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

 
post Oct 17 2017, 16:09
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Scremaz



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fine enough. i shouldn't try to code when i'm also compiling reports (IMG:[invalid] style_emoticons/default/heh.gif)

updated again: Attached File  Mage_Prof_Calculator_1.12.zip ( 19.61k ) Number of downloads: 285
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post Oct 17 2017, 21:21
Post #5322
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Been using the new scripts and they are awesome.

Hentaiverse Monsterbation, HVToolbox, and HV Chart are a godsend after the update, been using them for a while now.

A quick question on the Monsterbation Script, should I use the data from Light HP/MP ability in the mpboost variable?
  • Currently I have it at 102 (90 from MP Tank + 12% from Capacitors)
  • Or should it be 117.3 (90% from MP Tank + 12% from Capacitors + (.45%*340/10 from Light HP/MP Ability))



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post Oct 17 2017, 21:27
Post #5323
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QUOTE(guppieman @ Oct 17 2017, 16:21) *

Been using the new scripts and they are awesome.

Hentaiverse Monsterbation, HVToolbox, and HV Chart are a godsend after the update, been using them for a while now.

A quick question on the Monsterbation Script, should I use the data from Light HP/MP ability in the mpboost variable?
  • Currently I have it at 102 (90 from MP Tank + 12% from Capacitors)
  • Or should it be 117.3 (90% from MP Tank + 12% from Capacitors + (.45%*340/10 from Light HP/MP Ability))

117.3
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post Oct 17 2017, 21:32
Post #5324
f4tal



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QUOTE(guppieman @ Oct 17 2017, 22:21) *
A quick question on the Monsterbation Script, should I use the data from Light HP/MP ability in the mpboost variable?
  • Currently I have it at 102 (90 from MP Tank + 12% from Capacitors)
  • Or should it be 117.3 (90% from MP Tank + 12% from Capacitors + (.45%*340/10 from Light HP/MP Ability))

According to instructions in the script
CODE
"var mpboost = 100, spboost = 80,       // set to match player stats. add up all bonuses from abilities and capacitor"

Since it says "abilities" without any notes what exact abilities you should take in account - I think it means EVERY ability, so 117.3 in your case. (IMG:[invalid] style_emoticons/default/smile.gif)

However wait for the author (sickentide) to post just to be 100% sure.
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post Oct 18 2017, 06:42
Post #5325
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I think that the correct answer is 117.3 if you have the light armor bonus and it will change accordingly to the armor bonus (0 for heavy, 0.5 max for light and 1.0 max for cloth).
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post Oct 18 2017, 08:54
Post #5326
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The monsterbation script is a little hard to figure out, but extremely useful. Well done
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post Oct 20 2017, 01:23
Post #5327
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QUOTE(sickentide @ Jun 28 2017, 10:39) *

Attached File  HentaiverseMonsterbation.1.2.2.1.user.js.zip ( 15.69k ) Number of downloads: 337

features:

How difficult would it be to get the HVTrackDrops to recognize and therefore be able to show if Soul Fragments did drop? Whenever I do a RE, it would be nice to not have to look over at the battle log away from the drop summary just to see if I got sould fragments or not. And be able to assign them a color and stuff like all the other drop summary things.
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post Oct 20 2017, 12:52
Post #5328
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speaking about soul fragments: i recently upgraded to Monsterbation v1.2.2.1 and now at every RE it tells me i dropped one chaos token. delusion apart ( (IMG:[invalid] style_emoticons/default/sad.gif) ), could it be it doesn't properly discern between tokens and fragments?


[edit]: plus, turn counter and auto-advance to next round disappeared (IMG:[invalid] style_emoticons/default/sad.gif)

This post has been edited by Scremaz: Oct 20 2017, 13:32
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post Oct 20 2017, 18:19
Post #5329
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QUOTE(f4tal @ Oct 17 2017, 22:32) *

Since it says "abilities" without any notes what exact abilities you should take in account - I think it means EVERY ability, so 117.3 in your case. (IMG:[invalid] style_emoticons/default/smile.gif)

this is correct

QUOTE(Cryosite @ Oct 20 2017, 02:23) *

How difficult would it be to get the HVTrackDrops to recognize and therefore be able to show if Soul Fragments did drop?

they aren't tracked currently because they only show up at the last (and only) round of battle, but sure, i can add that

QUOTE(Scremaz @ Oct 20 2017, 13:52) *

speaking about soul fragments: i recently upgraded to Monsterbation v1.2.2.1 and now at every RE it tells me i dropped one chaos token. delusion apart ( (IMG:[invalid] style_emoticons/default/sad.gif) ), could it be it doesn't properly discern between tokens and fragments?
[edit]: plus, turn counter and auto-advance to next round disappeared (IMG:[invalid] style_emoticons/default/sad.gif)

sounds to me like one of the settings (or lack thereof) is causing the script to interrupt and prevent full execution. my advice would be to compare your settings with the defaults and see if any are missing or set to invalid values, and then finish one round of battle to flush the erroneous data. sorry about the inconvenience, this should no longer be a problem once i find the time to code a settings interface
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post Oct 22 2017, 14:01
Post #5330
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Hi, I'm using the latest version of Monsterbaton.

I want stop on equipdrop but only when Magnificent or better equipdrop.

Which lines do I have to change and with what?

Thank you for your help. (IMG:[invalid] style_emoticons/default/smile.gif)
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post Oct 22 2017, 17:42
Post #5331
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QUOTE(Mantra64 @ Oct 22 2017, 15:01) *

Which lines do I have to change and with what?

change line 1206:
CODE
if ( noPopup && (!stopOnEquipDrop || !document.querySelector('span[style$="#FF0000"]')) )

to this:
CODE
if ( noPopup && (!stopOnEquipDrop || !/\[(Magnificent|Legendary|Peerless)/.test(log.innerHTML)) )
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post Oct 22 2017, 17:56
Post #5332
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QUOTE(sickentide @ Oct 22 2017, 17:42) *

change line 1206:
CODE
if ( noPopup && (!stopOnEquipDrop || !document.querySelector('span[style$="#FF0000"]')) )

to this:
CODE
if ( noPopup && (!stopOnEquipDrop || !/\[(Magnificent|Legendary|Peerless)/.test(log.innerHTML)) )


could it be made as an option in next versions?

maybe not now since the config section is already long enough and as far as i see there's not need for another release so soon, but possibly when you'll develope the control panel?
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post Oct 22 2017, 18:27
Post #5333
sickentide



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QUOTE(Scremaz @ Oct 22 2017, 18:56) *

could it be made as an option in next versions?

i want to release some small adjustments before the config interface, and i planned to have the stop condition take the track cutoff into account

This post has been edited by sickentide: Oct 23 2017, 05:43
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post Oct 23 2017, 05:42
Post #5334
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a few small things Attached File  HentaiverseMonsterbation.1.2.2.2.user.js.zip ( 16.04k ) Number of downloads: 388

i regret to inform you, there are two new options, ajaxIntervals and usableBlink. first one is against weird flashing effect icons, second one makes fully usable gems and potions blink. if your browser supports css3, that is. if it doesn't then it may well explode and burst into flame
stopOnEquipDrop is now affected by equipmentTrackCutoff
soul fragments now show up on the drop log

and while i'm here i'd like to point out a thing about fully usable potions: the threshold for when potions and draughts are usable to their full effect is the exact same, but i chose not to highlight draughts because that would require an additional check to see if they are already active. so if you see the spirit potion blinking you may as well use a draught if it isn't already in effect
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post Oct 24 2017, 12:47
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I have tried to change the line, but no popup when I got such drops.

Now I have installed the new version. I have tried with "equipmentTrackCutoff = 4,". Still no popup, just the detailed equipment drops at the end in the battle log.

I'm using the latest verion of Iron browser. Could Iron be the reason that there is no popup windows?


This post has been edited by Mantra64: Oct 24 2017, 14:03
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post Oct 24 2017, 16:22
Post #5336
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hello. I want to know about HV api (like reading mob's health, hit monster, or active cure etc...)
I know how to use javascript, and have experience.
so, if you guys know how to make script or api, or any lecture which describe about the way.
if you don't know about anything about these things, plz give me the script which I can unpack so I can understand about that script.
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post Oct 24 2017, 16:44
Post #5337
f4tal



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Hi there (IMG:[invalid] style_emoticons/default/smile.gif)

Well, by default HentaiVerse game itself has no pre-defined server-side APIs to get/parse data (e-hentai gallery site, on other hand has API)

The main reasons of absence of API for HentaiVerse game is because you can get most data you want via checking the DOM (just use regular getElementById / querySelector / querySelectorAll / etc methods to get the data you need).

Also, game stores some valuable data in global objects you can use for your purpose. For example, dynjs_eqstore global object stores description of the equipment in the bazaar in the following format:
CODE
var dynjs_eqstore = {
  "137639811":{
     "t":"Legendary Fiery Axe of the Illithid",
     "k":"4ae1840ee0",
     "d":"<div class=\"eq et\"><div>One-handed Weapon &nbsp; &nbsp; Level 377 &nbsp; &nbsp; <span>Tradeable<\/span><\/div><div>Condition: 426 \/ 570 (75%) &nbsp; &nbsp; Potency Tier: 0 (0 \/ 363)<\/div><div><span>Bleeding Wound<\/span>: <span>25%<\/span> chance - <span>7<\/span> turns \/ <span>20%<\/span> DOT<\/div><div><span>Siphon Magic<\/span>: <span>29.2%<\/span> chance - <span>0.99%<\/span> base drain<\/div><div>+<span>1403 Slashing Damage<\/span><\/div><div><span>Fire Strike<\/span><\/div><div class=\"ex\"><div><div>Attack Accuracy<\/div><div>+<span>13.15<\/span><\/div><div> %<\/div><\/div><div><div>Attack Crit Chance<\/div><div>+<span>5.87<\/span><\/div><div> %<\/div><\/div><div><div>Burden<\/div><div class=\"er\">+<span>14.77<\/span><\/div><\/div><div><div>Interference<\/div><div class=\"er\">+<span>3.99<\/span><\/div><\/div><\/div><div class=\"ep\"><div>Spell Damage<\/div><div>Fire +<span>32.36<\/span><\/div><\/div><div class=\"ep\"><div>Primary Attributes<\/div><div>Strength +<span>69.51<\/span><\/div><div>Dexterity +<span>44.55<\/span><\/div><div>Agility +<span>36.92<\/span><\/div><\/div><\/div>"},
  "143577372": ...
}

Another global object - eqvalue stores information about the prices of equipment in following format:
CODE
var eqvalue = {
  "143505294":643,
  "143398062":539,
  "143396861":817,
  "143396445":465,
  ...
};

, and so on.

Basically there is nothing hard in making of scripts especially for HentaiVerse game - just spend some time to understand how game stores the data and values, get them, parse in some function you need and return back.

One thing you should be sure while making the script: there are two version of the game; normal (https://hentaiverse.org) and alt domain (http://alt.hentaiverse.org), so while testing the script be sure that your product is working in both version of the game. The only difference between them is lack of https:// protocol and various security differences. Nothing dramatic.

Also you should know that game is build in html4-strict environment (check the doctype), so you should not use querySelector method to get the numeric IDs (https://stackoverflow.com/questions/20306204/using-queryselector-with-ids-that-are-numbers).

And the final note - you cannot make script that automates process (bots) or gives you unfair advantages compare to other users.


Other but that - there is nothing especially difficult in making the script - you need just patience and average knowledge of javascript. (IMG:[invalid] style_emoticons/default/smile.gif)

If you need more help with script, then we have special thread designed for this purpose.
If you need examples of the scripts other people have created, then check the script compendium in the wiki.

As for "unpack the script" - check the Monsterbation script by sickentide - it is "all-in-one script" for battle management. Here you can find snippets for "getting the HP of mobs", "checking current active spells" and other stuff".
be prepare hat script is huge (because it has lots of features).

Good luck (IMG:[invalid] style_emoticons/default/smile.gif)

This post has been edited by f4tal: Oct 24 2017, 16:49
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post Oct 24 2017, 20:25
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Cryosite



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QUOTE(sickentide @ Oct 22 2017, 20:42) *

a few small things
...

soul fragments now show up on the drop log


Much appreciated. I know it is a very tiny detail, but it is a convenience.

QUOTE(sickentide @ Oct 22 2017, 20:42) *

and while i'm here i'd like to point out a thing about fully usable potions: the threshold for when potions and draughts are usable to their full effect is the exact same, but i chose not to highlight draughts because that would require an additional check to see if they are already active. so if you see the spirit potion blinking you may as well use a draught if it isn't already in effect


Already getting used to this feature, and I do like it a lot. The part with making draughts not blink is plenty easy enough to understand and use.

I have noticed that if I have an MP draught going, the mp potion will stop blinking when the MP restored brings my current MP too high to use an MP potion. So that is a nice bit. If I use MP heavily enough, I could use both an MP draught and an MP potion, and the script will help me recognize when that is still a good plan.

I did notice an edge case that is a little odd though. I had my MP potion blinking, used an MP draught, but my MP was still low enough that the MP potion was still blinking for a few turns. I recieved an MP gem during this time, and it too was blinking. I ignored that, knowing my draught would soon have me close to full. When the MP potion stopped blinking due to the draught, the MP gem continued to blink. Does that part of the script not update in the same manner as the MP potion blinking?
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post Oct 24 2017, 21:07
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QUOTE(Mantra64 @ Oct 24 2017, 13:47) *

I'm using the latest verion of Iron browser. Could Iron be the reason that there is no popup windows?

errors have been reported when installing the script as a browser extension, but if you use iron's equivalent of tampermonkey it should work unless iron is out of date. note that stopOnEquipDrop does not change the end-of-round popup by itself, it just interrupts the automatic round advance. best way to test if it's working is to set equipmentTrackCutoff = 5 and run PFfest until you get a superior or better drop

QUOTE(Cryosite @ Oct 24 2017, 21:25) *

When the MP potion stopped blinking due to the draught, the MP gem continued to blink. Does that part of the script not update in the same manner as the MP potion blinking?

mana gems restore a smaller amount than mana potions, so when a draught is active it takes longer for them to reach the threshold where they stop blinking
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post Oct 26 2017, 13:29
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QUOTE(sickentide @ Oct 24 2017, 21:07) *

errors have been reported when installing the script as a browser extension, but if you use iron's equivalent of tampermonkey it should work unless iron is out of date. note that stopOnEquipDrop does not change the end-of-round popup by itself, it just interrupts the automatic round advance. best way to test if it's working is to set equipmentTrackCutoff = 5 and run PFfest until you get a superior or better drop
mana gems restore a smaller amount than mana potions, so when a draught is active it takes longer for them to reach the threshold where they stop blinking

I'm using Iron 61. Monsterbaton is installed through Tampermonkey.

The game don't stop when a equipment drops which corresponds the setting from equipmentTrackCutoff.

If I understand the script right, it should stop and should show me the drop through a popup window, right?

Is there another required setting I have to change? (IMG:[invalid] style_emoticons/default/blink.gif)
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