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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 28 2017, 13:19
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07
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QUOTE(f4tal @ Jun 28 2017, 12:43) It was you who cleaned my mess up?
yep. not that it took so much, btw, so worry not. QUOTE(f4tal @ Jun 28 2017, 12:43) About scripts. Tell me what. Looks like Tenboro changed a technology behind game turns/actions and Reloader script is worthless now? Or what? Sorry, I have NO idea what is going on, but from reading last 50 posts in this thread I can sum it up that some really heavy f*ck happened...
yep. i was on irc yesterday evening and while chatting with a coder he told me something like the parsing method of data changed. something like that. or even not, there's the chance i didn't understand a thing (IMG:[ invalid] style_emoticons/default/laugh.gif) oh well. time to check the new item manager, i guess.... This post has been edited by Scremaz: Jun 28 2017, 13:21
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Jun 28 2017, 13:32
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f4tal
Group: Members
Posts: 2,662
Joined: 10-January 13
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QUOTE yep. not that it took so much, btw, so worry not. Thank you very much =) I guess, my browser/proxy had screwed at some moment and five duplicate posts were published. QUOTE ...the parsing method of data changed... Sounds like some crazy rocket science for me. Anyway, I wish that "codermageddon" ("codeclysm" sounds good too) ends soon... This post has been edited by f4tal: Jun 28 2017, 13:44
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Jun 28 2017, 13:47
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Superlatanium
Group: Gold Star Club
Posts: 7,577
Joined: 27-November 13
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I know someone who might might hate me for this, but:
Monster_Helper_1.1.user.js.txt ( 1.86k )
Number of downloads: 98Press "f" to drug all monsters that can use a pill (bar length < 90px / 120px), better than "Drug All Monsters" (only drugs monsters less than 30px / 120px). [The more time your monsters spend with yellow morale, the fewer gifts you'll receive, in the long-term average] (wasteful if you're going to increase morale with crystals) This post has been edited by Superlatanium: Jun 28 2017, 13:54
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Jun 28 2017, 14:17
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VriskaSerket
Group: Catgirl Camarilla
Posts: 4,118
Joined: 27-December 08
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QUOTE(Superlatanium @ Jun 28 2017, 11:47) I know someone who might might hate me for this
me? if me - no, i not have you. i just noticed new patch and i happy i not need monsters script anymore. still not playing and not plan to return. ps. hi all.
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Jun 28 2017, 15:01
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simrock87
Group: Members
Posts: 647
Joined: 12-June 11
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QUOTE(Superlatanium @ Jun 28 2017, 12:18) Very nice. The first one that ends up with x - y / x as count? (IMG:[ invalid] style_emoticons/default/biggrin.gif) Otherwise only cmos comes to mind with monsterlab scripts , but let's wait for more reactions (IMG:[ invalid] style_emoticons/default/wink.gif) Spoiler text - Highlight to read... As a side note, i recently learned that [].forEach.call() !== Array.prototype.forEach.call()
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Jun 28 2017, 15:31
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boulay
Group: Gold Star Club
Posts: 2,675
Joined: 27-June 11
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HV HalloweenVerse, version beta 8
HalloweenVerse_beta_8.css ( 87.51k )
Number of downloads: 398
HalloweenVerse_NoStylish_pack.zip ( 544bytes )
Number of downloads: 126Changelog: <Fixed> 0.85 related bugs <Fixed> The code that was a giant mess, it's properly ordered now <Fixed> Repetitive code lines, having 3 to 5 lines for 1 thing isn't that great... <Added> Visual fixes, catching up to the other themes <Added> Some original graphics, a little bet from me, may not please everyone ^^ <Added> Support for the current available scripts that use some colors Screenshots: note: this theme is highly default font unfriendly, just saying (IMG:[ invalid] style_emoticons/default/heh.gif) This post has been edited by boulay: Jun 28 2017, 15:33
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Jun 28 2017, 17:16
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simrock87
Group: Members
Posts: 647
Joined: 12-June 11
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Script intended for devs!This is a working prototype of a, as for now unnamed, script, that aims to take over the general parsing of battle information. So far the following information is parsed during load and api requests: - Player vitals (HP/MP/SP)
- Buffs (names and duration)
- Log (just text for now)
- Monster information (level, name, hp/mp/sp, isDead?, position)
Compiled data will be displayed inside div#miracle_transfer as serialized JSON, so you can retrieve it with CODE JSON.parse(document.querySelector('div#miracle_transfer').textContent) As with Reloader, once the data changes an event is triggered to reflect this. The event is 'miracle_data_updated' so the corresponding trigger should be CODE window.addEventListener('miracle_data_updated', function(){}); Compiled Script (Spaghetti Code):
miracle.user.js.txt ( 14.21k )
Number of downloads: 74Sources (Readable files):
untitled3.zip ( 8.67k )
Number of downloads: 39This is a preview release (sort of), so some people might get to play around with it. Next on my list is persistence to storage for page reloads and then more detailed log parsing (round counters, battle type, monster id's, log lines to easily consumable objects).
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Jun 28 2017, 19:27
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Muddybug
Group: Gold Star Club
Posts: 463
Joined: 28-March 17
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QUOTE(Superlatanium @ Jun 28 2017, 03:49) HV Item Manager, fixed up for 0.85
HV_Item_Manager_1.6.0.user.js.txt ( 41.64k )
Number of downloads: 494Not every function may work, but most of them do, including setting equip/item prices, MMing, and making customized equip lists. See holy_demon's post for features and usage details. Fixed for Iron as well as Chrome/Firefox. The credits pane has been added to many pages. I'll try to fix any critical problems if anyone sees any, but I'm not going to bother with anything minor, now that most of the functionality has been restored, since this isn't my script. Could mass salvage with this but couldn't bazaar with it. Firefox Nightly plus the latest Greasemonkey. Actually I inventory using Chrome. Didn't test other features. This post has been edited by dmyers59: Jun 28 2017, 19:28
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Jun 28 2017, 20:07
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SleepDealer
Group: Gold Star Club
Posts: 3,020
Joined: 6-February 12
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QUOTE(sickentide @ Jun 28 2017, 22:39)
HentaiverseMonsterbation.1.0.user.js.zip ( 6.29k )
Number of downloads: 220features: - cooldowns
- move player effect to above monsters
- effect durations, including stacks
- change background or quickbar colour according to alert conditions
- hide battle log
- skip end of round popup, unless you want to stop at battle end or on equipment drop
- quickbar extender, including gem icon
- bind actions to perform on monsters to mouse buttons and wheel
- hoverplay, both for melee and spell rotation, with option to stop under conditions like spark, channelling etc.
- key bindings
thanks to FiniteA and sigo8 for the parts of their code that i have used Great work (IMG:[ invalid] style_emoticons/default/smile.gif) Is it available to make hover auto-recover after some stop state like low-hp, it get some time to press w every time. Thank you. This post has been edited by SleepDealer: Jun 28 2017, 20:07
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Jun 28 2017, 20:12
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Fap.Fap
Group: Gold Star Club
Posts: 1,551
Joined: 19-October 11
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QUOTE(sickentide @ Jun 28 2017, 19:39)
HentaiverseMonsterbation.1.0.user.js.zip ( 6.29k )
Number of downloads: 220features: - cooldowns
- move player effect to above monsters
- effect durations, including stacks
- change background or quickbar colour according to alert conditions
- hide battle log
- skip end of round popup, unless you want to stop at battle end or on equipment drop
- quickbar extender, including gem icon
- bind actions to perform on monsters to mouse buttons and wheel
- hoverplay, both for melee and spell rotation, with option to stop under conditions like spark, channelling etc.
- key bindings
thanks to FiniteA and sigo8 for the parts of their code that i have used stopOnBuffsExpiring = true, // buff expiring in 1 turn or less stopOnChannelling = false, // gained the cannelling effect is what I changed here, but the hover doesnt stop when a buff gets to turn 1 and it dissapears, with the way above a channelling effect should not stop the hovering when it appears, but it would when it reaches turn 1. also, the popup between rounds does not dissapear completly, its still visable for milliseconds, which interupts this part: startRoundWithHover = true, // have hoverplay active at the beginning of each round it does not start from itself in the next round, only when I have Sapos Mousemageleee activated too. there must be some code to deactive the popup entirely
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Jun 28 2017, 20:22
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10
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QUOTE(SleepDealer @ Jun 28 2017, 20:07) Is it available to make hover auto-recover after some stop state like low-hp, it get some time to press w every time.
i feel that this would be too much automation QUOTE(Fap.Fap @ Jun 28 2017, 20:12) stopOnBuffsExpiring = true, // buff expiring in 1 turn or less stopOnChannelling = false, // gained the cannelling effect
is what I changed here, but the hover doesnt stop when a buff gets to turn 1 and it dissapears, with the way above a channelling effect should not stop the hovering when it appears, but it would when it reaches turn 1.
buffs that cannot be reapplied reliably, like channelling, overwhelming strikes, riddlemaster, etc. are excluded from the stop conditions. that's why there is an extra option for channelling QUOTE(Fap.Fap @ Jun 28 2017, 20:12) also, the popup between rounds does not dissapear completly, its still visable for milliseconds, which interupts this part: startRoundWithHover = true, // have hoverplay active at the beginning of each round it does not start from itself in the next round, only when I have Sapos Mousemageleee activated too. there must be some code to deactive the popup entirely
i don't think the popup is the problem since it's already completely gone by the time the new round loads. just moving your mouse a little at the beginning of the round should get hoverplay going again
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Jun 28 2017, 20:27
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friggo
Group: Gold Star Club
Posts: 2,134
Joined: 9-October 14
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QUOTE(Fap.Fap @ Jun 28 2017, 21:12) there must be some code to deactive the popup entirely
Sapo's script does this. Maybe somehow integrate it into this one?
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Jun 28 2017, 20:31
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SleepDealer
Group: Gold Star Club
Posts: 3,020
Joined: 6-February 12
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QUOTE(sickentide @ Jun 28 2017, 23:22) i feel that this would be too much automation
Then it turns out that crackling cast was prohibited script for all this time (IMG:[ invalid] style_emoticons/default/rolleyes.gif) This post has been edited by SleepDealer: Jun 28 2017, 20:34
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Jun 28 2017, 20:37
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,566
Joined: 12-July 14
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QUOTE(Superlatanium @ Jun 28 2017, 09:49) HV Item Manager, fixed up for 0.85
HV_Item_Manager_1.6.0.user.js.txt ( 41.64k )
Number of downloads: 494Not every function may work, but most of them do, including setting equip/item prices, MMing, and making customized equip lists. See holy_demon's post for features and usage details. Fixed for Iron as well as Chrome/Firefox. The credits pane has been added to many pages. I'll try to fix any critical problems if anyone sees any, but I'm not going to bother with anything minor, now that most of the functionality has been restored, since this isn't my script. Thanks a bunch. Will try it later.
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Jun 28 2017, 20:42
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bensalenkkari
Group: Catgirl Camarilla
Posts: 874
Joined: 30-January 17
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QUOTE(Superlatanium @ Jun 28 2017, 10:49) HV Item Manager, fixed up for 0.85
Thanks a ton (IMG:[ invalid] style_emoticons/default/wub.gif) Now I'm greeted with credits on the bottom left, not to mention the other extremely useful features.
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Jun 28 2017, 21:02
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10
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QUOTE(SleepDealer @ Jun 28 2017, 20:31) Then it turns out that crackling cast was prohibited script for all this time (IMG:[ invalid] style_emoticons/default/rolleyes.gif) you could make a case for that, and i think requiring conscious input to (re)initiate hover is a good thing if hitting W is a problem you can bind it to your mouse wheel or any mouse button, point at any live monster and hit the wheel: for melee: CODE wheelDown = ToggleHover, for spell rotation: CODE wheelDown = Strongest([ToggleHover, Cast('Ragnarok'), Cast('Disintegrate'), Cast('Corruption')]), This post has been edited by sickentide: Jun 28 2017, 21:05
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Jun 28 2017, 21:04
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KitsuneAbby
Group: Catgirl Camarilla
Posts: 7,566
Joined: 12-July 14
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QUOTE(sickentide @ Jun 23 2017, 23:10) at the monster lab, you exchange crystals and pills for materials. to maximise your returns, it is best to spend crystals only when none of the morale is wasted. here is a script that displays monster hunger and morale drain and the morale gained from each crystal upgrade note that it uses the numbers from the update notes, Spoiler text - Highlight to read... earlier when i fed my monsters primary attribute crystals that should have restored 6000 morale, they gained 12000 instead CODE // ==UserScript== // @name HV Monster Lab Numbers // @namespace hvlabnumbers // @version 1.0 // @description Displays morale and hunger values in HV Monster Lab // @match *://*.hentaiverse.org/?s=Bazaar&ss=ml* // @grant none // ==/UserScript==
var barFontSize = 75, // set to match font
spent, style = document.createElement('style'), bars = document.querySelectorAll('img[src*="bar_"]'); style.innerHTML = '.spent { width: 0px; display: inline-block; position: relative; left: -36px; top: 2px; }' + '.spent > div { background: #EDEBDF; border: 1px solid black; padding: 0 2px;' + 'display: inline-block; font-size: ' + barFontSize + '%; font-weight: bold; }' + '.gain { max-width: 0px; padding: 0 2px; position: relative; font-weight: bold; }'; document.head.appendChild(style);
for ( var i = 0; i < bars.length; i++ ) { spent = 24000 - bars[i].clientWidth * 200; var div = bars[i].parentNode.insertBefore(document.createElement('div'), bars[i].nextSibling); div.appendChild(document.createElement('div')).innerHTML = spent; div.className = 'spent'; }
var mcr = document.getElementsByClassName('mcr'); if ( mcr[0] ) { var upgrade = mcr[0].querySelectorAll('img[onmouseover*="Upgrade With"]'); for ( var i = 0; i < upgrade.length; i++ ) { var gain = 1000 * Math.round( 3 + upgrade[i].parentNode.nextSibling.innerHTML.match(/\+(\d+)/)[1] * 0.5 ), td = upgrade[i].parentNode.parentNode.insertBefore(document.createElement('td'), upgrade[i].parentNode.nextSibling); td.innerHTML = gain; td.className = 'gain'; td.style.color = gain > spent ? 'grey' : 'black'; }} if ( mcr[1] ) { upgrade = mcr[1].querySelectorAll('img[onmouseover*="Upgrade With"]'); for ( var i = 0; i < upgrade.length; i++ ) { var gain = 2000 * Math.floor( 1 + upgrade[i].parentNode.nextSibling.innerHTML.match(/\+(\d+)/)[1] * 0.1 ), td = upgrade[i].parentNode.parentNode.insertBefore(document.createElement('td'), upgrade[i].parentNode.nextSibling); td.innerHTML = gain; td.className = 'gain'; td.style.color = gain > spent ? 'grey' : 'black'; }} This script is awesome (it's totally something that I NEED) but... I only have the missing morale/hunger on the monster bars, not the morale restored when hovering the crystal upgrade links. I'm using Chrome BTW. Still, thanks a bunch.
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Jun 28 2017, 21:09
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10
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QUOTE(decondelite @ Jun 28 2017, 21:04) This script is awesome (it's totally something that I NEED) but... I only have the missing morale/hunger on the monster bars, not the morale restored when hovering the crystal upgrade links. I'm using Chrome BTW.
Still, thanks a bunch.
is this another one of those things that break if you don't use a custom font? the restore values should appear to the right of the upgrade buttons, in black if they don't waste morale and in grey otherwise
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Jun 28 2017, 21:41
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roadgray
Group: Gold Star Club
Posts: 4,014
Joined: 14-July 11
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QUOTE(sickentide @ Jun 28 2017, 19:39)
HentaiverseMonsterbation.1.0.user.js.zip ( 6.29k )
Number of downloads: 220features: - cooldowns
- move player effect to above monsters
- effect durations, including stacks
- change background or quickbar colour according to alert conditions
- hide battle log
- skip end of round popup, unless you want to stop at battle end or on equipment drop
- quickbar extender, including gem icon
- bind actions to perform on monsters to mouse buttons and wheel
- hoverplay, both for melee and spell rotation, with option to stop under conditions like spark, channelling etc.
- key bindings
thanks to FiniteA and sigo8 for the parts of their code that i have used Probably a stupid question, but what is the correct name to cast Spark of Life?
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