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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 19 2017, 00:28
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WeebLife
Group: Gold Star Club
Posts: 1,151
Joined: 27-September 07
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QUOTE(Scremaz @ Jun 19 2017, 08:34) nope. absolutely nothing, sorry. i'm not a coder, that's the only thing i could tell you (IMG:[ invalid] style_emoticons/default/heh.gif) Damn. Well I found how to enable tampermonkey in dolphin, which solves that prob. Now it is giving me error A403 and asking me to enable experimental java mode in chrome://flags. I tried this, but I guess because I'm using dolphin, the chrome flags thing wont work :/ Anyways, I g2g now. Will have to continue looking at this a bit later.
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Jun 19 2017, 02:34
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10
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i have added the function to add consumables to the quickbar to my little script suite, so if you want your items to blend in with the existing ui here you go
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Jun 22 2017, 13:55
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sssss2
Group: Gold Star Club
Posts: 3,927
Joined: 11-April 14
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This script will die when HV 0.85 comes.
[attachmentid=104544]
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Jun 22 2017, 17:08
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Greshnik
Group: Members
Posts: 669
Joined: 13-January 15
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QUOTE(hansvar92 @ Nov 26 2016, 02:36) Code based on Track Drops. v.0.0.0.7 [attachmentid=101354] Track only in battle. Click stamina icon to toggle open/close or auto pop-up when end of final round Auto reset when end of final round. Support reloader (settings.use_reloader set to true; default: true). [attachmentid=94739] CODE var settings = { reset : 2, // 0:never reset, 1:reset when visit non-battle page, 2:reset when end of final round use_reloader : true, // set to true if you're using a Reloader font_size : 10 // drop list font-size };
- v.0.0.0.7 Added track for easter artifact. I need some help with this script... a few days ago this script works properly for me... but since yesterday it only shows the drops got on the last round... for example in this arena I got some crystals in the previous round, but it didn't show in the popup... could anyone help me???
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Jun 22 2017, 18:05
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Noni
Group: Catgirl Camarilla
Posts: 12,948
Joined: 19-February 16
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First glance at HV0.85 - no need for round counters anymore - no need for reloader as far as I can see But most importantly: my scripts don't work by just adding the right domain to the @match (IMG:[ invalid] style_emoticons/default/cry.gif)
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Jun 22 2017, 18:32
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friggo
Group: Gold Star Club
Posts: 2,134
Joined: 9-October 14
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QUOTE(DJNoni @ Jun 22 2017, 19:05) But most importantly: my scripts don't work by just adding the right domain to the @match (IMG:[ invalid] style_emoticons/default/cry.gif) This is my first time going through a HV update so I'm not sure how this usually goes down, but does this mean we can expect dark days ahead without stuff like CracklingCast, Item Manager, etc? Or will these still work when the new patch goes live?
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Jun 22 2017, 18:35
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07
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QUOTE(friggo @ Jun 22 2017, 18:32) This is my first time going through a HV update so I'm not sure how this usually goes down, but does this mean we can expect dark days ahead without stuff like CracklingCast, Item Manager, etc? Or will these still work when the new patch goes live?
it's not the first time that a patch breaks scripts. most likely we'll have a couple of days without scripts, then some coder will be able to fix them. maybe a little worse than before, maybe even a little better. who knows?
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Jun 22 2017, 22:54
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Superlatanium
Group: Gold Star Club
Posts: 7,575
Joined: 27-November 13
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Not sure how HV Item Manager will be affected, I'm not on 0.85 yet. If it breaks and is fixable without too much effort, I might fix it and post it. Hopefully there won't be too many big changes. I'm somewhat worried about this: QUOTE You can now attach up to ten items per message. Also, now that combat is done with XHR, I think it might be good for coders to come up with a best-practices template for battle scripts in general, to keep things neat. Also, I'd wager that there's a decent chance of some things being changed after 0.85 goes live for everyone, so I at least will wait a bit until things seem to have mostly settled down.
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Jun 22 2017, 23:08
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07
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QUOTE(Superlatanium @ Jun 22 2017, 22:54) I'm somewhat worried about this:
i guess that if you still have to post the final price rather than the price per piece, people will continue to use item manager - at least for items.
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Jun 23 2017, 02:06
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bensalenkkari
Group: Catgirl Camarilla
Posts: 874
Joined: 30-January 17
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QUOTE(friggo @ Jun 22 2017, 19:32) This is my first time going through a HV update so I'm not sure how this usually goes down, but does this mean we can expect dark days ahead without stuff like CracklingCast, Item Manager, etc? Or will these still work when the new patch goes live?
Considering that scripts might not work and after hearing some previous updates have fully restored energy, I plan to bring my energy to 10 or at least close to 10 before the update comes out.
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Jun 23 2017, 06:50
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fihero
Group: Gold Star Club
Posts: 1,264
Joined: 25-May 10
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QUOTE(sssss2 @ Jun 22 2017, 04:55) This script will die when HV 0.85 comes.
[attachmentid=104544]
(IMG:[ invalid] style_emoticons/default/ohmy.gif) (IMG:[ invalid] style_emoticons/default/ohmy.gif) (IMG:[ invalid] style_emoticons/default/ohmy.gif) I can't believe something like this exists. This script is freakin' amazing! My favorite features in this is the search function in MM, the Monster Lab drop log, and the equipment shop functions (particularly the "select for selling" and "select for salvaging" using custom values was something I've been looking a long time for). I wasn't able to find scripts that did this kind of stuff in this thread, to find it all in one script is a pleasant surprise. Just wanted to say, thank you for releasing this!
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Jun 23 2017, 07:22
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Noni
Group: Catgirl Camarilla
Posts: 12,948
Joined: 19-February 16
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QUOTE(sssss2 @ Jun 22 2017, 13:55) This script will die when HV 0.85 comes.
[attachmentid=104544]
QUOTE(fihero @ Jun 23 2017, 06:50) (IMG:[ invalid] style_emoticons/default/ohmy.gif) (IMG:[ invalid] style_emoticons/default/ohmy.gif) (IMG:[ invalid] style_emoticons/default/ohmy.gif) I can't believe something like this exists. This script is freakin' amazing! My favorite features in this is the search function in MM, the Monster Lab drop log, and the equipment shop functions (particularly the "select for selling" and "select for salvaging" using custom values was something I've been looking a long time for). I wasn't able to find scripts that did this kind of stuff in this thread, to find it all in one script is a pleasant surprise. Just wanted to say, thank you for releasing this! It's truely an amazing script! Too bad we can't use it for long. Would you consider sharing your future 0.85 scripts earlier?
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Jun 23 2017, 09:39
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Sapo84
Group: Gold Star Club
Posts: 3,332
Joined: 14-June 09
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QUOTE(Superlatanium @ Jun 22 2017, 22:54) Also, now that combat is done with XHR, I think it might be good for coders to come up with a best-practices template for battle scripts in general, to keep things neat.
Since we are also rewriting the scripts it would also be good to ask what is acceptable or not in a script. In my opinion script should be a tool and the user should decide what to do, not the other way around, with the script deciding what to do while the user presses A for Awesome (well, I would love to see something like the gambit system implemented in some RPGs, just not in HV where there is nothing else).
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Jun 23 2017, 10:24
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Noni
Group: Catgirl Camarilla
Posts: 12,948
Joined: 19-February 16
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QUOTE(Sapo84 @ Jun 23 2017, 09:39) Since we are also rewriting the scripts it would also be good to ask what is acceptable or not in a script.
In my opinion script should be a tool and the user should decide what to do, not the other way around, with the script deciding what to do while the user presses A for Awesome (well, I would love to see something like the gambit system implemented in some RPGs, just not in HV where there is nothing else).
I think this is already pretty clear. No automated targeting. No multiple actions in one click. No automated decision making based on visible information. No changing the order of the monsters. No removing dead monsters. Allowed is: -Hovering, -spell rotation in case of cooldown of spell, -display an icon to recast a potion or supportive spell, -display an icon to show gems, -press space/mousewheel to use the displayed icon. -change looks
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Jun 23 2017, 10:49
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Sapo84
Group: Gold Star Club
Posts: 3,332
Joined: 14-June 09
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QUOTE(DJNoni @ Jun 23 2017, 10:24) I think this is already pretty clear. No automated targeting. No multiple actions in one click. No automated decision making based on visible information. No changing the order of the monsters. No removing dead monsters.
You know that, strictly speaking, this bans every scripting part ever (from spell rotations to stopping with low health). And what you list in allowed is mostly "Tenboro didn't say it's not allowed yet" (he already banned a couple of features when asked, so my guess is that his ideas are pretty strict). What I was proposing is trying to get a list of "sane features" to strike a balance between simple helpers and nearly botting, without having to ask Tenboro for each feature. Let's make a few examples: Spell RotationsUsefulness: very high Why is it problematic: it checks the HTML to see which of the spells are available and choose the action depending on it My take: Since it's more like "try A, if it can't be used go with B, if can't be used go with C etc etc" it's really different from botting Stopping with low health/mana/spiritUsefulness: very high Why is problematic: parses live data to decide if the action should be done or not My take: Ideally should be banned, but you can't hoverplay without (it would hoverplay to death every single time), I would allow only for stopping hover and that's it Space bar for doing one million different thingsUsefulness: medium Why is problematic: parses live data to decide on action My take: Should be banned, each action should have different key presses We can also make such a list and submit to Tenboro to see what he thinks. I just wanted to collect the opinions from the other scripters
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Jun 23 2017, 10:56
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07
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Hey, don't touch the space bar! - which, besides, does only check the warning and fix it, pretty much like right mouse click. It's not like a swiss army knife. If you press it out of the blue it does nothing, at least on hoverplay
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Jun 23 2017, 11:11
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Sapo84
Group: Gold Star Club
Posts: 3,332
Joined: 14-June 09
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QUOTE(Scremaz @ Jun 23 2017, 10:56) Hey, don't touch the space bar! - which, besides, does only check the warning and fix it, pretty much like right mouse click. It's not like a swiss army knife. If you press it out of the blue it does nothing, at least on hoverplay
The problem is that it does multiple things based on the context, which is autoplay. The fact that it does nothing when there is nothing to do is equally problematic, I think. With CC you can easily hover your mouse on the monsters and press spacebar when hover stops, nothing else. How is that not parsing live data to decide on actions? It's basically the script playing the game. I'm not saying it should all be manual, but at least have different keys for different actions.
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Jun 23 2017, 11:38
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friggo
Group: Gold Star Club
Posts: 2,134
Joined: 9-October 14
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QUOTE(Sapo84 @ Jun 23 2017, 12:11) The problem is that it does multiple things based on the context, which is autoplay. The fact that it does nothing when there is nothing to do is equally problematic, I think.
With CC you can easily hover your mouse on the monsters and press spacebar when hover stops, nothing else. How is that not parsing live data to decide on actions? It's basically the script playing the game. I'm not saying it should all be manual, but at least have different keys for different actions.
Okay, so I don't know if I'm dumb or what, but I've been using CracklingCast for about two months and this is the first time I've heard about space bar. I've just been using CC to remind me when to use potions, re-casting buffs, heals, etc (I just hover-over to pop them when needed), and it's been working fine. So I don't think that space bar is absolutely integral to CC. As long as the main functionality of the script remains intact (cycling spells + stopping hover to remind about potions, channeling, etc), I'm happy. Just my two cents.
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Jun 23 2017, 11:58
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Sapo84
Group: Gold Star Club
Posts: 3,332
Joined: 14-June 09
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QUOTE(friggo @ Jun 23 2017, 11:38) As long as the main functionality of the script remains intact (cycling spells + stopping hover to remind about potions, channeling, etc), I'm happy.
Just my two cents.
That's what I would like to have. Very informative scripts but then it's the user that decides what to do. That's also why I put the usefulness at medium, it's nice if you're used to it but it's no way necessary.
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Jun 23 2017, 13:46
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07
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QUOTE(Sapo84 @ Jun 23 2017, 11:11) The problem is that it does multiple things based on the context, which is autoplay. The fact that it does nothing when there is nothing to do is equally problematic, I think.
With CC you can easily hover your mouse on the monsters and press spacebar when hover stops, nothing else. How is that not parsing live data to decide on actions? It's basically the script playing the game. I'm not saying it should all be manual, but at least have different keys for different actions.
Well, the key is in the fact that it requires user's input: hover stops and waits for instructions. Probably we should check the code: if space bar is assigned to many actions depending on context (for example, via a bunch of IFs or a SWITCH), then it's somehow parsing live data. But if many actions are all (incidentally or, why not? Even deliberately) assigned the same key, that's a whole other story imo
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