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

 
post Jul 25 2017, 17:10
Post #4681
Noni



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QUOTE(Hakrei @ Jul 25 2017, 15:50) *

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


that function has been re-evaluated by the mods and Tenb himself, and it is now "Bannable Botting". You can use the Monsterbation Script, which is pretty close to what you want and the maximum automation that is allowed. Check the sig of Sickentide
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post Jul 25 2017, 17:19
Post #4682
Scremaz



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yep. cracklingcast and other scripts had quite borderline functions. now we're on the safest possible side with all the aids while still keeping a bit of purpose in the game - which is what admin wanted.
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post Jul 26 2017, 19:11
Post #4683
Kinights



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Is it possible to have a script that shows the experience gained along a certain period of time, mostly a day?

Like showing the experience gained in another color on the bar that shows up during battle, and refreshing the marker upon every Dawn of a New Day.

More information would be nice to have too, like the EXP percentage appearing on hover, along with the gained experience separated as well.
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post Jul 26 2017, 19:23
Post #4684
Maharid



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QUOTE(sickentide @ Jul 24 2017, 15:37) *
it seems to me that you're using two different scripts that modify the end-of-battle popup in conflicting manners. mine normally allows it to expand as needed, but the other script may expand it by a fixed amount. you may be able to fix this by removing all modifications to the popup's size from your speed statistic/round counter script

In the Script report thread i mentioned that the Final Victory Pop-Up was limited in dimension letting out part of the extra test added by other scripts and with the help of sickentide that pointed me the fact thet Monsterbation allow it expand i foun the culprit,
HV - Counter Plus (by OMP).

The script fix the max length of the Pop-Up, to change it we need to modify this line
CODE
    if (len > 2) pop.style.height = len > 3? '205px': '170px';

in this way
CODE
    if (len > 2) pop.style.height = len > 3? '600px': '170px';

The number can be changed to fit any user need.

Hope this to be useful.

This post has been edited by Maharid: Jul 26 2017, 19:27
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post Jul 27 2017, 01:32
Post #4685
Chronos0510



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is there any scripts that show monster HP with number?
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post Jul 27 2017, 01:48
Post #4686
piyin



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QUOTE(Chronos0510 @ Jul 27 2017, 01:32) *

is there any scripts that show monster HP with number?


There was one.. but according to this

https://forums.e-hentai.org/index.php?s=&am...t&p=4905001

Looks to be broken.

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post Jul 27 2017, 04:59
Post #4687
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I'm using a new Monsterbation 1.1.4.0

But, something happend....


Bind(KEY_1, Strongest([TargetMonster(1), Cast('Imperil')]));
Bind(KEY_2, Strongest([TargetMonster(2), Cast('Imperil')]));
Bind(KEY_3, Strongest([TargetMonster(3), Cast('Imperil')]));
Bind(KEY_4, Strongest([TargetMonster(4), Cast('Imperil')]));
Bind(KEY_5, Strongest([TargetMonster(5), Cast('Imperil')]));
Bind(KEY_6, Strongest([TargetMonster(6), Cast('Imperil')]));
Bind(KEY_7, Strongest([TargetMonster(7), Cast('Imperil')]));
Bind(KEY_8, Strongest([TargetMonster(8), Cast('Imperil')]));
Bind(KEY_9, Strongest([TargetMonster(9), Cast('Imperil')]));
Bind(KEY_0, Strongest([TargetMonster(0), Cast('Imperil')]));

I used to cast Imperil skill by using numkeys.

But, If I input "no1" key, imperil cast on "no2" monster - not "no1" monster (IMG:[invalid] style_emoticons/default/wink.gif)

Somebody can solve this problems?
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post Jul 27 2017, 07:22
Post #4688
Noni



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QUOTE(Ms.Bunny @ Jul 27 2017, 04:59) *

I'm using a new Monsterbation 1.1.4.0

But, something happend....
Bind(KEY_1, Strongest([TargetMonster(1), Cast('Imperil')]));
Bind(KEY_2, Strongest([TargetMonster(2), Cast('Imperil')]));
Bind(KEY_3, Strongest([TargetMonster(3), Cast('Imperil')]));
Bind(KEY_4, Strongest([TargetMonster(4), Cast('Imperil')]));
Bind(KEY_5, Strongest([TargetMonster(5), Cast('Imperil')]));
Bind(KEY_6, Strongest([TargetMonster(6), Cast('Imperil')]));
Bind(KEY_7, Strongest([TargetMonster(7), Cast('Imperil')]));
Bind(KEY_8, Strongest([TargetMonster(8), Cast('Imperil')]));
Bind(KEY_9, Strongest([TargetMonster(9), Cast('Imperil')]));
Bind(KEY_0, Strongest([TargetMonster(0), Cast('Imperil')]));

I used to cast Imperil skill by using numkeys.

But, If I input "no1" key, imperil cast on "no2" monster - not "no1" monster (IMG:[invalid] style_emoticons/default/wink.gif)

Somebody can solve this problems?


Didn't you just miss? Imperil hits 3 monsters, if you press 1 you target 1,2 and 3. Often one will resist.

This post has been edited by DJNoni: Jul 27 2017, 07:23
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post Jul 27 2017, 09:35
Post #4689
Ms.Bunny



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QUOTE(DJNoni @ Jul 27 2017, 14:22) *

Didn't you just miss? Imperil hits 3 monsters, if you press 1 you target 1,2 and 3. Often one will resist.


NO Buddy

If I press no "1", cast imperil no"2" monster

,press no "2" cast imperil no "3"

and last~! press no"0", cast no"1"

"All numkeys pushed back one by one "

Ex-version has no problem (IMG:[invalid] style_emoticons/default/wink.gif)

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post Jul 27 2017, 09:36
Post #4690
ALL_MIGHT



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QUOTE(Chronos0510 @ Jul 27 2017, 05:02) *

is there any scripts that show monster HP with number?

You can use the Monsterbation Script,
which has what you want and for it Check the sig of Sickentide
(IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Jul 27 2017, 20:11
Post #4691
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QUOTE(Ms.Bunny @ Jul 27 2017, 05:59) *

I used to cast Imperil skill by using numkeys.

But, If I input "no1" key, imperil cast on "no2" monster - not "no1" monster (IMG:[invalid] style_emoticons/default/wink.gif)

Somebody can solve this problems?

i changed the way monsters are targeted, so now count starts at 0 for A up to 9 for J. you can change your bindings to work like before:
CODE
Bind(KEY_1, Strongest([TargetMonster(0), Cast('Imperil')]));
Bind(KEY_2, Strongest([TargetMonster(1), Cast('Imperil')]));
Bind(KEY_3, Strongest([TargetMonster(2), Cast('Imperil')]));
Bind(KEY_4, Strongest([TargetMonster(3), Cast('Imperil')]));
Bind(KEY_5, Strongest([TargetMonster(4), Cast('Imperil')]));
Bind(KEY_6, Strongest([TargetMonster(5), Cast('Imperil')]));
Bind(KEY_7, Strongest([TargetMonster(6), Cast('Imperil')]));
Bind(KEY_8, Strongest([TargetMonster(7), Cast('Imperil')]));
Bind(KEY_9, Strongest([TargetMonster(8), Cast('Imperil')]));
Bind(KEY_0, Strongest([TargetMonster(9), Cast('Imperil')]));
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post Jul 27 2017, 23:16
Post #4692
Ms.Bunny



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QUOTE(sickentide @ Jul 28 2017, 03:11) *

i changed the way monsters are targeted, so now count starts at 0 for A up to 9 for J. you can change your bindings to work like before


Wow~!! It works!!

Thank U~ Sickentide (IMG:[invalid] style_emoticons/default/smile.gif) I really appreciate it!!
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post Jul 28 2017, 00:28
Post #4693
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This is mainly @sickentide but I'll post here as anyone could conceivably answer.

I'm trying to get better at scripting for other games, and perhaps eventually for this one. Although everything at the moment I would want is already done.

How, would you manage/did you manage, to solve the issue of having to move the mouse after each attack while hovering to retarget/attack an opponent? Where in the code is this kind of function buried away?

I know it was also done before, when the whole page would refresh, which seems even more ludicrous for myself to figure out unless they were detecting the initial hover, target monster under mouse, attack, and then on load detect if the mouse has moved off the target and if not automatically set the monster target and attack, which I believe would break the rules now as it's two steps *shrug*.

Also thank you for the modification of the script you created earlier at my request. It was incredibly helpful.
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post Jul 28 2017, 00:40
Post #4694
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QUOTE(StrayMav7 @ Jul 28 2017, 01:28) *

How, would you manage/did you manage, to solve the issue of having to move the mouse after each attack while hovering to retarget/attack an opponent? Where in the code is this kind of function buried away?

the current target is stored in a variable by the SetTarget function when the mouse cursor enters a monster, and the script keeps attacking the selected target by calling the Monsters function at the beginning of every turn until the target is changed, which is done by moving the cursor over a different monster for a new SetTarget call or away from the monsters, which invokes the ClearTarget function. you can find the relevant functions around lines 447-487
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post Jul 28 2017, 05:56
Post #4695
ALL_MIGHT



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I knew base value systems of equip comparison script(R.I.P.)

But in case of percentile ranges
Could some one explain
These percentages are compared to what?

Is it peerless values ?
or highest possible value ?
or it compare value of magnificent to highest magnificent only?
or something else?

When i used on an auction item i get

Attached Image

Here values are 421, EDB 38%, Int 45%, Wis 71%, Agi 30%, Evd 93%, Pmit 45%

But in aution mentioned values are (Lv.421, EDB 38%, CS 25%, Agi 30%, Evd 93%)

Here CS % are not in my Scripts result but was in Kedama's Auction

Is there a new version of this script
I am using Percentile Ranges 1.2.1 of hc br
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post Jul 28 2017, 11:15
Post #4696
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QUOTE(ALL_MIGHT @ Jul 28 2017, 05:56) *

These percentages are compared to what?

legendary range, ie: Lmin to Lmax.
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post Jul 28 2017, 21:29
Post #4697
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May I trouble someone with a few minutes to spare to help me?

I am a very casual player, I always do my daily XP bonus along with one battle or two, but ever since that update all my scripts are outdated.

I know I could probably go through thread and check, but I've tried that before and have a knack of turning something simple to hours of frustration and headaches. So if I could be directed to what I should change the scripts I have to, I would be extremely grateful.

Thanks in advance,
Sam
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[edit]: horizontal scrolling. cheers.

This post has been edited by Scremaz: Jul 29 2017, 11:15
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post Jul 28 2017, 21:48
Post #4698
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QUOTE(esam @ Jul 28 2017, 22:29) *

May I trouble someone with a few minutes to spare to help me?

I am a very casual player, I always do my daily XP bonus along with one battle or two, but ever since that update all my scripts are outdated.

I know I could probably go through thread and check, but I've tried that before and have a knack of turning something simple to hours of frustration and headaches. So if I could be directed to what I should change the scripts I have to, I would be extremely grateful.

Thanks in advance,
Sam


In short, the 0.85 update broke all the old scripts. None of those scripts in your screenshot work any longer.

For the all-inclusive, crowdfunded hoverplay/tracking script, see sickentide's sig. For percentile ranges, see Super's sig.

Latest versions here:
Monsterbation: https://forums.e-hentai.org/index.php?showt...p;#entry4887617
Percentile ranges: https://forums.e-hentai.org/index.php?showt...p;#entry4887299

EDIT: typo (IMG:[invalid] style_emoticons/default/blush.gif)

This post has been edited by friggo: Jul 28 2017, 21:51
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post Jul 28 2017, 21:49
Post #4699
Scremaz



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QUOTE(esam @ Jul 28 2017, 21:29) *

May I trouble someone with a few minutes to spare to help me?

I am a very casual player, I always do my daily XP bonus along with one battle or two, but ever since that update all my scripts are outdated.

I know I could probably go through thread and check, but I've tried that before and have a knack of turning something simple to hours of frustration and headaches. So if I could be directed to what I should change the scripts I have to, I would be extremely grateful.

cracklingcast and reloaded are outdated and have both been replaced by Monsterbation. you can find it in sickentide's sig. it's quite powerful, but initial configuration may scare you a bit. it's totally worth it though.

equip comparison should still be broken. a crowdfunding to repair it (tohether with other scripts) may start in the next few days.

percentile ranges *should* have been updated, but not sure. check superlatanium's sig.

as for HP potion bar, what did it do?

[edit]: oh, ninja'ed

This post has been edited by Scremaz: Jul 28 2017, 21:50
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post Jul 29 2017, 05:33
Post #4700
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more performance stuff (thanks to some valuable input from simrock87), clickable riddlemaster (don't ask me how much stamina i spent going in and out of grindfest to make this happen) and the raiseGem option to make the gem icon stand out more Attached File  HentaiverseMonsterbation.1.1.5.0.user.js.zip ( 9.78k ) Number of downloads: 135
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