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

 
post Jan 26 2015, 21:53
Post #1907
hentai_fusion



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a standalone spell cooldown script already exist.

https://forums.e-hentai.org/index.php?showt...p;#entry3577989
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post Jan 26 2015, 22:17
Post #1908
tetron



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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) *
a standalone spell cooldown script already exist.

https://forums.e-hentai.org/index.php?showt...p;#entry3577989

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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post Jan 26 2015, 22:25
Post #1909
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QUOTE(hentai_fusion @ Jan 26 2015, 20:53) *

a standalone spell cooldown script already exist.

https://forums.e-hentai.org/index.php?showt...p;#entry3577989

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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post Jan 27 2015, 14:46
Post #1910
hentai_fusion



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depends on how the scripts are coded.
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post Jan 27 2015, 17:51
Post #1911
tetron



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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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post Jan 27 2015, 19:44
Post #1912
Scremaz



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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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post Jan 28 2015, 14:09
Post #1913
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my advice... don't fix what isn't broken, you will regret it.
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post Jan 28 2015, 14:45
Post #1914
Scremaz



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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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post Jan 29 2015, 18:40
Post #1915
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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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post Feb 5 2015, 19:05
Post #1916
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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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post Feb 6 2015, 03:54
Post #1917
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melee nice!!
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post Feb 6 2015, 05:16
Post #1918
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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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post Feb 6 2015, 17:21
Post #1919
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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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post Feb 8 2015, 16:54
Post #1920
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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:

Attached File  sellall_money.user.zip ( 893bytes ) Number of downloads: 52


This post has been edited by Shend: Feb 8 2015, 16:54
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post Feb 11 2015, 12:12
Post #1921
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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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post Feb 12 2015, 14:56
Post #1922
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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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post Feb 12 2015, 15:47
Post #1923
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QUOTE(Gasior @ Oct 8 2014, 04:19) *

Made in free time.

HV Equipment Comparison 0.6.4.0

Attached File  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 Slaughter
wiki says Emax adb
the script says E-0.86 adb

Exquisite Power Leggings of Slaughter
wiki 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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post Feb 12 2015, 16:40
Post #1924
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QUOTE(arialinnoc @ Feb 12 2015, 15:47) *

I use ^ the script and I look at

Exquisite Savage Power Gauntlets of Slaughter
wiki says Emax adb
the script says E-0.86 adb

Exquisite Power Leggings of Slaughter
wiki 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?

Nice information.
I found the reason for Power Slaughter has just ADB S-XX.
But to fix it is very hard. (IMG:[invalid] style_emoticons/default/faint.gif)

This post has been edited by oohmrparis: Feb 12 2015, 16:53
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post Feb 12 2015, 17:29
Post #1925
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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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post Feb 14 2015, 17:33
Post #1926
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Is there any script to adjust hotkeys for 13-15 item slots?
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