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

 
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: 69

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: 2854
Attached File  reloader_1.3.2b.user.js.txt ( 24.15k ) Number of downloads: 1108

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
dairyman20111889



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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
FabulousCupcake



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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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post Mar 9 2016, 15:53
Post #2747
boulay



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QUOTE(FabulousCupcake @ Mar 7 2016, 23:17) *

I'll find another way to disable the blinking; added it to the todo list.

If it can help, I tried applying this css line in HV Dark:
CODE
div.bte img, div.btm6 img {opacity:1.0 !important;}


it worked just fine for me... (IMG:[invalid] style_emoticons/default/unsure.gif)
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post Mar 13 2016, 22:49
Post #2748
skillchip



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QUOTE(f4tal @ Feb 5 2016, 19:48) *

Name: [www.mediafire.com] HV - Items[0.02] by noinfo


Can you replace this one with the one in my Signature. [dl.dropboxusercontent.com] https://dl.dropboxusercontent.com/u/5046/st...-_Items.user.js I'll see if I can get the script maker to tell me if he actually made a new one but I'm pretty sure the one we are using on the Ranges thread is the correct one as the one posted as 0.02 appears to have some links missing in the include section.

The purpose of the script is to pull data from equipment to a centralized server so that we can ran query's on it so that the wiki can be kept up to date. I'd also appreciate it if you advertised this as a should be used mod, as the more people supplying data the better.
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post Mar 13 2016, 22:59
Post #2749
boulay



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Sorry for the double post;

Monster letters to numbers, css version

Attached File  Monster_letters_to_numbers.css ( 2.04k ) Number of downloads: 232
Attached File  Monster_Letters_to_numbers_Chrome.zip ( 1.38k ) Number of downloads: 87


This version doesn't use pic substitution like the other script, I found by chance how to insert text in divs with css ^^

Introducing this, while I'm at it:

Attached File  Monster_Letters_to_Numbers_NoStylish.zip ( 573bytes ) Number of downloads: 101


It's djackallstar's script made into a file. You can use this to install the .css without using stylish on firefox. No need to dl the .css file if you're using this one.
I couldn't make it work with Iron but didn't try with tampermonkey though...

Screenshot:
Attached Image

Just to note, this will be included within HV Dark lite and NoScript's next version. The other skins will also have a NoStylish file made (IMG:[invalid] style_emoticons/default/smile.gif)
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post Mar 14 2016, 10:40
Post #2750
f4tal



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QUOTE
Can you replace this one with the one in my Signature

Of course and I did! ^^

All this time I think - how ranges in wiki keeping up to date, I thought Tenboro give some authorities raw datas and they publish it in wiki. Now I see that's all about script.
I put links in posts. Yes, so - more people will install this, better the game will be. Thanks! ^^

Update!!!
Version: 2.5 [Date: 14.03.2016]
- Added Next scripts:
--- Reloader [1.3.2b]
--- Reloader [1.3.3a]
--- HV Items [0.01a]
--- ForgeHelper [1.0].user
--- Monster Letter to Numbers [1.0] [Boulay-build].user
- Renamed next scripts:
--- Items [0.02] to HV Items [0.02]
*** Total 510 scripts

DOWNLOAD AS ATTACHMENT:

[attachmentid=81999]
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post Mar 15 2016, 09:48
Post #2751
utsuge



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Some glitches for the forge helper

Script won't work when upgrading an unequipped equipment. It seems that I need to post to something like "filter=acloth" according to the actual equipment, instead of "filter=equipped". otherwise I'll get the error message "item not found".

When refreshing the page after forging is completed, browser keeps warning me that I'm about to resubmit postdata. It's kinda annoying.

QUOTE(tatarime @ Mar 4 2016, 11:54) *

HV_ForgeHelper

Attached Image

Attached File  HV_ForgeHelper.user.zip ( 1.22k ) Number of downloads: 84


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

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post Mar 17 2016, 08:51
Post #2752
tatarime



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HV_SmartMonsterLab 2.0.13

Attached Image

Attached Image

Attached File  HV_SmartMonsterLab_2.0.13.user.zip ( 10.53k ) Number of downloads: 258

(02/20: https & alt)

FEATURES:
  • Sort & Filter
  • Multiple Targets & Repeat Action
  • Customizable Slim Interface
  • Upgrades Popup
  • Skill Types
  • Win / Kill / Total Win / Total Kill / BPM (Beat Per Month)
  • Activate Right-Click on the Name
FILTER:
  • Words
    $no / $name/ $class / $lv / $skill1 / $skill2 / $skill3 / $hunger / $morale / $win / $kill / $twin / $tkill / $bpm
    $str / $dex / $agi / $end / $int / $wis / $fire / $cold / $elec / $wind / $holy / $dark
    $scavenging / $brutality / $swiftness / $accuracy / $precision / $overpower / $fortitude / $interception / $dissipation / $evasion / $defense / $warding

  • Operators
    < > <= >= == (equal) != (not equal) && (and) || (or)
    Javascript Expressions

  • Examples
    CODE
    $no > 80 || $morale < 0.6

    Monster's number is bigger than 80, or Monster's morale is smaller than 0.6
    CODE
    $class == Sprite && ($skill1 != Slashing || $skill3 == Elec)

    Class is Sprite, and Skill1 is not Slashing or Skill3 is Elec
    CODE
    Kodou Yuki
    kodou yuki
    dou y

    Hit "Kodou Yuki"
SUPPORTS: Firefox / Chrome



----------

HV_2-PaneMoogle 2.2

Attached Image

Attached Image

Attached File  HV___2_Pane_Moogle_2.2.user.zip ( 2.99k ) Number of downloads: 60

(02/20: https & alt)

FEATURES:
  • Multi-pane Interface
  • Usable holy_demon's HV Item Manager
  • Page Navigation
  • Activate Right-Click on the Title
  • Highlight Selected Mail
  • Bugfix: textarea size (HV Item Manage)
SUPPORTS: Firefox / Chrome



----------

HV_ForgeHelper 1.3

Attached Image

Attached Image

Attached File  HV_ForgeHelper_1.3.user.zip ( 1.68k ) Number of downloads: 99

(02/20: https & alt)

FEATURES:
  • Upgrade x5 x10 x20
  • Enchant x2 x4 x8 x16
  • Fixed Interface
SUPPORTS: Firefox / Chrome



----------

HV_Trainer 1.1

Attached Image

Attached Image

Attached File  HV_Trainer_1.1.user.zip ( 1.99k ) Number of downloads: 150

(02/20: https & alt)

FEATURES:
  • Display Actual Drop Chance
SUPPORTS: Firefox / Chrome

This post has been edited by tatarime: Feb 20 2017, 15:06
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post Mar 17 2016, 09:28
Post #2753
f4tal



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Thanks, tatarime!
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post Mar 17 2016, 10:53
Post #2754
tatarime



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Thanks to serorin, and jenga201!
I was able to complete HV_Trainer.

EHWiki: Loot Drop Rolls

serorin's greate stat: Attached File  serorin.txt ( 3k ) Number of downloads: 125

QUOTE

◆ -Boss: 1362583 @ 1000r: 8359.4 ◆
■■ Total: 360480 【26.46%】 (Fest: 499379【36.65%】) ■■
★Equipment: 18247 『5.06%』  @【1000r: 111.9】


My stat (Arena + Grindfest, used [hvlist.niblseed.com] Jenga201's Monster Database):
QUOTE

283385 mons
Ave PL: 1331.64
Ave PL Bonus (If capped 15.0%): 13.26%
Ave PL Bonus (If capped 12.5%): 11.63%

Calc Drop Chance:
10% + Sca5% + 13.26% = 28.26% <- too high
10% + Sca5% + 11.63% = 26.63% <- good

129335 mons
Equipment: 1726 (1.335%)
Artifact: 129 (0.0997%)


I think that:

< Scavenger >
prev +0.05% (max 2.50%) => now +0.10% (max 5.00%)

But

< Monster's PL bonus capped >
prev +15.00% => now +12.50%

< Total Drop Chance Bonus >
prev +17.5% => now +17.5%


----------
QUOTE(utsuge @ Mar 15 2016, 16:48) *
Some glitches for the forge helper

Thanks for a bug report.
I fixed it! (IMG:[invalid] style_emoticons/default/smile.gif)

----------
QUOTE(f4tal @ Mar 17 2016, 16:28) *

Thanks, tatarime!

Thanks!
And sorry for that I didn't create Drag & Drop function.

This post has been edited by tatarime: Mar 17 2016, 10:54
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post Mar 17 2016, 11:03
Post #2755
f4tal



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QUOTE
And sorry for that I didn't create Drag & Drop function.

You disappointed me v_v
Come on! To be absolutely fair - what the point to have drag and drop when we have this filtering and sorting functions? =)

Now when I have 19 monsters - I see the full potential of your Smart Lab. When one have ~10 monsters - there is nothing wrong to do usual routine by itself, but when their number comes to 20 - your script is must.
I wonder how difficulty it is to keep all monsters in state without scripts like this. =)

QUOTE
prev +0.05% (max 2.50%) => now +0.10% (max 5.00%)

Wait s second! Is this mean that max scavenger provide +5% chances, not 2,5%? Wiki is wrong, or what?

This post has been edited by f4tal: Mar 17 2016, 11:05
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