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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 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: 7,575
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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Jan 28 2017, 18:52
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amped
Group: Gold Star Club
Posts: 406
Joined: 12-August 10
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QUOTE(Mahiro-kyun @ Jan 28 2017, 07:26) 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.
I'm using firefox so I installed it through greasemonkey.
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Jan 28 2017, 19:18
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lazyNPC
Group: Gold Star Club
Posts: 3,346
Joined: 8-June 12
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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.
It probably is bad practice, but i have to say i don't really care right now, as long as it works well (IMG:[ invalid] style_emoticons/default/heh.gif) Once i decide to refactor it all (not so soon), i'll fix it (IMG:[ invalid] style_emoticons/default/smile.gif)
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Jan 28 2017, 19:20
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RoadShoe
Group: Catgirl Camarilla
Posts: 3,241
Joined: 9-August 15
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I am a very weak mage and I use a LOT of mana.
Therefore, the channeling buff is driving me insane with the constant stops.
How do I loop " stopWhenChanneling : true, // Stop if you have channeling buff"? (CC 1.0.3)
I want it to trigger a stop like every 4th or 5th time it comes up.
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Jan 28 2017, 19:44
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simrock87
Group: Members
Posts: 647
Joined: 12-June 11
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QUOTE(RoadShoe @ Jan 28 2017, 17:20) I want it to trigger a stop like every 4th or 5th time it comes up.
I won't say you can't, i'll just say it's not allowed by the rules. Stopping on channeling itself is technically already a bit dicey, adding even more logic might lead to the whole thing becoming ban-able.
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Jan 28 2017, 19:45
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lazyNPC
Group: Gold Star Club
Posts: 3,346
Joined: 8-June 12
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QUOTE(RoadShoe @ Jan 28 2017, 18:20) I am a very weak mage and I use a LOT of mana.
Therefore, the channeling buff is driving me insane with the constant stops.
How do I loop " stopWhenChanneling : true, // Stop if you have channeling buff"? (CC 1.0.3)
I want it to trigger a stop like every 4th or 5th time it comes up.
You'd have to change the stop when channelling function by adding a counter in local storage and after 4 or 5 times it hits that function you make it go on in the function and reset the counter instead of returning. But i have to say that's a plain bad idea man (and i'm not sure if it's a allowed thing) (IMG:[ invalid] style_emoticons/default/heh.gif) This post has been edited by gianfrix94: Jan 28 2017, 19:46
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Jan 28 2017, 21:56
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RoadShoe
Group: Catgirl Camarilla
Posts: 3,241
Joined: 9-August 15
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QUOTE(simrock87 @ Jan 28 2017, 09:44) I won't say you can't, i'll just say it's not allowed by the rules. Stopping on channeling itself is technically already a bit dicey, adding even more logic might lead to the whole thing becoming ban-able.
QUOTE(gianfrix94 @ Jan 28 2017, 09:45) You'd have to change the stop when channelling function by adding a counter in local storage and after 4 or 5 times it hits that function you make it go on in the function and reset the counter instead of returning. But i have to say that's a plain bad idea man (and i'm not sure if it's a allowed thing) (IMG:[ invalid] style_emoticons/default/heh.gif) oops... I wasn't thinking about the ban part. I'm walking away from the idea now.... not looking back. (IMG:[ invalid] style_emoticons/default/unsure.gif)
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Jan 28 2017, 22:05
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simrock87
Group: Members
Posts: 647
Joined: 12-June 11
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QUOTE(RoadShoe @ Jan 28 2017, 19:56) I'm walking away from the idea now.... not looking back. (IMG:[ invalid] style_emoticons/default/unsure.gif) Don't worry, i've scrapped a couple scripts after 5-10h coding before i noticed they wouldn't be compliant ... i don't think anyone got sent on vacation for ideas, yet. TBH, i've just set stopOnChanneling to false for maging, am happy for bonus damage from channeling and just swallow the 20 potions extra a day (IMG:[ invalid] style_emoticons/default/happy.gif)
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Jan 28 2017, 23:03
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,566
Joined: 12-July 14
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QUOTE(RoadShoe @ Jan 28 2017, 18:20) I am a very weak mage and I use a LOT of mana.
Therefore, the channeling buff is driving me insane with the constant stops.
How do I loop " stopWhenChanneling : true, // Stop if you have channeling buff"? (CC 1.0.3)
I want it to trigger a stop like every 4th or 5th time it comes up.
That's simply not allowed because it then becomes a script that decides what to do instead of you. It's called automation. But unlike what the others said, stopping the mousemelee when Channeling pops up is perfectly okay: in the normal gameplay you're always stopped between all actions anyway, and it's still up to you to decide to keep on attacking or to use the Channeling. What would be forbidden, would be auto-casting a certain spell (or even a rotation) when Channeling pops up. You all have to keep in mind that what we're allowed to use are scripts that soften our gameplay, but nothing more.
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Jan 29 2017, 01:05
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RoadShoe
Group: Catgirl Camarilla
Posts: 3,241
Joined: 9-August 15
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QUOTE(simrock87 @ Jan 28 2017, 12:05) Don't worry, i've scrapped a couple scripts after 5-10h coding before i noticed they wouldn't be compliant ... i don't think anyone got sent on vacation for ideas, yet. TBH, i've just set stopOnChanneling to false for maging, am happy for bonus damage from channeling and just swallow the 20 potions extra a day (IMG:[ invalid] style_emoticons/default/happy.gif) The potions are so cheap anyway. yep.. I think I'll set it to false and see how that works out. QUOTE(decondelite @ Jan 28 2017, 13:03) That's simply not allowed because it then becomes a script that decides what to do instead of you. It's called automation.
But unlike what the others said, stopping the mousemelee when Channeling pops up is perfectly okay: in the normal gameplay you're always stopped between all actions anyway, and it's still up to you to decide to keep on attacking or to use the Channeling. What would be forbidden, would be auto-casting a certain spell (or even a rotation) when Channeling pops up.
You all have to keep in mind that what we're allowed to use are scripts that soften our gameplay, but nothing more.
ditto (IMG:[ invalid] style_emoticons/default/smile.gif)
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Jan 29 2017, 14:27
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Maximum_Carnage
Group: Gold Star Club
Posts: 792
Joined: 27-October 09
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Can somebody help with this? It shows double info at every page load and after I take any action it goes back to normal. I'm using Reloader 1.3.3b (tried 1.3.5d) with HV cooldown Reloader (by gianfrix94). When I disable reloader it works as it should.
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Jan 29 2017, 15:11
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07
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QUOTE(Dragon Ninja @ Jan 29 2017, 13:27) Can somebody help with this? It shows double info at every page load and after I take any action it goes back to normal. I'm using Reloader 1.3.3b (tried 1.3.5d) with HV cooldown Reloader (by gianfrix94). When I disable reloader it works as it should. yep, my guess is that you have two scripts with cooldown function. if that's the case and you really need the supplemental function given by cooldown reloader, try check reloader to see if you can disable such similar function.
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Jan 29 2017, 15:43
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Maximum_Carnage
Group: Gold Star Club
Posts: 792
Joined: 27-October 09
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QUOTE(Scremaz @ Jan 29 2017, 14:11) yep, my guess is that you have two scripts with cooldown function. if that's the case and you really need the supplemental function given by cooldown reloader, try check reloader to see if you can disable such similar function.
Checked the reloader and didn't find any similar: CODE var settings = { hideWelcome: false, noBlinking: false, effectDurations: true, gemIcon: false, roundCounter: true, hvStateHP: false, fluidHPBar: false, sparkAlert: true, defaultAction: 0, mouseMelee: true, minHP: 0.4, minMP: 0.25, minSP: 0.4, stopWhenChanneling: 2, chromeFix: true, battleLog: false, skipToNextRound: true, popupTime: 0, counterPlus: true, counterPlusSave: false
Disabled all of them and still nothing. This post has been edited by Dragon Ninja: Jan 29 2017, 15:43
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Jan 29 2017, 15:50
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simrock87
Group: Members
Posts: 647
Joined: 12-June 11
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QUOTE(Dragon Ninja @ Jan 29 2017, 12:27) Can somebody help with this? It shows double info at every page load and after I take any action it goes back to normal. I'm using Reloader 1.3.3b (tried 1.3.5d) with HV cooldown Reloader (by gianfrix94). When I disable reloader it works as it should. Code error, both stackcounter and cooldown run twice with reloader enabled on initial page load. //Edit: Change CODE if (settings.use_reloader) { window.addEventListener('Reloader_reloaded', HV_Cooldown); }
HV_Cooldown(); to CODE if (settings.use_reloader) { window.addEventListener('Reloader_reloaded', HV_Cooldown); } else { HV_Cooldown(); } This post has been edited by simrock87: Jan 29 2017, 15:54
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Jan 29 2017, 15:58
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Maximum_Carnage
Group: Gold Star Club
Posts: 792
Joined: 27-October 09
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QUOTE(simrock87 @ Jan 29 2017, 14:50) Code error, both stackcounter and cooldown run twice with reloader enabled on initial page load. //Edit: Change CODE if (settings.use_reloader) { window.addEventListener('Reloader_reloaded', HV_Cooldown); }
HV_Cooldown(); to CODE if (settings.use_reloader) { window.addEventListener('Reloader_reloaded', HV_Cooldown); } else { HV_Cooldown(); } Thank You very much. Now it works as it should.
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