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HV Script Thread, Discuss your creations. Includes guidelines and infos for script creation (2020-02-28 upd) |
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Jun 22 2016, 15:23
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Fudo Masamune
Group: Gold Star Club
Posts: 1,636
Joined: 2-February 10

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There's one script that notify player when a certain monsters shows up (i.e those in memmory swarm) would it be ok to make one to notice player when a certain monsters having a certain buff/debuff
and to put it further, would it be ok to make the said monsters to be unavailable for attack/action or the contrary make only the said monster to be clickable. i.e for mage, when one or some monsters having coalesend mana debuff, make the other are "grayed out" (almost like when they're dead) and delete their on click option.
I wonder if that's allowed.
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Jun 23 2016, 09:43
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nobody_xxx
Group: Gold Star Club
Posts: 13,753
Joined: 7-December 10

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any tips to make crackingcast available for both HV and alt sites ??? try to change it into ~ @include /^https?:\/\/(alt|www)?\.?hentaiverse\.org.*$/ like in reloader 1.3.3b but got HV login problem ( cannot type or enter any number ) (IMG:[ invalid] style_emoticons/default/blink.gif) * thanks to hansvar for mention this for me in ask the expert thread * (IMG:[ invalid] style_emoticons/default/happy.gif) because sometime I playing in HV ( with VPN ) and sometime in alt sites ( direct ) (IMG:[ invalid] style_emoticons/default/heh.gif) This post has been edited by nobody_xxx: Jun 23 2016, 09:44
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Jun 24 2016, 04:01
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NerfThis
Group: Catgirl Camarilla
Posts: 2,467
Joined: 3-February 14

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Not yet tested. CracklingCast fix13 [attachmentid=88038] CracklingCastHelper change url when in battle[attachmentid=87999] HV - Left Focus UI [attachmentid=87998] [attachmentid=88039] fix13 - add innate arcana option (you should be keep over 25% total mp) useScrollOfLife: false, // if set to true, prefer Scroll of Life to cast Spark of Life or IA when Cloak of the Fallen without Spark of Life innateArcana: ['Haste', 'Protection', 'Spirit Shield', 'Shadow Veil', 'Spark of Life'], fix12 - fixed number key issue Note: Display action name (mouse cursor on action) to override selected action when display action name and number key will not any actions when all cooldown. num : [], // List to cast when number key is pressed (if set to [], disable number key spells) stopWhenChanneling : -1, // Stop when less than or equal to channeling buff expire turn (if < 0, disable) sparkOfLife: 0, // 0:IA, 1:cast, 2: scroll, when get Cloak of the Fallen without Spark of Life (if your mp < 25%, IA option will not work and instead cast or scroll) [attachembed=87987] Note: if number key spells can't any actions when length of Settings.spells.num greater than 0, number key will not work. @nobody_xxx it's not alt problem. it cause does not match url problem (hentaiverse.org/?s=Battle* or https) add your bookmark bar or use CracklingCastHelper CODE hentaiverse.org/?s=Battle&ss=ar
alt.hentaiverse.org/?s=Battle&ss=ar
This post has been edited by hansvar92: Jun 26 2016, 05:24
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Jun 24 2016, 05:26
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Kadokura
Group: Gold Star Club
Posts: 1,619
Joined: 28-September 10

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QUOTE(hansvar92 @ Jun 24 2016, 02:01)  CracklingCast fix12 [attachmentid=87996]
stopWhenChanneling : -1, // Stop when less than or equal to channeling buff expire turn (if < 0, disable)
Thanks a lot for this update!! (IMG:[ invalid] style_emoticons/default/smile.gif)
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Jun 27 2016, 15:58
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NerfThis
Group: Catgirl Camarilla
Posts: 2,467
Joined: 3-February 14

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HVEquipCompare_0.6.5.4 [attachmentid=88207] Require custom fontChanges: * 0.6.5.4 - Update to Wiki Ranges data (27 June 2016) - Change level scaling factor of MDB 22 + 3 / 4 to 22 + 72 / 99. CODE 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
This post has been edited by hansvar92: Jun 27 2016, 17:23
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Jun 27 2016, 21:19
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FabulousCupcake
Group: Gold Star Club
Posts: 496
Joined: 15-April 14

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QUOTE(hansvar92 @ Jun 27 2016, 15:58)  HVEquipCompare_0.6.5.4 [attachmentid=88207] Require custom fontChanges: * 0.6.5.4 - Update to Wiki Ranges data (27 June 2016) - Change level scaling factor of MDB 22 + 3 / 4 to 22 + 72 / 99. CODE 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
Jenga recently made something that helps with default font compatibility; you might want to incorporate that into the script (IMG:[ invalid] style_emoticons/default/rolleyes.gif)
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Jun 29 2016, 08:04
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mondere
Group: Gold Star Club
Posts: 482
Joined: 17-September 08

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Can anyone help me out? I'm running crackling cast 1.0.3. I commented out line 562 ( Common.state.paused = true;) to prevent the expiring buffs from pausing hover, while still displaying icons to let me know they're about to run out. I'm wondering if there's any easy way to extend that functionality to the effects you get from draughts.
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Jun 29 2016, 17:02
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sigo8
Group: Gold Star Club
Posts: 3,660
Joined: 9-November 11

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QUOTE(mondere @ Jun 29 2016, 00:04)  Can anyone help me out? I'm running crackling cast 1.0.3. I commented out line 562 ( Common.state.paused = true;) to prevent the expiring buffs from pausing hover, while still displaying icons to let me know they're about to run out. I'm wondering if there's any easy way to extend that functionality to the effects you get from draughts.
Search for the line useItem('mdraught'); then comment the Common.state.paused = true; line right below it. Optional do the same thing for hdraught and sdraught.
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Jun 30 2016, 01:07
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mondere
Group: Gold Star Club
Posts: 482
Joined: 17-September 08

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QUOTE(sigo8 @ Jun 29 2016, 11:02)  Search for the line useItem('mdraught'); then comment the Common.state.paused = true; line right below it. Optional do the same thing for hdraught and sdraught.
sorry for not being clear. What I meant isn't the pausing part, it's how using the thresholds causes the icons to stay there all the time, even if you don't want to use them. I was looking to change the behavior to more how it works with buffs, where the icon only shows up just before the effect expires, then goes away once it's expired. Thinking about it though, it's probably a waste of time. The only situation where that would be useful over the current system is at the end of the fight, when you know it will be over in a few turns anyway. In that case it's easy to ignore it for a few rounds, and even if you do use one accidentally, well, draughts are cheap.
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Jun 30 2016, 02:22
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NerfThis
Group: Catgirl Camarilla
Posts: 2,467
Joined: 3-February 14

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QUOTE(nobody_xxx @ Jun 29 2016, 20:17)  any link for spellspams with reloader support , thanks (IMG:[ invalid] style_emoticons/default/happy.gif) hereQUOTE(mondere @ Jun 30 2016, 08:07)  sorry for not being clear. What I meant isn't the pausing part, it's how using the thresholds causes the icons to stay there all the time, even if you don't want to use them. I was looking to change the behavior to more how it works with buffs, where the icon only shows up just before the effect expires, then goes away once it's expired.
Thinking about it though, it's probably a waste of time. The only situation where that would be useful over the current system is at the end of the fight, when you know it will be over in a few turns anyway. In that case it's easy to ignore it for a few rounds, and even if you do use one accidentally, well, draughts are cheap.
CracklingCast 1.0.3 have too many fix version by me (my old fix have too many bug (IMG:[ invalid] style_emoticons/default/heh.gif)). I guess you use fix 7 (by line 562: Common.state.paused = true;). When you have draughts buffs (Regeneration, Replenishment, Refreshment), below if condition statement will be false (regardless expiring blink icon). (buffbar.innerHTML.indexOf('xxxxxx.png') === -1 is false) It's not enter if block and will not pause. ex) Health Draught CODE if (hp <= Settings.limits.hdraught && canUseItem('hdraught') && buffbar.innerHTML.indexOf('healthpot.png') === -1) { placeDisplay(Icons.HDraught, 'width: 28px; height: 28px; border: 1px solid green', function () { useItem('hdraught') }); Common.state.paused = true; }
This post has been edited by hansvar92: Jun 30 2016, 03:37
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Jun 30 2016, 07:24
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mondere
Group: Gold Star Club
Posts: 482
Joined: 17-September 08

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QUOTE(hansvar92 @ Jun 29 2016, 20:22)  CracklingCast 1.0.3 have too many fix version by me (my old fix have too many bug (IMG:[ invalid] style_emoticons/default/heh.gif)). I guess you use fix 7 (by line 562: Common.state.paused = true;). When you have draughts buffs (Regeneration, Replenishment, Refreshment), below if condition statement will be false (regardless expiring blink icon). (buffbar.innerHTML.indexOf('xxxxxx.png') === -1 is false) It's not enter if block and will not pause. ex) Health Draught CODE if (hp <= Settings.limits.hdraught && canUseItem('hdraught') && buffbar.innerHTML.indexOf('healthpot.png') === -1) { placeDisplay(Icons.HDraught, 'width: 28px; height: 28px; border: 1px solid green', function () { useItem('hdraught') }); Common.state.paused = true; }
Yes, I'm using fix 7. The script already has that block of code though. I think to make it do what I want, I'd need to do a check with buffbar.querySelectorAll('img[id*="effect_expire_"]' or something like that, like it does with spell buffs right now. However that whole section is beyond my understanding. Thanks anyway though!
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Jul 2 2016, 22:09
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boulay
Group: Gold Star Club
Posts: 2,675
Joined: 27-June 11

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EH Improved Gallery Overview, v0.1.37
EH_Improved_Gallery_Overview_0.1.37.css ( 9.03k )
Number of downloads: 60
EH_Improved_Gallery_Overview_0.1.37_Chrome.zip ( 2.2k )
Number of downloads: 69
EH_Improved_Gallery_Overview_NoStylish.zip ( 582bytes )
Number of downloads: 55Changelog: - Improved some width/height scaling features - The Firefox version now includes a "return to the original view" feature when the screen size gets under 900px wide (chrome version will need some more tweaks) - Cleared the code and made some reading improvements - The font is now scaled for the gallery infos and download (better space filling) Screenshots: 1st @1920x900, 2nd @1366x768 This post has been edited by boulay: Jul 2 2016, 22:46
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Jul 12 2016, 01:52
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Question2
Group: Members
Posts: 285
Joined: 22-November 09

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Has anyone here encountered any odd issues with random encounters using the HV Random Encounter Notification 1.3.4 script? I had it running, but i stopped getting random encounters despite not actually entering anywhere close to 24 REs. The script kept saying "ready", but refreshing the main site didnt show me any new REs at all.
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Jul 12 2016, 02:22
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sigo8
Group: Gold Star Club
Posts: 3,660
Joined: 9-November 11

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QUOTE(Question2 @ Jul 11 2016, 17:52)  Has anyone here encountered any odd issues with random encounters using the HV Random Encounter Notification 1.3.4 script? I had it running, but i stopped getting random encounters despite not actually entering anywhere close to 24 REs. The script kept saying "ready", but refreshing the main site didnt show me any new REs at all.
I'm going to assume that the problem is that you don't know over what period the 24 are counted over. as it is the simplest explanation especially given the time of day you posted it. The period is midnight UTC (about 20 minutes ago) to midnight UTC the next day. So as it a new HentaiVerse day now you should be getting new encounter again. If that wasn't the problem please provide more information so I can help. Anyways that shouldn't be a problem for anyone anymore soon as I'm working on a version that counts the 24 encounters and automatically resets that count at the start of a new HentaiVerse day. And it almost done so I should be releasing it soon.
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Jul 12 2016, 05:23
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Question2
Group: Members
Posts: 285
Joined: 22-November 09

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Hold on...i thought REs only count towards the daily limit of 24 if you actually enter it and fight, or see the encounter message at least?
I definately did not see anywhere close to that amount...that's why i was thinking that maybe the script "triggered" the RE somehow and it counted towards the daily limit even though i wasn't even checking the site for REs (and couldn't possibly have seen the message).
I don't know if that's possible though.
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Jul 12 2016, 05:57
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sigo8
Group: Gold Star Club
Posts: 3,660
Joined: 9-November 11

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QUOTE(Question2 @ Jul 11 2016, 21:23)  Hold on...i thought REs only count towards the daily limit of 24 if you actually enter it and fight, or see the encounter message at least?
I definately did not see anywhere close to that amount...that's why i was thinking that maybe the script "triggered" the RE somehow and it counted towards the daily limit even though i wasn't even checking the site for REs (and couldn't possibly have seen the message).
I don't know if that's possible though.
It's when you see the message. No it doesn't trigger REs, you have to click the link to the home page to trigger them. Maybe you're sometimes double clicking the link which could in theory eat the encounter message?
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Jul 13 2016, 08:44
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Question2
Group: Members
Posts: 285
Joined: 22-November 09

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Oh, well i will give another script another go and see if it happens again, thanks.
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Jul 15 2016, 06:03
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ThunderAlways
Group: Gold Star Club
Posts: 463
Joined: 7-June 13

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Wrote a script to prevent random encounter link from disapppearing after clicking it After your click , the text got changed so that you'll never forget whether you have triggered the random encounter or whether you have press "refresh" there is an option , you can choose to fight in alt.hentaiverse.org CODE // ==UserScript== // @name AlwaysShowRE // @namespace HVASRE // @author atashiyuki // @description Show Random Enconter link after clicking // @version 1 // @match http://e-hentai.org // @grant none // ==/UserScript==
//fight in alt.hentaiverse.org var alt=false;
if(document.getElementById('eventpane')!=null){ var content=document.getElementById('eventpane').children[1].children[0].onclick.toString().split("document.getElementById('eventpane').style.display='none';"); var formar=content[0].split("{")[1].split("hentaiverse."); if(alt){ document.getElementById('eventpane').children[1].children[0].onclick=Function("document.getElementById('eventpane').children[1].children[0].textContent='Clicked, Retry?';"+formar[0]+"alt.hentaiverse."+formar[1]+content[1].split("}")[0]); } else { document.getElementById('eventpane').children[1].children[0].onclick=Function("document.getElementById('eventpane').children[1].children[0].textContent='Clicked, Retry?';"+content[0].split("{")[1]+content[1].split("}")[0]); } }
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