Commit graph

5 commits

Author SHA1 Message Date
GaboGG
f2fc00965e v0.16.0 - Complement community scripts (AGY refactor)
REMOVED (owned by MB/HVUT):
- RE timer (HVUtils has one)
- Battle keybinds Q/H/C (Monsterbation owns battle keys; kept , for settings)
- Hover-attack battle UI hooks (Monsterbation)
- Battle logger (Monsterbation combat log)
- Spirit/potion/scroll auto-use in battle (Monsterbation)
- Armory bulk sell/salvage/shrine UI + Keep Top 10% button (HVUtils bulk tools)

RESOLVED:
- Q keybind collision: yielded to Monsterbation
- DOM double-injection: removed duplicate overlays
- Storage: hvunified_ namespace isolated from HVUT GM_* storage

KEPT (gaps community doesn't cover):
- Gear analysis/scoring (equipped vs store, 19-category advisory)
- Strategy guidance as advisory layer (HV.advice/HV.action)
- Guidance/abilities/difficulty advisor
- window.HV public API bridge
2026-08-04 14:03:34 -04:00
GaboGG
c9ad92e28d v0.14.0 - Major strategy overhaul from agy research report
BUG FIXES (P0):
- Spark of Life SP safety: consume spirit items when SP < 55% BEFORE
  buffs, Cure, or any other action (both Adept and Veteran)
- Spirit Stance safety auto-disable: auto-toggle OFF if SP drops below 60%
- useItem() fallback: auto_ slot IDs now lookup by onmouseover attribute
  (on-cooldown items without DOM id were silently failing)
- setTimeout targeting race: removed 50ms delay in castTargetSpell/useSkill
  (was causing targeting failures with fast Q-repeat)
- maxBuffDur pre-seeded with L150+ baseline values (haste=80, heartseeker=120,
  sparklife=50, etc.) so fill-level scoring works from first turn

STRATEGY (P1):
- Channeling waste eliminated for 2H physical builds: no more Fiery Blast
  fallback — let channeling expire on a basic attack (Domino Strike +
  Penetrated Armor do more damage)
- Weapon skill thresholds lowered from 5+ to 3+ enemies (IWBTH survivability)
- Expanded debuffs: Imperil on any 2+ mobs, Weaken on high-threat targets
  (not just bosses anymore)
- Domino Strike optimal targeting: findOptimalDominoTarget() picks center
  monsters to max splash coverage (up to 2 targets each side)

NEW FEATURES:
- Domino Strike splash positioning algorithm added to all tiers
- Full _reason tags on every action return for decision tracing
- agy research report saved at hermes_report.md (554 lines)
2026-07-27 14:01:05 -04:00
GaboGG
1a4f9a80a3 v0.13.26 - Stricter Q debounce: reset timer after each successful action
- executeAction now sets STATE._lastActionTime after dispatching
- Q handler checks this instead of a local var
- When an action executes, the Q debounce resets so the next Q press
  waits the full 300ms before attempting again
- Prevents stale-state queueing when game hasn't processed the
  previous action yet (was sending 12+ 'skill' commands to the
  game, though only 1 actually ran)
2026-07-26 15:23:04 -04:00
GaboGG
25ea8b4543 v0.13.15 - Fix stale Mystic Gem state, add debug logging to Q press
- Mystic Gem usage now tracked with STATE._mysticUsed flag
  Prevents re-triggering the gem check after it's been consumed
  (stale STATE.itemsKnown was causing infinite 'item → p' loops)
- Flag resets on new battle initialization
- Added buff durations + channeling status to Q-key console output
  Shows: ch=true/false mp=X% oc=X buffs: heartseeker=47 haste=24 ...
2026-07-26 14:01:48 -04:00
GaboGG
402db6bb2f Initial commit: HV Unified v0.11.0 structure
- 23 source files in src/ (build via scripts/build.sh)
- Forum-sourced player knowledge in references/
- DESIGN.md with architecture and corrections
- References to existing scripts (Monsterbation, jpx, HV Utils)
2026-07-20 19:30:26 -04:00