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

 
post Dec 8 2015, 19:13
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Dan31



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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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Void Domain



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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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post Dec 14 2015, 08:58
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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 script
A
-
-
D
E
-
G
H
I

with script
A
D
E
G
H
I
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post Dec 14 2015, 09:02
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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 script
A
-
-
D
E
-
G
H
I

with script
A
D
E
G
H
I

Didn't I remember Tenboro saying that is not allowed?
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post Dec 14 2015, 09:50
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not showing dead monsters is not allowed? (IMG:[invalid] style_emoticons/default/blink.gif)
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post Dec 14 2015, 09:51
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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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post Dec 14 2015, 13:53
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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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post Dec 18 2015, 10:19
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QUOTE(Dan31 @ Nov 22 2015, 18:16) *

Reloader for Firefox:
Attached File  Reloader.user.js.txt ( 14.68k ) Number of downloads: 620

This one is the modded version, implementing the recent changes to the vanilla one (no unsafeWindow and no jQuery). Changes still ongoing, but I have other stuff to do, so I'll get on it later this week.


I get more t/s on chromium, but the mouseOver only works when I'm constantly moving the mouse over the monsters area... Any solution for this? (IMG:[a.deviantart.net] http://a.deviantart.net/avatars/n/a/nanocryniplz.gif?1)

On Firefox works fine.

This post has been edited by Huskell: Dec 18 2015, 10:19
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post Dec 18 2015, 11:50
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Dan31



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QUOTE(Huskell @ Dec 18 2015, 09:19) *

I get more t/s on chromium, but the mouseOver only works when I'm constantly moving the mouse over the monsters area... Any solution for this? (IMG:[a.deviantart.net] http://a.deviantart.net/avatars/n/a/nanocryniplz.gif?1)

On Firefox works fine.

Well, I gotta change the mousemelee part if I want it to work on Chrome, yeah. There are other mousemelee scripts that work on Chrome, I can copy the implementation.
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post Dec 19 2015, 09:56
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QUOTE(Dan31 @ Dec 18 2015, 06:50) *

Well, I gotta change the mousemelee part if I want it to work on Chrome, yeah. There are other mousemelee scripts that work on Chrome, I can copy the implementation.



is there a way to get reloader to show numbered mobs?

there is a bettermeelee script that does it but they dont seem to work well together

This post has been edited by Darknessy: Dec 19 2015, 09:57
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post Dec 19 2015, 10:00
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QUOTE(Darknessy @ Dec 19 2015, 15:56) *

is there a way to get reloader to show numbered mobs?

there is a bettermeelee script that does it but they dont seem to work well together

The latest reloader script has the numbered mob instead of letters.
Must dig for it somewhere in this thread.

[Edit] Found it
QUOTE(Hoheneim @ Nov 18 2015, 22:00) *

Like this?

Attached Image

If you know how to edit the script, here's what you need to add in the round counter section:

right after the line:

x.id = 'round';

copy and paste the following lines:

var roundStyle = { 'position': 'absolute', 'left': '1080px', 'top': '15px', 'width': '120px', 'font-size': '20px', 'font-weight': 'bold', 'z-index': '10', 'text-align':'right'};
$('#round').css(roundStyle);

If you want I could post here my version or I can send it to you to see if you could integrate my changes in a cleaner way into your script.

QUOTE(Hoheneim @ Nov 19 2015, 00:01) *

Here's my version of the Reloader Script:

Attached File  Reloader2.user.js.txt ( 26.8k ) Number of downloads: 259


Features Added:

1. Light Blue highlight color alert for Channeling and Channel gem Icon
2. Green highlight color alert for when Spirit Shield spell is about to run out
3. Replaced monster letters with numbers
4. Advanced Skill Hotkey Handling: Numpad + key to cycle weapon skills first, Enter to cycle Fus-Roh-Dah first. Handles OFC too.

Hotkey usage: cycle through the skills to select the desired one, then attack any monster to activate the skill

Minor fixes to existing code:

round counter shown above monster slots
hidden "next round" pop-up, so it won't flash at end of round
removed additional classes for the duration effects, styles handled in the relevant sections
The parts modified by me are pointed out by a comment, so you know you have to blame me if I botched something...
Bug reports, suggestion and constructive criticism are always welcome.


This post has been edited by izpekopon: Dec 19 2015, 10:02
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post Dec 19 2015, 13:38
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QUOTE(izpekopon @ Dec 19 2015, 05:00) *

The latest reloader script has the numbered mob instead of letters.
Must dig for it somewhere in this thread.

[Edit] Found it


How does skillhotkey work?
Disabling the battlelog seems to have disable the default R recast hotkey (IMG:[invalid] style_emoticons/default/blink.gif)
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post Dec 19 2015, 13:47
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QUOTE(Darknessy @ Dec 19 2015, 19:38) *
How does skillhotkey work?

QUOTE(Hoheneim @ Nov 19 2015, 00:01) *
Advanced Skill Hotkey Handling: Numpad + key to cycle weapon skills first, Enter to cycle Fus-Roh-Dah first. Handles OFC too.

Hotkey usage: cycle through the skills to select the desired one, then attack any monster to activate the skill

^

QUOTE
Disabling the battlelog seems to have disable the default R recast hotkey (IMG:[invalid] style_emoticons/default/blink.gif)

I don't find any problems using the default R recast hotkey.

If anything there's always this issue bugging me, its like if i try to recast with R targeting an already dead monster, the entire recast malfunctions, i can't even manually cast the spell i want on another target after, i have to do a different action before i can cast my spell again, any1 else facing same issues? (IMG:[invalid] style_emoticons/default/huh.gif)
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