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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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Jul 19 2017, 03:58
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longwood
Group: Members
Posts: 150
Joined: 5-January 17
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QUOTE(Superlatanium @ Jul 18 2017, 23:25) Google for a base64 encoder, you can use any of them Eg say I have [ reasoningtheory.net] https://reasoningtheory.net/update.mp3Then I convert it to base64 and get a very long string: CODE var base64string = '//uQBAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAASW5mbwAAAA8AAAAoAABC7wAGBgwM ... ... ... Turn it into an audio element: CODE var audio = new Audio("data:audio/mpeg;base64," + base64string); audio.play();
test.user.js.txt ( 22.6k )
Number of downloads: 54Or use the console and use something like localStorage.audio = '//uQBAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAASW5mbwAAAA8AAAAoA ... ... ... and then your script won't be too long to read because you can use CODE var audio = new Audio("data:audio/mpeg;base64," + localStorage.audio); thanks bro (IMG:[ invalid] style_emoticons/default/smile.gif)
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Jul 19 2017, 10:55
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Usagi =
Group: Gold Star Club
Posts: 2,923
Joined: 29-October 13
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Oh shit, the state lock limiter is annoying.
I'm pretty sure it wasn't there shortly after the 0.85 update. I guess this is TenB's way of forcing up to bazaar and salvage the proper way.
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Jul 21 2017, 10:28
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zcb535359
Group: Gold Star Club
Posts: 179
Joined: 21-October 16
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hello, i want to ask is there a script which can calculate the original base stats after a gear is forged. i know there is a script called Percentile Ranges for Leg/Per, but what about Mag and Exq(i think at my level they are common than Leg).i used to use Equipment Comparison, but it broke when 0.85 came and bring me big problem now.any similar one to replace it?
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Jul 21 2017, 15:59
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Maharid
Group: Catgirl Camarilla
Posts: 2,374
Joined: 27-April 10
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Nothing at the moment, sorry.
We all look forward for something.
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Jul 21 2017, 18:57
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piyin
Group: Gold Star Club
Posts: 10,797
Joined: 4-February 09
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Just hope Superlantanium have a nice auction and then he just pop us the NEW HV item manager... been waiting almost 2 week for it... (IMG:[ invalid] style_emoticons/default/tongue.gif)
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Jul 22 2017, 01:26
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longwood
Group: Members
Posts: 150
Joined: 5-January 17
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Hello script expert a noob player here XD Could someone fix this standalone round counter script so it would be works in the new patch 0.85. I dont use monsterbation, and i dont know how to crop/copy the round counter script part from it too XD. Perhaps some expert can help me. Here is the script (IMG:[ invalid] style_emoticons/default/biggrin.gif) CODE // ==UserScript== // @name HV - Round Counter // @version 0.0.0.1 // @description HV - Round Counter // @namespace hentaiverse.org/HVRoundCounter // @match http://*.hentaiverse.org/* // @run-at document-end // ==/UserScript==
// round counter source code get/steal FabulousCupcake's Reloader v1.3.3b and tatarime's HV STAT Slim Mod #Reload v0.2.13
if (document.getElementById('togpane_log')) { var logs = document.querySelector('#togpane_log tr:nth-last-child(2)').textContent; if (/Round/.test(logs)) { var round = logs.match(/Round ([\d\s\/]+)/)[1]; localStorage.setItem('rounds', round); }else if (/random encounter/.test(logs)) { var round = '1 / 1'; localStorage.setItem('rounds', round); }else { var round = localStorage.getItem('rounds') || undefined; }
if (round !== undefined) { var x = document.getElementById('mainpane').appendChild(document.createElement('div')); x.id = 'round'; x.innerHTML = round; var final = round.split('/'); switch (final[1] - final[0]) { case 0: x.style.color = '#ff0000'; break; case 1: x.style.color = '#ffcc99'; break; } var sheet = document.createElement('style'); sheet.innerHTML = '#round{position:fixed;left:1060px;top:22px;width:120px;font-size:23px;font-weight:bold;z-index:10;text-align:right}'; document.head.appendChild(sheet); } }else { localStorage.removeItem('rounds'); }
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Jul 22 2017, 08:30
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Noni
Group: Catgirl Camarilla
Posts: 12,965
Joined: 19-February 16
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QUOTE(longwood @ Jul 22 2017, 01:26) Hello script expert a noob player here XD Could someone fix this standalone round counter script so it would be works in the new patch 0.85. I dont use monsterbation, and i dont know how to crop/copy the round counter script part from it too XD. Perhaps some expert can help me. Here is the script (IMG:[ invalid] style_emoticons/default/biggrin.gif) CODE // ==UserScript== // @name HV - Round Counter // @version 0.0.0.1 // @description HV - Round Counter // @namespace hentaiverse.org/HVRoundCounter // @match http://*.hentaiverse.org/* // @run-at document-end // ==/UserScript==
// round counter source code get/steal FabulousCupcake's Reloader v1.3.3b and tatarime's HV STAT Slim Mod #Reload v0.2.13
if (document.getElementById('togpane_log')) { var logs = document.querySelector('#togpane_log tr:nth-last-child(2)').textContent; if (/Round/.test(logs)) { var round = logs.match(/Round ([\d\s\/]+)/)[1]; localStorage.setItem('rounds', round); }else if (/random encounter/.test(logs)) { var round = '1 / 1'; localStorage.setItem('rounds', round); }else { var round = localStorage.getItem('rounds') || undefined; }
if (round !== undefined) { var x = document.getElementById('mainpane').appendChild(document.createElement('div')); x.id = 'round'; x.innerHTML = round; var final = round.split('/'); switch (final[1] - final[0]) { case 0: x.style.color = '#ff0000'; break; case 1: x.style.color = '#ffcc99'; break; } var sheet = document.createElement('style'); sheet.innerHTML = '#round{position:fixed;left:1060px;top:22px;width:120px;font-size:23px;font-weight:bold;z-index:10;text-align:right}'; document.head.appendChild(sheet); } }else { localStorage.removeItem('rounds'); }
CODE // ==UserScript== // @name round counter // @version 1.0 // @author OMP // @grant none // @match *://*.hentaiverse.org/* // @run-at document-start // ==/UserScript==
(function() { window.addEventListener('DOMContentLoaded', function() { var battle = document.querySelector('#textlog > tbody'); if (battle) { var round, logs = document.querySelector('#textlog tr:nth-last-child(1)').textContent, log = logs.match(/Round (\d+) \/ (\d+)/); round = log? log[1] + ' / ' + log[2]: localStorage.HVRoundCounter;
if (round) { var final = round.split('/'), x = document.body.appendChild(document.createElement('div')); x.textContent = round; x.style.cssText = 'position:absolute;top:13px;left:203px;width:362px;text-align:right;font-size:20px;font-weight:bold;'; switch (final[1] - final[0]) { case 0 : x.style.color = '#FF0000'; break; case 1 : x.style.color = '#FF8C00'; break; } localStorage.setItem('HVRoundCounter', round); } } else { localStorage.removeItem('HVRoundCounter'); } }, false); })();
has been fixed before, look in this thread.
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Jul 22 2017, 14:41
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longwood
Group: Members
Posts: 150
Joined: 5-January 17
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QUOTE(DJNoni @ Jul 22 2017, 08:30) CODE // ==UserScript== // @name round counter // @version 1.0 // @author OMP // @grant none // @match *://*.hentaiverse.org/* // @run-at document-start // ==/UserScript==
(function() { window.addEventListener('DOMContentLoaded', function() { var battle = document.querySelector('#textlog > tbody'); if (battle) { var round, logs = document.querySelector('#textlog tr:nth-last-child(1)').textContent, log = logs.match(/Round (\d+) \/ (\d+)/); round = log? log[1] + ' / ' + log[2]: localStorage.HVRoundCounter;
if (round) { var final = round.split('/'), x = document.body.appendChild(document.createElement('div')); x.textContent = round; x.style.cssText = 'position:absolute;top:13px;left:203px;width:362px;text-align:right;font-size:20px;font-weight:bold;'; switch (final[1] - final[0]) { case 0 : x.style.color = '#FF0000'; break; case 1 : x.style.color = '#FF8C00'; break; } localStorage.setItem('HVRoundCounter', round); } } else { localStorage.removeItem('HVRoundCounter'); } }, false); })();
has been fixed before, look in this thread. oh, i must miss it XD, thanks for ur help Ice Wizard (IMG:[ invalid] style_emoticons/default/smile.gif)
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Jul 23 2017, 00:27
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10
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some performance optimisations (which i sure hope didn't break anything) and options to display monster hp and shorten hp bars. they are turned off by default, so set showMonsterHP or shortenHPbars to true if you want to use them
HentaiverseMonsterbation.1.1.4.0.user.js.zip ( 9.31k )
Number of downloads: 230
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Jul 23 2017, 13:23
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10
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small thing, but i find it useful CODE // ==UserScript== // @name HV RE Same Tab // @namespace hvsametab // @version 1.0 // @description Prevents Random Encounter links from opening a new window // @match *://*.e-hentai.org/* // @grant none // ==/UserScript==
if ( a = document.querySelector('#eventpane a') ) a.setAttribute('onclick', 'document.getElementById("eventpane").style.display="none"');
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Jul 23 2017, 13:38
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07
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QUOTE(sickentide @ Jul 23 2017, 13:23) small thing, but i find it useful
given that it's a mere if, i wonder why tenboro wants for REs to open on a new window. probably he meant it as a disposable thing not to hinder the navigation?
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Jul 23 2017, 13:43
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10
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QUOTE(Scremaz @ Jul 23 2017, 14:38) given that it's a mere if, i wonder why tenboro wants for REs to open on a new window. probably he meant it as a disposable thing not to hinder the navigation?
it's a mystery, you can just middle click it to open in a new tab. maybe it's to have the HV window at the right size, but that's not all that useful when i'm already on my HV window and go HV > gallery > HV
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Jul 23 2017, 14:31
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art159201
Group: Gold Star Club
Posts: 114
Joined: 5-September 12
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QUOTE(hc br @ Jul 16 2017, 19:20) and clearing cookies
Glad to see someone still working on this script (IMG:[ invalid] style_emoticons/default/biggrin.gif) however still doesn't have the feature I want (IMG:[ invalid] style_emoticons/default/sad.gif) no choice but to do that myself (IMG:[ invalid] style_emoticons/default/cry.gif) This script is modified from djackallstar's 0.0.1.20160505231009 version This mod is making the clickable timerbox direct pops out the RE tab instead of pops out news.php and manually click the RE link. It will have some delay when timer is ready(that depends on your network speed) as long as the timerbox start counting again, it means the timerbox is ready to be clicked. (IMG:[ invalid] style_emoticons/default/wink.gif) btw this might have some bugs when dawn. TESTED on CHROME+TAMPERMONKEY I don't really know the point of re_count list,and i never use that. (IMG:[ invalid] style_emoticons/default/cool.gif) so those part are untouched(might be broken).
Countdown_Timer_for_the_Random_Encounter_Event_on_E_Hentai.user.zip ( 3.09k )
Number of downloads: 59This post has been edited by art159201: Jul 23 2017, 14:52
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Jul 23 2017, 15:26
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StrayMav7
Newcomer
Group: Members
Posts: 23
Joined: 10-March 17
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Is it possible to configure monsterbation is put up a background splash colour when a cooldown runs out rather than stopping? I feel like that massive visual indicator while more dangerous would really help play faster while watching shows on a second monitor and such.
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Jul 23 2017, 15:45
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10
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QUOTE(StrayMav7 @ Jul 23 2017, 16:26) Is it possible to configure monsterbation is put up a background splash colour when a cooldown runs out rather than stopping? I feel like that massive visual indicator while more dangerous would really help play faster while watching shows on a second monitor and such.
you mean on buffs expiring? take line 392: CODE pane.style.background = alert ? colours['expiring'] : (alertBackground ? bg : colours['default']); and replace it with: CODE document.getElementById('csp').style.background = alert ? colours['expiring'] : (alertBackground ? bg : colours['default']); in the settings set buffsExpiringAlert = true and the 'expiring' colour to suit your taste
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Jul 23 2017, 16:23
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StrayMav7
Newcomer
Group: Members
Posts: 23
Joined: 10-March 17
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Thank you kindly sickentide that should work great for my tastes!
Only thing that would make it perfect is using the "image".png somehow to set different colours for potions/heartseeker so I know which I can safely ignore at times and which I have to urgently fix.
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Jul 23 2017, 16:45
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10
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QUOTE(StrayMav7 @ Jul 23 2017, 17:23) Thank you kindly sickentide that should work great for my tastes!
Only thing that would make it perfect is using the "image".png somehow to set different colours for potions/heartseeker so I know which I can safely ignore at times and which I have to urgently fix.
someone previously requested something like that, so i just had to combine it with your request replace the Durations function, lines 371-409 with this, set altBuffs and altColour as you wish: CODE function Durations() { if ( !showDurations && !buffsExpiringAlert && !stopOnBuffsExpiring ) return; var pane = document.getElementById('pane_effects'), alert = false, altAlert = false, altBuffs = /(protection.png|haste.png|shadowveil.png)/, altColour = 'indigo', // choose buffs and colour for alternate alert effects = pane.getElementsByTagName('img'), n = effects.length; while ( n-- > 0 ) if ( duration = effects[n].getAttribute('onmouseover').match(/(x(\d))*[^\(]*, (\d+)/) ) { if ( duration[3] < 2 ) { if ( alertBuffs.test(effects[n].src) ) alert = true; else if ( altBuffs.test(effects[n].src) ) altAlert = true; } if ( showDurations ) { var div = effects[n].parentNode.insertBefore(document.createElement('div'), effects[n]); div.className = 'effect_duration'; div = div.appendChild(document.createElement('div')); if ( duration[3] < 9 ) div.style.background = duration[3] < 4 ? 'aquamarine' : 'lavender'; div.innerHTML = duration[3]; if ( stack = duration[2] ) { if ( stackBorder ) div.style.border = Math.ceil(stack/2)+1 + 'px solid black'; else div.innerHTML += ' (' + stack + ')' }}} if ( buffsExpiringAlert ) document.getElementById('csp').style.background = alert ? colours['expiring'] : (altAlert ? altColour : (alertBackground ? bg : colours['default'])); if ( stopOnBuffsExpiring ) interruptAlert = interruptAlert || alert || altAlert; if ( showDurations ) { effects = document.querySelectorAll('.btm6 > img[onmouseover]'); n = effects.length; while ( n-- > 0 ) if ( duration = effects[n].getAttribute('onmouseover').match(/(x(\d))*[^\(]*, (\d+)/) ) { var div = effects[n].parentNode.insertBefore(document.createElement('div'), effects[n]); div.className = 'effect_duration'; div = div.appendChild(document.createElement('div')); if ( duration[3] < 9 ) div.style.background = duration[3] < 4 ? 'aquamarine' : 'lavender'; div.innerHTML = duration[3]; if ( stack = duration[2] ) { if ( stackBorder ) div.style.border = Math.ceil(stack/2)+1 + 'px solid black'; else div.innerHTML += ' (' + stack + ')' }}}}
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Jul 23 2017, 16:50
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Maharid
Group: Catgirl Camarilla
Posts: 2,374
Joined: 27-April 10
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QUOTE(sickentide @ Jul 23 2017, 00:27) some performance optimisations (which i sure hope didn't break anything) and options to display monster hp and shorten hp bars. they are turned off by default, so set showMonsterHP or shortenHPbars to true if you want to use them
HentaiverseMonsterbation.1.1.4.0.user.js.zip ( 9.31k )
Number of downloads: 230I changed the line his way to have a better placement of MonsterHP stats (it can be changed for the like of players): CODE '#battle_right { overflow: visible; } .monsterhp { display: inline-block; position: relative; left: 80px; top: -15px; }'; Anyway it is a great thing, as stated before i sent a little token of my appreciation . (IMG:[ invalid] style_emoticons/default/smile.gif) EDIT: Can i succest to permanently add this line to the script? CODE div.setAttribute('style', 'top: -60px'); Maybe set it where the Gem icon normally is but this will let player change the place as we like. This post has been edited by Maharid: Jul 23 2017, 17:00
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Jul 23 2017, 17:17
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10
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QUOTE(Maharid @ Jul 23 2017, 17:50) EDIT: Can i succest to permanently add this line to the script? CODE div.setAttribute('style', 'top: -60px'); Maybe set it where the Gem icon normally is but this will let player change the place as we like. i'll include it as an option in the next version
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Jul 25 2017, 15:50
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Hakrei
Group: Gold Star Club
Posts: 757
Joined: 16-December 09
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A quick question to those knowledgeable about coding since I'm a complete amateur to scripts. Is there a working script or settings for any current scripts that has the restoration/spell function? Technically the function that places an expired spell(heartseeker, arcane focus, regen, haste,etc) and/or restoration draught/pot/elixir in the display gem area that only required one to hover over the spell or click space bar like the old crackling cast had
This post has been edited by Hakrei: Jul 25 2017, 15:51
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