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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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Jan 18 2015, 13:05
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register1997
Group: Members
Posts: 1,452
Joined: 24-November 10
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QUOTE(coreguy @ Jan 18 2015, 12:05) first, add these to the setting object (var setting = {}). Customize the percentage numbers as you want. CODE MPalert: true, MPpercentage: 50, SPalert: true, SPpercentage: 50,
then insert the following after the "HP alert' part CODE // SP and MP alert if(settings.MPalert){ var gaugeMP = d.getElementsByClassName('cwb2')[1].width; if(gaugeMP <= settings.MPpercentage * 1.2 && !storage.MPlimit){ adjustKey('Magic is low!'); storage.setItem('MPlimit', 'true'); }else if(gaugeMP > settings.MPpercentage * 1.2 && storage.MPlimit){ storage.removeItem('MPlimit'); } }
if(settings.SPalert){ var gaugeSP = d.getElementsByClassName('cwb2')[2].width; if(gaugeSP <= settings.SPpercentage * 1.2 && !storage.SPlimit){ adjustKey('Spirit is low!'); storage.setItem('SPlimit', 'true'); }else if(gaugeSP > settings.SPpercentage * 1.2 && storage.SPlimit){ storage.removeItem('SPlimit'); } }
Thank a lot! Thanks Dan31 too, but I just need a very simple script which can remind me before the points go too low. I afraid other feature will slow my grind down.
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Jan 18 2015, 13:58
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Dan31
Group: Members
Posts: 4,399
Joined: 26-March 12
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QUOTE(register1997 @ Jan 18 2015, 12:05) Thank a lot!
Thanks Dan31 too, but I just need a very simple script which can remind me before the points go too low. I afraid other feature will slow my grind down.
If you don't use a "hover to attack" script yet, I can assure you that it will boost your play speed.
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Jan 22 2015, 17:48
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nanimoshiranai
Group: Members
Posts: 208
Joined: 13-April 12
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I'm not sure about the scripts rules so I'm going to ask before doing something stupid and getting banned.
If I use a script that makes a hotkey to re-cast the buff that currently has 0 duration left. Would it be legal?
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Jan 23 2015, 03:27
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djackallstar
Group: Gold Star Club
Posts: 8,211
Joined: 23-July 14
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QUOTE(nanimoshiranai @ Jan 22 2015, 23:48) I'm not sure about the scripts rules so I'm going to ask before doing something stupid and getting banned.
If I use a script that makes a hotkey to re-cast the buff that currently has 0 duration left. Would it be legal?
http://ehwiki.org/wiki/script#Forbidden_ActionsYou may send a PM to varst for confirmation. This post has been edited by djackallstar: Jan 23 2015, 03:27
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Jan 26 2015, 20:30
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tetron
Group: Gold Star Club
Posts: 5,583
Joined: 30-July 14
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Stack Counter Script:I didn't find an official script which shows Stack Levels (except HV-Stat). So I made one based on oohmrparis's code:
Stack_Counter.user.zip ( 1.81k )
Number of downloads: 145
Feature: - Display stack levels of Overwhelming Strike, Ether Tap, Penetrated Armor, and Bleeding Wound. This post has been edited by tetron: Jan 26 2015, 20:32
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Jan 26 2015, 21:14
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07
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QUOTE(tetron @ Jan 26 2015, 19:30) Stack Counter Script:I didn't find an official script which shows Stack Levels (except HV-Stat). So I made one based on oohmrparis's code:
Stack_Counter.user.zip ( 1.81k )
Number of downloads: 145
Feature: - Display stack levels of Overwhelming Strike, Ether Tap, Penetrated Armor, and Bleeding Wound. first download, yay! [edit] would you be able to implement also the counter for spells cooldown in the same script, without the need to download HVStat full? (IMG:[ invalid] style_emoticons/default/tongue.gif) This post has been edited by Scremaz: Jan 26 2015, 21:33
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Jan 26 2015, 21:53
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hentai_fusion
Group: Gold Star Club
Posts: 33,480
Joined: 14-August 09
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Jan 26 2015, 22:17
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tetron
Group: Gold Star Club
Posts: 5,583
Joined: 30-July 14
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QUOTE(Scremaz @ Jan 27 2015, 00:44) would you be able to implement also the counter for spells cooldown in the same script, without the need to download HVStat full? (IMG:[ invalid] style_emoticons/default/tongue.gif) QUOTE(hentai_fusion @ Jan 27 2015, 01:23) Yep. That's what I use. And it's not only for Spells, but for Skills too (Including OFC and FRD). This post has been edited by tetron: Jan 26 2015, 22:21
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Jan 26 2015, 22:25
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07
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QUOTE(hentai_fusion @ Jan 26 2015, 20:53) didn't know it, thanks. also, dumb question: at the moment i have 8 scripts installed, 5 for inside battle and 3 for outside. would it change something if i edit the code of some of them to be on the same file or would it be the same thing?
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Jan 27 2015, 14:46
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hentai_fusion
Group: Gold Star Club
Posts: 33,480
Joined: 14-August 09
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depends on how the scripts are coded.
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Jan 27 2015, 17:51
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tetron
Group: Gold Star Club
Posts: 5,583
Joined: 30-July 14
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QUOTE(Scremaz @ Jan 27 2015, 01:55) dumb question: at the moment i have 8 scripts installed, 5 for inside battle and 3 for outside. would it change something if i edit the code of some of them to be on the same file or would it be the same thing?
Joining too many codes in one userscript may sometimes (very slightly) make you slower. However, if your intention is to merge light-weight scripts like HV-Cooldown or Stack Counter with a mid-weight script like HV-Stat Slim, then there will be no performance penalty. Merging more codes with HV-Stat is a different story however (IMG:[ invalid] style_emoticons/default/laugh.gif) .
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Jan 27 2015, 19:44
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07
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let's see if i have the will to do it then. thanks to both for now
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Jan 28 2015, 14:09
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hentai_fusion
Group: Gold Star Club
Posts: 33,480
Joined: 14-August 09
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my advice... don't fix what isn't broken, you will regret it.
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Jan 28 2015, 14:45
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07
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QUOTE(hentai_fusion @ Jan 28 2015, 13:09) my advice... don't fix what isn't broken, you will regret it.
yup. it's one of the few things i understood from using a pc for some years (IMG:[ invalid] style_emoticons/default/biggrin.gif)
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Jan 29 2015, 18:40
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PowerOfTwo32
Newcomer
Group: Members
Posts: 46
Joined: 14-October 11
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It is very likely those 8 scripts will parse/query the same part of the game for data and such. combining them would be more involved if you wanted it optimized at least.
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Feb 5 2015, 19:05
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kryori
Group: Gold Star Club
Posts: 109
Joined: 9-September 08
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I'm looking for a script that will visually indicate the type of damage each monster deals with attacks that I have seen.
For example, if a monster hits me with a fire attack, perhaps the frame around it turns red or a fire icon appears somewhere on its frame. Doesn't need to be preemptive, just needs to be visual and obvious so I don't have to read through dozens of lines of microscopic text.
I'm really just trying to work out a kill order here, and typically things that deal non-physical damage are both more dangerous as far as spike damage and easier for me to kill as 1h melee.
I haven't found anything of the sort in the thread or the linked wiki page, though. Maybe I'm overlooking a mod that someone can direct me to?
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Feb 6 2015, 03:54
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aedbfw1
Group: Members
Posts: 1,143
Joined: 23-January 15
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melee nice!!
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Feb 6 2015, 05:16
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holy_demon
Group: Gold Star Club
Posts: 5,417
Joined: 2-April 10
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QUOTE(hentai_fusion @ Jan 28 2015, 23:09) my advice... don't fix what isn't broken, you will regret it.
break things, you will learn a lot from fixing it.
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Feb 6 2015, 17:21
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aedbfw1
Group: Members
Posts: 1,143
Joined: 23-January 15
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(IMG:[ invalid] style_emoticons/default/cry.gif) melee script setup... This post has been edited by aedbfw1: Feb 6 2015, 17:23
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Feb 8 2015, 16:54
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Shend
Lurker
Group: Lurkers
Posts: 3
Joined: 25-April 12
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Probably done before, but here's a small script for the Equipment Shop that shows the total amount of credits you'd get for selling all items of one category:
sellall_money.user.zip ( 893bytes )
Number of downloads: 51This post has been edited by Shend: Feb 8 2015, 16:54
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