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

 
post Apr 9 2016, 08:15
Post #2836
NerfThis



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HVEquipCompare_0.6.5.2 [attachmentid=83763]
Fix Mithril Burden data bug, 14 April 2016

Changes:

* 0.6.5.2
- Added " N " hotkey to switch wiki base data 21 January 2015 and 6 April 2016. (for oldbie)
-- default use new data and option is not stored. If page reloaded, base data will use new data.
- Added " P " hotkey to calculate approximate base values before forge|iw (not sure about iw part), scale with your level and then compare.
-- work only on pages where you can see "Upgrades and Enchantments"

Cheat-sheet
f: forum link
h: HTML link
r: open Wiki page

t: original base
b: current base (original + forge/IW)
y: original base vs. {SEMLP}Max
i: original base lv scale
o: original base compare
p: original base lv scale compare

e: level 0 stat compare, +forge/IW
q: direct stat compare, +forge/IW
u: stat scale with your level
w: compare stats (+forge/IW) vs. {SEMLP}Max

n: switch wiki base data 21 January 2015 and 6 April 2016

If equipment have forge upgrade or have IW potency or different level, key T, Y, O, P may be useful better than key B, W, E, Q.


Note: Some new wiki base values are less than old wiki base values (below HV v.0.82, especially non-Pmax)
Don't rely on 100% of new base values (Smax, Emax, Mmax).
If you compare high-priced equipment, you should be compare real base value.



This post has been edited by hansvar92: Apr 14 2016, 15:24
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post Apr 9 2016, 09:57
Post #2837
qberg



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QUOTE(FabulousCupcake @ Mar 7 2016, 16:35) *
Reloader v1.3.3a

So I've just recently heard about No Mouse Melee in "Ask the Experts!" topic, went in here and ended up downloading Reloader. What can I say, this stuff is great, thanks, FabulousCupcake!
Also I have a couple of remarks. I'm on FF 45.0.1 with Greasemonkey 3.7 and for me fluidHPBar appears to be bugged since it only works in tandem with hvStateHP. In other words, when I turn show enemy HP value off, shorten monsters HP bar turns off as well on it's own.
Also I have a feature suggestion if I may. Currently there are MouseMelee stop rules for minimum HP/MP/SP values and Channeling, I think it would be great to add MouseMelee stop rules for spells/abilities running out of juice, for example, stop MouseMelee each time Spark of Life is blinking with 0 turns left until wear off. I'm a Dual Wielding player and I've noticed that with MouseMelee it is currently pretty hard to use Iris Strike into Backstab into Frenzied blows to the fullest because it's pretty easy to miss Chain Weapon Skills wear off when you can't fully control how much blows you land and MouseMelee wont stop at Chain blinking at 0 turns left until wear off. What you say?
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post Apr 9 2016, 10:26
Post #2838
f4tal



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QUOTE
I think it would be great to add MouseMelee stop rules for spells/abilities running out of juice, for example, stop MouseMelee each time Spark of Life is blinking with 0 turns left until wear off.

Is is reasonably idea and very clever.

But you should know that Reloader is a little different thing - Reloader is script that aims on increasing speed of battle by utilizing different approach to server-player work. Original Reloader didn't have any Mousemelee or other battle manager addons - its was all about increasing speed.
But because Reloader utilize different methods of battling - there were many compatibility problems with other popular scripts. That's where FabulousCupcake (for now) and many other scripters (in past) did a hard work to increase default functional of reloaded by merge it with incompatibility scripts to make them all work together.
Reloader 1.3.3a is crossover between original (vanilla) reloader and next scripts: No blinking, Show effect durations, Show gems, Rounds counter, HVStateHP, Mousemelee, Auto click "you are victorious" popup. e.t.c.
Reloader is very hard to code machine and all what you asking for is more battle management script ^^ What you what should be implement not in Reloader itself, but in other script working good with it.
Try to check Crackling Cast script ( https://forums.e-hentai.org/index.php?s=&am...t&p=4403324 ) - it is battle manager script that have some feature you may interested into. =)

You idea is nice, but my opinion should be realized not in Reloader itself, but in third-party script =)

QUOTE
Also I have a couple of remarks. I'm on FF 45.0.1 with Greasemonkey 3.7 and for me fluidHPBar appears to be bugged since it only works in tandem with hvStateHP. In other words, when I turn show enemy HP value off, shorten monsters HP bar turns off as well on it's own.

Is it bug? I thought thats how is should be ^^"

This post has been edited by f4tal: Apr 9 2016, 10:29
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post Apr 9 2016, 11:01
Post #2839
PRCvek



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Just spent an embarrassing amount of time installing the new Reloader script. Apparently have to copy to clipboard and go to userscripts and paste; any other method brings loads of hassles and errors of corrupt files. (IMG:[invalid] style_emoticons/default/blink.gif)

Anyway, was special permission obtained for the Reloader? It has 'automated' responses, such as with the victory screen as noted by f4tal. It's a dead useful script, but I can't help but wonder if I'm breaking rules by using it (I'd imagine not, given that so many people are).

Thanks either way. Makes life easier.
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post Apr 9 2016, 11:06
Post #2840
qberg



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QUOTE(f4tal @ Apr 9 2016, 10:26) *
Is is reasonably idea and very clever.

But you should know that Reloader is a little different thing - Reloader is script that aims on increasing speed of battle by utilizing different approach to server-player work. Original Reloader didn't have any Mousemelee or other battle manager addons - its was all about increasing speed.
But because Reloader utilize different methods of battling - there were many compatibility problems with other popular scripts. That's where FabulousCupcake (for now) and many other scripters (in past) did a hard work to increase default functional of reloaded by merge it with incompatibility scripts to make them all work together.
Reloader 1.3.3a is crossover between original (vanilla) reloader and next scripts: No blinking, Show effect durations, Show gems, Rounds counter, HVStateHP, Mousemelee, Auto click "you are victorious" popup. e.t.c.

Ah, I see. Actually at first I tried using original MouseMelee script, but it appears it's pretty old by now and partially incompatible. Hover to attack functionality still works, yet stop MouseMelee at minimum HP/MP/SP values functionality is completely broken, so using it nowadays is a sure way to get yourself killed.
So nowadays if you want MouseMelee, you can't use actual MouseMelee anymore, you either have to use Reloader, either some other merged script I'm not currently aware of.
QUOTE(f4tal @ Apr 9 2016, 10:26) *
Reloader is very hard to code machine and all what you asking for is more battle management script ^^ What you what should be implement not in Reloader itself, but in other script working good with it.
Try to check Crackling Cast script ( https://forums.e-hentai.org/index.php?s=&am...t&p=4403324 ) - it is battle manager script that have some feature you may interested into. =)

I've checked it out, but currently it doesn't have functionality that I'm looking for.
QUOTE(f4tal @ Apr 9 2016, 10:26) *
You idea is nice, but my opinion should be realized not in Reloader itself, but in third-party script =)

Maybe, but who should I humbly ask for it in that case? I can't code even if my life depends on it (IMG:[invalid] style_emoticons/default/tongue.gif)...
QUOTE(f4tal @ Apr 9 2016, 10:26) *
Is it bug? I thought thats how is should be ^^"

Those are two separate lines of code, so it is not unreasonable for one to come to a conclusion they are supposed to work autonomously from each other:
CODE
hvStateHP: false,            // Show enemy HP value
fluidHPBar: true,           // Shorten HP Bar width to easily see which monster has the most HP
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post Apr 9 2016, 11:08
Post #2841
FabulousCupcake



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QUOTE(qberg @ Apr 9 2016, 09:57) *

So I've just recently heard about No Mouse Melee in "Ask the Experts!" topic, went in here and ended up downloading Reloader. What can I say, this stuff is great, thanks, FabulousCupcake!
Also I have a couple of remarks. I'm on FF 45.0.1 with Greasemonkey 3.7 and for me fluidHPBar appears to be bugged since it only works in tandem with hvStateHP. In other words, when I turn show enemy HP value off, shorten monsters HP bar turns off as well on it's own.

Thanks (IMG:[invalid] style_emoticons/default/happy.gif)

If I get it right, you want the fluid hp bar without the actual hp value to be shown, correct?
The `fluid hp bar` was written as an extension to the `hv state hp` in mind, as it requires numbers from the latter.
But it should be easy to hide the hp numbers while preserving the modified hp bar width; find the following line of code and delete/comment it out:
CODE
writeHP(i, hpList[i]);

It should be on line ±499.

QUOTE(qberg @ Apr 9 2016, 09:57) *

Also I have a feature suggestion if I may. Currently there are MouseMelee stop rules for minimum HP/MP/SP values and Channeling, I think it would be great to add MouseMelee stop rules for spells/abilities running out of juice, for example, stop MouseMelee each time Spark of Life is blinking with 0 turns left until wear off. I'm a Dual Wielding player and I've noticed that with MouseMelee it is currently pretty hard to use Iris Strike into Backstab into Frenzied blows to the fullest because it's pretty easy to miss Chain Weapon Skills wear off when you can't fully control how much blows you land and MouseMelee wont stop at Chain blinking at 0 turns left until wear off. What you say?

I play dw too and actually never missed the chain buffs (IMG:[invalid] style_emoticons/default/heh.gif)
I usually just press the enemy hotkey ( 0-9 ) on the keyboard for the extra control.
Sometimes I swipe the cursor quickly over the enemy to hit it once.

I agree that it would be a nice feature to have, and it's actually not so hard to write, since mousemelee already stops if there's a channeling buff; we just need to check more buffs.

QUOTE(PRCvek @ Apr 9 2016, 11:01) *

Just spent an embarrassing amount of time installing the new Reloader script. Apparently have to copy to clipboard and go to userscripts and paste; any other method brings loads of hassles and errors of corrupt files. (IMG:[invalid] style_emoticons/default/blink.gif)

I usually just throw them into my local webserver and access it via browser.
You'll get this interface if you open it: [r.kyaa.sg] https://r.kyaa.sg/fvnksf.png
Keep in mind that the file extension has to be `.user.js` for it to be detected by tampermonkey/greasemonkey.
QUOTE(PRCvek @ Apr 9 2016, 11:01) *

Anyway, was special permission obtained for the Reloader? It has 'automated' responses, such as with the victory screen as noted by f4tal. It's a dead useful script, but I can't help but wonder if I'm breaking rules by using it (I'd imagine not, given that so many people are).
Thanks either way. Makes life easier.

No special permissions as far as I know. It does not break the rules, which can be seen in the first page of this thread.
Collecting and gathering datas available from the game and showing them at the end of the game is not forbidden, as it does not interact with the gameplay at all; i.e. it does not send any "action".

This post has been edited by FabulousCupcake: Apr 9 2016, 11:19
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post Apr 9 2016, 11:14
Post #2842
f4tal



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QUOTE
Anyway, was special permission obtained for the Reloader? It has 'automated' responses, such as with the victory screen as noted by f4tal. It's a dead useful script, but I can't help but wonder if I'm breaking rules by using it (I'd imagine not, given that so many people are).

Let's in this way - auto-click victorious message will do not anything with actual game. It will not harm any monster or buff spells. This is just clicking on popup signified that you beat current round. If you imagine game without this message at all - you will find that game didn't change overall. ^^
I guess there are very a time when users put something hard on enter (or space?) button on keyboard to skip this message on xD

If Reloader do cast spells automatically, or automatically hit enemies, or use items on certain condition - then it will be banned from HentaiVerse. As far we have - this script only provide better HUD (Round, Gems, HP) and increase speed.

By the way, someone in this script thread posted message from Tenboro that he don't mind hovering on enemies as "input" of attack and "approve it", but it was two-three years ago, so I don't think - we should dig it up ^^"

QUOTE
Maybe, but who should I humbly ask for it in that case? I can't code even if my life depends on it tongue.gif...

Actually:
QUOTE
I agree that it would be a nice feature to have, and it's actually not so hard to write, since mousemelee already stops if there's a channeling buff; we just need to check more buffs.

So you are already have found right pal ^^

This post has been edited by f4tal: Apr 9 2016, 11:19
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post Apr 9 2016, 11:18
Post #2843
PRCvek



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QUOTE(f4tal @ Apr 9 2016, 19:14) *

Let's in this way - auto-click victorious message will do not anything with actual game. It will not harm any monster or buff spells. This is just clicking on popup signified that you beat current round. If you imagine game without this message at all - you will find that game didn't change overall. ^^
I guess there are very a time when users put something hard on enter (or space?) button on keyboard to skip this message on xD

If Reloader do cast spells automatically, or automatically hit enemies, or use items on certain condition - then it will be banned from HentaiVerse. As far we have - this script only provide better HUD (Round, Gems, HP) and increase speed.

By the way, someone in this script thread posted message from Tenboro that he don't mind hovering on enemies as "input" of attack and "approve it", but it was two-three years ago, so I don't think - we should dig it up ^^"


I was wondering about that last point too, but I thought that was the obvious explanation, even if it seems a bit too forgiving. Not to say I'm complaining in the least; as I said, very fond of this script.

Thanks for the quick responses. Fading back into obscurity. (IMG:[invalid] style_emoticons/default/wub.gif)
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post Apr 9 2016, 11:33
Post #2844
qberg



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QUOTE(FabulousCupcake @ Apr 9 2016, 11:08) *
If I get it right, you want the fluid hp bar without the actual hp value to be shown, correct?
The `fluid hp bar` was written as an extension to the `hv state hp` in mind, as it requires numbers from the latter.
But it should be easy to hide the hp numbers while preserving the modified hp bar width; find the following line of code and delete/comment it out:
CODE
writeHP(i, hpList[i]);

It should be on line ±499.

Worked like a charm, thank you!
QUOTE(FabulousCupcake @ Apr 9 2016, 11:08) *
I play dw too and actually never missed the chain buffs (IMG:[invalid] style_emoticons/default/heh.gif)
I usually just press the enemy hotkey ( 0-9 ) on the keyboard for the extra control.
Sometimes I swipe the cursor quickly over the enemy to hit it once.

Yep, as it stands, 0-9 hotkeys are actually the best way to handle chains.
It's not too hard to preserve chains with hover melee if you just have 175% overcharge and unleash all your Weapon Skills right away, but I have a habit of being a little bit more fancy, like performing Iris Strike with 140% Overcharge at store, then doing 5 normal hits to get more Overcharge, then using Backstab right before Chain 1 fades away and so on with Frenzied blows. More precise tactics like that are not quite possible with hover melee as it stands.
QUOTE(FabulousCupcake @ Apr 9 2016, 11:08) *
I agree that it would be a nice feature to have, and it's actually not so hard to write, since mousemelee already stops if there's a channeling buff; we just need to check more buffs.

That's great to hear! It would be awesome if you consider implementing it in the future!
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post Apr 9 2016, 17:23
Post #2845
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Other issues with scripts incoming!

The unshrinable figurines script doesn't actually hide them from the shrine.
So my Shrine is stuffed with figurines (IMG:[invalid] style_emoticons/default/heh.gif)
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post Apr 10 2016, 06:30
Post #2846
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Do I need to install tampermonkey on iron to get crack casting and reloader to work?

I've install the extensions but they aren't activating, am I missing a step?
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post Apr 10 2016, 08:12
Post #2847
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QUOTE(EsotericSatire @ Apr 10 2016, 13:30) *

Do I need to install tampermonkey on iron to get crack casting and reloader to work?

I've install the extensions but they aren't activating, am I missing a step?

Reloader v1.3.3a need to install Tampermonkey.
And Reloader v1.3.3a use Template literals (support Chrome 41).

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post Apr 13 2016, 09:25
Post #2848
hidecookiesandchees



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(IMG:[cafeptthumb2.phinf.naver.net] http://cafeptthumb2.phinf.naver.net/20160413_180/west_night_1460532866766hbP1V_PNG/Á¦¸ñ_¾øÀ½.png?type=w740)



question about Cracklingcast.
I want to move this icon. how to do that? or is it impossible to move?

This post has been edited by skedw235: Apr 13 2016, 09:35
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post Apr 13 2016, 10:43
Post #2849
f4tal



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QUOTE
question about Cracklingcast.
I want to move this icon. how to do that? or is it impossible to move?

Image is unavailable... At least for me... =(
Anyway, it is all about CSS-code - you need to redact code of script yourself with a little knowledge of CSS and JS.
Check Google with words "postition css" and "top bottom left right css".

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post Apr 13 2016, 11:22
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QUOTE(skedw235 @ Apr 13 2016, 14:25) *

(IMG:[cafeptthumb2.phinf.naver.net] http://cafeptthumb2.phinf.naver.net/20160413_180/west_night_1460532866766hbP1V_PNG/����_����.png?type=w740)
question about Cracklingcast.
I want to move this icon. how to do that? or is it impossible to move?


of course it's possible to move that, just edit the placement in the script.

tinker around this :

CODE
gem_icon = document.querySelector('.btp').appendChild(document.createElement('img'));


oh well... that's from the reloader script, but it should be something like that...

problem is the location you're asking is inside the battle log, but hey, be creative (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Apr 16 2016, 16:19
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some scripts don't work anymore (IMG:[invalid] style_emoticons/default/sad.gif)
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post Apr 16 2016, 16:22
Post #2852
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reloadder 1.3.3a's skipToNextRound is not working.
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post Apr 16 2016, 16:27
Post #2853
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QUOTE(skedw235 @ Apr 16 2016, 16:22) *

reloadder 1.3.3a's skipToNextRound is not working.

It works for me.
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post Apr 16 2016, 16:29
Post #2854
f4tal



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For those, who are using some scripts dealing with images, please know that Tenboro move images to different server.
It was:
http://ehgt.org/v/e/heartseeker.png
, now it is
http://hentaiverse.org/y/e/heartseeker.png

It was:
http://ehgt.org/y/battle/spirit_n.png
, now it is
http://hentaiverse.org/y/battle/spirit_n.png

e.t.c.

Some of my battle scripts are gone crazy after this update, so make a few fix before playing.

UPD: Seems some images again poped up on ehgt.org server... Strange, - Tenboro move picvtures from server to another for some reasons... Please, developers and users - check your code and be sure link leads to existed image. ^^

// Reloader works fine for me.

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post Apr 16 2016, 16:45
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QUOTE(skedw235 @ Apr 16 2016, 08:22) *

reloadder 1.3.3a's skipToNextRound is not working.


QUOTE(ppp82p @ Apr 16 2016, 08:27) *

It works for me.

It does not work for me, either. I am on Chrome & Tampermonkey.

Other things to report:

• HP will stop displaying mid-battle. Seems to be happening when the first enemy is defeated in each battle.
• The 'total time spent in battle' displays the wrong time and is off by over an hour. Maybe this isn't getting reset correctly in between battles?
• Round counter still displays in random encounters (I usually play RE in between Arena runs).

All minor things of course; the core function of the script still works.

This post has been edited by dairyman20111889: Apr 16 2016, 17:03
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