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> HV Script Thread, Discuss your creations. Includes guidelines and infos for script creation (2020-02-28 upd)

 
post Jul 5 2014, 10:57
Post #1516
Owyn



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QUOTE(acegi @ Jul 5 2014, 00:52) *

OH, thx. It works now. But the remain problem is after I release Ctrl, it will use Arcane Blow one time.

if it happens in the same page, try adding
CODE
unsafeWindow.battle.hover_target = function(){};
to the end of your listener to completely disable hover-attacking and let only your imperil hover work that time
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post Jul 6 2014, 07:08
Post #1517
acegi



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QUOTE(Owyn @ Jul 5 2014, 01:57) *

if it happens in the same page, try adding
CODE
unsafeWindow.battle.hover_target = function(){};
to the end of your listener to completely disable hover-attacking and let only your imperil hover work that time


Oh, the code doesn't work at all. But I found a funny thing. My code only works well when there are two "window.addEventListener('mouseover', function (e)" , one with true and the other with false. Lacking one of them make it use Arcane Blow instead of imp some time. And now Arcane Blow will be used after releasing Ctrl randomly not always, the frequency is about one-third to one forth.
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post Jul 6 2014, 13:53
Post #1518
oohmrparis



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Script that displays the condition in equipment page.

[attachmentid=46151]


If equipment can repair, repair by right-clicking.
If you need confirmation dialog, erase the double slash of two places near the bottom of the code.

Scraps bug fixed.
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post Jul 7 2014, 00:44
Post #1519
treesloth



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Anyone have an update to the Mini Shop Helper script, by ctxl? Thx
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post Jul 7 2014, 13:13
Post #1520
Owyn



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QUOTE(treesloth16 @ Jul 7 2014, 02:44) *

Anyone have an update to the Mini Shop Helper script, by ctxl? Thx

why would you need an update?
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post Jul 7 2014, 16:35
Post #1521
LostLogia4



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QUOTE(Owyn @ Jul 7 2014, 19:13) *
why would you need an update?
Because... it doesn't bloody work with Inventory and Mooglemail section.
I've had this problem during my previous auction as well.
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post Jul 7 2014, 22:11
Post #1522
Owyn



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QUOTE(LostLogia4 @ Jul 7 2014, 18:35) *

Because... it doesn't bloody work with Inventory and Mooglemail section.
I've had this problem during my previous auction as well.

It doesn't even have includes (nor ever had) for inventory or mooglemail section... so there's nothing to be broken there.


CODE

// @match          http://*.hentaiverse.org/?s=Bazaar&ss=es*
// @match          http://*.hentaiverse.org/?s=Bazaar&ss=fr*
// @match          http://*.hentaiverse.org/?s=Battle&ss=iw*
// @match          http://*.hentaiverse.org/?s=Character&ss=eq&slot=*
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post Jul 7 2014, 23:12
Post #1523
treesloth



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QUOTE(Owyn @ Jul 8 2014, 05:11) *

It doesn't even have includes (nor ever had) for inventory or mooglemail section... so there's nothing to be broken there.
CODE

// @match          http://*.hentaiverse.org/?s=Bazaar&ss=es*
// @match          http://*.hentaiverse.org/?s=Bazaar&ss=fr*
// @match          http://*.hentaiverse.org/?s=Battle&ss=iw*
// @match          http://*.hentaiverse.org/?s=Character&ss=eq&slot=*



It wont produce forum links for selected equips... I believe others have posted about this issue in the pinned shop helper thread also
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post Jul 8 2014, 04:33
Post #1524
LostLogia4



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QUOTE(Owyn @ Jul 8 2014, 04:11) *

It doesn't even have includes (nor ever had) for inventory or mooglemail section... so there's nothing to be broken there.
CODE

// @match          http://*.hentaiverse.org/?s=Bazaar&ss=es*
// @match          http://*.hentaiverse.org/?s=Bazaar&ss=fr*
// @match          http://*.hentaiverse.org/?s=Battle&ss=iw*
// @match          http://*.hentaiverse.org/?s=Character&ss=eq&slot=*
Just tested it with Firefox 30 with Greasemonkey and the tags is only shown in the equipment shop. The only other section where it works is in the defunct pre-patch forge section.
It's perilous to use the script there, so switched to HV Item manager for tagging purposes. Clearly some patching needs to be done to extend it's functionality to Inventory, Forge and Mooglemail section, where I'll REALLY need the tags to identify the to be-sent equip.

EDIT:Checked this reply from ctxl
QUOTE(ctxl @ Jun 8 2014, 19:14) *
The successor to this script has an independent UI (accessible in/out of battle), similar to how HV Shop System has a separate page.

There will be full inventory support (not just equipment) and MoogleMail integration (within the UI).

I'll be done with my undergraduate education soon and will review the backlog of suggestions as I make progress.
If you want a particular feature added/fixed/modified/stolen from another script, it'd be wise to say so soon™.
Guess that'll take awhile... (IMG:[invalid] style_emoticons/default/heh.gif)

This post has been edited by LostLogia4: Jul 8 2014, 04:38
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post Jul 8 2014, 10:39
Post #1525
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Adding this to the Mini Shop Helper include list causes the script to partially function in the Enchant section of the Forge, which is a safe section and doesn't filter any equipment out. You can still tag and price equipment, but like the sloth said, you can't generate BBCode.

CODE
// @match          http://hentaiverse.org/?s=Forge&ss=en*


According to ctxl, we just have to wait a while.
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post Jul 9 2014, 01:12
Post #1526
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Suppose here is a perfectly fine place to make requests is it not?

Looking for a script that can tie monster name and scan data to drops at the end of a round (as well as other valuable information) in a neat CSV format when called.

Example of the output for each monster: Date/Difficulty/Arena # or Battle Type/Round #/Monster Name/Monster Spawned Level/Power Level/Spirit Points/Drop
If scan is not preformed Power Level and Spirit Points should output N/A. Arena or Grindfest clears should be have bonus as the Monster Name

Currently only looking at this for me personally so I can get some results and conclusions about quality and player trainings. If it also was able to integrate player trainings such as LotD/Scav/Quarter/Arch then the data could be compiled and used to get answers more quickly then me working by myself. A this time there is no way to work around the scan aspect, so I doubt many people would want to spend time helping out on this by killing things, so hopefully someone can write the script for me so I don't have to try to collect everything by hand.
Jenga is working on it.

This post has been edited by skillchip: Jul 9 2014, 02:30
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post Jul 10 2014, 02:05
Post #1527
simrock87



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Since some tasks for HV script development are often recurring i started coding some utility helpers.
These Helpers are intended for use by developers.


ItemShopHelper
Version: 1.0.0
Use case: Buy Materials from the Item Shop from (almost) anywhere in HV.
Attached File  ItemShopHelper.zip ( 2.99k ) Number of downloads: 64

Could be used to buy materials before repairing.
Notes:
As this has already been included in a script i released some time ago here and i haven't received any complaints so far, i'll tag this as version 1 (IMG:[invalid] style_emoticons/default/wink.gif)


EquipmentHelper
Version: 0.5.0 alpha
Use case: Parses Equipment Data into an Object for further processing.
Attached File  EquipmentHelper.zip ( 3.21k ) Number of downloads: 63

Could be a base for shop-scripts or EquipCompare like scripts.
Notes:
There are still a couple things left to implement and change, but so far it's possible to parse 1 item.
AJAX parsing with use of the helper requires callbacks due to the async nature. The Parser can be used synchronously with the popup.
Planned:
- function to parse multiple items in one go
- functions to easily parse Inventory & Equipment Page (not sure about this one, since it's a lot of data)


If you find errors, please feel free to contact me with the error (or possible fixes/improvements (IMG:[invalid] style_emoticons/default/wink.gif))
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post Jul 10 2014, 11:47
Post #1528
holy_demon



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Copypasta from the discussion in my shop.

QUOTE(n125 @ Jul 10 2014, 16:58) *

Would it be possible to add Spark and Channeling alerts to Spell Spam? I know that other scripts provide these features, but they don't interrupt Spell Spam properly. If you're using spell rotation and an alert appears, Spell Spam will still push a turn through once you dismiss the alert. I'm sure you know what I'm talking about, but I'm not sure if adding alerts would solve the problem. (IMG:[invalid] style_emoticons/default/heh.gif)



QUOTE(Colman @ Jul 10 2014, 17:00) *

I am quite sure your extended syntax should be considered as bot. (IMG:[invalid] style_emoticons/default/cool2.gif)
It is because someone can just use some mouse macro to fully auto everything.


After several feedback about my idea for SpellSpam syntax and it being too bot-friendly, I came up with this

CODE
+60OC;Vital Strike;-Channeling;+Hastened;-Gem;Shield Bash; +50HP;Attack;


Check if OC > 60, and prompt for confirmation (yes/no) if fail
Cast Vital Strike
Check if there's channelling buff, and prompt for confirmation (yes/no) if fail
Check if there's hastened buff, and prompt for confirmation (yes/no) if fail
Check if there's no gem, and prompt for confirmation (yes/no) if fail
Cast Shield Bash
Check if HP > 60, and prompt for confirmation (yes/no) if fail
Attack

It only prompt once in a rotation, if you click yes, all the following condition will not be checked

This post has been edited by holy_demon: Jul 10 2014, 11:47
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post Jul 12 2014, 18:14
Post #1529
simrock87



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QUOTE(holy_demon @ Jul 10 2014, 11:47) *

Copypasta from the discussion in my shop.
After several feedback about my idea for SpellSpam syntax and it being too bot-friendly, I came up with this

CODE
+60OC;Vital Strike;-Channeling;+Hastened;-Gem;Shield Bash; +50HP;Attack;


Check if OC > 60, and prompt for confirmation (yes/no) if fail
Cast Vital Strike
Check if there's channelling buff, and prompt for confirmation (yes/no) if fail
Check if there's hastened buff, and prompt for confirmation (yes/no) if fail
Check if there's no gem, and prompt for confirmation (yes/no) if fail
Cast Shield Bash
Check if HP > 60, and prompt for confirmation (yes/no) if fail
Attack

It only prompt once in a rotation, if you click yes, all the following condition will not be checked

Imho you're still building a decision tree that evaluates to one action, the prompt is only a formality that could be easily circumvented.
I liked the previous syntax more, because distinct actions have distinct conditions, which can be parsed as is and if they match, the action can be displayed for decision by the user. Then, if multiple conditions match, you could display all possible/matched actions and the user has to choose one of them.

So far it seems the auto-scripts so far are allowed to have knowledge over a single player stat (HP, MP, OC, Buff duration) tied to a single action (Cure, Pot, Stance, Rebuff) and n mutually exclusive auto-cast spells, also only based on cooldown.
Script suspension can be/should be utilized to help players notice the new choices/change of circumstances and force non-players into a change of context.
Scripts with knowledge of Monster status are a big no-no, like (target.hp<25, target.bleeding, player.chain2, player.oc>75)Merciful Blow, but you don't do that, so it's just for reference (IMG:[invalid] style_emoticons/default/wink.gif)


Also, another 2cents:
If i were to write a HV bot, i wouldn't do that with JS, let alone anything with a GUI.
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post Jul 12 2014, 20:07
Post #1530
nihilvoid



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I posted this in another thread a while ago, but this thread seems like a better place for it.

Intercepts battle clicks and loads new pages via AJAX. Active elements of the page, like monsters, your HP/MP/SP/OC bars, skills, status bar, quick bar, etc. are all updated with each "reload". New rounds are started with an automatic refresh of the page.

For me, this dramatically decreases page load times (~30%) and memory usage (stays relatively constant on Firefox). I think it may be much more suitable if you play on a laptop or low (<2) GHz machine.
Note: Probably won't work with other scripts without direct integration or some sort of cross-script event trigger.

This post has been edited by DJNoni: Nov 21 2017, 21:56
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post Jul 12 2014, 22:05
Post #1531
holy_demon



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QUOTE(simrock87 @ Jul 13 2014, 02:14) *

Imho you're still building a decision tree that evaluates to one action, the prompt is only a formality that could be easily circumvented.
I liked the previous syntax more, because distinct actions have distinct conditions, which can be parsed as is and if they match, the action can be displayed for decision by the user. Then, if multiple conditions match, you could display all possible/matched actions and the user has to choose one of them.

So far it seems the auto-scripts so far are allowed to have knowledge over a single player stat (HP, MP, OC, Buff duration) tied to a single action (Cure, Pot, Stance, Rebuff) and n mutually exclusive auto-cast spells, also only based on cooldown.
Script suspension can be/should be utilized to help players notice the new choices/change of circumstances and force non-players into a change of context.
Scripts with knowledge of Monster status are a big no-no, like (target.hp<25, target.bleeding, player.chain2, player.oc>75)Merciful Blow, but you don't do that, so it's just for reference (IMG:[invalid] style_emoticons/default/wink.gif)
Also, another 2cents:
If i were to write a HV bot, i wouldn't do that with JS, let alone anything with a GUI.



Well I guess I will just make a syntax with conditionals at the beginning, so no more trees (IMG:[invalid] style_emoticons/default/tongue.gif) Kinda like this

<conditionals>, <rotations>
eg: +Hastened +50HP -200OC, Attack

@bot: If you do it with JS, you at least don't have to worry about disguising your request as legitimate browser request. It also lets you be lazy with certain interaction by simulating clicking/hover/dragging/etc... instead of figuring out the server api (which is not always easy to do, unlike with HV (IMG:[invalid] style_emoticons/default/duck.gif))

And there's always NodeJS if you want a server-sided solution (i'm assuming that's what you meant with the GUI thing)
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post Jul 12 2014, 23:33
Post #1532
simrock87



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QUOTE(holy_demon @ Jul 12 2014, 22:05) *

Well I guess I will just make a syntax with conditionals at the beginning, so no more trees :P Kinda like this

<conditionals>, <rotations>
eg: +Hastened +50HP -200OC, Attack

@bot: If you do it with JS, you at least don't have to worry about disguising your request as legitimate browser request. It also lets you be lazy with certain interaction by simulating clicking/hover/dragging/etc... instead of figuring out the server api (which is not always easy to do, unlike with HV :duck:)

And there's always NodeJS if you want a server-sided solution (i'm assuming that's what you meant with the GUI thing)

I think trees are fine, as long as it's not a single tree with multiple actions ;)
If each action has its own tree and everything is evaluated and every result is displayed as a choice, i think it may be fine. But i'm weird and not important :D

So like:
Haste: !Buff.Hastened; Regen: !Buff.Regen; MP-Pot: +0.20MP; SP-Pot: ;Cure: -0.40HP, !Cooldown.Cure; Full-Cure:+0.40HP, Cooldown.Cure; Shield Bash: !Cooldown.Shield_Bash, +50OC; Attack

Where:
40OC = 40OC value, 0.40OC = 40% OC (0.4 * 250)
+ counts from bottom, so +0.20 = 20%
- counts from top so -0.20 = 80%
Cooldown has cooldowns for spells
! is negation

Attack always evaluates to true, since it has no conditions. If one or multiple others also evaluate to true, stop auto-attack and force to manually make a choice.

@Bot: i think we should stop theorizing in the open before we get bitch-slapped by 10B or varst for giving people ideas ;)
Let's just say, if i'd already be breaking 1 rule, what'd stop me from breaking another one? :>


On Topic:
I think i'm close to done with the EquipmentHelper i posted a couple days back. Next is EQ-Scaling to base-stats (EQCompare functionality). Since i'd like the code and data to be understandable (i just gave up trying to understand all the stuff in EQC) i started prototyping a new, more verbose, format.

RFC:
Data is indexed by Equipment Type+Slot combination (Power Helmet).
Every slot has base stats in a base block. Stats are arranged to loosely fit the model used in EquipmentHelper (may make this the same model to ease usability if it becomes necessary or eases development).
Prefixes and suffixes are indexed as such and override the respective blocks in the base model.
EQ-Quality is indexed by first character (S = Superior, E = Exquisite, ...).

So far i did this for Power Helmet and Power Armor by transferring wiki data by hand.
Also unsure how to store element mitigation, as it seems to be the same for any element, i'm thinking of also storing them as prefix but that'd be kind of wasted space and annoying to maintain.
Attached File  RFCScale.zip ( 1.23k ) Number of downloads: 58
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post Jul 15 2014, 06:18
Post #1533
simrock87



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In response to
QUOTE(eovcoo5 @ Jul 15 2014, 05:19) *

(IMG:[invalid] style_emoticons/default/anime_cry.gif) please help

Attached Image


Had a couple minutes to spare, so here is a small user script to change bar colors.
Tested with Iron v33.

Attached File  hvbcc.user.js.zip ( 586bytes ) Number of downloads: 58

Default colors will cause eye-cancer.
To change the colors, change the corresponding lines in the script to fit your needs.
CODE
var hpColor = "#0F0";
var mpColor = "#00F";
var spColor = "#F00";
var ocColor = "#FF0";

Pick your color codes here: [html-color-codes.info] http://html-color-codes.info/

Default View:
Attached Image

This post has been edited by simrock87: Jul 15 2014, 06:22
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post Jul 15 2014, 07:40
Post #1534
eovcoo5



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so great it works

i really appreciate you work this out (IMG:[invalid] style_emoticons/default/wub.gif)

and would you mind update the Script can change monster bar color in what color we like ?

please (IMG:[invalid] style_emoticons/default/smile.gif) it will be so nice

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post Jul 15 2014, 08:28
Post #1535
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QUOTE

I have a separate browser, Pale Moon (supposedly Firefox stripped of bloat), that I use only to play HV with. The only Extension installed is Greasemonkey, and the only user scripts I run is HVStat with all in-combat options turned off except for low health , mana, and spirit warnings.

I still get only about slightly more than 1 turn per second.

I don't know what else I can strip down or change to increase my speed. It's pretty frustrating watching the page have to load for a full second for every individual attack. I'm sure there must be others suffering from this, so any advice would be welcome. Thanks.

Original Post

Introducing another way of maximizing your APM! That is, don't wait for the results, just keep clicking!

I don't have a name for this script yet:
Attached File  Suicider.txt ( 4.93k ) Number of downloads: 156


Like my previous script, this one also uses partial page loading to reduce loading times. However, instead of waiting for the POST to reach the server and come back, this script immediately allows you to click again, sending another POST to HV. Keep clicking and the POSTs keep being sent.
When the response(s) are recieved, the logs are kept and all but the last page are thrown away. If you stop clicking for about half a second, the page will fill the game screen with the latest information available.

Disclaimer: This does not prevent you from overkilling monsters (beating dead horses) and otherwise wasting your turns doing invalid actions. This also does not guarantee that the order of your clicking is the order of the actions you take (that depends on routing).

I would only use this if you are confident that your character can survive multiple turns of mindlessly smacking monsters without caring about skills, your HP, combat efficiency, etc.
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