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

 
post Sep 27 2017, 22:05
Post #5221
sickentide



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QUOTE(decondelite @ Sep 27 2017, 22:46) *

Sicken, with the last version of monsterbation, I can't get the whole background to aquablue when channeling occurs, even though I did set up the script to do so.
Monsterbation was communicating awfully bad with alt.hentaiverse.org tonight, dunno if it's the script's fault or something else.

i redid the alert system so now only emergency alerts change the whole background. i can change the channelling alert back to do the same if that's what's preferred. should i do the same for the overcharge full alert while i'm at it? i thought the new system would be more useful since it can show several different alerts at the same time
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post Sep 27 2017, 22:20
Post #5222
KitsuneAbby



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QUOTE(sickentide @ Sep 27 2017, 22:05) *

i redid the alert system so now only emergency alerts change the whole background. i can change the channelling alert back to do the same if that's what's preferred. should i do the same for the overcharge full alert while i'm at it? i thought the new system would be more useful since it can show several different alerts at the same time


I prefer everything full background for my part.
While I'm at it, could you please make the actual monster box's background highlighted (a bit like SGs), instead of just hilighting the stats in green? It's completely useless for players like me who don't display the monsters stats to begin with.
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post Sep 27 2017, 22:31
Post #5223
sickentide



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QUOTE(decondelite @ Sep 27 2017, 23:20) *

I prefer everything full background for my part.
While I'm at it, could you please make the actual monster box's background highlighted (a bit like SGs), instead of just hilighting the stats in green? It's completely useless for players like me who don't display the monsters stats to begin with.

got it, and i will add the monster background thing
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post Sep 27 2017, 23:42
Post #5224
f4tal



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End Of All Hope, ALL_MIGHT, Draw99Gray
I will fix these two Random Encounter scripts.
In fact, I am going to create my own RE script with blackjack and hookers.
Currently I have following ideas/features to implement:
1. Option "where to show counters" (forum, front-page, galleries, misc)
2. Store the timer until next RE
3. Show the count of triggered RE in this day
4. Show the list with links to last triggered REs after clicking the button or pressing "L" hotkey
5. Option "inform with popup" when RE is recharged.
6. Option "inform with sound" when RE is recharged.
7. Option "inform with popup" when there are XXX minutes left until next RE
8. Option "inform with sound" when there are XXX minutes left until next RE
9. Special button to stop sound notification and stop popup from reappearing.
10. Option "open RE in same window"
11. Option "open RE in alt site"
12. After getting "Dawn" - recharge the count, all stored links and set the timer 30 minute after the "Dawn".

With 7 and 8 you can safely do the following:
1. Wait until RE appear.
2. Visit the front page, but do not open the link yet
3. Go on forum, visit galleries, or play HV visit forum page opened in second tab
4. When there would be, say, two minutes left until the next RE - script informs you
5. Now, you opens the list of saved links and go to last RE (one from step 2)
6. You finish RE in seconds and wait until next RE would appear (according to step 4, less than 2 minutes)
7. When timer is ready - you just visits the front page and fight one more RE.
So, you will do two RE in 5 minutes.
This is very close to what End Of All Hope and others are said here and in different thread.

Any suggestions? Ideas? =)

This post has been edited by f4tal: Sep 27 2017, 23:50
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post Sep 27 2017, 23:57
Post #5225
Superlatanium



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QUOTE(End Of All Hope @ Sep 27 2017, 13:50) *
Older scripts were always compatible with the base font
No, many that did parsing were not compatible with the "default" font
QUOTE(End Of All Hope @ Sep 27 2017, 13:50) *
I understand that most people prefer plain small book-looking font on HV, but it's not like someone would ever support, for example, for a font with symbols and shapes instead of letters (check windings, it's a base font on windows), just the goddamn freaking base font, that everyone can have, that does not require installation, that is default in the game code.

...

Hmph.
That "goddamn freaking base font" is very nearly broken out-of-the-box.

If you wish to create a legitimate font that uses the HV font characters (and doesn't result in a disgusting mess like "<div class="c5i"></div><div class="c5n"></div><div class="c5t"></div>" etc), you're free to do so. I don't know about font creation but I don't imagine it would be that hard if you know what you're doing.

Alternatively, if you wish to contribute to scripts yourself and fix what you think are deficiencies, you're also completely free to do so. The script-writers are the ones volunteering their own time and expertise, after all.

The font images are located here:
http://hentaiverse.org/y/font/10b.png
http://hentaiverse.org/y/font/12b.png

This post has been edited by Superlatanium: Sep 28 2017, 00:01
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post Sep 28 2017, 00:05
Post #5226
Scremaz



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QUOTE(Superlatanium @ Sep 27 2017, 23:57) *

No, many that did parsing were not compatible with the "default" font
That "goddamn freaking base font" is very nearly broken out-of-the-box.

If you wish to create a legitimate font that uses the HV font characters (and doesn't result in a disgusting mess like "<div class="c5i"></div><div class="c5n"></div><div class="c5t"></div>" etc), you're free to do so. I don't know about font creation but I don't imagine it would be that hard if you know what you're doing.

:whistle: [www.dafont.com] http://www.dafont.com/it/starcraft.font :whistle:

QUOTE(Superlatanium @ Sep 27 2017, 23:57) *

Alternatively, if you wish to contribute to scripts yourself and fix what you think are deficiencies, you're also completely free to do so. The script-writers are the ones volunteering their own time and expertise, after all.

also, it seems to me that lately coders are giving a big amount of attentions even to low-priority matters. i only hope it's only a sign of them actually caring a lot about the service they do to the community and not a waste of efforts...

This post has been edited by Scremaz: Sep 28 2017, 00:06
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post Sep 28 2017, 00:08
Post #5227
KitsuneAbby



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I won't complain about scripters for my part. I could be one of them, I have the skills for it, but I'm not making the effort because too lazy. And I hate Javascript, that too.
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post Sep 28 2017, 00:09
Post #5228
f4tal



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QUOTE
That "goddamn freaking base font" is very nearly broken out-of-the-box.

(IMG:[invalid] style_emoticons/default/heh.gif)
In theory, one can create a function that will get all classes and compare them in some sort of hashmap and return the result, something like:
/*pseudocode
map = {
"cmi" = return "I"
"cmn" = return "N"
...
}
text = ""
Function (x){
text += map(x)
}

, but I am afraid to think how much time such script would take to parse the names of, say, 30 equipment.
Also browser, likely, would be freezed in process.

I don't even remember someone ever made such "default font parser". (IMG:[invalid] style_emoticons/default/unsure.gif)
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post Sep 28 2017, 00:41
Post #5229
sickentide



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QUOTE(f4tal @ Sep 28 2017, 01:09) *

I don't even remember someone ever made such "default font parser". (IMG:[invalid] style_emoticons/default/unsure.gif)

this is what monsterbation uses:
CODE
var regexp = { 'defaultstring':/"c\d\w"/g, 'defaultletter':/"c\d(\w)"/ };

function ParseDefault(div) {
    var string = '', letters = div.innerHTML.match(regexp.defaultstring);
    for ( j = 0; j < letters.length; j++ )
        string += letters[j].match(regexp.defaultletter)[1];
    return string; }

it does not convert default text into human readable format 1:1 as that would be excessive for its application, but it does enough to make the script work with the default font

by the way, i noticed that the feed links in crunk juice are still broken with the default font, so i'll get to fixing that

This post has been edited by sickentide: Sep 28 2017, 00:42
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post Sep 28 2017, 01:00
Post #5230
f4tal



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Hey, sickentide, cool and clever idea to use regex here. And why I ever thought about hashmap for such simple task? (IMG:[invalid] style_emoticons/default/unsure.gif)

Hmmm, maybe one day I will add support for custom font in HVtoolBox...
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post Sep 28 2017, 04:09
Post #5231
sickentide



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new option: mouseEngage Attached File  HentaiverseMonsterbation.1.2.2.0.user.js.zip ( 15.7k ) Number of downloads: 166

setting mouseEngage = true will change the hover action to one of the mouse actions when holding down a mouse button instead of performing the action once. use in conjunction with hoverAction = false if you want greater control over when hover is active
alertBackground = true now affects all alerts rather than only critical ones
monsterHighlight = true, when used together with monsterInfo = false, now highlights monsters by changing their background colour
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post Sep 28 2017, 05:54
Post #5232
ALL_MIGHT



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QUOTE(f4tal @ Sep 28 2017, 03:12) *

End Of All Hope, ALL_MIGHT, Draw99Gray
I will fix these two Random Encounter scripts.
In fact, I am going to create my own RE script with blackjack and hookers.
Currently I have following ideas/features to implement:

(IMG:[invalid] style_emoticons/default/wub.gif)
Thanks .
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post Sep 28 2017, 06:12
Post #5233
sickentide



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fixed pill/crystal feeder for default font [attachmentid=109263]
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post Sep 28 2017, 11:04
Post #5234
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is there any way to bind a key on keyboard to OFC and Vital Strike in Monsterbation script?
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post Sep 28 2017, 11:14
Post #5235
sickentide



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QUOTE(zcb535359 @ Sep 28 2017, 12:04) *

is there any way to bind a key on keyboard to OFC and Vital Strike in Monsterbation script?

skills and spells can both be bound by the Cast function
CODE
Bind(KEY_V, Cast('Vital Strike'));
Bind(KEY_B, Cast('Orbital Friendship Cannon'));
Bind(KEY_N, Strongest([Cast('Orbital Friendship Cannon'), Cast('Vital Strike')]));
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post Sep 28 2017, 11:39
Post #5236
zcb535359



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QUOTE(sickentide @ Sep 28 2017, 17:14) *

skills and spells can both be bound by the Cast function
CODE
Bind(KEY_V, Cast('Vital Strike'));
Bind(KEY_B, Cast('Orbital Friendship Cannon'));
Bind(KEY_N, Strongest([Cast('Orbital Friendship Cannon'), Cast('Vital Strike')]));



thanks, it works. i see there is a 'Full-Cure' in examples, so i tried 'Vital-Strike' but nothing happened. (IMG:[invalid] style_emoticons/default/mellow.gif)
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post Sep 28 2017, 11:39
Post #5237
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Can't items (draught/pots) be bound to mouse clicks/wheel like spells?
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post Sep 28 2017, 12:15
Post #5238
sickentide



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QUOTE(Draw99Gray @ Sep 28 2017, 12:39) *

Can't items (draught/pots) be bound to mouse clicks/wheel like spells?

it can be done with the Use function
CODE
wheelUp = Use(1),

you may wish to set clickEverywhere and wheelEverywhere to true if you want to use it that way
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post Sep 28 2017, 12:40
Post #5239
KitsuneAbby



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QUOTE(zcb535359 @ Sep 28 2017, 11:04) *

is there any way to bind a key on keyboard to OFC and Vital Strike in Monsterbation script?


I recommend you to bind it to RMB. That's all it takes to be faster while playing 1H.
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post Sep 28 2017, 13:05
Post #5240
Draw99Gray



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QUOTE(sickentide @ Sep 28 2017, 07:15) *

it can be done with the Use function
CODE
wheelUp = Use(1),

you may wish to set clickEverywhere and wheelEverywhere to true if you want to use it that way

binding it to 1 uses the quickbar
'1' to use items
Thanks!

QUOTE(decondelite @ Sep 28 2017, 07:40) *

I recommend you to bind it to RMB. That's all it takes to be faster while playing 1H.

What's RMB?

This post has been edited by Draw99Gray: Sep 28 2017, 13:08
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