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

 
post Mar 3 2016, 23:38
Post #2727
himi



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There is a bug/glitch with Reloader 1.3.2a when killing a monster and transitioning to the next round. The script will continue to attack the monster even if you move away your mouse. This can be easily tested by killing the first monster last and then quickly moving the mouse away when the round ends.
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post Mar 4 2016, 01:18
Post #2728
FabulousCupcake



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QUOTE(himi @ Mar 3 2016, 22:38) *

There is a bug/glitch with Reloader 1.3.2a when killing a monster and transitioning to the next round. The script will continue to attack the monster even if you move away your mouse. This can be easily tested by killing the first monster last and then quickly moving the mouse away when the round ends.


Fixed! Thank you! (IMG:[invalid] style_emoticons/default/happy.gif)
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post Mar 4 2016, 03:16
Post #2729
edu5ardo



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There is a bug/conflict with Reloader 1.3.2b

if uses reloader 1.3.2b with HV STAT Slim Mod #Reloader generate bug in roundcounter function, the position moves on the buff, disable the function of one or the other always fails position.
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post Mar 4 2016, 05:54
Post #2730
tatarime



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HV_ForgeHelper

Attached Image

Attached File  HV_ForgeHelper.user.zip ( 1.22k ) Number of downloads: 81
Newer Version

FEATURES:
  • Upgrade x5 x10 x15 x20
  • Enchant x2 x4 x8 x16
Support: Firefox / Chrome


----------
QUOTE(FabulousCupcake @ Mar 3 2016, 23:22) *

.
Reloader v1.3.2a

It's cool!
Especially, flexible hp bar is a nice idea.

So, did you check HP_State ver. 0.5?
I changed "<chb2>.width" to "parseInt(getComputedStyle(<chb2>).width)" of it.
(and changed calculation method)

Some people say, HP bar become strange when he casts Imperil.
I looked at the screenshot, and it seems like <chb2>.width is 1px (current_hp = max_hp * 1/120).
The cause is unknown, but getComputedStyle seems to fix it. (IMG:[invalid] style_emoticons/default/smile.gif)


----------
QUOTE(edu5ardo @ Mar 4 2016, 10:16) *

if uses reloader 1.3.2b with HV STAT Slim Mod #Reloader generate bug in roundcounter function, the position moves on the buff, disable the function of one or the other always fails position.

Sorry, my English is not good.
Please tell me the meaning of the detail that "the position moves on the buff".
If you give me a screenshot, I might be able to fix it. (IMG:[invalid] style_emoticons/default/wink.gif)

This post has been edited by tatarime: Mar 17 2016, 10:39
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post Mar 4 2016, 06:18
Post #2731
edu5ardo



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QUOTE(tatarime @ Mar 3 2016, 21:54) *

Sorry, my English is not good.
Please tell me the meaning of the detail that "the position moves on the buff".
If you give me a screenshot, I might be able to fix it. (IMG:[invalid] style_emoticons/default/wink.gif)


screenshot here
[attachmentid=81448]

hablas español por casualidad?
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post Mar 4 2016, 07:16
Post #2732
tatarime



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QUOTE(edu5ardo @ Mar 4 2016, 13:18) *

screenshot here
hablas español por casualidad?


Hmm, how is this?
I changed css id of the round counter.
Attached File  HV_STAT_Slim_Mod__23Reload.user.zip ( 4.15k ) Number of downloads: 68

Spanish?
No no, I'm Japanese...
Adios! (IMG:[invalid] style_emoticons/default/cool.gif)

This post has been edited by tatarime: Mar 5 2016, 05:39
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post Mar 4 2016, 07:28
Post #2733
karyl123



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QUOTE(tatarime @ Mar 4 2016, 10:54) *

HV_ForgeHelper

Attached Image

Attached File  HV_ForgeHelper.user.zip ( 1.22k ) Number of downloads: 81


FEATURES:
  • Upgrade x5 x10 x15 x20
  • Enchant x2 x4 x8 x16
Support: Firefox / Chrome
----------

It's cool!
Especially, flexible hp bar is a nice idea.

So, did you check HP_State ver. 0.5?
I changed "<chb2>.width" to "parseInt(getComputedStyle(<chb2>).width)" of it.
(and changed calculation method)

Some people say, HP bar become strange when he casts Imperil.
I looked at the screenshot, and it seems like <chb2>.width is 1px (current_hp = max_hp * 1/120).
The cause is unknown, but getComputedStyle seems to fix it. (IMG:[invalid] style_emoticons/default/smile.gif)
----------

Sorry, my English is not good.
Please tell me the meaning of the detail that "the position moves on the buff".
If you give me a screenshot, I might be able to fix it. (IMG:[invalid] style_emoticons/default/wink.gif)


Forge helper, yu da best
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post Mar 4 2016, 21:55
Post #2734
himi



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There is another bug in Reloader 1.3.2b where the script keeps attacking a monster. This occurs when attacking a monster and moving the mouse away from the screen(hentaiverse window). This can be easily tested by attacking SG's and moving the mouse off the screen.

Edit: It seems I forgot to mention that my screen(hentaiverse window) on the right side is usually shrunk while watching anime. So there is no gap to the rightside of the monster when going off screen.

This post has been edited by himi: Mar 4 2016, 22:59
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post Mar 4 2016, 22:58
Post #2735
FabulousCupcake



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QUOTE(himi @ Mar 4 2016, 20:55) *

There is another bug in Reloader 1.3.2b where the script keeps attacking a monster. This occurs when attacking a monster and moving the mouse away from the screen(hentaiverse window). This can be easily tested by attacking SG's and moving the mouse off the screen.

I don't think this can be fixed; at best you can remove the chrome keep-on-going fix to fix this, but you'll get the old bug where you have to keep moving your cursor to attack.
This is a Wontfix unfortunately (IMG:[invalid] style_emoticons/default/sleep.gif)
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post Mar 5 2016, 03:01
Post #2736
edu5ardo



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QUOTE(tatarime @ Mar 3 2016, 23:16) *

Hmm, how is this?
I changed css id of the round counter.
Attached File  HV_STAT_Slim_Mod__23Reload.user.zip ( 4.15k ) Number of downloads: 68

Spanish?
No no, I'm Japanese...
Adios! (IMG:[invalid] style_emoticons/default/cool.gif)


now turnendborder no work =S
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post Mar 5 2016, 04:20
Post #2737
tatarime



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QUOTE(edu5ardo @ Mar 5 2016, 10:01) *

now turnendborder no work =S


Thanks for a bug report! (IMG:[invalid] style_emoticons/default/cool.gif)
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post Mar 6 2016, 17:35
Post #2738
Sapo84



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[github.com] https://github.com/Sapo84/Reloader

I've created this repo because I usually mod reloader with a couple of personal settings and I don't really want to apply them by hand anymore (IMG:[invalid] style_emoticons/default/heh.gif)

Anyway, I've create two branch, 1.3 normal branch with 1.3.0 (Dan31), 1.3.1 and 1.3.2b (all tagged just for fun) and my branch with some modifications:
- stopWhenChanneling let you decide when you want to stop, set as >15 for "legacy" behaviour
- chrome mousemelee fixes are hidden behind a setting (found firefox a bit slower with all those localstorage accesses)
- hidden popup when popupTime = 0 and skipToNextRound=true, the flashes and draw of the popup really bothered me (the point of the reloader is also to write less, no point in inserting something that is removed 0ms after)
- modified one of FabulousCupcake fixes (could not be used with non-inserted popup and I didn't really want to do a getDocument for nothing)

And that's it, I guess.
Did not test my version with Chrome.

This post has been edited by Sapo84: Mar 6 2016, 17:36
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post Mar 7 2016, 16:35
Post #2739
FabulousCupcake



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.
Reloader v1.3.3a

Description
Makes HV use AJAX/XHR to selectively update the battle interface, increasing the speed you can achieve when playing.
This version also adds various feature to enhance the gameplay; use the Vanilla Reloader for no extra features.
You need to install Tampermonkey to run it on Chrome; it cannot be run as native userscript.
Or run it as an extension, if you know how to do it.

Changelog
— v1.3.3 —
- Added HV Counter Plus Save / Income Summary extra feature compatibility.
- Added Option to disable chrome mousemelee cursor tracking fix.
- Added Support for external ReloaderCompatible™ script ( now dispatches 2 events when page is initially loaded and reloaded ); same with vanilla reloader.
- Adjusted default mouseMelee stop threshold; minHP[0.4»0.35], minMP[0.12»0.2]
- Cleanups again, and comments on various things.
- Updated todolist
- Added description lol
- Fixed Counter Plus not adding previously stored records correctly (1.3.3a)
- [www.diffchecker.com] v1.3.2b » v1.3.3 diff here

— v1.3.2 —
- Added HV State HP module with flexible/relative/fluid hp bar width feature.
- Fixed HV Counter Plus showing results at the end of every round ( instead of only at game end ), it should now work properly.
- Removed hidePopup option/settings. Just enable skip if you don't want to see it.
- Cleanups on updatePage()
- Fixed Script not working with Random Encounters (1.3.2a)
- Fixed Mousemelee behaviour that keep attacking on round change (1.3.2b)
- [www.diffchecker.com] v1.3.1 » v1.3.2 diff here

Download
Attached File  reloader_1.3.3a.user.js.txt ( 26.26k ) Number of downloads: 2852
Attached File  reloader_1.3.2b.user.js.txt ( 24.15k ) Number of downloads: 1106

Preview
Attached Image

Thanks to Sapo84 for some inputs (IMG:[invalid] style_emoticons/default/happy.gif)

This post has been edited by FabulousCupcake: Mar 8 2016, 00:14
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post Mar 7 2016, 16:47
Post #2740
f4tal



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QUOTE
Reloader v1.3.3

Checked in Iron - working great; as always ^^

Thank you very much =)

// Do I understand right that you changed a little method for mousemelee, how it worked at the start of every round?
In previous version when new round had starting - mousemelee automatically working; in this version player need to move a cursor to start mousemelee in the beginning of battle?
I remember that in previous version When I finish round - I moved cursor outta of monster's panel to prevent accidentally hitting somebody in the beginning. Then when new round is started - I move cursor on a monster with less HP, then on other, e.t.c. In this new version I can freely put my cursor in the monster's panel at the finish of round - mousemelee will not work until I move cursor a bit? At least it is how new script worked for me...



This post has been edited by f4tal: Mar 7 2016, 17:03
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post Mar 7 2016, 19:40
Post #2741
cmos



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QUOTE(FabulousCupcake @ Mar 7 2016, 17:35) *

...

Counter stopped working properly on Firefox.
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post Mar 7 2016, 20:51
Post #2742
FabulousCupcake



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QUOTE(cmos @ Mar 7 2016, 18:40) *

Counter stopped working properly on Firefox.

I just tested it on Firefox 44 + Greasemonkey and it worked fine, both Round Counter and HV Counter Plus. (IMG:[invalid] style_emoticons/default/unsure.gif)

Can you tell me more details about the error; how does it look like, or does it not work at all?
Please also tell me the error that shows up in the console ( ctrl+shift+k / alt+cmd+k )

QUOTE(f4tal @ Mar 7 2016, 15:47) *

Checked in Iron - working great; as always ^^

Thank you very much =)

// Do I understand right that you changed a little method for mousemelee, how it worked at the start of every round?
In previous version when new round had starting - mousemelee automatically working; in this version player need to move a cursor to start mousemelee in the beginning of battle?
I remember that in previous version When I finish round - I moved cursor outta of monster's panel to prevent accidentally hitting somebody in the beginning. Then when new round is started - I move cursor on a monster with less HP, then on other, e.t.c. In this new version I can freely put my cursor in the monster's panel at the finish of round - mousemelee will not work until I move cursor a bit? At least it is how new script worked for me...

Try uncommenting these lines of code found in the script and see if it works normally again.
Also please make sure chromeFix is set to true in the settings.
CODE

/*
if ( settings.mouseMelee ) {
    localStorage.setItem('curX', curX);
    localStorage.setItem('curY', curY);
}
*/


This post has been edited by FabulousCupcake: Mar 7 2016, 20:55
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post Mar 7 2016, 22:50
Post #2743
himi



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Edit: It seems that counterplus is not keeping/displaying the values for all the turns properly. This includes, total turns, money and experience. You can easily test this by doing a few rounds of grindfest and fleeing.

How exactly is noblinking supposed to work? Because the buff/debuff icons blink when the number of turns left is 1 or 0.

This post has been edited by himi: Mar 7 2016, 23:12
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post Mar 7 2016, 22:50
Post #2744
cmos



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QUOTE(FabulousCupcake @ Mar 7 2016, 21:51) *

I just tested it on Firefox 44 + Greasemonkey and it worked fine, both Round Counter and HV Counter Plus. (IMG:[invalid] style_emoticons/default/unsure.gif)

Can you tell me more details about the error; how does it look like, or does it not work at all?
Please also tell me the error that shows up in the console ( ctrl+shift+k / alt+cmd+k )

Sorry, I meant that it doesn't count the turns/exp/credits/tps at the end of the battle series, and shows only the values from the first round. Console doesn't show any errors. I disabled all other scripts I use. Firefox 44.0.2, Win7, Greasemonkey 3.7
[i.imgur.com] (IMG:[i.imgur.com] http://i.imgur.com/WBkqWVym.jpg)

This post has been edited by cmos: Mar 7 2016, 22:51
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post Mar 7 2016, 23:22
Post #2745
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QUOTE(FabulousCupcake @ Mar 7 2016, 07:35) *

— v1.3.2 —
- Added HV State HP module with flexible/relative/fluid hp bar width feature.

(IMG:[static.giantbomb.com] http://static.giantbomb.com/uploads/original/22/224922/2661058-0029778094-tumbl.png)
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post Mar 8 2016, 00:17
Post #2746
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QUOTE(himi @ Mar 7 2016, 21:50) *

Edit: It seems that counterplus is not keeping/displaying the values for all the turns properly. This includes, total turns, money and experience. You can easily test this by doing a few rounds of grindfest and fleeing.

QUOTE(cmos @ Mar 7 2016, 21:50) *

Sorry, I meant that it doesn't count the turns/exp/credits/tps at the end of the battle series, and shows only the values from the first round. Console doesn't show any errors. I disabled all other scripts I use. Firefox 44.0.2, Win7, Greasemonkey 3.7
[i.imgur.com] (IMG:[i.imgur.com] http://i.imgur.com/WBkqWVym.jpg)

Thank you for the report (IMG:[invalid] style_emoticons/default/happy.gif)
It has been fixed. »»»
[my.mixtape.moe] This was the issue.

QUOTE(himi @ Mar 7 2016, 21:50) *

How exactly is noblinking supposed to work? Because the buff/debuff icons blink when the number of turns left is 1 or 0.

Looks like it has to be run at document-start, since it runs at `beforescriptexecute`.
I'll find another way to disable the blinking; added it to the todo list.

This post has been edited by FabulousCupcake: Mar 8 2016, 00:18
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