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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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Jan 26 2017, 19:30
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simrock87
Group: Members
Posts: 647
Joined: 12-June 11

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QUOTE(FabulousCupcake @ Jan 26 2017, 16:54)  [ blog.chromium.org] https://blog.chromium.org/2017/01/reload-re...er-page_26.html (IMG:[ invalid] style_emoticons/default/rolleyes.gif) I wonder if this will make performance boost from our hand optimized reloader scripts negligible or even worse rip firefox --- Looks like it has been around since chromium 54 Anyone noticed any improvements? If i read and saw that correctly this only applies to "real" reloads (as in ctrl + r) and cached resources. But our Reloader translates standard POST requests to xhr POSTs and cuts down on DOM creation and rendering time. This just looks like they treat cached resources different instead of completely reloading them. As i didn't find a link on that page towards how they do this (and don't want to scour chromium code i wouldn't be able to grasp anyway). Seeing as HV does not have many resources (well, compared to an amazon page ...) and they did not say that they improved first-load times, i think Reloader should still be safe (IMG:[ invalid] style_emoticons/default/happy.gif)
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Jan 26 2017, 21:24
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,572
Joined: 12-July 14

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QUOTE(gianfrix94 @ Jan 26 2017, 00:41)  Good, let me know. Thanks to you too (IMG:[ invalid] style_emoticons/default/smile.gif) It does work back to fast now. Maybe even slightly better than 1.3.3. Good job. There is a little bug now though: when we press a number after clicking a deprecating spell, it uses the spell set up by the script instead of casting the deprecating spell that we clicked on. I had a big surprise when trying to cast Silence on a monster, pressing 8 to select my target, to then see that I've cast Imperil instead. PS: I'm using number to Imperil+entire mob area for mousemelee. This post has been edited by decondelite: Jan 26 2017, 21:34
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Jan 26 2017, 21:29
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lazyNPC
Group: Gold Star Club
Posts: 3,346
Joined: 8-June 12

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QUOTE(decondelite @ Jan 26 2017, 20:24)  It does work back to fast now. Maybe even slightly better than 1.3.3. Good job.
PS: I'm using number to Imperil+entire mob area for mousemelee.
Woohoo, great (IMG:[ invalid] style_emoticons/default/biggrin.gif) Thanks for the feedback. PS: Just for your information, in case you'll ever need the Right click functionality: If you use the hover_area called "custom1" the area to hover is still big, and you can keep the capability to Right click just on the mob icon.
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Jan 26 2017, 21:39
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,572
Joined: 12-July 14

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While I caught you: maybe it'd be useful to mention that setting up Channeling to 16 or more instantly stops your actions whatever the turns left for Channeling are. At least that's how I like it to work for my part. I've also edited my previous post, regarding that little issue I found. Not too much of a problem, but it's still an issue.
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Jan 26 2017, 21:47
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lazyNPC
Group: Gold Star Club
Posts: 3,346
Joined: 8-June 12

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QUOTE(decondelite @ Jan 26 2017, 20:39)  While I caught you: maybe it'd be useful to mention that setting up Channeling to 16 or more instantly stops your actions whatever the turns left for Channeling are. At least that's how I like it to work for my part. I've also edited my previous post, regarding that little issue I found. Not too much of a problem, but it's still an issue.
About Channeling, yes, 16 stops it for sure once it's there, because the max of Channeling is 15 and the script stops on number of turns left for channeling < than the number you wrote. Maybe i'll add it to the description too, even if i don't think it's so necessary. "There is a little bug now though: when we press a number after clicking a deprecating spell, it uses the spell set up by the script instead of casting the deprecating spell that we clicked on. I had a big surprise when trying to cast Silence on a monster, pressing 8 to select my target, to then see that I've cast Imperil instead." Now, about this: The script works by casting the set magic on number press, and doesn't check if there is already something set that isn't the Normal Attack. Maybe i can change that and add a condition, but i'm not so sure. I'll let you know.
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Jan 26 2017, 22:10
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,572
Joined: 12-July 14

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Found another issue: the buffs do not blink when they're about to expire. Issue related to script initialization upon page first load and refreshes?
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Jan 26 2017, 22:13
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lazyNPC
Group: Gold Star Club
Posts: 3,346
Joined: 8-June 12

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QUOTE(decondelite @ Jan 26 2017, 21:10)  Found another issue: the buffs do not blink when they're about to expire. Issue related to script initialization upon page first load and refreshes?
Please read all the settings man, that's the second setting, noBlinking (IMG:[ invalid] style_emoticons/default/rolleyes.gif) By the way, i fixed this: "There is a little bug now though: when we press a number after clicking a deprecating spell, it uses the spell set up by the script instead of casting the deprecating spell that we clicked on. I had a big surprise when trying to cast Silence on a monster, pressing 8 to select my target, to then see that I've cast Imperil instead." I'll be posting it soon, i added a new setting too called checkUserAction, so you can turn it on (if you want the script to check if you have set a spell to use, like in your case Silence) and off. EDIT: Posted it, here: Reloader 1.3.5cThis post has been edited by gianfrix94: Jan 26 2017, 22:31
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Jan 27 2017, 08:45
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,572
Joined: 12-July 14

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Yeah I suck sometimes. The buffs have always blinked before, while I never touched any parameter regarding this. And I thought that this parameter was to prevent the page from blinking due to the reloading.
Even the great and the mighty Trixie Evil can miss details.
This post has been edited by decondelite: Jan 27 2017, 08:48
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Jan 27 2017, 22:45
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Shind Mar
Group: Members
Posts: 283
Joined: 8-April 14

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In SmartSearch, is there a way to remove items that have a strike through them from the search result? They are already sold.
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Jan 27 2017, 22:49
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Cleavs
Group: Gold Star Club
Posts: 24,317
Joined: 18-January 07

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QUOTE(Shind Mar @ Jan 27 2017, 21:45)  In SmartSearch, is there a way to remove items that have a strike through them from the search result? They are already sold.
add them to ignore list instructons here, btw: https://forums.e-hentai.org/index.php?s=&am...t&p=4225448This post has been edited by Scremaz: Jan 27 2017, 22:52
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Jan 28 2017, 03:40
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lazyNPC
Group: Gold Star Club
Posts: 3,346
Joined: 8-June 12

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This is getting to be more rolling release than i thought it would be. Here's another Reloader update, this time i improved the Event Listeners: Reloader 1.3.5dThis post has been edited by gianfrix94: Jan 28 2017, 03:41
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Jan 28 2017, 03:58
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Sapo84
Group: Gold Star Club
Posts: 3,332
Joined: 14-June 09

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Why are you attaching a function to the window object? (IMG:[ invalid] style_emoticons/default/ohmy.gif) Also I'm not sure why are you stopping propagation, it probably won't happen, but you may interfere with other scripts. Unless you really have a reason to stop propagation I would let it propagate.
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Jan 28 2017, 04:11
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lazyNPC
Group: Gold Star Club
Posts: 3,346
Joined: 8-June 12

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QUOTE(Sapo84 @ Jan 28 2017, 02:58)  Why are you attaching a function to the window object? (IMG:[ invalid] style_emoticons/default/ohmy.gif) Also I'm not sure why are you stopping propagation, it probably won't happen, but you may interfere with other scripts. Unless you really have a reason to stop propagation I would let it propagate. For propagation, i stopped it in Number press because i saw it in CC, truly. In Right Click it was an error instead, that i removed now. For the window function, i had asked here: QUOTE(gianfrix94 @ Jan 25 2017, 23:08)  PPS: By the way, my way to move Listeners without modifying half the code was maybe a bit unconventional, i guess. So, question to the programmers. I made a pair of functions anonymous and put them in global scope variables, to make them able to be called from the initialPageLoad scope. Was it a bad approach, in the sense that it could be slower than others, or it's ok like i think?
If tl;dr: I needed those functions global. This post has been edited by gianfrix94: Jan 28 2017, 04:19
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Jan 28 2017, 07:39
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fihero
Group: Gold Star Club
Posts: 1,264
Joined: 25-May 10

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Is there a script to list all of my item's prices in the bazaar, then filter only crude/fair/average equips less than [xxx]c?
This post has been edited by fihero: Jan 28 2017, 07:42
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Jan 28 2017, 07:53
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arialinnoc
Group: Gold Star Club
Posts: 7,704
Joined: 6-April 10

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QUOTE(fihero @ Jan 28 2017, 12:39)  Is there a script to list all of my item's prices in the bazaar, then filter only crude/fair/average equips less than [xxx]c?
AFAIK, there was a script by sssss2. But he deleted it and isn't allow in public anymore.
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Jan 28 2017, 07:56
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Superlatanium
Group: Gold Star Club
Posts: 7,635
Joined: 27-November 13

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QUOTE(fihero @ Jan 28 2017, 05:39)  Is there a script to list all of my item's prices in the bazaar, then filter only crude/fair/average equips less than [xxx]c? Don't know if one exists, but that sounds like something that would only take a few minutes to write.
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Jan 28 2017, 12:18
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amped
Group: Gold Star Club
Posts: 406
Joined: 12-August 10

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Version 2.0.3 of the Smart Monster Lab script blanks out the monster lab page so nothing can be seen for me. Does anyone know if there's a newer version or of a different script I can use for the monster lab?
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Jan 28 2017, 14:18
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simrock87
Group: Members
Posts: 647
Joined: 12-June 11

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QUOTE(Sapo84 @ Jan 28 2017, 01:58)  Also I'm not sure why are you stopping propagation, it probably won't happen, but you may interfere with other scripts. Unless you really have a reason to stop propagation I would let it propagate.
QUOTE(gianfrix94 @ Jan 28 2017, 02:11)  For propagation, i stopped it in Number press because i saw it in CC, truly. In Right Click it was an error instead, that i removed now.
The reason CC stops propagation at that stage is just because it doesn't want to trigger the normal behavior in the battle script behind everything (IMG:[ invalid] style_emoticons/default/happy.gif) No reason to beat dead horses and so on ... QUOTE(Sapo84 @ Jan 28 2017, 01:58)  Why are you attaching a function to the window object? (IMG:[ invalid] style_emoticons/default/ohmy.gif) QUOTE(gianfrix94 @ Jan 28 2017, 02:11)  For the window function, i had asked here: QUOTE PPS: By the way, my way to move Listeners without modifying half the code was maybe a bit unconventional, i guess. So, question to the programmers. I made a pair of functions anonymous and put them in global scope variables, to make them able to be called from the initialPageLoad scope. Was it a bad approach, in the sense that it could be slower than others, or it's ok like i think? If tl;dr: I needed those functions global. While it does seem to work from looking at it, i'm pretty sure it's bad practice. The usual approach would have been to just move them outside of scope and define them outside of loops, functions and so on, or as (i think it was sapo) did in 1.4 to move them to a utility obj.
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Jan 28 2017, 14:26
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Mahiro-kyun
Group: Gold Star Club
Posts: 343
Joined: 8-May 12

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QUOTE(amped @ Jan 28 2017, 12:18)  Version 2.0.3 of the Smart Monster Lab script blanks out the monster lab page so nothing can be seen for me. Does anyone know if there's a newer version or of a different script I can use for the monster lab?
Are you perhaps using a chromium-based browser without tampermonkey? Because I had the same problem when I switched to Iron and tried to install scripts directly. Installing the script through tampermonkey solved everything.
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Jan 28 2017, 15:17
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Sapo84
Group: Gold Star Club
Posts: 3,332
Joined: 14-June 09

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QUOTE(simrock87 @ Jan 28 2017, 13:18)  The reason CC stops propagation at that stage is just because it doesn't want to trigger the normal behavior in the battle script behind everything (IMG:[ invalid] style_emoticons/default/happy.gif) No reason to beat dead horses and so on ... Yeah, I agree with numkey, I was actually referring to right click (I should have specified), since other scripts may bind other behaviours to it, and it may be useful to have both run. Since there is nothing normally attac QUOTE(simrock87 @ Jan 28 2017, 13:18)  While it does seem to work from looking at it, i'm pretty sure it's bad practice. The usual approach would have been to just move them outside of scope and define them outside of loops, functions and so on, or as (i think it was sapo) did in 1.4 to move them to a utility obj.
Yep. I like to "namespace" all the object/functions. Other scripts are written like that. I think it makes reading the main functions easier. Having all in the "global scope" like CC works too.
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