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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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Nov 24 2015, 09:48
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djackallstar
Group: Gold Star Club
Posts: 8,216
Joined: 23-July 14

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QUOTE(Void Domain @ Nov 23 2015, 00:09)  I was actually testing some firefox config namely nglayout.initialpaint.delay thats why I need a t/s monitor. And it also seems to be the culprit, when it is set to too low the battle stat ex will likely to skip turns. And when I set it back to a higher value the turn skipping is less or none. Its interesting to say the least (IMG:[ invalid] style_emoticons/default/huh.gif) The default of this value is 250 in ms, for anyone using firefox set it to 100 or less should increase your t/s Nice find and thanks for sharing this. By setting its value to 25 my t/s is noticeably improved. Also found a bunch of config entries that could possibly improve t/s further, one of them is: [ kb.mozillazine.org] http://kb.mozillazine.org/Content.max.tokenizing.timeThis post has been edited by djackallstar: Nov 27 2015, 05:33
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Nov 24 2015, 10:03
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Void Domain
Group: Catgirl Camarilla
Posts: 2,131
Joined: 30-May 10

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QUOTE(djackallstar @ Nov 24 2015, 15:48)  Nice find and thanks for sharing this. By setting its value to 25 my t/s is noticeably improved. Also found a bunch of config entrie that could possibly improve t/s further, one of them is: [ kb.mozillazine.org] http://kb.mozillazine.org/Content.max.tokenizing.timeI have tried most of them if not all. content.notify.ontimer (and the reflow time settings depend on it) and content.interrupt.parsing may affect speed also but I see no change in t/s at all (IMG:[ invalid] style_emoticons/default/unsure.gif)
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Nov 25 2015, 18:43
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Epion
Group: Gold Star Club
Posts: 3,350
Joined: 20-February 08

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Bad luck is always paired with bad timing. Tried to get the new version of Realoader, probably messed up on something so it didn't work and but as i was looking onto things i noticed my connection had started giving problems. After some usual tries (restart pc, restart router, malwerebytes run, etc) i decided the problem was caused by my messing up the script. Uninstalled everything but problems insisted (IMG:[ invalid] style_emoticons/default/sad.gif) I was about to look for the full format dvd when the guy next door (who's using my internet) rang to ask if we had internet cause it wasn't working for him. ... Timings ladies and gents. Timings... Now back to reinstall things...
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Nov 26 2015, 02:26
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Sapo84
Group: Gold Star Club
Posts: 3,332
Joined: 14-June 09

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Do note that nglayout.initialpaint.delay should have no effect when using reloader, as ajax bypasses entirely the initial paint.
Also the setting should be tweaked based on internet connection and machine speed, both starting rendering too early (next to nothing on page, browser needs to readjust everything multiple time as css/js is downloaded and parsed) and rendering too late can have a negative impact. Default value is still pretty dumb for 2015 so it's probably safe for everyone to decrease the value.
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Nov 26 2015, 10:22
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tetron
Group: Gold Star Club
Posts: 5,583
Joined: 30-July 14

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QUOTE(Superlatanium @ Nov 24 2015, 02:03)  Iron is pretty popular for HV, from what I've heard. Native support for userscripts, no need for Chrome's Tampermonkey (memory hog), nor Firefox (not exactly lightweight). This was the first place I heard about Iron due to HV and this is still the only place I use it.
I also prefer Iron over FF for HV because FF is where I do all my main browsing, with all my addons, tabs, and other things - so one dedicated HV browser without anything extraneous results in faster T/s. It also lets me easily separate my routed FF traffic from my ping-dependent HV traffic.
That's the exact same case here too! Coincidence? (IMG:[ invalid] style_emoticons/default/laugh.gif)
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Nov 29 2015, 17:48
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Superlatanium
Group: Gold Star Club
Posts: 7,605
Joined: 27-November 13

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Income Summary 1.2.2
Income_Summary_1.2.1.user.js.txt ( 17.54k )
Number of downloads: 119
[attachmentid=75186]  - Want to know exactly which difficulty and battle series is optimal for maximizing income, given your setup, without any guesswork or made-up numbers? Use this! - Track the net value of all your drops, consumed items, and credits during battles (Calculated outside of battle, so normal play isn't slowed down at all) - Calculates total net income and income per turn (including stamina and repair costs) - Credit values are taken from what you have saved in HV Item Manager, no need to re-enter any prices - If you don't have HV Item Manager, it's recommended to install it so you can input prices for each item (otherwise, my own prices will be used by default) - For best results, sell/salvage all unlocked gear right before saving an inventory snapshot, and then again right before comparing to a previous snapshot - (Similarly, sending and receiving credits, items, and monster gifts will skew the numbers if done between a snapshot and comparison) Should be installed with:HV Counter plus save 1.2.1
HV_Counter_plus_save_1.2.1.user.js.txt ( 3.49k )
Number of downloads: 1192- Based on oohmrparis's HV Counter Plus, but also: - Saves battle records at the end of a battle series so Income Summary can parse the number of rounds, number of turns, and timestamp. This post has been edited by Superlatanium: Dec 1 2015, 22:05
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Dec 1 2015, 14:05
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tetron
Group: Gold Star Club
Posts: 5,583
Joined: 30-July 14

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QUOTE(Superlatanium @ Nov 29 2015, 21:18)  Income Summary 1.2.1
Pretty good. How to include the Monster Lab Gifts in the profit calculation?
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Dec 1 2015, 14:41
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Superlatanium
Group: Gold Star Club
Posts: 7,605
Joined: 27-November 13

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QUOTE(tetron @ Dec 1 2015, 12:05)  Pretty good. How to include the Monster Lab Gifts in the profit calculation? The purpose is to get a sense of income per battle series, like "35-45 c/turn on 2nd page arenas" or something like that - monster gifts, Dawn, and CoD (receiving and sending) are all completely separate, for which ["credits/battle minutes", "credits/turn", repair/stamina costs, and pretty much all the other stats] are completely meaningless. Still, it would be pretty easy to include them or any other ignored item if you wanted, the instructions are in the script. At the top of the script, there is var ignoredItems = [ ... ]; Comment out or delete the following: 'Crystallized Phazon', 'Shade Fragment', 'Repurposed Actuator', 'Defense Matrix Modulator' (make sure the last remaining element in the list does not have a trailing comma) and there is var ignoredGroups = [ ... ]; Comment out or delete the following: /Grade/, /Binding/, Set a price for each in HV Item Manager, take an inventory snapshot, go to Monster Lab to get gifts, and compare. You'd get a summary a la Monster Lab Babysitter before 0.83, but you'd want to ignore everything below Profit. It's not included by default because it could skew all the stats quite drastically unless everyone was very careful about not going to Monster Lab while fighting in between snapshots. It would be possible to write the script to include the monster lab page as well and make up a separate ongoing localStorage list to parse things separately, but that's way outside the intended functionality of battle-only and would take an annoying amount of lines to code.
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Dec 1 2015, 15:41
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tetron
Group: Gold Star Club
Posts: 5,583
Joined: 30-July 14

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QUOTE(Superlatanium @ Dec 1 2015, 18:11)  -snip- I must have gone full retard to not have noticed something like that before! (IMG:[ invalid] style_emoticons/default/wacko.gif)
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Dec 1 2015, 20:49
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tetron
Group: Gold Star Club
Posts: 5,583
Joined: 30-July 14

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@Superlatanium, there is a bug I've been facing with the Income Summery script. I commented out the Phazon, but no matter what, it's not being recorded in the localStorage variable. Every other item that I modify is being recorded properly. Only Phazon is not being done. Strange.
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Dec 1 2015, 22:04
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Superlatanium
Group: Gold Star Club
Posts: 7,605
Joined: 27-November 13

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QUOTE(tetron @ Dec 1 2015, 18:49)  @Superlatanium, there is a bug I've been facing with the Income Summery script. I commented out the Phazon, but no matter what, it's not being recorded in the localStorage variable. Every other item that I modify is being recorded properly. Only Phazon is not being done. Strange. Fixed. It was being included with "Crystals" when all the crystals were added together because it started with "Crystal". Also fixed a few layout issues, and added the option to manually set roundsThisWeek.
Income_Summary_1.2.2.user.js.txt ( 18.87k )
Number of downloads: 224This post has been edited by Superlatanium: Dec 2 2015, 19:31
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Dec 1 2015, 22:18
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Dan31
Group: Members
Posts: 4,399
Joined: 26-March 12

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QUOTE(Superlatanium @ Dec 1 2015, 21:04)  Fixed. It was being included with "Crystals" when all the crystals were added together because it started with "Crystal".
I'm willing to buy all of your crystallized phazons for 3c each. (IMG:[ invalid] style_emoticons/default/tongue.gif)
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Dec 2 2015, 15:56
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tetron
Group: Gold Star Club
Posts: 5,583
Joined: 30-July 14

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QUOTE(Superlatanium @ Dec 2 2015, 01:34)  Fixed. It was being included with "Crystals" when all the crystals were added together because it started with "Crystal".
Also fixed a few layout issues, and added the option to manually set roundsThisWeek.
[attachmentid=75186] Thanks. One more thing. There is a little confusion about the version. You wrote the version 1.2.2, while the script has the version 1.1.4. What's the right one? (IMG:[ invalid] style_emoticons/default/laugh.gif) QUOTE(Dan31 @ Dec 2 2015, 01:48)  I'm willing to buy all of your crystallized phazons for 3c each. (IMG:[ invalid] style_emoticons/default/tongue.gif) Har, Har! (IMG:[ invalid] style_emoticons/default/heh.gif)
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Dec 2 2015, 19:35
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Superlatanium
Group: Gold Star Club
Posts: 7,605
Joined: 27-November 13

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QUOTE(tetron @ Dec 2 2015, 13:56)  One more thing. There is a little confusion about the version. You wrote the version 1.2.2, while the script has the version 1.1.4. What's the right one? (IMG:[ invalid] style_emoticons/default/laugh.gif) Crap. That's what I get for trying to fix two separate versions at once (IMG:[ invalid] style_emoticons/default/tongue.gif) (one to upload to e-h, one with my own settings) The later number is the correct one, I forgot to write it in the public script.
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Dec 2 2015, 20:08
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tetron
Group: Gold Star Club
Posts: 5,583
Joined: 30-July 14

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QUOTE(Superlatanium @ Dec 2 2015, 23:05)  Crap. That's what I get for trying to fix two separate versions at once (IMG:[ invalid] style_emoticons/default/tongue.gif) (one to upload to e-h, one with my own settings) The later number is the correct one, I forgot to write it in the public script. Thought so. (IMG:[ invalid] style_emoticons/default/laugh.gif)
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Dec 3 2015, 08:45
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Void Domain
Group: Catgirl Camarilla
Posts: 2,131
Joined: 30-May 10

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QUOTE(tatarime @ Nov 23 2015, 10:38)  Thanks for the report. But I didn't recreate that problem (nglayout.initialpaint.delay = 0, 100, 250, 1000 ...). I'm using these:
I just found the true culprit now. It was the priority setting for the firefox process. If I set it to realtime it will start to skip turn counts, but anything below realtime is fine (IMG:[ invalid] style_emoticons/default/blink.gif)
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Dec 8 2015, 17:51
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Fudo Masamune
Group: Gold Star Club
Posts: 1,636
Joined: 2-February 10

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Is there any script to dump the entire battle log into some txt or stuff like that? Or a script to count the accumulate damage dealt that not only count the action turn but also real turn ticks?
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Dec 8 2015, 18:26
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Dan31
Group: Members
Posts: 4,399
Joined: 26-March 12

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QUOTE(Fudo Masamune @ Dec 8 2015, 16:51)  Is there any script to dump the entire battle log into some txt or stuff like that? Or a script to count the accumulate damage dealt that not only count the action turn but also real turn ticks?
Dumping the battle log should be easy. Reloader can already keep the entire battle log, it just has to save it upon round clear. Determining real turn ticks may be tricky. Personally, I like to think of action turn as the real one, since it is linked with real time. Us being faster actually means monsters are slower, from our point of view.
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Dec 8 2015, 18:42
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Fudo Masamune
Group: Gold Star Club
Posts: 1,636
Joined: 2-February 10

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QUOTE(Dan31 @ Dec 8 2015, 23:26)  Dumping the battle log should be easy. Reloader can already keep the entire battle log, it just has to save it upon round clear. Determining real turn ticks may be tricky. Personally, I like to think of action turn as the real one, since it is linked with real time. Us being faster actually means monsters are slower, from our point of view.
isn't determining real turn is as easy as recording each regen ticks as turn separator? also using action turn as the real one would be redundant ( i don't know whether it's the correct word ) for statistical purpose since it's varying so much between each person depend on action speed and preference on using haste or not, even on same person, using long cast time spell like heartseeker would make one or some turn different to the other. while real turn are fixed no matter what fighting style or equipment used. monsters debuff also ticks per real turn not action turn, which makes it easier to calculate for example, damage dealt per one stun tick on the monster. This post has been edited by Fudo Masamune: Dec 8 2015, 18:49
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