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

 
post Jun 22 2017, 18:35
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Cleavs



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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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post Jun 22 2017, 22:54
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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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post Jun 22 2017, 23:08
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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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post Jun 23 2017, 02:06
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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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post Jun 23 2017, 06:50
Post #3911
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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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post Jun 23 2017, 07:22
Post #3912
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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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post Jun 23 2017, 09:39
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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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post Jun 23 2017, 10:24
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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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post Jun 23 2017, 10:49
Post #3915
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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 Rotations
Usefulness: 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/spirit
Usefulness: 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 things
Usefulness: 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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post Jun 23 2017, 10:56
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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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post Jun 23 2017, 11:11
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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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post Jun 23 2017, 11:38
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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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post Jun 23 2017, 11:58
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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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post Jun 23 2017, 13:46
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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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post Jun 23 2017, 16:10
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hover stopping and waiting for instructions is also problematic due to parsing live data to decide when and why to stop. i'd like to see this kind of functionality banned, limiting hoverplay to very low difficulties
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post Jun 23 2017, 16:17
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QUOTE(Owyn @ Aug 23 2014, 19:26) *

HoverPlay 1.8

Attached File  HoverPlay.user.js.zip ( 2.63k ) Number of downloads: 1069


- Hover over monsters to (spell)-attack them (uses first available spell from the Spell_List if list is not empty - no rotation\spellcycle) (number-keys spellspam too)(when you have a spell or debuff charged\hovered - it would normal attack then)


Shoot!!! How to make my HoverPlay script works again? This script is my savior which prevent the injury of my hand and wrist!
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post Jun 23 2017, 16:35
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QUOTE(Tamao Serizawa @ Jun 23 2017, 16:17) *

Shoot!!! How to make my HoverPlay script works again? This script is my savior which prevent the injury of my hand and wrist!

you should wait until a fix comes out. yesterday we also spoke about a mega-bounty to unify all hovering scripts into one, btw...
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post Jun 23 2017, 19:45
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QUOTE(Scremaz @ Jun 23 2017, 16:35) *

you should wait until a fix comes out. yesterday we also spoke about a mega-bounty to unify all hovering scripts into one, btw...


Mega bounty! I have 1m ready for the first CracklingCast mage script for hover spell rotation, num imperil, auto stop to rebuff with an icon showing up for that rebuff.
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post Jun 23 2017, 20:01
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QUOTE(DJNoni @ Jun 23 2017, 12:45) *

Mega bounty! I have 1m ready for the first CracklingCast mage script for hover spell rotation, num imperil, auto stop to rebuff with an icon showing up for that rebuff.

Since I'm poor I'll just chip in 3 EDs, come on people, if the stingy guy can help, so can you
Let's make scripts great again
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post Jun 23 2017, 21:03
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What I'd like.
* Mouse melee, hover, etc.
* I like the HV Stat Lite style display
* I'd like to be able to turn hover off so I could one by one weaken or imperil mobs.

If space bar turned hover off, then I'd be a happy camper. orz.

[www.rockpapershotgun.com] SC2 references deliberate.
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