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

 
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
ctxl



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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: 231


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
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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
hitokiri84



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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
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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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post Aug 12 2014, 00:25
Post #1576
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QUOTE(hitokiri84 @ Aug 11 2014, 12:41) *

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)


I used to use HV Monster Sensor to do this. Older versions relied on an array of monsters in the script that you had to edit manually, instead of parsing the wiki.

It has been too long since I last used it so I don't remember if it affects page loads significantly.
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post Aug 12 2014, 00:59
Post #1577
hitokiri84



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QUOTE(holy_demon @ Aug 11 2014, 17:02) *

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;
         }
      }
}


Slight problem. I don't know javascript. Otherwise I would have coded my own solution without asking. I thought Owyn meant read with eyes, not a script. What I'd prefer is:

- Manually add monster name to database (such as mouseover monster + hotkey)
- In subsequent rounds, parsed names/IDs checked against database and mark near the monsters if found (not the log)

But, learning javascript isn't high on my priority list. Of course I don't expect someone else to do it unless it would be useful to them, so just consider it a suggestion that would be helpful for everyone maging PFUDOR.

QUOTE(n125 @ Aug 11 2014, 17:25) *

I used to use HV Monster Sensor to do this. Older versions relied on an array of monsters in the script that you had to edit manually, instead of parsing the wiki.

It has been too long since I last used it so I don't remember if it affects page loads significantly.

That looks a lot closer to what I'm talking about, but less convenient. I'll try to modify for myself. I wonder what their criteria was for ranking monsters in this list?
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post Aug 12 2014, 01:08
Post #1578
n125



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QUOTE(hitokiri84 @ Aug 11 2014, 15:59) *


That looks a lot closer to what I'm talking about, but less convenient. I'll try to modify for myself. I wonder what their criteria was for ranking monsters in this list?


No idea. I never bothered with the rank thing myself. I just removed all of the predefined monsters and added only the ones I cared about, giving them each a rank of 1 so that they'd always be highlighted.
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post Aug 12 2014, 04:08
Post #1579
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QUOTE(hitokiri84 @ Aug 12 2014, 05:24) *
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.
There's HVFS Battling script from freakerup, but the problem is the image that comes with his script wouldn't load properly in Firefox 31...

I think this code might need some fixing... cuz it gives the 403 error to me...
CODE
function FormatMonStat(OppsSaveAttr){
    var sDef = "",sHTML="", sHTML1='<div>', sHTML2a='<div style="width:27px;height:7px;overflow:hidden;position:relative;display:inline-block;">',sHTML2b='</div>',  iPos=null, eAttr=null;
    var result = Object.getOwnPropertyNames(OppsSaveAttr);
    for (var i=0;i<result.length;i++){
        sDef=result[i];
        eAttr=OppsSaveAttr[sDef];
        if (parseInt(eAttr)<=10){
            iPos=setMonStatForWikiPic(sDef);
            sHTML=sHTML+ sHTML2a +'<div style="position:relative;top:' + iPos + "px" + ';left:-0px;"><img width="27" height="70" src="http://ehwiki.org/images/b/b7/elements.png" alt="http://ehwiki.org/images/b/b7/elements.png"></div>' +sHTML2b;
        }
    }
    if (!sHTML==""){
        sHTML=sHTML1+sHTML+sHTML2b;
    }
    return sHTML;
}



function setMonStatForWikiPic(s){
    if (!s) return null;
    switch(s.trim().toLowerCase()){
        case "piercing"     :     iReturn = '0'; break;
        case "crushing"     :     iReturn= '-7'; break;
        case "slashing"     :     iReturn= '-14'; break;
        case "fire"             :     iReturn= '-21'; break;
        case "cold"             :     iReturn= '-28'; break;
        case "elec"             :     iReturn= '-35'; break;
        case "wind"            :     iReturn=  '-42'; break;
        case "holy"             :     iReturn= '-49'; break;
        case  "dark"         :     iReturn='-56'; break;
        case  "void"         :     iReturn= '-63'; break;
        default:  iReturn=null;
    }
return iReturn};


This post has been edited by LostLogia4: Aug 12 2014, 04:15
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post Aug 13 2014, 17:30
Post #1580
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QUOTE(Owyn @ Jul 23 2014, 13:32) *

MouseMelee Lightning++ / HoverPlay 1.7

Attached File  HoverPlay.user.js.zip ( 2.67k ) Number of downloads: 180


- 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


wow, great job...but I still waiting for google chrome version @.@
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