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

 
post Aug 8 2014, 02:26
Post #1556
Dan31



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QUOTE(something @ Aug 8 2014, 00:22) *

speaking of reloader, it says i need something from ajax.googleapis.com. how do i know i have whatever this is installed?

tried googling it with no real answer on how to install it or see if it's already there. i'm using pale moon if that means anything

EDIT: not sure if i need this info anymore since it's working now. still, i guess it would be nice to know.
also, kinda sucks that this doesn't work with HP warning from HVMA

The required script is automatically downloaded to the script folder. Go in Tools > Add-ons > Greasemonkey, right-click on the reloader script, select 'open folder location' or something like that, the script will be here.

Reloader didn't work with Pale-Moon the last time I tried. I guess I should try again.
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post Aug 8 2014, 07:28
Post #1557
nihilvoid



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Firefox 31 broke most of my custom scripts. I've managed to fix them along with the reloader.

Attached File  Reloader.txt ( 6.22k ) Number of downloads: 162

This version is probably only compatible with Firefox 31, as it uses some of the new API's they introduced as part of their breaking changes. "unsafewindow" doesn't work quite as well as it used to. Instead, this version uses a roundabout "CustomEvent" to perform a page-script -> content-script context switch.

Other changes:
* Fixed the disappearing log panel after reload. Note: hiding the logs greatly reduces rendering time, as I found out while testing this out (IMG:[invalid] style_emoticons/default/smile.gif). The fact that the log panel still exists and is still getting updated (but isn't shown) does not seem to affect load time by much.
* Added a bit of timing info to the page. This shows the milliseconds for the POST, the swapping of page elements, and everything else you add to the reload.
* Further reduced the number of elements that get replaced on each reload. This primarily just removes dead monsters from the list of elements to check.

I'm considering if it would be worthwhile to split the magic, skill, and item tabs into smaller replacement chunks. I don't think I can do this without introducing weird bugs (I don't use most of the magic/skills in the game. Only DW + supportive stuff).
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post Aug 8 2014, 14:48
Post #1558
holy_demon



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HV Item Manager 1.4.2
Attached File  HVItemManager_1.4.2.user.zip ( 8.78k ) Number of downloads: 1123


Release note: 1.4.2:
- tags list in the "List" menu
- $url of item will link to item shop
- support custom name, and suffix-less equip
- slower MoogleMail to ensure correctness.
- space bar/enter hotkey with popup/modal box
- listing is properly ordered
- fix bug: mailform's autocomplete histor, cryptic error when clicked on filter, capital M/K in price tag converted correctly

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:
- Customizable moogle form
- COD feature
- More tag and syntax to learn!
- Change of look and feel

Bug fix:
- filter breaks on custom equip name, or unidentified. This update will just ignore them and keep doing the filtering
- filter supports obsolete item like Dragon Hide, Silk, and Chainmail

Quick guide to report error for fast troubleshotting: Important
1 - On the window/tab that you experience error, press CTRL+SHIFT+J (Chrome/Iron/Opera/Webkit) or CTRL+SHIFT+K (Firefox/Gecko)
2 - screen capture (Print Scr) both error windows and the new open window
3 - save the picture into MsPaint or your favorite Image Editor
4 - post it in my WTS shop,reference this good bug report (thank you Cats Lover)

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)
- modal pop-up box for confirmation and template, Ok button is preselected so you can press enter to quickly proceeds. You can also press Esc to close this popup box.
- (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. Multiple recipient can be submitted but must be separated by comma/semi-colon (used for item, equips will be sent to only the first person on the list). The template of subject and body uses the same tag as filter.
Now support COD, using the price enter.
- (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 "<action> <item name>". When the action is finished, you will be given either the result (salvage), "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, $COUNT, $LEVEL, $PXP, $URL, $ID, $KEY,
$APRICE (200k, 1.1m - price as you entered in tag)
$PRICE (eg: 200000, 1100000 - number form)
$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)
$<tag name><number> - showing a the first <number> letter of tag.(eg: $quality3 => Leg/Sup/Mag, $prefix2 =>Et/Ha/Hi)


Template (for List function) example:
CODE
[$ID][url=$URL]$NAME[/url] PxP$PXP Price:$APRICE

=>[39640402]Superior Ethereal Axe of Slaughter PxP302 Price:200k
CODE
[$#][B]$QUALITY3[/B] $PREFIX $STYPE $PART of [I]$SUFFIX[/I]

=> [1]Mag Tempestuous Axe of Slaughter
[2]Mag Hallowed Willow Staff of Curse-weaver

GIF Tutorial:

General Navigation
Attached Image
Filter basic
Attached Image
Filter advanced
Attached Image
List
Attached Image
Bazzaar
Attached Image
Salvage
Attached Image
Moogle item with COD
Attached Image
Moogle equip for auction using template
Attached Image

Special Thanks:
StonyCat for his donation to this project (1000 Hath so far)
Cats Lover (I must have a thing for cat people (IMG:[invalid] style_emoticons/default/tongue.gif) ) for his feedback on a bug. Several people have also reported, but his detailed report really helped me in pinpointing the problems.


Future 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:
  1. multi-COD - 500Hath or 4m
  2. mult-shrine - 500Hath or 4m
  3. input history
  4. better feedback system to notify you when multi-actions are completed - 500 Hath or 4m (donated by StonyCat)
  5. 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 or 4m
  6. 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 or 4m
  7. input history to remember the last 10 input of each categories (filter, moogle recipient, list template, etc...) and modal input box (because prompt() is very limited)
  8. other custom features you want - 500Hath or 4m each
  9. more customizable moogle (StonyCat suggestion)
The idea of donation is to steer development in a direction you want, and to give me motivation to speed things up. Otherwise I will just add more feature when I feel like it.
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post Aug 8 2014, 15:43
Post #1559
Owyn



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QUOTE
This version is probably only compatible with Firefox 31

nah, Chrome TamperMonkey beta impelemted support for those FF changes, soon would be in stable.

noticed that wiki in the OP post has a section for gallery userscripts, so I'll announce them here cuz I just updated one:

Handy g.e-Hentai
- removes top panel in page view (there are two copies of it - at top and at the bottom)
- removes settings panel in multi page viewer moe along with thumbnails panel
- hides scrollbar (up\down arrows & MouseWheel still work)
- auto-preloads next page (in background mode)
- auto-detects if current (or next in MPV) image failed loading (and auto-clicks the link to load backup copy of it)
- F1 hotkey to toggle FullScreen

new in latest update:
- support for Firefox image preloading
- support for MPV (detects if loading (next) image is broken & reloads it)
- remove settings & thumbs panels from MPV


Wide g.e-Hentai
- more thumbs per row inside galleries and search (main page)
- vertical centering of little-height thumbnails on search-page
- visited links have different color on search-page
- support for both normal and large gallery thumbnails (hathperk)

This post has been edited by Owyn: Aug 8 2014, 15:44
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post Aug 8 2014, 15:58
Post #1560
Dan31



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QUOTE(nihilvoid @ Aug 8 2014, 07:28) *

Firefox 31 broke most of my custom scripts. I've managed to fix them along with the reloader.

Attached File  Reloader.txt ( 6.22k ) Number of downloads: 162


Works fine, thanks for the update.
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post Aug 9 2014, 00:40
Post #1561
hitokiri84



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Are there any standalone scripts that will give you an alert if Spark is triggered? Something that would stop you from dying because you're playing too quickly.
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post Aug 9 2014, 01:02
Post #1562
Dan31



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QUOTE(hitokiri84 @ Aug 9 2014, 00:40) *

Are there any standalone scripts that will give you an alert if Spark is triggered? Something that would stop you from dying because you're playing too quickly.

Mousemelee, SpellSpam, etc. have all a built-in limiter when HP gets low, if you want to play with the mouse.
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post Aug 9 2014, 01:04
Post #1563
something



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QUOTE(hitokiri84 @ Aug 8 2014, 18:40) *

Are there any standalone scripts that will give you an alert if Spark is triggered? Something that would stop you from dying because you're playing too quickly.


https://forums.e-hentai.org/index.php?showt...p;#entry3111430

it has a bunch of other settings, but you can edit the script so all you're left with is a script that tells you when you spark. comes with a separate key event handler so you don't override the popup accidentally, but it slows you down.
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post Aug 9 2014, 02:45
Post #1564
hitokiri84



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QUOTE(something @ Aug 8 2014, 18:04) *

https://forums.e-hentai.org/index.php?showt...p;#entry3111430

it has a bunch of other settings, but you can edit the script so all you're left with is a script that tells you when you spark. comes with a separate key event handler so you don't override the popup accidentally, but it slows you down.

Thanks, I'll try editing that one then.
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post Aug 9 2014, 02:59
Post #1565
lichtenlade



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QUOTE

use this instead
CODE
//@match http://*.hentaiverse.org/*


thanks for this info, I could use this when site is lagging on evenings (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Aug 9 2014, 09:18
Post #1566
Colman



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QUOTE(Dan31 @ Aug 9 2014, 07:02) *

Mousemelee, SpellSpam, etc. have all a built-in limiter when HP gets low, if you want to play with the mouse.

SpellSpam do not have HP limiter AFAIK.
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post Aug 9 2014, 15:06
Post #1567
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E-H Galleries - Top Peach 0.0.1
- Sorts gallery comments by score (again)
- Replaces absolute timestamps with relative "fuzzy" timestamps
-- Hover over them to see the absolute timestamp, set to local time

- [pastebin.com] pastebin / [pastie.org] pastie
- [i.imgur.com] preview
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post Aug 9 2014, 18:49
Post #1568
hitokiri84



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HVstat slim actually has some variable true/false switches at the top of the code to enable/disable what you want, so it was very easy to modify. That was some thoughtful coding. (IMG:[invalid] style_emoticons/default/happy.gif)


QUOTE(something @ Aug 8 2014, 18:04) *

https://forums.e-hentai.org/index.php?showt...p;#entry3111430

it has a bunch of other settings, but you can edit the script so all you're left with is a script that tells you when you spark. comes with a separate key event handler so you don't override the popup accidentally, but it slows you down.
QUOTE(hitokiri84 @ Aug 8 2014, 19:45) *

Thanks, I'll try editing that one then.



This post has been edited by hitokiri84: Aug 9 2014, 18:51
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post Aug 9 2014, 23:08
Post #1569
oohmrparis



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HV counter plus v3.5

Attached File  HV_counter_plus.user.zip ( 1.35k ) Number of downloads: 234


show battleturns and runtimes with popup
't/s' is the number of turns per second(turns / second)

・503 error record reset bug fix
・Run timing became faster(document end → document start)
・Not selected the track item


This post has been edited by oohmrparis: Aug 10 2014, 12:10
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post Aug 10 2014, 09:18
Post #1570
hentai_fusion



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could someone also make HV counter plus track the number of potions used and the monster drops?
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post Aug 11 2014, 10:20
Post #1571
oohmrparis



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QUOTE(hentai_fusion @ Aug 10 2014, 09:18) *

could someone also make HV counter plus track the number of potions used and the monster drops?

you try HV - Track Drops 2.2
you might need to be modified a little if you're using Firefox.
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post Aug 11 2014, 21:41
Post #1572
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Are there any scripts that will let you flag specific monsters of your choosing? Not quite like this script that parses the (outdated) wiki, but rather one where I can build my own database of individually flagged monsters. Something low-profile that wouldn't slow down page loads, yet able to be distinguished immediately. It would be very helpful in cutting down on the amount of Imperil needed on PFUDOR.

If nothing like that exists, then this is my official request. (IMG:[invalid] style_emoticons/default/smile.gif)
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post Aug 11 2014, 23:08
Post #1573
Owyn



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QUOTE(hitokiri84 @ Aug 11 2014, 23:41) *

Are there any scripts that will let you flag specific monsters of your choosing? Not quite like this script that parses the (outdated) wiki, but rather one where I can build my own database of individually flagged monsters. Something low-profile that wouldn't slow down page loads, yet able to be distinguished immediately. It would be very helpful in cutting down on the amount of Imperil needed on PFUDOR.

If nothing like that exists, then this is my official request. (IMG:[invalid] style_emoticons/default/smile.gif)

Can't people read battle log and see which monsters have highest HP and highlight\flag em?
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post Aug 11 2014, 23:24
Post #1574
hitokiri84



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QUOTE(Owyn @ Aug 11 2014, 16:08) *

Can't people read battle log and see which monsters have highest HP and highlight\flag em?

PFUDOR is slow enough without stopping to READ text every round. Reading would be incredibly slow. The point would be to mark highly resistive monsters once so that when they pop up in the future, you know which ones to Imperil right away, without having to memorize hundreds of monster names or distinguish between iterative monster names. An example of that would be gc's monsters. He has a bunch of anthropods and giants around PL1600 with very similar naming. I use wind, so the anthropods are strong against me, but the giants are fairly weak. If I could distinguish the strong ones (anthropods) right away, I would know whether or not to use Imperil or just blast away. Not having to Imperil everything would save time and MP.
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post Aug 12 2014, 00:02
Post #1575
holy_demon



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QUOTE(hitokiri84 @ Aug 12 2014, 07:24) *

PFUDOR is slow enough without stopping to READ text every round. Reading would be incredibly slow. The point would be to mark highly resistive monsters once so that when they pop up in the future, you know which ones to Imperil right away, without having to memorize hundreds of monster names or distinguish between iterative monster names. An example of that would be gc's monsters. He has a bunch of anthropods and giants around PL1600 with very similar naming. I use wind, so the anthropods are strong against me, but the giants are fairly weak. If I could distinguish the strong ones (anthropods) right away, I would know whether or not to use Imperil or just blast away. Not having to Imperil everything would save time and MP.


That's not true, you just need to read the text in the first turn of round, then save it into localStorage to carry it over to following turns.

Here's the sections of my private codes that read round info (mode, round number, max round, monster name and monster health). Just add your method to incorporate BattleStats.common into your own database.


CODE


function BattleStats = function(){
    this.common=JSON.parse(localStorage.battleCommon)||"{}");
}

BattleStats.prototype.initRound = function(){
      function readHP(monster) {
         var match = monster.textContent.match(/HP\=([\d\.]*)$/);
         return (match ? parseInt(match[1]) : 0);
      }

      function readName(monster) {
         var match = monster.textContent.match(/\((.+?)\)/);
         return (match ? match[1] : "");
      }

      var line = document.getElementById("togpane_log").querySelector("tr:nth-last-child(2)");
      var match = line.textContent.match(/Initializing ([\w\s]*) (.*\(Round (\d*?) \/ (\d*)\))?/);

      //get Max Health and monster name - only at the beginning of round
      if (match) {
         this.common.mode = match[1];
         this.common.round = parseInt(match[3]) || 1;
         this.common.maxRound = parseInt(match[4]) || 1;
         if (this.common.round === 1) {
            resetRun();
         } else {
            resetRound();
         }

         this.monsters = [];
         line = line.previousElementSibling;
         for (var i1 = 0; i1 < 10 && line && readHP(line) !== 0; i1++) {
            this.monsters[i1] = new Monster(readName(line), readHP(line), i1 + 1);
            line = line.previousElementSibling;
         }
      }
}


This post has been edited by holy_demon: Aug 12 2014, 00:04
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