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HV Script Thread, Discuss your creations. Includes guidelines and infos for script creation (2020-02-28 upd) |
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Jul 10 2014, 02:05
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simrock87
Group: Members
Posts: 647
Joined: 12-June 11

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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. ItemShopHelperVersion: 1.0.0Use case: Buy Materials from the Item Shop from (almost) anywhere in HV.
ItemShopHelper.zip ( 2.99k )
Number of downloads: 64Could 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) EquipmentHelperVersion: 0.5.0 alphaUse case: Parses Equipment Data into an Object for further processing.
EquipmentHelper.zip ( 3.21k )
Number of downloads: 63Could 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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Jul 10 2014, 11:47
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holy_demon
Group: Gold Star Club
Posts: 5,417
Joined: 2-April 10

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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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Jul 12 2014, 18:14
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simrock87
Group: Members
Posts: 647
Joined: 12-June 11

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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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Jul 12 2014, 20:07
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nihilvoid
Group: Members
Posts: 534
Joined: 9-August 11

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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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Jul 12 2014, 22:05
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holy_demon
Group: Gold Star Club
Posts: 5,417
Joined: 2-April 10

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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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Jul 12 2014, 23:33
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simrock87
Group: Members
Posts: 647
Joined: 12-June 11

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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.
RFCScale.zip ( 1.23k )
Number of downloads: 58
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Jul 15 2014, 06:18
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simrock87
Group: Members
Posts: 647
Joined: 12-June 11

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In response to QUOTE(eovcoo5 @ Jul 15 2014, 05:19)  Had a couple minutes to spare, so here is a small user script to change bar colors. Tested with Iron v33.
hvbcc.user.js.zip ( 586bytes )
Number of downloads: 58Default 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: This post has been edited by simrock87: Jul 15 2014, 06:22
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Jul 15 2014, 08:28
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nihilvoid
Group: Members
Posts: 534
Joined: 9-August 11

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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 PostIntroducing 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:
Suicider.txt ( 4.93k )
Number of downloads: 156Like 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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Jul 15 2014, 09:06
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LostLogia4
Group: Gold Star Club
Posts: 2,716
Joined: 4-June 11

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QUOTE(nihilvoid @ Jul 15 2014, 14:28)  I don't have a name for this script yet. I hereby name it "The Berserker". Because you might as well be one whenever you fight blindfolded in melee after all. Also, care to make it work with Mousemelee and Hoverplay? This post has been edited by LostLogia4: Jul 15 2014, 09:07
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Jul 15 2014, 10:31
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simrock87
Group: Members
Posts: 647
Joined: 12-June 11

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QUOTE(eovcoo5 @ Jul 15 2014, 07:40)  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 Version 1.1 Monster bars have colors corresponding to player bars.
hvbcc.user.js.zip ( 804bytes )
Number of downloads: 56QUOTE(nihilvoid @ Jul 15 2014, 08:28)  Original PostIntroducing 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:
Suicider.txt ( 4.93k )
Number of downloads: 156Like 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. Suicider is an apt name ;P Also you might want to consult varst or Tenboro if that kind of script is legal. In any case, imho this could get you flagged for potential bot use, since you're potentially sending a lot of artificial/invalid requests, that are usually not possible. Who knows what kind of automatic safeguards are in place for that (IMG:[ invalid] style_emoticons/default/biggrin.gif)
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Jul 15 2014, 16:38
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nihilvoid
Group: Members
Posts: 534
Joined: 9-August 11

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QUOTE(simrock87 @ Jul 15 2014, 01:31)  Suicider is an apt name ;P Also you might want to consult varst or Tenboro if that kind of script is legal. In any case, imho this could get you flagged for potential bot use, since you're potentially sending a lot of artificial/invalid requests, that are usually not possible. Who knows what kind of automatic safeguards are in place for that (IMG:[ invalid] style_emoticons/default/biggrin.gif) I personally would not use it to send more than say, 5 actions at once (my character is weak!). Also, the server does prevent you from doing invalid actions. In return, you essentially forfeit your turn (i.e. you lose some time performing the action and monsters hit you a few times). How do I go about contacting varst/Tenboro? PM?
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Jul 18 2014, 17:46
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holy_demon
Group: Gold Star Club
Posts: 5,417
Joined: 2-April 10

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HV Item Manager 1.3.1
HVItemManager_1.3.1_public.user.zip ( 6.96k )
Number of downloads: 176Stable release This is the spiritual successor of both HVItemFilter and MoogleSpam (unreleased). If you have installed HVItemFilter please uninstall it to avoid conflict. Bazaar, Moogle, Salvage, Repair, Reforge, Filter and Manage multiple items with ease. Works in inventory, shop, forge and moogle page. New Major Feature: - multi-reforge - item world - filter syntax - notification system - more tag Main Features: - (textfield at top left, hotkey CTRL+F) Filter item, fully support [ developer.mozilla.org] regular expressions, and boolean conditionals (details below) - (checkbox/textfield next to each item) Checkboxs let you select items for subsequent multi-action. The checkboxes next to consumable/trophies become textfield so you can specify number. Textfield let you mark the unit price for your items. These prices will carry over next session. On top of each pane, there's a checkbox/textfield to select/set price for all selected items of that pane ( note: this behaviors change from 1.2.0, if you want tag all, you have to select all, then tag) - (repair button) multi-repair: repair all selected items - (salvage button) multi-salvage: salvage all selected items - (bazzaar button) multi-bazaar: sell all selected items to bazzaar. Only works with equips - (moogle button) multi-moogle: moogle all selected items to a recipient prompted in a popup. Works with both equips and items, does not support COD. - (reforge button) multi-reforge all selected equips - (itemworld button) go into item world of the first selected equips - (lock/unlock button) multi-lock/unlock: self-explained - (list button): will prompt you to type in a template to generate an items like of all selected items. This function is inspired by ctxl's HVMiniShopHelper, so it will have a similar syntax. Currently only support equips. - accessible in the moogle, inventory, shop and forge pages - press right click anywhere to move the toolbox around (if you want to see the normal right click, hold CTRL) - Notification: when an action is chosen, the item's name will be changed to "Sent to <action>". When the action is finished, you will be given either the result (salvage), "Task Done" for generic successful action, "In Battle" if you are stuck in battle, or any relevant error message given by Hentaiverse. Filter syntax: - You can include type in multiple conditional groups, separated by ',' (comma). These conditionals will be related to each other by logical AND. - There's 2 type of conditional group: + Regexp type (the one in 1.2.0).Ex: Mag|Leg|Peer + Boolean type: you can use ||,&&,! logical operand (and, or, not respectively), basic algorithmic operands (+,-,*,/,==,>=,<=,>,<), and tag as variable (eg:$price, $pxp - details in tag section). Ex: $pxp>=320&&$level==0&&!locked => pxp more or equal to 320, level equals 0, not locked - '-' (minus) at the beginning of the a conditional group to get negation Filter Example: CODE -$locked,average|crude|fair|fine|artifact|crysal|token|energy|figurine =>show unlocked equips (and items, as items are considered unlocked) that contains average, crude, fair, fine, artifact, crystal, toekn, energy, figurine in their drink (aka my filter after grindfest) CODE Power|Phase|Shade|Force, $pxp<320 =>only display equips that contain Power/Phase/Shade/Force in name and pxp must be <320 CODE -$locked, $cond<75 =>only display unlocked items with condition < 75 CODE $locked, -Slaughter|Destruction, level==10 =>only display locked equips that don't contain Slaughter/Destruction in their name and level 10 CODE binding, slaughter|destruction =>only display binding of slaughter or binding of destruction. Currently supported tags: (case insensitive) $NAME, $PRICE, $COUNT, $LEVEL, $PXP, $URL, $ID, $KEY, $COND (between 0 and 100 - for equip's condition) $LOCKED (true/false - use this for filter; will return false for non-equip items) $QUALITY (Exquisite, Peerless, etc...) $AQUALITY (Exq, Peer, Leg, etc...) $TYPE (One-handed, Staff, Cloth, etc..), $ATYPE (1H, 2H, ST, CL, etc...) $STYPE (Axe, Oak, Phase, etc..), $PREFIX (Ethereal, Hallowed,etc...), $SUFFIX (Slaughter, Destruction, etc...), $PART (Leggings, Gloves, Helmet, etc...) (it's empty on weapon/shield) Template (for List function) example: CODE [$ID][url=$URL]$NAME[/url] PxP$PXP Price:$PRICE =>[39640402] Superior Ethereal Axe of Slaughter PxP302 Price:200k CODE [B]$QUALITY[/B] $PREFIX $STYPE $PART of [I]$SUFFIX[/I] => Magnificent Tempestuous Axe of SlaughterMagnificent Hallowed Willow Staff of Curse-weaverFuture features: future features will be based on donations, the features that reach its donation goal will be guaranteed to be included in the next released version. Here are the features that I have in plan: - multi-COD - 500Hath or 4.5m
- mult-shrine - 500Hath or 4.5m
- better feedback system to notify you when multi-actions are completed - 500 Hath or 4.5m
- list works with items, more tags support such $# $TYPE $STRIKE, etc... (suggest to have more, but I won't do $STATS since scaling function is a lot of work, deserving a separate project)- 500Hath
- customizable filter tickbox, so you don't have to type into the filter field all the time, strong search function, such as search by level/PxP -500Hath
- other custom features you want - 500Hath or 4.5m each
Once the total donation reaches 2000 Hath (or 18m - Hath is valued at 9k/hath), I will finish up all the main features without further donation. Custom features will need donation to be included, unless I find useful enough to be included in the main features.
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Jul 19 2014, 01:02
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pooofer
Group: Members
Posts: 308
Joined: 19-September 13

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nvm, another script was interfering.
This post has been edited by pooofer: Jul 19 2014, 01:13
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Jul 19 2014, 17:47
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Dan31
Group: Members
Posts: 4,399
Joined: 26-March 12

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QUOTE(LostLogia4 @ Jul 15 2014, 09:06)  I hereby name it "The Berserker". Because you might as well be one whenever you fight blindfolded in melee after all. Also, care to make it work with Mousemelee and Hoverplay?
I wouldn't advise it. Use the Reloader script instead and paste the mousemelee script in the OnPageReload() function.
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Jul 19 2014, 18:15
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nihilvoid
Group: Members
Posts: 534
Joined: 9-August 11

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I agree. Even I wouldn't use the Berserker script (fun concept, but way too risky (IMG:[ invalid] style_emoticons/default/laugh.gif) ). Partial Page Loader v0.1
Reloader.txt ( 3.84k )
Number of downloads: 171Minor improvement on the previous version. Page elements are more selectively replaced (better performance + preserves more custom styles, if you have other scripts enabled). Plus a few more code comments. Also added specific code for reloading the logs. Instead of being replaced, the logs are simply appended. Technically, this makes it possible to wait until the round is complete to do any log parsing, which may shave time off some page load time.
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Jul 19 2014, 23:35
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something
Group: Members
Posts: 1,106
Joined: 14-January 07

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QUOTE(nihilvoid @ Jul 19 2014, 12:15)  I agree. Even I wouldn't use the Berserker script (fun concept, but way too risky (IMG:[ invalid] style_emoticons/default/laugh.gif) ). Partial Page Loader v0.1
Reloader.txt ( 3.84k )
Number of downloads: 171Minor improvement on the previous version. Page elements are more selectively replaced (better performance + preserves more custom styles, if you have other scripts enabled). Plus a few more code comments. Also added specific code for reloading the logs. Instead of being replaced, the logs are simply appended. Technically, this makes it possible to wait until the round is complete to do any log parsing, which may shave time off some page load time. glitch: whenever i make it to the end of a round, pop-up does not show and it doesn't give you the option to skip it. i have to reload the page to get to next round, even with no pop-up on. no idea what could be done about it though.
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Jul 21 2014, 12:47
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Dan31
Group: Members
Posts: 4,399
Joined: 26-March 12

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QUOTE(something @ Jul 19 2014, 23:35)  glitch: whenever i make it to the end of a round, pop-up does not show and it doesn't give you the option to skip it. i have to reload the page to get to next round, even with no pop-up on. no idea what could be done about it though.
I have that problem, but only with random encounters. Oh, and another problem with the new version: whenever I use an item or a skill/magic from the skill/magic tab, the battle log disappears. This post has been edited by Dan31: Jul 22 2014, 00:15
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Jul 23 2014, 13:32
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Owyn
Group: Members
Posts: 692
Joined: 12-May 10

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MouseMelee Lightning++ / HoverPlay 1.7
HoverPlay.user.js.zip ( 2.67k )
Number of downloads: 183- Hover over monsters to (spell)-attack them (uses first available spell from the Spell_List if list is not empty - no rotation\spellcycle) (number-keys spellspam too)(when you have a spell or debuff charged\hovered - it would normal attack then) - before attacking checks for hp, mp, sp and if it's too low - shows icons for fixing that (heals, pots etc) instead of attacking - for spirit stance - shows icon (of protection scroll) if it's 250% - for gems - includes gem script (works as previously + hoverable) - so you should remove\turn off separate show gem script if you have it - for buffs - moves expiring buffs to "gem-bar" & makes those click-hoverable to rebuff + stops attacking if enabled in options. (You must have those buffs in your Quickbar for rebuff to work) - shift hotkey - disables hover-attacking (alert bars and rebuff icons would still be shown) - Space \ RightClick hotkey - consumes first item from left at the "gem-bar" (e.g. heal, spirit stance, potion, rebuff) - MiddleClick hotkey - a spell \ skill hotkey (can be either any Spell or any Skill in the list, not just offensive\deprecating) - Spell to cast in new round - a spell \ skill that would be cast once (one cast of one spell\skill at the new round) (can be either any Spell or any Skill in the list, not just offensive\deprecating) - options - by default options are set for holy- mage-play, you must edit options at the top of the script before installing it to better suit your needs (if you aren't a holy mage)! : = choose spells to spam (or make var Spell_list = []; to not spam any spells and just normal-attack) = you can only use offensive & deprecating spells for Spell_List (ones affecting enemy) Recommended settings for melee players (not mages): CODE //// settings: var Spell_list = []; var Spell_list_on_new_round = []; var Spell_middle_click = ['Imperil']; // thresholds for stop var HP_T = 0.40; var MP_T = 0.11; var SP_T = 0.1; var stop_on_rebuffs = true;
new in this release:- Made a new spell_list to cast first available spell from it once after each new round (a good place for either Imperil or Tier3 spell) - Fixed for FireFox 31 - Fixed haste buff rebuffing in next versions:- probably a debuffer to cycle-debuff monsters before (spell)-attacking. (soon... or not - pretty complex and no idea if it's much usefull) Previous ver changelog: see in old post - https://forums.e-hentai.org/index.php?showt...p;#entry3333085
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