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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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Aug 17 2017, 07:59
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friggo
Group: Gold Star Club
Posts: 2,134
Joined: 9-October 14
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QUOTE(sickentide @ Aug 16 2017, 22:45) done and done
HentaiverseMonsterbation.1.2.0.3.user.js.zip ( 14.81k )
Number of downloads: 219I just found out that this update actually helped fix another issue with the scanner. Previously, scanned monsters sometimes weren't recorded in the database even though the battle log showed the monsters being scanned (lag issue I suppose?). Before the latest Monsterbation update, there was no way of knowing whether the scanned monster was actually updated in jenga's database too, but now it's easy to see: if the outline border remains after scanning the monster, it wasn't updated, and if the border disappears, it was scanned properly. So thanks again for the update (IMG:[ invalid] style_emoticons/default/happy.gif) This post has been edited by friggo: Aug 17 2017, 08:02
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Aug 17 2017, 08:15
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10
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QUOTE(SidZBear @ Aug 17 2017, 08:32) sickentide;
anyway to move the big round counter from the top right corner to the bottom right? I'm poking around at the code and none of the changes I make seem to affect it.
change line 861: CODE div.setAttribute('style', 'position: absolute; left: 1110px; top: 10px; font-size: 200%; font-weight: bold'); }} to this: CODE div.setAttribute('style', 'position: absolute; left: 1110px; top: 650px; font-size: 200%; font-weight: bold'); }} QUOTE(friggo @ Aug 17 2017, 08:59) Previously, scanned monsters sometimes weren't recorded in the database even though the battle log showed the monsters being scanned (lag issue I suppose?).
this can happen due to them being affected by spike shield, which would falsify the data so it has to be discarded
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Aug 17 2017, 08:22
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SidZBear
Group: Gold Star Club
Posts: 560
Joined: 31-May 16
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QUOTE(sickentide @ Aug 16 2017, 23:15) change line 861: CODE div.setAttribute('style', 'position: absolute; left: 1110px; top: 10px; font-size: 200%; font-weight: bold'); }} to this: CODE div.setAttribute('style', 'position: absolute; left: 1110px; top: 650px; font-size: 200%; font-weight: bold'); }} Sweet, exactly what I wanted. You are awesome, I don't care what anyone else says.
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Aug 17 2017, 08:32
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friggo
Group: Gold Star Club
Posts: 2,134
Joined: 9-October 14
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QUOTE(sickentide @ Aug 17 2017, 09:15) this can happen due to them being affected by spike shield, which would falsify the data so it has to be discarded Just had an opportunity to test it, seems that this is indeed the case. Thanks for the heads-up (IMG:[ invalid] style_emoticons/default/happy.gif)
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Aug 17 2017, 16:05
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10
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jenga fixed his end of the transantarctic pipeline, so now the "unicode characters replaced with question marks" problem no longer occurs, with no need to update the script. we just need to re-scan the damaged monsters
This post has been edited by sickentide: Aug 17 2017, 16:07
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Aug 17 2017, 17:29
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teenyman45
Group: Gold Star Club
Posts: 1,583
Joined: 12-July 10
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So with the latest changes from .84 to .85 and now .86, how smoothly is HV running for people on desktops and laptops?
When using scripts I used to get about 3.3-3.5 attacks per second, and it was down to around 2.4 with mansterbation under .85 and with the latest changes its up to about 2.5-2.6. Anybody else see a similar change?
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Aug 17 2017, 18:24
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07
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roughly the same as 0.85 here
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Aug 17 2017, 18:56
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Noni
Group: Catgirl Camarilla
Posts: 12,928
Joined: 19-February 16
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QUOTE(Scremaz @ Aug 17 2017, 18:24) roughly the same as 0.85 here
me too, no change. Maybe a little bit faster if anything. But that can be randomness
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Aug 18 2017, 15:07
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Maharid
Group: Catgirl Camarilla
Posts: 2,369
Joined: 27-April 10
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For some reason the server problem is killing me, while playing with MMM hovering on a monster somtime (too much) the server seem to go idle, expecially at a new round.
To reduce this problem or to make the server respond faster i have to move the mouse over monsters.
It is possible to add a sort of "keep-alive" to prevent or reduce this? It is quite stressing having to continuosly move around.
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Aug 18 2017, 16:42
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piyin
Group: Gold Star Club
Posts: 10,794
Joined: 4-February 09
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QUOTE(Maharid @ Aug 18 2017, 15:07) For some reason the server problem is killing me, while playing with MMM hovering on a monster somtime (too much) the server seem to go idle, expecially at a new round.
To reduce this problem or to make the server respond faster i have to move the mouse over monsters.
It is possible to add a sort of "keep-alive" to prevent or reduce this? It is quite stressing having to continuosly move around.
WAIT! so your monsterbation is full Auto??? i thought all of us have to move the mouse over monsters.
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Aug 18 2017, 16:55
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BMXArena
Group: Members
Posts: 123
Joined: 1-December 10
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QUOTE(piyin @ Aug 18 2017, 17:42) WAIT!
so your monsterbation is full Auto???
i thought all of us have to move the mouse over monsters.
I thought that was intentional...
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Aug 18 2017, 17:04
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10
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QUOTE(Maharid @ Aug 18 2017, 16:07) For some reason the server problem is killing me, while playing with MMM hovering on a monster somtime (too much) the server seem to go idle, expecially at a new round.
To reduce this problem or to make the server respond faster i have to move the mouse over monsters.
It is possible to add a sort of "keep-alive" to prevent or reduce this? It is quite stressing having to continuosly move around.
setting ajaxRound = true eliminates the need to wiggle the mouse a little when a new round loads
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Aug 18 2017, 17:29
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07
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if i understood it right we're merely speaking about server lags or something like that, nothing particular...
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Aug 18 2017, 19:32
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Maharid
Group: Catgirl Camarilla
Posts: 2,369
Joined: 27-April 10
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It is not what you think (auto-atack from any point of the page or auto-sorting of monster, using a similar feature will result in a ban), i have to put the mouse over the monster i want to attack and move on another one when the monster die.
But for me (and someone else, i don't remember the user that said to have the sam problem) for some reason the page somtime stop responding.
To reduce this or to recover faster when it happen i need to move the mouse pointer in long strides, horizontally over a single monster or vertically over different monsters, the faster i move the better.
It's like the page lose track of the cursor and i have to move it for it to track it up again.
This post has been edited by Maharid: Aug 18 2017, 19:33
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Aug 18 2017, 19:42
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07
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yep. as i wrote above, i think we're simply speaking about a server lag or so.
did you try sickentide's solution?
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Aug 18 2017, 20:30
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Maharid
Group: Catgirl Camarilla
Posts: 2,369
Joined: 27-April 10
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It seem to go better BUT, if nothing changed RiddleLimiter will have problems, i'll try it and give conclusions laters.
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Aug 18 2017, 20:58
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hc br
Group: Catgirl Camarilla
Posts: 3,668
Joined: 18-October 15
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Percentile_Ranges_1.3.1.user.js.txt ( 20.17k )
Number of downloads: 5485[attachembed=107135] Add "Shielding Plate" 加入盾化重甲
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Aug 18 2017, 21:45
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Maharid
Group: Catgirl Camarilla
Posts: 2,369
Joined: 27-April 10
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Thanks hc br.
This post has been edited by Maharid: Aug 18 2017, 21:45
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Aug 18 2017, 23:56
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Maharid
Group: Catgirl Camarilla
Posts: 2,369
Joined: 27-April 10
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Inline Difficulty Changer already exist, it was fixed by another user, don't remember who, and i made just a quick change to make it line better in the screen.
HV_Inline_Difficulty_Changer.user.js.txt ( 3.43k )
Number of downloads: 6082Change those lines to make it look different and change it's position. CODE dd.select.selectedIndex = dd.difficulties.indexOf(currentDifficulty); dd.select.style.cssText = 'position:absolute; margin:0; padding:0; width: 100px;'; var elRect = dd.el.getBoundingClientRect(); dd.select.style.top = elRect.top-6 + 'px'; dd.select.style.left = elRect.left + 'px'; //dd.el.style.display = 'none'; CODE iframeLoad.difficulty = e.target.children[e.target.selectedIndex].innerHTML; // always reload to prevent stale settings changeDifficulty.iframe.src = 'https://hentaiverse.org/?s=Character&ss=se'; changeDifficulty.iframe.src = 'http://alt.hentaiverse.org/?s=Character&ss=se'; Add the last line to make it work on al.hentaiverse. This post has been edited by Maharid: Aug 24 2017, 17:42
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Aug 19 2017, 00:04
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f4tal
Group: Members
Posts: 2,662
Joined: 10-January 13
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It was fixed by Nekolor, link - https://forums.e-hentai.org/index.php?s=&am...t&p=4886135Author should take his part of fame =) Thanks, Maharid, for reporting it, and also thanks for changing meta-match from ~https://hentaiverse.org/*~ to ~ *://*.hentaiverse.org/* - that is (I think) the most correct syntax for our game. (of course I assume - it was you, who changed that). This post has been edited by f4tal: Aug 19 2017, 00:14
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