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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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Dec 2 2015, 19:35
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Superlatanium
Group: Gold Star Club
Posts: 7,573
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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Dec 8 2015, 19:13
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Dan31
Group: Members
Posts: 4,399
Joined: 26-March 12
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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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Dec 8 2015, 19:30
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Void Domain
Group: Catgirl Camarilla
Posts: 2,131
Joined: 30-May 10
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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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Dec 8 2015, 20:24
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Fudo Masamune
Group: Gold Star Club
Posts: 1,636
Joined: 2-February 10
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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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Dec 8 2015, 21:10
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Dan31
Group: Members
Posts: 4,399
Joined: 26-March 12
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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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Dec 9 2015, 16:24
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tazmanian devil
Group: Catgirl Camarilla
Posts: 3,017
Joined: 24-October 12
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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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Dec 9 2015, 17:41
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Fudo Masamune
Group: Gold Star Club
Posts: 1,636
Joined: 2-February 10
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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 recorderouch, 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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Dec 12 2015, 23:40
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AXagent
Newcomer
Group: Recruits
Posts: 10
Joined: 24-August 12
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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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Dec 12 2015, 23:51
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Superlatanium
Group: Gold Star Club
Posts: 7,573
Joined: 27-November 13
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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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Dec 14 2015, 03:50
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nihilvoid
Group: Members
Posts: 534
Joined: 9-August 11
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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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Dec 14 2015, 08:58
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hentai_fusion
Group: Gold Star Club
Posts: 33,481
Joined: 14-August 09
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is there a script that removes dead monsters away and compacts the rest so that i do not have to move my mouse so much? (IMG:[ invalid] style_emoticons/default/tongue.gif) e.g.A B C D E F G H I without scriptA - - D E - G H I with scriptA D E G H I
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Dec 14 2015, 09:02
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Sky Arc
Group: Catgirl Camarilla
Posts: 974
Joined: 27-May 12
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QUOTE(hentai_fusion @ Dec 13 2015, 22:58) is there a script that removes dead monsters away and compacts the rest so that i do not have to move my mouse so much? (IMG:[ invalid] style_emoticons/default/tongue.gif) e.g.A B C D E F G H I without scriptA - - D E - G H I with scriptA D E G H I Didn't I remember Tenboro saying that is not allowed?
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Dec 14 2015, 09:51
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sssss2
Group: Gold Star Club
Posts: 3,925
Joined: 11-April 14
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QUOTE(hentai_fusion @ Dec 14 2015, 15:58) so that i do not have to move my mouse
It's a botting.
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Dec 14 2015, 13:53
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Dan31
Group: Members
Posts: 4,399
Joined: 26-March 12
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QUOTE(nihilvoid @ Dec 14 2015, 02:50) 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.
HVStat does not use AJAX though.
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