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

 
post Dec 1 2015, 15:41
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tetron



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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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post Dec 1 2015, 20:49
Post #2397
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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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post Dec 1 2015, 22:04
Post #2398
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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.

Attached File  Income_Summary_1.2.2.user.js.txt ( 18.87k ) Number of downloads: 224


This post has been edited by Superlatanium: Dec 2 2015, 19:31
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post Dec 1 2015, 22:18
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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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post Dec 2 2015, 15:56
Post #2400
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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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post Dec 2 2015, 19:35
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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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post Dec 2 2015, 20:08
Post #2402
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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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post Dec 3 2015, 08:45
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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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post Dec 8 2015, 17:51
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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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post Dec 8 2015, 18:26
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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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post Dec 8 2015, 18:42
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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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post Dec 8 2015, 19:13
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QUOTE(Fudo Masamune @ Dec 8 2015, 17:42) *

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.

I was thinking about determining the exact real time action clock but that was unrelevant. All you need is knowing whether a tick has passed.

All in all, yes, it's doable. I don't wanna do it now though, I got things to do.
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post Dec 8 2015, 19:30
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QUOTE(Fudo Masamune @ Dec 9 2015, 00:42) *

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.

Thats only useful for pure statistical purpose (IMG:[invalid] style_emoticons/default/unsure.gif)
Because we have 4t/s cap in player turn, it is natural to use it as default.
so all I care are t/s maybe t/r t/mob too, and the total turns for a particular arena.
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post Dec 8 2015, 20:24
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QUOTE(Void Domain @ Dec 9 2015, 00:30) *

Thats only useful for pure statistical purpose (IMG:[invalid] style_emoticons/default/unsure.gif)
Because we have 4t/s cap in player turn, it is natural to use it as default.
so all I care are t/s maybe t/r t/mob too, and the total turns for a particular arena.


Of course I'm asking this for pure statistical purpose, what else would you expect it for? (IMG:[invalid] style_emoticons/default/unsure.gif)
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post Dec 8 2015, 21:10
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QUOTE(Fudo Masamune @ Dec 8 2015, 19:24) *

Of course I'm asking this for pure statistical purpose, what else would you expect it for? (IMG:[invalid] style_emoticons/default/unsure.gif)

For a practical one?
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post Dec 9 2015, 16:24
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QUOTE(Fudo Masamune @ Dec 8 2015, 09:51) *

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?

I knew I'd seen something like this a while ago, just had to go find it...

No idea if it still works with the current version of HV, however. I'm sure one of these people in here that know what they're doing can fix it if it doesn't (IMG:[invalid] style_emoticons/default/mellow.gif)

log recorder
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post Dec 9 2015, 17:41
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QUOTE(tazmanian devil @ Dec 9 2015, 21:24) *

I knew I'd seen something like this a while ago, just had to go find it...

No idea if it still works with the current version of HV, however. I'm sure one of these people in here that know what they're doing can fix it if it doesn't (IMG:[invalid] style_emoticons/default/mellow.gif)

log recorder


ouch, it's a pretty old script, and yeah, some method are already deprecated... but thanks anyway, If nobody here are willing I might try something myself or ask around another forum to build something using this as a base (IMG:[invalid] style_emoticons/default/smile.gif)
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post Dec 12 2015, 23:40
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So when I go to use scripts I have found around the forums they don't seem to work. I know it's something I am doing but I don't fully understand what. When I go to add a scrip to GM I always have to use create new script because I don't know how to just add the ones that have already been made. It then asks me to give a name, name space, ect. After that point it brings up the script writing window from which I can finally load scripts I have already found. However, after opening and saving them they just sit there and do nothing. When I click on more info in GM it shows nothing filled in.
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post Dec 12 2015, 23:51
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QUOTE(AXagent @ Dec 12 2015, 21:40) *
So when I go to use scripts I have found around the forums they don't seem to work. I know it's something I am doing but I don't fully understand what. When I go to add a scrip to GM I always have to use create new script because I don't know how to just add the ones that have already been made. It then asks me to give a name, name space, ect. After that point it brings up the script writing window from which I can finally load scripts I have already found. However, after opening and saving them they just sit there and do nothing. When I click on more info in GM it shows nothing filled in.
Either:
First copy the script to your clipboard, and then after you press "New User Script", press "Use script from clipboard" and it'll create it automatically, including the name, author, version, etc.
Or:
From Firefox, Open a script ending in .user.js, and GM will come up and prompt you if you want to install it. Press yes.
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post Dec 14 2015, 03:50
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QUOTE(Dan31 @ Dec 8 2015, 08:26) *

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.


Note that the browser will usually slow down (rather drastically) if you:
1) Have the reloader keep the entire battle log, by appending the the logs to the top, as some versions of the reloader will do.
2) Have a really long battle.

This is mostly because browsers have their DOM elements optimized for "append" rather than "prepend".
For me, I usually store statistics on the battle on a per-click basis.

If you want to do batch calculations, I'd recommend finding a version of the reloader that prepends logs, instead of replacing the logs, and changing the prepend behavior to append instead.

Although, I think HVStat implements most of the stat-counting you might need already.
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