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

 
post Jun 28 2017, 13:19
Post #4301
Scremaz



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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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post Jun 28 2017, 13:32
Post #4302
f4tal



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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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post Jun 28 2017, 13:47
Post #4303
Superlatanium



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I know someone who might might hate me for this, but:

Attached File  Monster_Helper_1.1.user.js.txt ( 1.86k ) Number of downloads: 98


Press "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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post Jun 28 2017, 14:17
Post #4304
VriskaSerket



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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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post Jun 28 2017, 14:18
Post #4305
Superlatanium



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QUOTE(VriskaSerket @ Jun 28 2017, 12:17) *
me?
no, not you (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Jun 28 2017, 15:01
Post #4306
simrock87



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QUOTE(Superlatanium @ Jun 28 2017, 12:18) *

no, not you (IMG:[invalid] style_emoticons/default/tongue.gif)

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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post Jun 28 2017, 15:31
Post #4307
boulay



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HV HalloweenVerse, version beta 8

Attached File  HalloweenVerse_beta_8.css ( 87.51k ) Number of downloads: 398
Attached File  HalloweenVerse_NoStylish_pack.zip ( 544bytes ) Number of downloads: 126


Changelog:
<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:
Attached Image Attached Image Attached Image

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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post Jun 28 2017, 17:16
Post #4308
simrock87



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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):
Attached File  miracle.user.js.txt ( 14.21k ) Number of downloads: 74

Sources (Readable files):
Attached File  untitled3.zip ( 8.67k ) Number of downloads: 39


This 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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post Jun 28 2017, 19:27
Post #4309
Muddybug



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QUOTE(Superlatanium @ Jun 28 2017, 03:49) *

HV Item Manager, fixed up for 0.85

Attached File  HV_Item_Manager_1.6.0.user.js.txt ( 41.64k ) Number of downloads: 494


Not 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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post Jun 28 2017, 20:07
Post #4310
SleepDealer



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QUOTE(sickentide @ Jun 28 2017, 22:39) *

Attached File  HentaiverseMonsterbation.1.0.user.js.zip ( 6.29k ) Number of downloads: 220

features:
  • 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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post Jun 28 2017, 20:12
Post #4311
Fap.Fap



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QUOTE(sickentide @ Jun 28 2017, 19:39) *

Attached File  HentaiverseMonsterbation.1.0.user.js.zip ( 6.29k ) Number of downloads: 220

features:
  • 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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post Jun 28 2017, 20:22
Post #4312
sickentide



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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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post Jun 28 2017, 20:27
Post #4313
friggo



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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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post Jun 28 2017, 20:31
Post #4314
SleepDealer



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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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post Jun 28 2017, 20:37
Post #4315
KitsuneAbby



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QUOTE(Superlatanium @ Jun 28 2017, 09:49) *

HV Item Manager, fixed up for 0.85

Attached File  HV_Item_Manager_1.6.0.user.js.txt ( 41.64k ) Number of downloads: 494


Not 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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post Jun 28 2017, 20:42
Post #4316
bensalenkkari



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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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post Jun 28 2017, 21:02
Post #4317
sickentide



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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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post Jun 28 2017, 21:04
Post #4318
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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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post Jun 28 2017, 21:09
Post #4319
sickentide



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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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post Jun 28 2017, 21:41
Post #4320
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QUOTE(sickentide @ Jun 28 2017, 19:39) *

Attached File  HentaiverseMonsterbation.1.0.user.js.zip ( 6.29k ) Number of downloads: 220

features:
  • 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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