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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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Sep 16 2017, 11:16
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Maharid
Group: Catgirl Camarilla
Posts: 2,369
Joined: 27-April 10
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Ok, that worked, the only thing is that now when Channeling reach 1 MMM stop normally but the alert color disappear (and Channeling is still to be used).
Not a great problem since is ute it immediatly anyway or even the turn before.
Thanks for the help.
EDIT
BTW, this is my Gift Screen. [attachmentid=108680]
The little script fix worked wonderfylly, now it close itself when i click it.
This post has been edited by Maharid: Sep 16 2017, 14:44
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Sep 17 2017, 05:49
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Juggernaut Santa
Group: Gold Star Club
Posts: 11,129
Joined: 26-April 12
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For some odd reason when I leveled up, the max vitals function updated only the max hp, while mp and sp remained the same. Once I got out of battle, now I correctly display the +2 mp and +2 sp I got from the level.
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Sep 17 2017, 15:47
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Maharid
Group: Catgirl Camarilla
Posts: 2,369
Joined: 27-April 10
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Probably it refresh the stats only at the start of a new battle.
BTW, the "Gift Problem" is caused by MonterLab BabySitter that modify the pop-up to putt all gifts of the same type togheter, a really useful function (at least for me).
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Sep 17 2017, 19:50
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10
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QUOTE(End Of All Hope @ Sep 17 2017, 06:49) For some odd reason when I leveled up, the max vitals function updated only the max hp, while mp and sp remained the same. Once I got out of battle, now I correctly display the +2 mp and +2 sp I got from the level.
the function can only read the data displayed on the page, so for max mp and sp to update, you have to fill them up to the new maximum during battle
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Sep 18 2017, 05:28
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Honeycat
Group: Catgirl Camarilla
Posts: 61,544
Joined: 25-February 07
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We need a pip script. One where you can turn the pips into different shapes like hearts, stars, butterflies, kitty faces, etc.
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Sep 18 2017, 10:45
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07
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QUOTE(Sesshomaru Moon @ Sep 18 2017, 05:28) We need a pip script. One where you can turn the pips into different shapes like hearts, stars, butterflies, kitty faces, etc.
cleavages! (IMG:[ invalid] style_emoticons/default/ph34r.gif)
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Sep 18 2017, 20:59
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Honeycat
Group: Catgirl Camarilla
Posts: 61,544
Joined: 25-February 07
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QUOTE(Scremaz @ Sep 17 2017, 22:45) No, each pip would have to be a single round boob with a nipple in the center. But you'd have lots of them.
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Sep 18 2017, 21:28
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07
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QUOTE(Sesshomaru Moon @ Sep 18 2017, 20:59) No, each pip would have to be a single round boob with a nipple in the center. But you'd have lots of them.
could work. but at times you'll have odd amounts of breasts. which may be, uh... odd?
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Sep 18 2017, 21:28
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Juggernaut Santa
Group: Gold Star Club
Posts: 11,129
Joined: 26-April 12
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Buttcheeks. Full OC = 5 plump butts
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Sep 21 2017, 13:11
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Hitori8050
Group: Gold Star Club
Posts: 847
Joined: 16-September 16
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QUOTE(sickentide @ Sep 17 2017, 19:50) the function can only read the data displayed on the page, so for max mp and sp to update, you have to fill them up to the new maximum during battle
Can you add a function that locks the hotkey when the stopOnEmergency (sparked or low vitals) is activated when the imperil is set to the num hot key 1~0.
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Sep 21 2017, 15:11
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07
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a quick spreadsheet i did to help mages calculating prof factors and such. feedback appreciated.
Mage_Prof_Calculator_1.12.zip ( 19.61k )
Number of downloads: 285This post has been edited by Scremaz: Oct 17 2017, 16:09
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Sep 21 2017, 16:40
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10
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QUOTE(Hitori8050 @ Sep 21 2017, 14:11) Can you add a function that locks the hotkey when the stopOnEmergency (sparked or low vitals) is activated when the imperil is set to the num hot key 1~0.
when the hover interrupt system was being developed, there was a lot of back and forth to decide what kind of functionality is allowed, and the limit of the permissible was interrupting hover on the conditions you see in the script, the reasoning being something like, you take a conscious decision to engage hover until an interrupt condition occurs. however, changing the outcome of an action like pressing a key would be too much automation for fast and safe imperil i recommend a setup like this: CODE hoverShiftAction = Strongest([ToggleHover, Cast('Imperil')]), // ... Bind(KEY_Z, ToggleHover); Bind(KEY_Z, Shift, ToggleHover); with this you can hold shift and hover over the first monster you want to imperil, hover over the second monster to imperil and hit Z, etc., finally release shift and hit Z to resume attacking. you can also set "hoverAutoresume = true," to reduce the number of times you have to press Z. the action that leads to the casting of imperil is still "engage hover/interrupt in case of set conditions" so it can be protected by the usual hover safeguards
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Sep 22 2017, 21:11
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BlueWaterSplash
Group: Members
Posts: 3,281
Joined: 15-March 11
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I managed to get Monsterbation to work, but I don't find it useful yet. Actually it has caused me to die or become near death more times in one day than in the past 100 levels of ordinary play. I am very clumsy with the hover and often start a RE with the mouse cursor lying over a monster, and suddenly die with no buffs. Also in RE, the beginning is hard because I need to throw up buffs and cure a lot. And Monsterbation only makes it slower by adding to my confusion since I have to click to cure every three turns anyway.
After I get my buffs up, Monsterbation will probably be very convenient, but I am still very slow to move the mouse cursor from monster to monster without touching the in-between monsters. Clicking is much faster in this regard.
But I realized that all these complaints are easily addressed by changing the interface. Does Monsterbation have a feature where the hover is permanently disabled, and instead you click and hold over a monster to continuously attack it?
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Sep 22 2017, 21:35
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10
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QUOTE(BlueWaterSplash @ Sep 22 2017, 22:11) But I realized that all these complaints are easily addressed by changing the interface. Does Monsterbation have a feature where the hover is permanently disabled, and instead you click and hold over a monster to continuously attack it?
there is the bindable HoverAction function that lets you perform an action by hovering and holding down a key: CODE hoverAction = false, // ... Bind(KEY_Q, HoverAction(Nothing)); by default it overrides alerts, so if you want to use it as a substitute for regular hover, you may want to change line 250 from this: CODE if ( hoverAction && !interruptHover && monsters[target] && monsters[target].hasAttribute('onclick') ) { to this: CODE if ( hoverAction && !interruptHover && !interruptAlert && monsters[target] && monsters[target].hasAttribute('onclick') ) { This post has been edited by sickentide: Sep 22 2017, 21:37
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Sep 22 2017, 22:51
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BlueWaterSplash
Group: Members
Posts: 3,281
Joined: 15-March 11
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Could that work with holding down the mouse left click instead of a key? I might need my left hand to do other things. (IMG:[ invalid] style_emoticons/default/laugh.gif)
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Sep 22 2017, 23:19
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10
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QUOTE(BlueWaterSplash @ Sep 22 2017, 23:51) Could that work with holding down the mouse left click instead of a key? I might need my left hand to do other things. (IMG:[ invalid] style_emoticons/default/laugh.gif) that may be possible, but it will take me some time to implement
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Sep 23 2017, 00:08
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BlueWaterSplash
Group: Members
Posts: 3,281
Joined: 15-March 11
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Monsterbation doesn't stop the auto-hover when my buffs are expiring, it's dangerous because it lets Spark of Life expire. It only stops for draught expiration. I currently have left at default:
stopOnBuffsExpiring = true, // buff expiring in 1 turn or less
But I did mess with a lot of the other settings, which could have broke it.
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Sep 23 2017, 00:30
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Scremaz
Group: Gold Star Club
Posts: 24,304
Joined: 18-January 07
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QUOTE(BlueWaterSplash @ Sep 23 2017, 00:08) But I did mess with a lot of the other settings, which could have broke it.
that function works specifically for all protective spells - which should include spark as well. what exactly did you modify?
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Sep 23 2017, 00:31
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sickentide
Group: Catgirl Camarilla
Posts: 1,355
Joined: 31-August 10
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QUOTE(BlueWaterSplash @ Sep 23 2017, 01:08) Monsterbation doesn't stop the auto-hover when my buffs are expiring, it's dangerous because it lets Spark of Life expire. It only stops for draught expiration. I currently have left at default:
stopOnBuffsExpiring = true, // buff expiring in 1 turn or less
But I did mess with a lot of the other settings, which could have broke it.
you need to add the buffs you want alerts for to the alertBuffs setting. for spark it's sparklife.png
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