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

 
post May 7 2016, 20:41
Post #3027
Juggernaut Santa



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Oh my...so do I have to deactivate OFC at round start in Crackling Cast? (aka removing the script since I'm using it ONLY for that (IMG:[invalid] style_emoticons/default/laugh.gif) )

Anyway, is there some script, that doesn't twist the monster lab main page, for feeding all monsters without wasting 1 food per monster with the normal "feed all" button?
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post May 8 2016, 08:22
Post #3028
Usagi =



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nvm

This post has been edited by LOL50015: May 8 2016, 09:04
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post May 9 2016, 18:57
Post #3029
Anemone



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Hi everyone
I find a thing about crackling cast is the potion reminder does not work when the potion first in CD then fully cooled down in the same round.
For example, I set 0.7 for MPotion, when my MP gets below 0.7 and the MPotion is in CD, the reminder takes no effect till next round, which means in this round I need to estimate it's CD and use it manually.
so I want to konw whether it's a bug?
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post May 10 2016, 01:05
Post #3030
NerfThis



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QUOTE(Anemona7 @ May 10 2016, 01:57) *

Hi everyone
I find a thing about crackling cast is the potion reminder does not work when the potion first in CD then fully cooled down in the same round.
For example, I set 0.7 for MPotion, when my MP gets below 0.7 and the MPotion is in CD, the reminder takes no effect till next round, which means in this round I need to estimate it's CD and use it manually.
so I want to konw whether it's a bug?


Hi, Anemona7.
It's bug, only once parse to item slots at begin of round.
Try fix7 [attachmentid=85359]
Thank you for your help.
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post May 10 2016, 03:41
Post #3031
Anemone



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QUOTE(hansvar92 @ May 10 2016, 07:05) *

Hi, Anemona7.
It's bug, only once parse to item slots at begin of round.
Try fix7 [attachmentid=85359]
Thank you for your help.

Thank you hansvar92,you always make the Script better.
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post May 10 2016, 10:33
Post #3032
Superlatanium



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Edit: Forgot to "return false" instead of "return" to prevent the href from going during onclick, fixed now

Attached File  HV_Random_Encounter_Notification.user.js.txt ( 2.98k ) Number of downloads: 337


With HV Random Encounter Notification, you might sometimes accidentally control-click or shift-click or alt-click on Ready. This can cause problems (such as downloading the E-H.org page and having to go to your file system to find it, open the page, open the RE, and delete the file).

I added a check so that if control, shift, or alt is down when you click the timerLink, the onclick function returns without doing anything.

This post has been edited by Superlatanium: May 10 2016, 11:17
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post May 11 2016, 02:51
Post #3033
Juggernaut Santa



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QUOTE(ppp82p @ May 7 2016, 20:41) *

Oh my...so do I have to deactivate OFC at round start in Crackling Cast? (aka removing the script since I'm using it ONLY for that (IMG:[invalid] style_emoticons/default/laugh.gif) )

Anyway, is there some script, that doesn't twist the monster lab main page, for feeding all monsters without wasting 1 food per monster with the normal "feed all" button?

^ ^
Need help (IMG:[invalid] style_emoticons/default/cry.gif) (IMG:[invalid] style_emoticons/default/laugh.gif)
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post May 11 2016, 12:36
Post #3034
f4tal



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QUOTE
Anyway, is there some script, that doesn't twist the monster lab main page, for feeding all monsters without wasting 1 food per monster with the normal "feed all" button?

You know you are not poor enough to ask for special script which will save you one extra food piece xD
Come on! (IMG:[invalid] style_emoticons/default/happy.gif)

I never seen script like this, but you can use Tatarime's Smart Monster Lab, which has filtering option. With this you can put "$Hunger < 0.55" and this way show (and feed then) only monster with hunger meter on 55% or below. =)
BUT this script twist monster lab very much...

This post has been edited by f4tal: May 11 2016, 16:15
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post May 11 2016, 20:39
Post #3035
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Update

!!! Version: 2.7 [Date: 11.05.2016]
- Added Next scripts:
--- ColorDebuff [0.2] [#Reloader]
--- Counter Plus [3.6] [#Reloader]
--- Crackling Cast [1.0.3fix7] [#Reloader]
--- HV STAT Slim Mod [0.2.17] [#Reloader]
--- Random Encounter Notification [1.3.4.7]
--- Reloader [1.3.3b] [Sapo-version]
--- Round Counter [0.0.0.1] [#Reloader]
--- Skip Popup [0.0.0.3] [#Reloader]
--- Skip Popup [0.0.0.4] [#Reloader]
--- Smart Search [1.2.2]
--- SpellSpam [3.5.2.16] [#Reloader]
--- Track Drops [2.1.1] [#Reloader]
--- Vanilla Reloader [1.1.1fix]
- Rewrite first post to make it more intuitive, especially Reloader and Vanilla Reloader part
- From now all I will mark all scripts that have support to latest Reloaders as "modules", because in other way it will be more complicated
*** Total 538 scripts

Script Megapack

You can download ALL scripts presented in this thread in one single archive


DOWNLOAD AS ATTACHMENT:

[attachmentid=85444]

[www.mediafire.com] DOWNLOAD FROM MEDIAFIRE

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post May 11 2016, 21:09
Post #3036
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Thanks for your work, this thread is really usefull

This post has been edited by zerbo02275: May 11 2016, 21:09
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post May 13 2016, 00:20
Post #3037
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Anyone using any scripts for the galllery?

I'm using the highlighter, torrent in-line, and I modify the no-translated button to English button. Most can be found [sleazyfork.org] https://sleazyfork.org/en/scripts/by-site/e...i.org?sort=name

There's also eze [dnsev-h.github.io] https://dnsev-h.github.io/eze/ (I have the thumbs hath perk, but I would like to use the all thumbs feature, so I pmed Tenboro + waiting for a reply).

Some of the scripts on sleazyfork and functions on eze are probably not allowed e.g., the downloader ones.
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post May 13 2016, 07:05
Post #3038
FabulousCupcake



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[sleazyfork.org] This, because I made it (IMG:[invalid] style_emoticons/default/duck.gif)
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post May 13 2016, 09:29
Post #3039
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.

This post has been edited by ctxl: Jun 11 2016, 04:57
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post May 14 2016, 21:11
Post #3040
simrock87



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QUOTE(simrock87 @ Apr 25 2016, 14:42) *

Haven't been here in quite a while and it seems i missed a patch (IMG:[invalid] style_emoticons/default/heh.gif)

I probably won't get to check HV stuff until mid-may, so if anyone has some fixed versions they are free to put them up (note: this goes for all my scripts, you may modify/fix/dowhateverwith/copyfrom them as long as you give credit (note2: credit as in credit, not HV money (IMG:[invalid] style_emoticons/default/biggrin.gif)))

Soooo, finally having some free time again (IMG:[invalid] style_emoticons/default/heh.gif)

Going to start on making some changes/updates to CC, next version bump is going to be 1.1.x (x is how many tries i need to get it right (IMG:[invalid] style_emoticons/default/heh.gif))

@hansvar92: Do you mind if i incorporate some of your changes? Also thanks a bunch for doing the work while i was otherwise occupied (IMG:[invalid] style_emoticons/default/duck.gif) (IMG:[invalid] style_emoticons/default/biggrin.gif)

@all: How is the demand for CC to support multiple personas? Before HV personas i was just using multiple CC scripts with different configs that i just toggled on/off in chrome.
Pro: Only one script to manage.
Con: Even more config chaos and a couple ms delay during round start.
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post May 14 2016, 21:29
Post #3041
f4tal



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Welcome back in script business (IMG:[invalid] style_emoticons/default/happy.gif)

QUOTE
@all: How is the demand for CC to support multiple personas?

That's very clever idea, but this is really code chaos... o_o

We should rename this question in the way - how many people we have here that constantly using different personas and switch them back and forward? I think not so much.
Making a script that will suit only ~10% of players is not worthy.
They can, actually just copy your script and do different setting in each iteration and then switch them on and off to suit their need.

My imho - better to stay it "as is"
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post May 15 2016, 05:01
Post #3042
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QUOTE(simrock87 @ May 15 2016, 04:11) *

@hansvar92: Do you mind if i incorporate some of your changes? Also thanks a bunch for doing the work while i was otherwise occupied (IMG:[invalid] style_emoticons/default/duck.gif) (IMG:[invalid] style_emoticons/default/biggrin.gif)

No, not at all. (IMG:[invalid] style_emoticons/default/smile.gif)
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post May 15 2016, 11:46
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Assuming I want's to replace the sound on riddlemasterplus with another music.
and the music is on local file. (I have one on the net but in case the server is down)

I put

CODE
// @grant       GM_getResourceURL
// @resource    mew file:///Y:/song.ogg

var x = new Audio(GM_getResourceURL('mew'));
x.play();


it doesn't work.

tried to check if x variable is exist and whether it's correct using the console.log(x); and it shows.

Attached Image

so... any ideas? Iron 44 tampermonkey 4.0.25 btw.
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post May 15 2016, 11:57
Post #3044
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QUOTE(Fudo Masamune @ May 15 2016, 09:46) *
so... any ideas? Iron 44 tampermonkey 4.0.25 btw.
Completely random guess:
It shows "data:application;base64".
When I use sounds, I use (very hacky) localStorage instead, and use
a1.setAttribute('src', 'data:audio/ogg;base64,' + localStorage.a1);
and it works.

Note: "data:audio/ogg;", not "data:application;"

This post has been edited by Superlatanium: May 15 2016, 11:58
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post May 15 2016, 15:09
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Fudo Masamune



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oh, that's right, it works... It feels so shady tough :/
thought, how to put it on localStorage better?

CODE
// @grant       GM_getResourceURL
// @resource    mew file:///Y:/mewmew.ogg
// ==/UserScript==

var x = new Audio(GM_getResourceURL('mew'));
var xmin = x.src;
var xmin2 = xmin.search('base64')+7;
var xmin3 = xmin.slice(xmin2);
localStorage.setItem('lagux', xmin3);
x.setAttribute('src', 'data:audio/ogg;base64,' + localStorage.lagux);

x.play();


This post has been edited by Fudo Masamune: May 15 2016, 15:14
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post May 17 2016, 00:22
Post #3046
Superlatanium



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QUOTE(Fudo Masamune @ May 15 2016, 13:09) *
oh, that's right, it works... It feels so shady tough :/
thought, how to put it on localStorage better?
Oh... I only use localStorage (and -> sessionStorage) because doesn't require a GM_ special function, and for better performance (no disk read required after the localStorage has been put into sessionStorage). Just an example of what I had been doing.

In your case, using GM_, I think you could probably use a string method and operate on the x.src directly to turn the first instance of "data:application;" into "data:audio/ogg;" and then try "x.play()".

(btw, something like string.replace will very likely be a lot easier to use than .search and .slice in this situation and most others. it would still work on the .src, right?)
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