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

 
post Jan 24 2016, 16:12
Post #2521
FabulousCupcake



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HV Equipment Count Indicator
- Tracks and shows your equipment count under the credits.
- The shown number is updated whenever you open the Inventory page.
- Parses combat logs and message boxes for equipment drops and updates the equipment count.
- Alerts player if equipment count exceeds a certain threshold. (default: 995)
- Configurable options.

Preview Image(s)
[my.mixtape.moe] https://my.mixtape.moe/laxblf.png

Download (r6)
Attached File  hv_eqci.user.js.txt ( 5.53k ) Number of downloads: 81

Changelogs
CODE
r6 [26/1/16]
- Parse combat logs only at round end; equipments do not drop in the middle of a round, only at the end
- Add @grant none

r5 [25/1/16]
- Fix increaseEquipmentCount() parsing track count as string

r4 [25/1/16]
- Added configurable options
- Added feature to parse messages and combat logs for equipment drops
- Added feature to alert user when equipment count reaches a configurable threshold ( default: 995 )

r3 [25/1/16]
- Fix missing semicolon and targetElement

r2 [24/1/16]
- Use localStorage instead of greasemonkey api to store count value

r1 [24/1/15]
- Init


Todo(s)
- Integrate with ctxl's Track Drops script to predict equipment count
- Warn user if item count exceeds a certain number

This post has been edited by FabulousCupcake: Jan 26 2016, 15:22
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post Jan 25 2016, 19:21
Post #2522
Fudo Masamune



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I found that when using the base compare (the "e" button) in equip comparison, it somehow shows wrong value.

for example, comparing this (6.28 base str) with this (5.49 base str) shows me a +0.50 str which should be -0.79.

Attached ImageAttached ImageAttached Image

some other number also off btw, not just the str part.

I might missed if there's any new update, (I search for it a bit using the search function, even looking at simplesimon's post list) but the latest version of Equip comparison I could find is 0.6.4.4 which is like half year ago. or maybe somebody else already report this, if that's the case I'm sorry.
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post Jan 25 2016, 19:56
Post #2523
Void Domain



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QUOTE(Fudo Masamune @ Jan 26 2016, 01:21) *

I found that when using the base compare (the "e" button) in equip comparison, it somehow shows wrong value.

for example, comparing this (6.28 base str) with this (5.49 base str) shows me a +0.50 str which should be -0.79.

Attached ImageAttached ImageAttached Image

some other number also off btw, not just the str part.

I might missed if there's any new update, (I search for it a bit using the search function, even looking at simplesimon's post list) but the latest version of Equip comparison I could find is 0.6.4.4 which is like half year ago. or maybe somebody else already report this, if that's the case I'm sorry.

Yes I remember 0.6.4.4 has some numbers off in the equip range as well and its from a different author. I am using 0.6.4.3 by oohmrparis and its still good.
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post Jan 25 2016, 20:42
Post #2524
Fudo Masamune



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I recognize it when I was using simplesimons' 0.6.4.3, then looking for update, found 0.6.4.4 still the same.

just tried the one from oohmrparis (the one with "for ELP", right?) and it's still shows the same number.
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post Jan 26 2016, 17:17
Post #2525
f4tal



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QUOTE
it somehow shows wrong value.

Yes, it is, but as Void Domain said version "0.6.4.3" working good.
Here is it:
Attached File  Equipment_Comparison__0.6.4.3_.user.txt ( 118.08k ) Number of downloads: 70

(Change *.TXT fileformat to *.JS fileformat)
I have many Equipment Comparison scripts. Totally 33 of them. And from all, only 4 working correctly and version 0.6.4.3 is latest one. And no, I do not meant "ELP" version, but original plain Equipment Comparison.

Now I want to ask something.
We have got awesome dark skin by boulay.
This skin distributed as *.CSS file or *.CRX. What you think about converting that (and not only that) skin to *.JS format?
For example like this:
Attached File  HV_Dark__1.0_.user.txt ( 379.11k ) Number of downloads: 41

(Change *.TXT fileformat to *.JS fileformat)
?
I am asking about this because of my idea to create that big script's thread. I want to convert all CSS to scripts to prevent any misunderstanding to end-users. I guess concept like "every downloads are script" is better than "95% of downloads are script and 5% are CSS".

And I know about this method. But it required attachment with CSS to work properly. I am trying to put actual CSS into script without any third-site requires.

Offtop: Hell, yes. Eight Pinkie Pie in a row, one Rainbow Dash, then two more Pinkie Pie! For now this "pattern" broken and I have got different captchas... Yes, this is absolute random, but a little strange one... About "to help new players remember them, I imagine.", this maybe true, but not on 240+ levels =)

This post has been edited by f4tal: Jan 26 2016, 17:29
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post Jan 26 2016, 22:42
Post #2526
f4tal



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So, sorry about double post, everyone!
One more update. You can see it here .
Added this scripts:
  • Stiilid [1.0.0] & [1.0.0beta]
  • Show Equipment Count [1.0].user
  • Pot Reminder [1.001].user
  • MonsterBar [1.0.0].user
  • Monster Letter To Numbers [2.0].user
  • Log Recorder [1.0.0].user
  • HV Deep Sea [1.0].user
  • HV Dark Lite [1.1] & [1.0]
  • HV Dark [1.1] & [1.0]
  • Hightlight Equipment [1.0].user
  • HalloweenVerse [0.6] & [0.51]
  • Equipment Count Indicator [1.6].user
  • Equipment Comparison [0.5.0.10 ayuayu fix] ... up to Equipment Comparison for ELP [0.6.4.3v3].user. Total 32 builds
  • Equipment Base Stat Display [0.9.5].user
  • DamageTaken [0.1].user
  • CSScompilation [0.3].user & [0.2]
  • Coloring [1.0].user
  • Battle Compact for HV Dark [1.1].user & Battle Compact for HalloweenVerse [1.0].user & Battle
  • Compact for Deep Sea [1.0].user
And fixed/added some author.

This post has been edited by f4tal: Jan 26 2016, 22:42
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post Jan 26 2016, 23:05
Post #2527
boulay



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QUOTE(f4tal @ Jan 26 2016, 16:17) *

Now I want to ask something.
We have got awesome dark skin by boulay.
This skin distributed as *.CSS file or *.CRX. What you think about converting that (and not only that) skin to *.JS format?
For example like this:
Attached File  HV_Dark__1.0_.user.txt ( 379.11k ) Number of downloads: 41

(Change *.TXT fileformat to *.JS fileformat)
?
I am asking about this because of my idea to create that big script's thread. I want to convert all CSS to scripts to prevent any misunderstanding to end-users. I guess concept like "every downloads are script" is better than "95% of downloads are script and 5% are CSS".

You can convert these if you want, but I'll still continue to to post .css files. It's easier for me and I'm totally clueless when it comes to scripting.
djackallstar did provide a script to extract css from attachments though...
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post Jan 27 2016, 02:10
Post #2528
Fudo Masamune



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QUOTE(f4tal @ Jan 26 2016, 22:17) *

Yes, it is, but as Void Domain said version "0.6.4.3" working good.
Here is it:
Attached File  Equipment_Comparison__0.6.4.3_.user.txt ( 118.08k ) Number of downloads: 70

(Change *.TXT fileformat to *.JS fileformat)
I have many Equipment Comparison scripts. Totally 33 of them. And from all, only 4 working correctly and version 0.6.4.3 is latest one. And no, I do not meant "ELP" version, but original plain Equipment Comparison.


nope. that's the one I used before. showing wrong value when comparing base stats.
Attached Image
notice the agility part. It should shows -5.32 since the 2nd one doesn't have that pab.

apparently it's using the 2nd equipment's level (462) to scale the equipped equipment (lvl 360)
the current agi for the equiped one is Agility +58.90
if using 4.23 as the base (the wrong value), and the equiped one is lvl 462, then it's indeed would have that agi.

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post Jan 27 2016, 10:21
Post #2529
f4tal



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QUOTE
You can convert these if you want, but I'll still continue to to post .css files.

Of course! Do as you want. Awesome themes, by the way. Especially Deep Sea one =)
QUOTE
djackallstar did provide a script to extract css from attachments though...

Does he? Can you provide a link on his post, because I totally missed it...

QUOTE
nope. that's the one I used before. showing wrong value when comparing base stats.

It is weird... For me 0.6.4.3 is working great.
Maybe (but only maybe!) something wrong with your localstorage where scripts put their data? Maybe you are have tested many similar scripts in a row and data of some of them gone mad and ruined your comparison script?
Try to clean your localstorage data (look to the google for more info). For my Firefox I am using Firebug plugin and look through localstorage's tab into DOM option.
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post Jan 27 2016, 10:49
Post #2530
Void Domain



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QUOTE(f4tal @ Jan 27 2016, 16:21) *

Of course! Do as you want. Awesome themes, by the way. Especially Deep Sea one =)

Does he? Can you provide a link on his post, because I totally missed it...

Yes, I think djackallstar's method is cleaner. It is like this:
CODE
// ==UserScript==
// @name        hv gm style
// @grant       GM_addStyle
// @include     http://hentaiverse.org/*
// @run-at document-start
// ==/UserScript==

GM_addStyle(`
/*css here*/

`)


This post has been edited by Void Domain: Jan 27 2016, 10:51
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post Jan 27 2016, 11:32
Post #2531
f4tal



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Okay, thank you, Void Domain!

And nooow... I have same problem Fudo Masamune have. Just great! (IMG:[invalid] style_emoticons/default/sleep.gif)

I have deleted all comparison script and its data in localstorage. And managed to see how Fudo Masamune's problem is going and how do everyone can handle it. And I do not know how to solve it... Its possibly due some manipulation to overtake this problem and get proper base stats, but I did not how. Hour ago I have a fully worked comparison script, but after fully uninstalled it - I just can't manage it to work again. Some mystic and weird stuff... I tried everything from different builds, up to different script's combination.

Is anyone has idea how to solve it? It seems that all functions but base stat compassion working correctly...
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post Jan 27 2016, 11:42
Post #2532
FabulousCupcake



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HV Battle Speedometer
Measures your turn/second speed and shows them at the end of the round, or game.

Features 3 "levels" of measurement:
— Game: measures game speed and shows it at the game end.
— Round: measures round speed, shows it at the round end, and store them.
——> At the end of the game, calculate them and print the min/avg/max/stdev speeds of all rounds.
— Turn: measures turn speed and store them.
——> At the end of the round, calculate them and print min/avg/max/stdev speeds of all turns.

Preview
—

Download (r1)
Attached File  hv_speedometer.user.js.txt ( 9.52k ) Number of downloads: 73

Changelog
CODE
r1 [27/1/16]
- Fix turn result showing turn duration instead of speed.


Todo
- Clean up main, it looks like a mess.
- General optimization

This post has been edited by FabulousCupcake: Jan 27 2016, 15:36
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post Jan 27 2016, 22:06
Post #2533
Void Domain



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QUOTE(FabulousCupcake @ Jan 27 2016, 17:42) *

HV Battle Speedometer
Measures your turn/second speed and shows them at the end of the round, or game.

Features 3 "levels" of measurement:
— Game: measures game speed and shows it at the game end.
— Round: measures round speed, shows it at the round end, and store them.
——> At the end of the game, calculate them and print the min/avg/max/stdev speeds of all rounds.
— Turn: measures turn speed and store them.
——> At the end of the round, calculate them and print min/avg/max/stdev speeds of all turns.

Preview
—

Download (r1)
Attached File  hv_speedometer.user.js.txt ( 9.52k ) Number of downloads: 73

Changelog
CODE
r1 [27/1/16]
- Fix turn result showing turn duration instead of speed.


Todo
- Clean up main, it looks like a mess.
- General optimization

I am confused by the array of numbers (IMG:[invalid] style_emoticons/default/wacko.gif)
Need the units for each number.
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post Jan 28 2016, 03:54
Post #2534
FabulousCupcake



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QUOTE(Void Domain @ Jan 27 2016, 21:06) *

I am confused by the array of numbers (IMG:[invalid] style_emoticons/default/wacko.gif)
Need the units for each number.


Oh, you can hover at the numbers; there will be short text explaining what the numbers are.
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post Jan 28 2016, 05:54
Post #2535
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QUOTE(Fudo Masamune @ Jan 27 2016, 08:10) *

-snip-

There are more than one fork for both ECP 0.6.4.3 and 0.6.4.4.
Even with the same developer there may still be more than one download link for each version, e.g. 0.6.4.3 debug version one, 0.6.4.3 debug version two, 0.6.4.3 debug version three, etc.
A developer may not explicitly specify the debug version number, so some people may find one 0.6.4.3 is buggy, while others find another 0.6.4.3 working properly.
I recommend you try this one if you haven't: it is one of the debug versions by oohmrparis:
https://forums.e-hentai.org/index.php?act=A...st&id=64489
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post Jan 28 2016, 07:04
Post #2536
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QUOTE(FabulousCupcake @ Jan 28 2016, 09:54) *

Oh, you can hover at the numbers; there will be short text explaining what the numbers are.

Oh thats so advance (IMG:[invalid] style_emoticons/default/blink.gif)
Ok so the turn array and the 2nd round array are interval in seconds I guess?

And I think the first round array is kinda useless it has only 1 round (IMG:[invalid] style_emoticons/default/ohmy.gif)
Wound be nice if it shows average turns per round and average time per round instead.

Also you call it meter you got to make a display unit as least for the game array (IMG:[invalid] style_emoticons/default/cool.gif)
No one is going to look at the clicky box every round...
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post Jan 28 2016, 07:51
Post #2537
Fudo Masamune



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QUOTE(djackallstar @ Jan 28 2016, 10:54) *

There are more than one fork for both ECP 0.6.4.3 and 0.6.4.4.
Even with the same developer there may still be more than one download link for each version, e.g. 0.6.4.3 debug version one, 0.6.4.3 debug version two, 0.6.4.3 debug version three, etc.
A developer may not explicitly specify the debug version number, so some people may find one 0.6.4.3 is buggy, while others find another 0.6.4.3 working properly.
I recommend you try this one if you haven't: it is one of the debug versions by oohmrparis:
https://forums.e-hentai.org/index.php?act=A...st&id=64489


tried that already, still give wrong comparison value.
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post Jan 28 2016, 11:15
Post #2538
f4tal



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QUOTE
tried that already, still give wrong comparison value.

Same here =( I had working version, but I do not know how I managed it to work properly!
QUOTE
There are more than one fork for both ECP 0.6.4.3 and 0.6.4.4.

oh. yes! There is definitely more than one! (IMG:[invalid] style_emoticons/default/sleep.gif)

Thanks for explanation, djackallstar!

Maybe there is someone on forum, who brave enough to look through the code and can get this script work properly? Anyone?
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post Jan 28 2016, 13:43
Post #2539
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QUOTE(f4tal @ Jan 26 2016, 21:42) *

So, sorry about double post, everyone!
One more update. You can see it here .
Added this scripts:
  • Stiilid [1.0.0] & [1.0.0beta]
  • Show Equipment Count [1.0].user
  • Pot Reminder [1.001].user
  • MonsterBar [1.0.0].user
  • Monster Letter To Numbers [2.0].user
  • Log Recorder [1.0.0].user
  • HV Deep Sea [1.0].user
  • HV Dark Lite [1.1] & [1.0]
  • HV Dark [1.1] & [1.0]
  • Hightlight Equipment [1.0].user
  • HalloweenVerse [0.6] & [0.51]
  • Equipment Count Indicator [1.6].user
  • Equipment Comparison [0.5.0.10 ayuayu fix] ... up to Equipment Comparison for ELP [0.6.4.3v3].user. Total 32 builds
  • Equipment Base Stat Display [0.9.5].user
  • DamageTaken [0.1].user
  • CSScompilation [0.3].user & [0.2]
  • Coloring [1.0].user
  • Battle Compact for HV Dark [1.1].user & Battle Compact for HalloweenVerse [1.0].user & Battle
  • Compact for Deep Sea [1.0].user
And fixed/added some author.

I took some time to look at the topic, you also linked HV Dark 1.0. That one has some critical failures (it mainly causes slowness during play), It'd be better to not link it (IMG:[invalid] style_emoticons/default/happy.gif)
Also, Deep Sea is at 0.2 (IMG:[invalid] style_emoticons/default/laugh.gif)

QUOTE(Void Domain @ Jan 27 2016, 09:49) *

Yes, I think djackallstar's method is cleaner. It is like this:
CODE
// ==UserScript==
// @name        hv gm style
// @grant       GM_addStyle
// @include     http://hentaiverse.org/*
// @run-at document-start
// ==/UserScript==

GM_addStyle(`
/*css here*/

`)


There's also this one:
CODE
// ==UserScript==
// @name        HV Dark Theme
// @updateURL   about:blank
// @grant       GM_getResourceURL
// @resource    hv_dark http://forums.e-hentai.org/index.php?act=Attach&type=post&id=78035
// @include     http://hentaiverse.org/*
// ==/UserScript==

var cssId = 'hv_dark'
if(!document.getElementById(cssId)) {
    var link = document.createElement('link')
    link.id = cssId
    link.rel = 'stylesheet'
    link.type = 'text/css'
    link.media = 'all'
    link.href = GM_getResourceURL('hv_dark')
    document.head.appendChild(link)
}

It directly extracts the data in .css files from the forums attachments. I recall djackallstar made it because he didn't want to use stylish ^^

Also, as I viewed f4tal's script compendium:
Attached File  HV_Battle_Compact_for_Deep_Sea.css ( 4.07k ) Number of downloads: 58
Attached File  HV_Battle_Compact_for_Deep_Sea_Chrome.zip ( 1.4k ) Number of downloads: 63

I saw this one needed some fixes too...

[ads]
There are fixes everywhere, for the full clean list of .css, see here
[/ads]

(IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Jan 28 2016, 14:10
Post #2540
Void Domain



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QUOTE(boulay @ Jan 28 2016, 19:43) *

It directly extracts the data in .css files from the forums attachments. I recall djackallstar made it because he didn't want to use stylish ^^

Firefox will run faster in hv without stylish, I can confirm that.
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