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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 26 2015, 21:53
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hentai_fusion
Group: Gold Star Club
Posts: 33,587
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: 33,587
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: 33,587
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: 52This post has been edited by Shend: Feb 8 2015, 16:54
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Feb 11 2015, 12:12
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Superlatanium
Group: Gold Star Club
Posts: 7,603
Joined: 27-November 13

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QUOTE(atest1 @ Aug 13 2013, 04:02)  Here is HV-Magic Scores 2.0.3.1 Now the aditional Magic Damage in Radiant phase and Spell Critical Damage in Mystic phase are computed correctly.
Mages will almost certainly have Arcane Focus active all the time. Crit chance is increased by 10% (if the wiki is accurate) and crit damage is increased from +3% to +15 or +16% when maxed out. (Magic damage is also increased by 25%, but its effect is the same regardless of player level and stats and so is irrelevant) Since the effect of Arcane Focus will be slightly different depending on the player's CC and CD, would a more accurate "Magic Score" in combat account for AF's effects? Perhaps extract the player's level, assume that AF is maxed, and add CC / CD accordingly. It seems like it would be pretty simple. Or is it intentionally left as an exercise to the player to plug in those numbers? Admittedly, the effect of this would most likely be pretty small unless a player had an abnormally low or high CC / CD, like if they happened to have all Mystic cloth or something. But maybe those approaching Peerless would care.
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Feb 12 2015, 14:56
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hentai_fusion
Group: Gold Star Club
Posts: 33,587
Joined: 14-August 09

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the purpose of Magic Scores is to compare different equipment to see which one will give you a higher damage output, it is not for comparison between players.
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Feb 12 2015, 15:47
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arialinnoc
Group: Gold Star Club
Posts: 7,704
Joined: 6-April 10

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QUOTE(Gasior @ Oct 8 2014, 04:19)  Made in free time. HV Equipment Comparison 0.6.4.0
HVEquipCompare_0.6.4.0.zip ( 21.15k )
Number of downloads: 1820- Update to Wiki Ranges data (26 August 2014) - Update to HV 0.81 - Added " T " hotkey to calculate approximate base values before forge&iw (not sure about iw part) -- work only on pages where you can see "Upgrades and Enchantments" - Now also compares Durability (max Condition) I use ^ the script and I look at Exquisite Savage Power Gauntlets of Slaughterwiki says Emax adb the script says E-0.86 adb Exquisite Power Leggings of Slaughterwiki says S+0.02 adb the script says S-0.83 adb Does the wiki updated lately? What I need to do with the script? This post has been edited by arialinnoc: Feb 12 2015, 16:03
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Feb 12 2015, 17:29
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djackallstar
Group: Gold Star Club
Posts: 8,216
Joined: 23-July 14

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QUOTE(arialinnoc @ Feb 12 2015, 21:47)  -snip-
you are right, some stat ranges have been modified. for example, the Mmax ADB of a rapier was 45.xx, and now it is 44.40.
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Feb 14 2015, 17:33
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cryomorph
Group: Gold Star Club
Posts: 4,354
Joined: 9-April 10

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Is there any script to adjust hotkeys for 13-15 item slots?
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