 闯关弟子: Today, 10:32
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post Nov 26 2025, 14:13
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ultramage



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That script is very busy, you put a lot in there. Makes me wish there was a convenient modular way of writing these. I think I see a shop filter to hide unimportant items, and I also see code that dynamically scrapes multiple pages from the market at the end of battle and calculates the potential revenue from the loot... combat recorder... such auxiliary features make the script really long and easy to get lost in. Hopefully at least you as the dev have it sorted out on your side.
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post Nov 26 2025, 16:29
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闯关弟子



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Because the recent Isekai changes made HV Utils incompatible with some features, I added a few small utility functions into this script. I’m sorry if that caused any confusion. I may remove them in the next version — such as the shop filter, double-clicking weapons to open the detail page, and Encounter Timer.
As for combatRecorder and revenueRecorder, those are intentional parts of JPX’s core functionality.
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post Nov 26 2025, 19:30
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ultramage



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No problem, it's your script and I'm very new to this idea of user scripts. Just that when going through yours I had the feeling that it could be broken up into 10 separate modules... but that doesn't work, unless maybe if they were hosted on github io and included remotely :S
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post Nov 27 2025, 19:57
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Ramaki



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Salutations. Thank you very much for the script. It works even on my prehistoric machine/browser now. Only one small issue. The downloadable Battle Log does not record Scans and scanning results. Have a nice day!
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post Nov 28 2025, 15:13
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闯关弟子



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QUOTE(Ramaki @ Nov 27 2025, 09:57) *

Salutations. Thank you very much for the script. It works even on my prehistoric machine/browser now. Only one small issue. The downloadable Battle Log does not record Scans and scanning results. Have a nice day!

Hi Ramaki, the Scan issue has been resolved.

Update: Added support for the Staff fighting style.
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post Nov 28 2025, 19:47
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Ramaki



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QUOTE(闯关弟子 @ Nov 28 2025, 14:13) *

Hi Ramaki, the Scan issue has been resolved.

Update: Added support for the Staff fighting style.


That is wonderful. Take care!
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post Nov 29 2025, 00:48
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mukena



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Hello, thank you for the wonderful script.

It might be my environment, but when I turn jpx on, I can't click the ‘FINISH BATTLE’ button after clearing Arena or IW.

My environment is Windows 11, Chrome, and Tampermonkey.

I apologize for the trouble, but I would greatly appreciate it if you could look into this.
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post Nov 29 2025, 10:54
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闯关弟子



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QUOTE(mukena @ Nov 28 2025, 14:48) *

It might be my environment, but when I turn jpx on, I can't click the ‘FINISH BATTLE’ button after clearing Arena or IW.
My environment is Windows 11, Chrome, and Tampermonkey.


👀More information is needed to identify the issue, such as the version of jpx, any error messages (press Ctrl + Shift + J), or whether the problem occurs in Incognito mode with only jpx installed to rule out conflicts with other extensions.

Perhaps your selectLog setting in Monsterbation is enabled. jpx also had this feature, which could cause a conflict. However, this feature has been removed in jpx versions after 20251128.

This post has been edited by 闯关弟子: Nov 29 2025, 11:09
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post Nov 29 2025, 11:33
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mukena



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QUOTE(闯关弟子 @ Nov 29 2025, 17:54) *

👀More information is needed to identify the issue, such as the version of jpx, any error messages (press Ctrl + Shift + J), or whether the problem occurs in Incognito mode with only jpx installed to rule out conflicts with other extensions.

Perhaps your selectLog setting in Monsterbation is enabled. jpx also had this feature, which could cause a conflict. However, this feature has been removed in jpx versions after 20251128.

As you mentioned, it seems the selectLog setting in Monsterbation was the cause.
After updating the jpx version to 20251128, I was able to click the button without any issues.

Thank you for your assistance!
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post Dec 1 2025, 19:02
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Ramaki



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Fantastic work. I have just tried the auto-battle without encountering any issues whatsoever. I have one feature plea though. Could we get the Imperil option for the One-Handed playstyle even in The Arena? My build definitely prefers Imperil even while using a Rapier in the current season. Especially in Schoolgirls Arenas, where the difference between non-Imperil and Imperil can be up to 2 minutes in my case. Otherwise, I have nothing but respect and gratitude.

Edit: I am now seeing that the script does use Imperil and even Vital Strike in Schoolgirl arenas but it does so only when there are no other monsters alive. This is just a speculation, but mayhap a full Hover + Imperil in Schoolgirl arenas would be better considering Overcharge management and the percentage of the Schoolgirl's health remaining versus Vital Strike on stun script trigger.
Although. This is already beyond serviceable and sufficient. "Demands" for further optimisation from me are definitely just pedantic (or outright brazen).

This post has been edited by Ramaki: Dec 2 2025, 00:34
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post Dec 2 2025, 00:28
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this script cured my arthritis 🙏
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post Dec 2 2025, 17:19
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Ramaki



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QUOTE(闯关弟子 @ Nov 25 2025, 16:01) *


ChangeLog

[attachmentid=189213]
- Supports customizing when to cast debuffs for supported fighting styles.
- Added an option for OneHanded_General to prioritize attacking bosses.



Thank you!

Edit: That sounds great. I will test it shortly.

This post has been edited by Ramaki: Dec 2 2025, 17:31
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post Dec 2 2025, 17:21
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闯关弟子



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QUOTE(Ramaki @ Dec 1 2025, 09:02) *

Could we get the Imperil option for the One-Handed playstyle even in The Arena?


You can now configure when to use debuffs and skills in the cfg.OneHanded_General settings. The "debuffs" includes Imperil by default, and you can add other debuffs if needed.



QUOTE(Ramaki @ Dec 2 2025, 13:43) *

Is there a way for me to setup an HP "threshold" of the monster below which the script would not use Vital Strike?


(IMG:[imgur.com] https://imgur.com/VeaNA0p.jpg)
I tried to allow users to adjust more details, but I feel that displaying everything would be too complicated. So I may limit it to letting users just add the items they want to configure, and this will take some time to implement.

This post has been edited by 闯关弟子: Dec 4 2025, 18:18
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post Dec 2 2025, 23:43
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Ramaki



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QUOTE(闯关弟子 @ Dec 2 2025, 16:21) *

You can now configure when to use debuffs and skills in the cfg.OneHanded_General settings. The "debuffs" includes Imperil by default, and you can add other debuffs if needed.


After playing around with the numbers and options a little bit, I was able to reach clear times quite close to my "manual" ones. And farm some Deprecating proficiency.
Is there a way for me to setup an HP "threshold" of the monster below which the script would not use Vital Strike?

Terrific work, regardless.

Edit: That looks great! Take care!

This post has been edited by Ramaki: Dec 6 2025, 00:46
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post Dec 6 2025, 00:04
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This works very well. A suggestion about IW behaviours - treat IW level 16 and upwards as a Tower run. Those rounds are exceedingly nasty if you come unprepared, comparable to floors beyond 50. I haven't died because I manually debuff instead of leaving. I haven't tried Peerless yet, but I expect IW 21 being closer to floor 100.
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post Dec 6 2025, 17:34
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闯关弟子



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QUOTE(RibbonsCan @ Dec 5 2025, 14:04) *

This works very well. A suggestion about IW behaviours - treat IW level 16 and upwards as a Tower run. Those rounds are exceedingly nasty if you come unprepared, comparable to floors beyond 50. I haven't died because I manually debuff instead of leaving. I haven't tried Peerless yet, but I expect IW 21 being closer to floor 100.


You can now customize the battle rules. Press , to open the settings.
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post Dec 7 2025, 03:05
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Channelling doesn't seem to work on default settings for new version.

You gain the effect Channeling.
Konata gains the effect Bleeding Wound.
You crit Konata, causing 22438 points of Void damage.
Void Strike hits Konata, causing 9970 additional points of Void damage.
Dark Strike hits Konata, causing 1881 additional points of Dark damage.
You gain the effect Overwhelming Strikes.
Gordon Ramsay hits you; you partially block the attack, and take 286 points of Crushing damage.
Your spike shield hits Gordon Ramsay for 61 points of wind damage.
Wasdjjkl vigorously whiffs at a shadow, missing you completely.
Konata crits you; you partially block and partially parry the attack, and take 61 points of Crushing damage.
Your spike shield hits Konata for 23 points of wind damage.
You counter Konata for 8359 points of Void damage.
Konata gains the effect Stunned.
Gordon Ramsay hits you; you partially block the attack, and take 264 points of Crushing damage.
Your spike shield hits Gordon Ramsay for 56 points of wind damage.
Wasdjjkl vigorously whiffs at a shadow, missing you completely.
Regen restores 612 points of health.
Refreshment restores 2 points of spirit.
Replenishment restores 9 points of magic.
Bleeding Wound hits Konata for 6775 damage.
Konata gains the effect Bleeding Wound.
You hit Konata, causing 11581 points of Void damage.
Void Strike hits Konata, causing 8560 additional points of Void damage.
Dark Strike hits Konata, causing 2515 additional points of Dark damage.
You gain the effect Overwhelming Strikes.
Gordon Ramsay uses Crushing Strike, which hits! You partially parry the attack, and take 1236 Crushing damage.
Your spike shield hits Gordon Ramsay for 260 points of wind damage.
Gordon Ramsay gains the effect Turbulent Air.
Wasdjjkl hits you, causing 373 points of Slashing damage.
Your spike shield hits Wasdjjkl for 79 points of wind damage.
Wasdjjkl gains the effect Turbulent Air.
Konata gains the effect Bleeding Wound.
You crit Konata, causing 27718 points of Void damage.
Void Strike hits Konata, causing 10373 additional points of Void damage.
Dark Strike hits Konata, causing 2402 additional points of Dark damage.
Gordon Ramsay glances you; you partially block and partially parry the attack, and take 67 points of Crushing damage.
Your spike shield hits Gordon Ramsay for 15 points of wind damage.
You counter Gordon Ramsay for 8754 points of Void damage.
Gordon Ramsay gains the effect Stunned.
Wasdjjkl vigorously whiffs at a shadow, missing you completely.
Regen restores 1410 points of health.
Refreshment restores 2 points of spirit.
Replenishment restores 9 points of magic.
Bleeding Wound hits Konata for 16260 damage.
Konata gains the effect Bleeding Wound.
You crit Konata, causing 25078 points of Void damage.
Void Strike hits Konata, causing 8157 additional points of Void damage.
Dark Strike hits Konata, causing 1949 additional points of Dark damage.
Wasdjjkl hits you; you partially block and partially parry the attack, and take 91 points of Slashing damage.
Your spike shield hits Wasdjjkl for 20 points of wind damage.
Wasdjjkl uses Crushing Strike in the general direction of a shadow, missing you completely.
Regen restores 358 points of health.
Refreshment restores 1 points of spirit.
Replenishment restores 9 points of magic.
Bleeding Wound hits Konata for 18428 damage.
You hit Konata, causing 11480 points of Void damage.
Void Strike hits Konata, causing 8459 additional points of Void damage.
Dark Strike hits Konata, causing 1972 additional points of Dark damage.
Wasdjjkl vigorously whiffs at a shadow, missing you completely.
You hit Konata, causing 10876 points of Void damage.
Void Strike hits Konata, causing 11883 additional points of Void damage.
Dark Strike hits Konata, causing 2176 additional points of Dark damage.
You gain the effect Overwhelming Strikes.
Wasdjjkl vigorously whiffs at a shadow, missing you completely.
Refreshment restores 2 points of spirit.
Replenishment restores 9 points of magic.
Bleeding Wound hits Konata for 14634 damage.
The effect Stunned on Konata has worn off.
Konata gains the effect Bleeding Wound.
You crit Konata, causing 22174 points of Void damage.
Void Strike hits Konata, causing 9668 additional points of Void damage.
Konata has been defeated.
You gain the effect Overwhelming Strikes.
Wasdjjkl hits you; you partially block and partially parry the attack, and take 95 points of Slashing damage.
Your spike shield hits Wasdjjkl for 20 points of wind damage.
Wasdjjkl uses Crushing Strike, which hits! You partially block the attack, and take 1311 Crushing damage.
Your spike shield hits Wasdjjkl for 276 points of wind damage.
Regen restores 1406 points of health.
Refreshment restores 1 points of spirit.
Replenishment restores 9 points of magic.
The effect Turbulent Air on Wasdjjkl has worn off.
The effect Turbulent Air on Gordon Ramsay has worn off.
The effect Stunned on Gordon Ramsay has worn off.
You hit Wasdjjkl, causing 7441 points of Void damage.
Void Strike hits Wasdjjkl, causing 9192 additional points of Void damage.
Dark Strike hits Wasdjjkl, causing 1675 additional points of Dark damage.
Gordon Ramsay uses Lumbering Blow, which hits! You take 1856 Crushing damage.
Your spike shield hits Gordon Ramsay for 390 points of wind damage.
Wasdjjkl hits you; you partially parry the attack, and take 192 points of Slashing damage.
Your spike shield hits Wasdjjkl for 41 points of wind damage.
Wasdjjkl gains the effect Turbulent Air.
You counter Wasdjjkl for 7704 points of Void damage.
Wasdjjkl gains the effect Stunned.
Gordon Ramsay hits you; you partially block the attack, and take 292 points of Crushing damage.
Your spike shield hits Gordon Ramsay for 62 points of wind damage.
You hit Wasdjjkl, causing 9805 points of Void damage.
Void Strike hits Wasdjjkl, causing 8054 additional points of Void damage.
Dark Strike hits Wasdjjkl, causing 1970 additional points of Dark damage.
Gordon Ramsay hits you; you partially block and partially parry the attack, and take 143 points of Crushing damage.
Your spike shield hits Gordon Ramsay for 31 points of wind damage.
You counter Gordon Ramsay for 8754 points of Void damage.
Regen restores 1410 points of health.
Refreshment restores 2 points of spirit.
Replenishment restores 1 points of magic.
The effect Channeling has worn off.
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post Dec 7 2025, 03:55
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闯关弟子



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By default, it will only be used if Heartseeker <= 100 or Regen <= 50. You can modify these conditions or add your own.

This post has been edited by 闯关弟子: Dec 7 2025, 03:55
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post Dec 7 2025, 21:42
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Ramaki



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Tremendous update. Thank you very much. I do have a question: how can I stop my One-Handed from recasting Imperil under certain conditions?
The "Monsters Left Threshold for Infinite Casting" does not seem to be doing what I think that it should...when I had it at "0" in the previous versions ("monstersLeftThreshold: 0, //Cast Imperil again when fewer than this number of monsters remain alive."), the Imperil would not be reapplied.

Another question, how would I go about making this work? I would like to have separate Frenzied Blows conditions for normal monsters without Spirit Stance and for Imperilled, Penetrated Armour, and Spirit Stance Frenzied Blows against Schoolgirls. Would that be possible? Am I just doing it wrong? (I am assuming that I am (IMG:[invalid] style_emoticons/default/smile.gif).)


Attached Image



And one last edit. You can probably add this somewhere in the description for "clarity".
Jpx + Monsterbation

This post has been edited by Ramaki: Yesterday, 00:41
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