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> [Freebie] HV Monster Sensor - Now Free!, Fully compatible with HV STAT

 
post Dec 17 2012, 04:48
Post #61
nwbell6



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QUOTE(Jack Nicholson @ Dec 16 2012, 22:42) *

I can read it from here as well, right?

Me and Dkplee each started competing bestiaries and soon combined them to not duplicate effort. We used the talk section to store info on monsters near the bestiary threshold. The old scan was very limited and so saving the data of monsters saved time.

But, with the improvements made to scan and the sudden way monsters jump over 700 levels overnight, I found using the talk section was too much work for too little gain. Currently, Destructorspace upkeeps the talk section for his own uses but I feel that he will find it to be too much work and will have to stop updating it or trim down the data that he collects/saves.

I made the list in the talk section of Monster Lab Bestiary 250+ for the purpose of replacing the list that Tenboro removed and to be a means for HVStat (or other script) to be able to get monster data. I have modified my version of HVStat to generate the list so updating the list is mostly just a cut and paste job. As people are always interested in seeing a list of monster names, I'll keep it updated until there is a better alternative.

This post has been edited by nwbell6: Dec 17 2012, 04:49
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post Dec 17 2012, 06:14
Post #62
Jack Nicholson



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QUOTE(nwbell6 @ Dec 17 2012, 04:48) *

Me and Dkplee each started competing bestiaries and soon combined them to not duplicate effort. We used the talk section to store info on monsters near the bestiary threshold. The old scan was very limited and so saving the data of monsters saved time.

But, with the improvements made to scan and the sudden way monsters jump over 700 levels overnight, I found using the talk section was too much work for too little gain. Currently, Destructorspace upkeeps the talk section for his own uses but I feel that he will find it to be too much work and will have to stop updating it or trim down the data that he collects/saves.

I made the list in the talk section of Monster Lab Bestiary 250+ for the purpose of replacing the list that Tenboro removed and to be a means for HVStat (or other script) to be able to get monster data. I have modified my version of HVStat to generate the list so updating the list is mostly just a cut and paste job. As people are always interested in seeing a list of monster names, I'll keep it updated until there is a better alternative.

Oh I see. Interesting background story. Sure, I can read it from the 250+ page if it's not too much work for you.
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post Dec 17 2012, 06:48
Post #63
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Or make different version so people can choose to read from the list or make a custom list. Some simply like to make those monsters which they think are stronger.
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post Dec 17 2012, 21:20
Post #64
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QUOTE(Jack Nicholson @ Dec 16 2012, 22:42) *

The implementation was changed a few weeks ago so you have to set Use Downloadable Fonts or Custom Font for it to work now.


Looks like there's still no effect. Also this custom fonts are quite... Bad.
Attached Image

Added: Oh wait, I mixed it up. I was using custom fonts all the time!
Attached Image

Added 2: Downloadable fonts are also not working. Strange.

This post has been edited by kserox: Dec 17 2012, 23:51
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post Dec 18 2012, 00:28
Post #65
Jack Nicholson



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QUOTE(kserox @ Dec 17 2012, 21:20) *

Looks like there's still no effect. Also this custom fonts are quite... Bad.
Attached Image

Added: Oh wait, I mixed it up. I was using custom fonts all the time!
Attached Image

Added 2: Downloadable fonts are also not working. Strange.

Sorry, it was a pretty big bug on my end. If you download the new version, it should work now for custom fonts and use downloadable fonts.

[userscripts.org] http://userscripts.org/scripts/show/107545

QUOTE(varst @ Dec 17 2012, 06:48) *

Or make different version so people can choose to read from the list or make a custom list. Some simply like to make those monsters which they think are stronger.

People can do that pretty easily now by going into the code and changing the ranks of the monsters they want detected to 1.

This post has been edited by Jack Nicholson: Dec 18 2012, 00:32
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post Dec 18 2012, 00:42
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QUOTE(Jack Nicholson @ Dec 18 2012, 00:28) *

Sorry, it was a pretty big bug on my end. If you download the new version, it should work now for custom fonts and use downloadable fonts.


Now it's working just fine. Thank you so very much! (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Dec 18 2012, 01:00
Post #67
Jack Nicholson



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QUOTE(kserox @ Dec 18 2012, 00:42) *

Now it's working just fine. Thank you so very much! (IMG:[invalid] style_emoticons/default/laugh.gif)

thank you for your patience with the bot.
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post Dec 19 2012, 03:38
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Would it be possible to add an option that highlights monsters only when you are on or higher than a specific difficulty? For example,

'liselotte werckmeister': {color:'LightGreen',rank:1}, // Highlight on all difficulties
'noihara himari': {color:'Orange',rank:1,diff:battletoads}, // Highlight on Battletoads or higher

(EDIT: Or maybe instead of adding yet another option like in the example above, you could just tie the functionality into rank somehow.)

I just find that there are some monsters that I don't care about having highlighted on lower difficulties, but I would like to have them marked on higher difficulties. Although, if something like this were to add more latency, even for those who wouldn't use this feature, it's not worth it.

This post has been edited by n125: Dec 19 2012, 03:41
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post Dec 19 2012, 06:37
Post #69
nwbell6



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QUOTE
Below 100: level
100 and above: level^1.27 - 247


QUOTE
For those who're interested:
lv. 164 -> PL 400 (player should start to meet monsters with spirit attacks)
lv. 183 -> PL 500
lv. 202 -> PL 600
lv. 221 -> PL 700
lv. 239 -> PL 800
lv. 257 -> PL 900
lv. 274 -> PL 1000
lv. 292 -> PL 1100
lv. 308 -> PL 1200
lv. 325 -> PL 1300
lv. 341 -> PL 1400
lv. 358 -> PL 1500
lv. 428 -> player should be able to meet any custom monsters (there's no way a custom monster can get more than 1951 PL currently)


Lucky for me I can still see Eila 501

With the new limits, a good deal of the players will not be seeing the very top for a while (and the minimum PL to be in the top 50 will be rising as players spend more crystals on their best monsters). If you write a script that reads from the wiki list, maybe the user can select the minimum and maximum PL and then the monsters found can be presented, each with a check box, and the user can deselect monsters they wants the script to ignore.
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post Dec 22 2012, 10:18
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Jack Nicholson



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QUOTE(n125 @ Dec 19 2012, 03:38) *

Would it be possible to add an option that highlights monsters only when you are on or higher than a specific difficulty? For example,

'liselotte werckmeister': {color:'LightGreen',rank:1}, // Highlight on all difficulties
'noihara himari': {color:'Orange',rank:1,diff:battletoads}, // Highlight on Battletoads or higher

(EDIT: Or maybe instead of adding yet another option like in the example above, you could just tie the functionality into rank somehow.)

I just find that there are some monsters that I don't care about having highlighted on lower difficulties, but I would like to have them marked on higher difficulties. Although, if something like this were to add more latency, even for those who wouldn't use this feature, it's not worth it.

This is an interesting feature. I can probably add it in the future.


New version is up. Credits go to nwbell6 for providing us with an up-to-date list of top 2000 monsters using HVSTAT. I chose to only include the top 500 monsters, because the script was starting to lag.

QUOTE
-Monster list now contains 500 monsters to match the new level limits.
-As before, you can select how many top monsters to detect (change first line of code). The default is 100.
-You can customize which monsters you want to detect by going into the code and changing their rank (or priority) to 1. Similarly, you can change the monsters you don't care about to 1000 ensuring you don't detect them.

-Special thanks to nwbell6 for providing us with an up-to-date list of top 2000 monsters using HV STAT.


Please leave feedback if you feel this new version lags or has any other issues. It wasn't noticeably lagging for me, so that's why I included 500 monsters. If there's noticeable lag, I can update a new version with fewer monsters.

This post has been edited by Jack Nicholson: Dec 23 2012, 02:29
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post Dec 22 2012, 12:53
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PeerlessPoi



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thank you, got it
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post Dec 22 2012, 21:39
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nwbell6



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> 'fresh baked & #199;igarettes': {color:'LightPink',rank:488},

The spam filter for the wiki doesn't like the work 'cigarettes' so for Fresh Baked Cigarettes (MID=15976), I changed the 'C' to a 'Ç'. You will have to change it back.

It and 0yz (MID=29261) are the only two names in the list where a simple cut-and-paste fails. 0yz is the only monster on the list that I am aware of whose name was removed with version 0.6.8 (the trainer probably stopped playing so never made a new name).
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post Dec 23 2012, 02:29
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QUOTE(nwbell6 @ Dec 22 2012, 21:39) *

> 'fresh baked & #199;igarettes': {color:'LightPink',rank:488},

The spam filter for the wiki doesn't like the work 'cigarettes' so for Fresh Baked Cigarettes (MID=15976), I changed the 'C' to a 'Ç'. You will have to change it back.

It and 0yz (MID=29261) are the only two names in the list where a simple cut-and-paste fails. 0yz is the only monster on the list that I am aware of whose name was removed with version 0.6.8 (the trainer probably stopped playing so never made a new name).

Thanks, fixed.
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post Dec 23 2012, 08:32
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it seems cann't work now
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post Dec 23 2012, 09:24
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QUOTE(vsfangtao @ Dec 23 2012, 08:32) *

it seems cann't work now

The only reason it worked for you was due to a mistake on my part. I've added a new download for sub-L120 players. Feel free to install that one.

[dl.dropbox.com] https://dl.dropbox.com/u/90663256/MonsterSensor17low.user.js (sub-L120 players)

This post has been edited by Jack Nicholson: Dec 23 2012, 21:52
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post Dec 31 2012, 16:06
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I changed the colors of top 100 monsters, now they have only 4 colors from deep to light depending on their pl and hp. The deeper color means the monster is more dangerous, Daimon/Elemental/Undead will have deeper color and Celestial/Sprite/Humanoid will have ligher color so it can help dark mage (me) to use imperil and choose target monster. (IMG:[invalid] style_emoticons/default/tongue.gif)

Attached File  HV_Monster_Sensor1.7_for_dark_mage.user.zip ( 6.32k ) Number of downloads: 51


This post has been edited by lltt013: Dec 31 2012, 16:06
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post Jan 6 2013, 17:42
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I was inspired and I must say recent changes was quite pretty-looking.
Though I didn't use the script exactly, this is designed to highlight ones at my level that are strong against fire at level 210 - keep in mind all are not here, there are waaay too many fire-resistant monsters so there's no point in listing every insect when there's worse targets. Since I used chrome I paired assigning .js classes with css usersheet:
JS
CODE

var strfire='~Aika S Granzchest~Akroma~Alteisen~Ao Kiji~Asha~Asuka Hayato Xxx ~Bloody August~Boa Marigorudo~Boa Sandasonia~Capcom~Cat Sith Dragon~Chibi Ryu~Cicco~Cold Handed Ho~Cygnus~Doragon Born~Doragonica~Elrath~Francis X Clampazzo~Gerund~Gyarados~Hentai King Slave~Heran1234~Hinata Natsumi~Hitokiri84~I Fear Fire~Jormangund~Killerdeathcat~Kosuke Ueki~Lala Moo-moo~Laura Bodewig~Let Dahaka~Leviathan~Mayonnaise~Mayonnaise~Mechzilla~Miku Hatsune~Mr Daniels~Nobunaka~Puff The Magic Dragon~Rain Lindwurm~Roaming Your Nightmares~Rorix~Ruby~Rx-75~Sarament~Sg550 Shigu~Shemhazai~Sonken Chuubou~Sotha Sil~Tahini~Tehanu~The One And Only~The Q~Time Drake~Typhoon Rider~Useless~Wildwurger~X-42 Giant Robo-scorpion';
  var monsters = document.getElementsByClassName('btm1'), i=monsters.length;
var foo = function(im){if(strfire.indexOf(im.children[1].children[0].children[0].innerHTML,(im.children[1].children[0].children[0].innerHTML[0]>'K')? 342:1)>0)im.className="btm1 strongfire";}
while(i--){foo(monsters[i]);}


CSS - this highlights the level box with orange instead of whole background.
CODE
div.strongfire>div.btm2>div>div.fd12>div{
    background-color: #E88800;
    border-color:   #FFAF00 #CC5500 #BB6600 #FFAF00;
    border-style: solid;
    opacity: 0.8;
    width: 20px;
    margin-left: 6px;
    border-width:  2px;
}


Now there are some pretty obvious changes in js - as to why I used string instead of array - [jsperf.com] http://jsperf.com/indexof-string-and-array test on my machine. Alas, nodelist doesn't allow it to use forEach on it and there's not much point in running it on bigger array for each monster, but if it happens to be needed, [jsperf.com] http://jsperf.com/loops/51 . One thing that should be fast to implement is that it checks if the beginning letter of the monster is more than midway in, allowing it to perform 1+n/2 comparisons instead of n comparisons.
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post Jan 21 2013, 06:20
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Removed sub-L120 sensor due to recent patch change making it redundant since L100 players playing on IWBTH start meeting top 100 ranked monsters, which the L120+ sensor detect.

@Lement: I think my implementation is still faster, because the javascript object I used is very similar to a hash table, which runs in constant time as opposed to array or string search, which runs in linear time. Props on the fire version and the css. I don't really know css.

[jsperf.com] http://jsperf.com/indexof-string-and-array/2

This post has been edited by Jack Nicholson: Jan 21 2013, 06:29
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post Jan 21 2013, 08:26
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Lement



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Correct you are. object["sth"] shows up at ~ ten times faster for me, thanks.
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post Jan 31 2013, 05:43
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Just updated the wiki list here: Talk:Monster Lab Bestiary 250+.

I think I have found all the Fibrexx's.
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