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

 
post Oct 20 2015, 11:00
Post #2287
djackallstar



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QUOTE(gynew @ Oct 20 2015, 14:51) *

Strange. I changed it to 30 since a long time ago, and I don't remember having any issues like that. Dan31 link leads me to the correct post.

Because in this case, the issue occurs only when the value is 10.

This post has been edited by djackallstar: Oct 20 2015, 11:01
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post Oct 20 2015, 18:52
Post #2288
Dan31



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QUOTE(ahmadindra20 @ Oct 20 2015, 07:44) *

hi pal (IMG:[invalid] style_emoticons/default/biggrin.gif) could u edit the reloader script so the mousemelee replaced with spell (like spellspam) please (IMG:[invalid] style_emoticons/default/smile.gif) (IMG:[invalid] style_emoticons/default/smile.gif)

Here you go:
Attached File  Reloader.user.js.txt ( 16.58k ) Number of downloads: 115


Comment/uncomment the lines depending on the spell you wanna use by default.

For example, if you want to use Fiery Blast:
CODE
//Change default action
var caller;
//Fiery Blast
caller = document.getElementById("111");
unsafeWindow.battle.lock_action(caller, 1, 'magic', 111); unsafeWindow.battle.set_hostile_subattack(111);
//Freeze
//caller = document.getElementById("121");
//unsafeWindow.battle.lock_action(caller, 1, 'magic', 121); unsafeWindow.battle.set_hostile_subattack(121);
//Shockblast
//caller = document.getElementById("131");
//unsafeWindow.battle.lock_action(caller, 1, 'magic', 131); unsafeWindow.battle.set_hostile_subattack(131);
//Gale
//caller = document.getElementById("141");
//unsafeWindow.battle.lock_action(caller, 1, 'magic', 141); unsafeWindow.battle.set_hostile_subattack(141);
//Smite
//caller = document.getElementById("151");
//unsafeWindow.battle.lock_action(caller, 1, 'magic', 151); unsafeWindow.battle.set_hostile_subattack(151);
//Corruption
//caller = document.getElementById("161");
//unsafeWindow.battle.lock_action(caller, 1, 'magic', 161); unsafeWindow.battle.set_hostile_subattack(161);
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post Oct 21 2015, 21:53
Post #2289
ahmadindra20



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wow, ur reply is so fast, thanks Dan31, (IMG:[invalid] style_emoticons/default/smile.gif) (IMG:[invalid] style_emoticons/default/smile.gif)

but if i want to cast shockblast spell, is this script correct?

//Change default action
var caller;
//Shockblast
caller = document.getElementById("111");
unsafeWindow.battle.lock_action(caller, 1, 'magic', 111); unsafeWindow.battle.set_hostile_subattack(111);
//Freeze
//caller = document.getElementById("121");
//unsafeWindow.battle.lock_action(caller, 1, 'magic', 121); unsafeWindow.battle.set_hostile_subattack(121);
//Shockblast
//caller = document.getElementById("131");
//unsafeWindow.battle.lock_action(caller, 1, 'magic', 131); unsafeWindow.battle.set_hostile_subattack(131);
//Gale
//caller = document.getElementById("141");
//unsafeWindow.battle.lock_action(caller, 1, 'magic', 141); unsafeWindow.battle.set_hostile_subattack(141);
//Smite
//caller = document.getElementById("151");
//unsafeWindow.battle.lock_action(caller, 1, 'magic', 151); unsafeWindow.battle.set_hostile_subattack(151);
//Corruption
//caller = document.getElementById("161");
//unsafeWindow.battle.lock_action(caller, 1, 'magic', 161); unsafeWindow.battle.set_hostile_subattack(161);
__________
if the script is wrong, would u make for shockblast and gale please (IMG:[invalid] style_emoticons/default/biggrin.gif)
sorry for being so stupid (IMG:[invalid] style_emoticons/default/biggrin.gif) (IMG:[invalid] style_emoticons/default/biggrin.gif) (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Oct 22 2015, 00:20
Post #2290
Dan31



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Oh my. It looks like I have to do a bit of explaining here.

Any line with // is a comment, and is thus ignored when the script is run. Comments mostly serve as a way to put notes in the code for explanations or as a way of preventing bits of code from running while still being able to put them back on a whim.

In other words, by changing that comment, you did nothing. What you should do instead is to comment/uncomment some lines (= add/remove some //), like this:

For Shockblast:
CODE
//Shockblast
caller = document.getElementById("131");
unsafeWindow.battle.lock_action(caller, 1, 'magic', 131); unsafeWindow.battle.set_hostile_subattack(131);

For Gale:
CODE
//Gale
caller = document.getElementById("141");
unsafeWindow.battle.lock_action(caller, 1, 'magic', 141); unsafeWindow.battle.set_hostile_subattack(141);

Don't forget to comment back the lines that you don't use.

I expected you to compare what is in the script with my example for Fiery Blast, and figure that you needed to remove or add some // to make things go your way. Oh well.
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post Oct 22 2015, 18:12
Post #2291
ahmadindra20



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QUOTE(Dan31 @ Oct 22 2015, 00:20) *

Oh my. It looks like I have to do a bit of explaining here.

Any line with // is a comment, and is thus ignored when the script is run. Comments mostly serve as a way to put notes in the code for explanations or as a way of preventing bits of code from running while still being able to put them back on a whim.

In other words, by changing that comment, you did nothing. What you should do instead is to comment/uncomment some lines (= add/remove some //), like this:

For Shockblast:
CODE
//Shockblast
caller = document.getElementById("131");
unsafeWindow.battle.lock_action(caller, 1, 'magic', 131); unsafeWindow.battle.set_hostile_subattack(131);

For Gale:
CODE
//Gale
caller = document.getElementById("141");
unsafeWindow.battle.lock_action(caller, 1, 'magic', 141); unsafeWindow.battle.set_hostile_subattack(141);

Don't forget to comment back the lines that you don't use.

I expected you to compare what is in the script with my example for Fiery Blast, and figure that you needed to remove or add some // to make things go your way. Oh well.

woooww fantastic, thank u so much pal, u r the best, I am really appreciated it, and once again thanks friend, see u again (IMG:[invalid] style_emoticons/default/biggrin.gif) (IMG:[invalid] style_emoticons/default/biggrin.gif) (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Oct 25 2015, 20:22
Post #2292
tatarime



2016年12月208日
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A little update of "Battle Stats Ex" script.
Show [Used Skill] [Casted Spell], and some bug fix.

[attachembed=72659]

This script show detail of total damage & used item & passed turn counter.
I think, this works lightweight and convenient.
Please try it!
[attachmentid=72658]
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post Oct 25 2015, 20:58
Post #2293
Void Domain



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QUOTE(tatarime @ Oct 26 2015, 02:22) *

A little update of "Battle Stats Ex" script.
Show [Used Skill] [Casted Spell], and some bug fix.

This script show detail of total damage & used item & passed turn counter.
I think, this works lightweight and convenient.
Please try it!
[attachmentid=72658]

It works nicely (IMG:[invalid] style_emoticons/default/smile.gif)
May I suggest you add "hits taken" so we can know the total amount of damage.
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post Oct 26 2015, 06:56
Post #2294
Void Domain



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QUOTE(Void Domain @ Oct 26 2015, 02:58) *

It works nicely (IMG:[invalid] style_emoticons/default/smile.gif)
May I suggest you add "hits taken" so we can know the total amount of damage.

Ok I looked into the code and made some mod to display hits taken and total damage
CODE

    var str1 = "<b>[Received Damage]</b>  " + avg + data.total + " / " + data.count +" / "+ extData("#", true);

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post Oct 26 2015, 11:47
Post #2295
tetron



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QUOTE(tatarime @ Oct 25 2015, 23:52) *

A little update of "Battle Stats Ex" script.
Show [Used Skill] [Casted Spell], and some bug fix.

[attachembed=72659]

This script show detail of total damage & used item & passed turn counter.
I think, this works lightweight and convenient.
Please try it!
[attachmentid=72658]

Nice update. (IMG:[invalid] style_emoticons/default/biggrin.gif)
Only one slight grammatical error: It's always "Cast", not "Casted". (IMG:[invalid] style_emoticons/default/laugh.gif)

And this script still mess up certain pages, so please add these lines:
CODE
// @exclude     http://hentaiverse.org/?s=Bazaar*
// @exclude     http://hentaiverse.org/?s=Character&ss=in
// @exclude     http://hentaiverse.org/?s=Character&ss=se
// @exclude     http://hentaiverse.org/?s=Forge*


This post has been edited by tetron: Oct 26 2015, 11:49
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post Oct 28 2015, 04:18
Post #2296
Shine-Addict



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Project - Automaton
A small background app that help you get all the rewards on time. Not even need one click.

(IMG:[na.cx] https://na.cx/i/f61kS2.jpg)
Ideas
"To automatically feed monster"
"To practice programming"
"To combine good scripts to one ultimate program"

Design
Background app start up with customized settings.
(IMG:[na.cx] https://na.cx/i/ujF2Ti.jpg)

Features
"Get daily income"
"Fully automatic feeding"
"Time slot customization"
"Process notification"
"Nice tray icon"
"Auto start up when windows start up"

"Iron man armor stat(equip durability)*(maybe)"
"Super auto training*(maybe)"
"Super auto repairing*(maybe)"
"Active battle stats monitoring*(maybe)"
"Quick Lottery preview*(maybe)"
"Auto trash selling*(maybe)"
"Auto shriner*(maybe)"

Development stage 1
Java based, GUI help required.
Join me
[www.paypal.com] Fund me


Log
@29/10/2015
Java project created.
Library imported.
Login test successful.
*Feed coding needed.
@16/11/2015
Project withhold, due to fallout 4.

This post has been edited by Ckyc: Nov 16 2015, 00:43
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post Oct 29 2015, 05:24
Post #2297
tatarime



2016年12月208日
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QUOTE(Void Domain @ Oct 26 2015, 06:56) *

Ok I looked into the code and made some mod to display hits taken and total damage
CODE

    var str1 = "<b>[Received Damage]</b>  " + avg + data.total + " / " + data.count +" / "+ extData("#", true);


Yes, there is no problem with that code.
But sorry, I do not like the appearance that displays a lot of numbers.
When updates about Physical / Magical, it may to be to improve together.

QUOTE(tetron @ Oct 26 2015, 11:47) *

Nice update. (IMG:[invalid] style_emoticons/default/biggrin.gif)
Only one slight grammatical error: It's always "Cast", not "Casted". (IMG:[invalid] style_emoticons/default/laugh.gif)


Hahaha! ...Really embarrassing.
Thanks for the great advice, I updated it.
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post Oct 29 2015, 05:29
Post #2298
tatarime



2016年12月208日
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A little update of "Battle Stats Ex" script.
Show [Used Skill] [Cast Spell], and some bug fix.

Attached Image

This script show detail of total damage & used item & passed turn counter.
I think, this works lightweight and convenient.
Please try it!
Attached File  HV___Battle_Stats_Ex.user.zip ( 1.89k ) Number of downloads: 62


This post has been edited by tatarime: Oct 29 2015, 05:30
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post Oct 30 2015, 19:01
Post #2299
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I couldn't possibly pass on that, right?

The HalloweenVerse, version beta 5.1

This one's still stuck at the beta stage, because I'm making some experiments on it.

Attached File  HalloweenVerse_beta_5.1.css ( 108.12k ) Number of downloads: 82

Attached File  HalloweenVerse_beta_5.1_Chrome.zip ( 12.79k ) Number of downloads: 69


So, why 5.1? It's basically the graphically reworked beta 5. Since it may not appeal to everyone, I'm releasing this as a standalone version.

Screenshots:
Attached Image Attached Image


Here is the original beta 5, the "conformist version" (IMG:[invalid] style_emoticons/default/tongue.gif)
[attachmentid=67804]
[attachmentid=67805]
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post Nov 1 2015, 10:45
Post #2300
tetron



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@Vriska, seems like your Monster Lab Babysitter has a major fault:

Sample 1:
Attached Image
Sample 2:
Attached Image
Sample 3:
Attached Image

The upper left list is from the "HV Track Drop" script, and the other is from Babysitter. Looks like the Babysitter is discarding the very first gift when assembling the list of gifts.

Please fix it.
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post Nov 1 2015, 10:51
Post #2301
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QUOTE(tetron @ Nov 1 2015, 08:45) *

@Vriska, seems like your Monster Lab Babysitter has a major fault:

Please fix it.

ok, but not right now.
Soon™
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post Nov 1 2015, 11:18
Post #2302
Dan31



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A classic off-by-one mistake?

This post has been edited by Dan31: Nov 1 2015, 11:21
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post Nov 1 2015, 11:51
Post #2303
Void Domain



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QUOTE(boulay @ Oct 31 2015, 01:01) *

I couldn't possibly pass on that, right?

The HalloweenVerse, version beta 5.1

This one's still stuck at the beta stage, because I'm making some experiments on it.

Attached File  HalloweenVerse_beta_5.1.css ( 108.12k ) Number of downloads: 82

Attached File  HalloweenVerse_beta_5.1_Chrome.zip ( 12.79k ) Number of downloads: 69


So, why 5.1? It's basically the graphically reworked beta 5. Since it may not appeal to everyone, I'm releasing this as a standalone version.

Screenshots:
Attached Image Attached Image
Here is the original beta 5, the "conformist version" (IMG:[invalid] style_emoticons/default/tongue.gif)
[attachmentid=67804]
[attachmentid=67805]

This one only 100kb and hvdark is 900kb? (IMG:[invalid] style_emoticons/default/ohmy.gif)
But I prefer hvdark
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post Nov 1 2015, 12:16
Post #2304
Dan31



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QUOTE(tetron @ Nov 1 2015, 09:45) *

@Vriska, seems like your Monster Lab Babysitter has a major fault:

The upper left list is from the "HV Track Drop" script, and the other is from Babysitter. Looks like the Babysitter is discarding the very first gift when assembling the list of gifts.

Please fix it.

On line 104, try replacing
CODE
for (var i=j+1; i < gifts.length; i++) {

with
CODE
for (var i=0; i < gifts.length; i++) {
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post Nov 1 2015, 12:43
Post #2305
tetron



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QUOTE(Dan31 @ Nov 1 2015, 15:46) *

On line 104, try replacing
CODE
for (var i=j+1; i < gifts.length; i++) {

with
CODE
for (var i=0; i < gifts.length; i++) {


Thanks. Shall try it. (IMG:[invalid] style_emoticons/default/happy.gif)

Nope. Not helping. Couldn't find the line.
@Dan, what is your script version?

This post has been edited by tetron: Nov 1 2015, 12:58
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post Nov 1 2015, 14:16
Post #2306
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QUOTE(tetron @ Nov 1 2015, 05:43) *

Thanks. Shall try it. (IMG:[invalid] style_emoticons/default/happy.gif)

Nope. Not helping. Couldn't find the line.
@Dan, what is your script version?

It's line 20 in the version I have.

I made the change but no idea what effect it'll have yet.

Edit: checked critters and something seems off...

total: x3
Received some High-Grade Cloth. x1
Received some High-Grade Leather. x2
Received some High-Grade Metals. x1

1+2+1≠3

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