// ==UserScript== // @name HV Unified // @namespace hvunified // @version 0.13.0 // @description HV Unified — battle automation, guidance, and UI enhancements for HentaiVerse // @author GaboGG + Hermes // @match *://*.hentaiverse.org/* // @match *://alt.hentaiverse.org/* // @grant none // @run-at document-end // ==/UserScript== (function() { 'use strict'; // ═══════════════════════════════════════════════════════════════════════ // CONFIG — default settings // ═══════════════════════════════════════════════════════════════════════ const VERSION = '0.13.0'; const CFG = { // — Battle automation hotkey: 'KeyQ', hotkeyMod: '', hoverEnabled: true, autoBuff: true, autoDebuff: true, autoCure: true, autoSpirit: false, // Manual spirit stance only (auto-disable at 65% SP for Spark) // — Thresholds (simulation-backed) cureHP: 0.45, // Cast Cure below this HP cureItemHP: 0.50, // Use health items at this HP cureRegenHP: 0.65, // Cast Regen below this HP manaGemMP: 0.45, // Use mana gems below this MP manaPotionMP: 0.25, // Use mana potions at this MP spiritPotionSP: 0.30, // Use spirit gems/potions below this SP spiritStanceOC: 80, // Manual spirit stance only (auto-disable at 65% SP for Spark) skillOC: 75, // Use weapon skills at this OC useAttackSpells: false, // Don't use attack spells (let channel proc naturally) // — Out of battle autoSell: true, sellQuality: 'Average', bulkShrine: true, reTimer: true, trainingQueue: true, // — UI showCooldowns: true, showMonsterHP: true, showDurations: true, alertColours: true, showMonsterNumbers: true, cfgButton: true, showGuidance: true, showEquipAdvice: true, autoDifficulty: true, // — Combat style useAttackSpells: true, }; // ═══════════════════════════════════════════════════════════════════════ // STATE — global runtime state // ═══════════════════════════════════════════════════════════════════════ const SP = 'hvunified_'; const STATE = { page: null, level: 1, tier: 'novice', isekai: false, battleMode: '', inBattle: false, battleInitialized: false, hoverTarget: -1, interruptHover: false, interruptAlert: false, monsters: [], hp: 1, mp: 1, sp: 1, oc: 0, spiritStance: false, buffs: {}, spellsKnown: [], skillsKnown: [], itemsKnown: {}, cooldowns: {}, battleMonsterNames: [], channeling: false, monsterData: {}, difficulty: 'Normal', battleStats: { damageDealt: 0, damageTaken: 0, turns: 0, drops: 0, credits: 0, }, round: 0, settingsVisible: false, }; // Load monster data from localStorage try { STATE.monsterData = JSON.parse(localStorage[SP + 'monsters'] || '{}'); } catch (e) { STATE.monsterData = {}; } // ── helpers ── function loadConfig() { try { const saved = JSON.parse(localStorage[SP + 'cfg'] || '{}'); for (const [k, v] of Object.entries(saved)) { if (CFG[k] !== undefined) CFG[k] = v; } } catch (e) {} } function saveConfig() { try { localStorage[SP + 'cfg'] = JSON.stringify(CFG); } catch (e) {} } function setConfig(key, value) { if (CFG[key] !== undefined) { CFG[key] = value; saveConfig(); } } function readCSSDigits(container) { if (!container) return null; const digits = []; container.querySelectorAll('div').forEach(c => { const m = (c.className || '').match(/c4(\d)\b/); if (m) digits.push(m[1]); }); if (digits.length === 0) return null; const parsed = parseInt(digits.join('')); return isNaN(parsed) ? null : parsed; } // CSS font character map: c5a=a, c5b=b, ..., c5z=z // c59 = space, c4a = period, c40-c49 = 0-9 // Note: no \\b word boundary — JS handles boundaries differently in class names function readCSSText(container) { if (!container) return ''; let text = ''; container.querySelectorAll('div').forEach(c => { const cls = c.className || ''; // c5a-c5z → letters a-z const letterMatch = cls.match(/c5([a-z])\b/); if (letterMatch) { text += letterMatch[1]; return; } // c59 → space if (/c59\b/.test(cls)) { text += ' '; return; } // c4a → period if (/c4a\b/.test(cls)) { text += '.'; return; } // c40-c49 → digits 0-9 const digitMatch = cls.match(/c4([0-9])\b/); if (digitMatch) { text += digitMatch[1]; return; } }); return text; } // Save difficulty from last overworld page read function cacheDifficulty() { if (STATE.difficulty && STATE.difficulty !== 'Normal') { try { localStorage[SP + 'difficulty'] = STATE.difficulty; } catch (e) {} } } // Load cached difficulty (for battle pages where difficulty isn't in DOM) function restoreCachedDifficulty() { if (STATE.difficulty === 'Normal' || !STATE.difficulty) { try { const cached = localStorage[SP + 'difficulty']; if (cached) STATE.difficulty = cached; } catch (e) {} } } // ═══════════════════════════════════════════════════════════════════════ // UTILS — DOM shortcuts, constants, helpers // ═══════════════════════════════════════════════════════════════════════ const $ = (s, c) => (c || document).querySelector(s); const $$ = (s, c) => [...(c || document).querySelectorAll(s)]; const clamp = (v, l, h) => Math.max(l, Math.min(h, v)); const dummy = document.createElement('div'); const KEYS = { A: 65, B: 66, C: 67, D: 68, E: 69, F: 70, G: 71, H: 72, I: 73, J: 74, K: 75, L: 76, M: 77, N: 78, O: 79, P: 80, Q: 81, R: 82, S: 83, T: 84, U: 85, V: 86, W: 87, X: 88, Y: 89, Z: 90, D0: 48, D1: 49, D2: 50, D3: 51, D4: 52, D5: 53, D6: 54, D7: 55, D8: 56, D9: 57, SPACE: 32, RETURN: 13, ESCAPE: 27, COMMA: 188, PERIOD: 190, UP: 38, DOWN: 40, }; function isInputFocused() { const el = document.activeElement; if (!el) return false; const t = el.tagName; return t === 'INPUT' || t === 'TEXTAREA' || t === 'SELECT' || el.isContentEditable; } // ── CSS style builder shorthand ── function css(styles) { return Object.entries(styles) .map(([k, v]) => `${k.replace(/([A-Z])/g, '-$1').toLowerCase()}:${v}`) .join(';'); } // ═══════════════════════════════════════════════════════════════════════ // PAGE DETECTOR — detect current page and player level // ═══════════════════════════════════════════════════════════════════════ function detectPage() { // Battle page detection by DOM elements (most reliable) if (document.getElementById('textlog') || document.getElementById('riddlemaster') || document.getElementById('pane_vitals') || document.getElementById('battle_root')) { return 'battle'; } // URL-based page detection const url = window.location.href || ''; const pages = { 'ss=ch': 'character', 'ss=eq': 'equipshop', 'ss=is': 'itemshop', 'ss=am': 'armory', 'ss=ar': 'arena', 'ss=gr': 'grindfest', 'ss=iw': 'itemworld', 'ss=ml': 'monsterlab', 'ss=sh': 'shrine', 'ss=mm': 'mooglemail', 'ss=tr': 'training', 'ss=rb': 'ring', 'ss=re': 'repair', 'ss=up': 'upgrade', 'ss=en': 'enchant', 'ss=sv': 'salvage', 'ss=rf': 'reforge', 'ss=sf': 'soulfuse', 'ss=ab': 'abilities', 'ss=ml': 'monster', 'ss=it': 'invitems', 'ss=se': 'settings', 'ss=ss': 'spiritshop', 'ss=mk': 'market', 'ss=lt': 'lottery', 'ss=la': 'lastarena', }; for (const [param, page] of Object.entries(pages)) { if (url.includes(param)) return page; } return 'bazaar'; } function isBattlePage() { return !!(document.getElementById('textlog') || document.getElementById('riddlemaster') || document.getElementById('pane_vitals')); } function detectLevel() { const container = document.querySelector('#level_readout > div'); if (!container) { try { const s = parseInt(localStorage[SP + 'playerLevel']); if (s > 0) STATE.level = s; } catch (e) {} return; } // Battle page format: innerText = "Normal Lv.10" const text = (container.innerText || container.textContent || '').trim(); const textMatch = text.match(/(\w+)\s+Lv\.?\s*(\d+)/); if (textMatch) { STATE.difficulty = textMatch[1]; STATE.level = parseInt(textMatch[2]) || 1; updateTier(); return; } // CSS-font rendering (overworld page): "Nightmare Lv.52" const cssText = readCSSText(container); const cssMatch = cssText.match(/(\w+)\s+lv\.\s*(\d+)/i); if (cssMatch) { STATE.difficulty = cssMatch[1].charAt(0).toUpperCase() + cssMatch[1].slice(1); cacheDifficulty(); } // CSS-digit rendering for level number const digits = readCSSDigits(container); if (digits !== null && digits > 0) { STATE.level = digits; updateTier(); } if (STATE.level > 1) { try { localStorage[SP + 'playerLevel'] = STATE.level; } catch (e) {} } } function updateTier() { const lv = STATE.level || 1; STATE.tier = lv >= 300 ? 'master' : lv >= 150 ? 'veteran' : lv >= 50 ? 'adept' : 'novice'; } // ═══════════════════════════════════════════════════════════════════════ // BATTLE PARSER — read game state from the battle DOM // ═══════════════════════════════════════════════════════════════════════ function parseBarRatio(sel, base, ctx) { const e = (ctx || document).querySelector(sel); return e ? clamp(parseInt(e.style.width || 0) / base, 0, 1) : 1; } function parseBattleState() { STATE.inBattle = true; STATE.isekai = !!document.getElementById('vcp'); // ── Parse monster names from battle log (plain text) ── STATE.battleMonsterNames = []; // Also track channeling status from log STATE.channeling = false; const log = document.getElementById('textlog'); if (log) { log.querySelectorAll('tr').forEach(row => { const text = (row.textContent || ''); const m = text.match(/Spawned Monster \w: MID=\d+ \(([^)]+)\)/); if (m) STATE.battleMonsterNames.push(m[1].toLowerCase()); // Detect channeling status from log messages if (text.includes('The effect Channeling')) { STATE.channeling = text.includes('gains the effect'); } }); } // ── Level & difficulty ── const container = document.querySelector('#level_readout > div'); if (container) { const text = (container.innerText || container.textContent || '').trim(); const textMatch = text.match(/(\w+)\s+Lv\.?\s*(\d+)/); if (textMatch) { STATE.difficulty = textMatch[1]; STATE.level = parseInt(textMatch[2]) || 1; } else { // CSS-font rendering for overworld/battle font const cssText = readCSSText(container); const cssMatch = cssText.match(/(\w+)\s+lv\.\s*(\d+)/i); if (cssMatch) { STATE.difficulty = cssMatch[1].charAt(0).toUpperCase() + cssMatch[1].slice(1); cacheDifficulty(); } const d = readCSSDigits(container); if (d !== null && d > 0) STATE.level = d; } } if (!STATE.level || STATE.level < 1) { try { const s = parseInt(localStorage[SP + 'playerLevel']); if (s > 0) STATE.level = s; } catch (e) {} } if (!STATE.level || STATE.level < 1) STATE.level = 1; try { localStorage[SP + 'playerLevel'] = STATE.level; } catch (e) {} updateTier(); restoreCachedDifficulty(); // ── Vitals ── const vitalsPane = document.getElementById('pane_vitals'); const isk = STATE.isekai; STATE.hp = parseBarRatio('img[src$="green.png"]', isk ? 496 : 414, vitalsPane); STATE.mp = parseBarRatio('img[src$="bar_blue.png"]', isk ? 207 : 414, vitalsPane); STATE.sp = parseBarRatio('img[src$="bar_red.png"]', isk ? 207 : 414, vitalsPane); // ── Overcharge ── const vcp = document.getElementById('vcp'); STATE.oc = vcp ? clamp(parseInt((vcp.querySelector('div') || {}).style?.width || 0) / 190, 0, 1) * 100 : 0; // ── Spirit Stance ── STATE.spiritStance = ((document.getElementById('ckey_spirit') || {}).src || '').includes('_s.png'); // ── Monsters ── STATE.monsters = $$('.btm1[onclick]'); // ── Spells from spell pane ── STATE.spellsKnown = []; const magicPane = document.getElementById('pane_magic'); if (magicPane) { $$('.btsd[onclick]', magicPane).forEach(el => { const omo = el.getAttribute('onmouseover') || ''; const m = omo.match(/battle\.set_infopane_spell\('([^']+)',\s*'[^']*',\s*'[^']*',\s*(\d+),\s*(\d+),\s*(\d+)\)/); if (m) STATE.spellsKnown.push({ n: m[1], mp: parseInt(m[2]), chr: parseInt(m[3]), cd: parseInt(m[4]) }); }); } // ── Skills from skill pane (Flee, Scan, etc.) ── const skillPane = document.getElementById('pane_skill'); if (skillPane) { $$('.btsd[onclick]', skillPane).forEach(el => { const omo = el.getAttribute('onmouseover') || ''; const m = omo.match(/battle\.set_infopane_spell\('([^']+)'/); if (m) STATE.spellsKnown.push({ n: m[1], mp: 0, chr: 0, cd: 0 }); }); } // ── Skills/spells from quickbar ── const WEAPON_SKILLS = [ 'Great Cleave', 'Frenzied Blows', 'Shield Bash', 'Iris Strike', 'Skyward Sword', 'Shatter Strike', 'Rending Blow', 'Backstab', 'Merciful Blow', 'Vital Strike', 'Concussive Strike', ]; STATE.skillsKnown = []; $$('#quickbar > .btqs[onclick]').forEach(el => { const omo = el.getAttribute('onmouseover') || ''; const m = omo.match(/battle\.set_infopane_spell\('([^']+)'/); if (m) { const name = m[1]; if (WEAPON_SKILLS.includes(name)) { STATE.skillsKnown.push(name); } else if (!STATE.spellsKnown.some(s => s.n === name)) { const costMatch = omo.match(/battle\.set_infopane_spell\('([^']+)',\s*'[^']*',\s*'[^']*',\s*(\d+),\s*(\d+),\s*(\d+)\)/); STATE.spellsKnown.push({ n: name, mp: costMatch ? parseInt(costMatch[2]) : 0, chr: costMatch ? parseInt(costMatch[3]) : 0, cd: costMatch ? parseInt(costMatch[4]) : 0, }); } } }); // ── Items ── STATE.itemsKnown = {}; $$('[id^="ikey_"]').forEach(el => { const id = el.id.replace('ikey_', ''); const omo = el.getAttribute('onmouseover') || ''; const m = omo.match(/battle\.set_infopane_item\((\d+)\)/); if (m) STATE.itemsKnown[id] = m[1]; }); // Buffs STATE.buffs = {}; const pane = document.getElementById('pane_effects'); if (pane) { $$('img[onmouseover]', pane).forEach(img => { const omo = img.getAttribute('onmouseover') || ''; const dur = omo.match(/(\d+)\s*turns?\s*rem/); // 'permanent' means the buff lasts indefinitely (Absorb, autocast effects) const isPermanent = omo.includes("'permanent'"); const name = (img.src || '').split('/').pop().replace('.png', ''); STATE.buffs[name] = isPermanent ? 999 : (dur ? parseInt(dur[1]) : 50); }); } // Spark of Life check if ($('img[src$="fallenshield.png"]') && !$('img[src$="bar_dgreen.png"]')) STATE.buffs['spark_of_life'] = 0; // ── Cooldowns ── STATE.cooldowns = {}; $$('.btqb').forEach(el => { const txt = (el.getAttribute('onmouseover') || el.getAttribute('title') || ''); const cd = txt.match(/Cooldown:\s*(\d+)/); if (cd) { const key = (el.querySelector('img')?.src || '').split('/').pop()?.replace('.png', '') || '?'; STATE.cooldowns[key] = parseInt(cd[1]); } }); STATE.difficulty = STATE.difficulty || 'Normal'; STATE.battleInitialized = true; } // ═══════════════════════════════════════════════════════════════════════ // ITEMS — item ID mapping // ═══════════════════════════════════════════════════════════════════════ const ITEMS = { // Gems 10005: { n: 'Health Gem', t: 'heal' }, 10006: { n: 'Mana Gem', t: 'mana' }, 10007: { n: 'Spirit Gem', t: 'spirit' }, 10008: { n: 'Mystic Gem', t: 'channel' }, // Health potions 11191: { n: 'Health Draught', t: 'heal', cost: 25 }, 11195: { n: 'Health Potion', t: 'heal', cost: 50 }, 11199: { n: 'Health Elixir', t: 'heal', cost: 500 }, // Mana potions 11291: { n: 'Mana Draught', t: 'mana', cost: 50 }, 11295: { n: 'Mana Potion', t: 'mana', cost: 100 }, 11299: { n: 'Mana Elixir', t: 'mana', cost: 1000 }, // Spirit potions 11391: { n: 'Spirit Draught', t: 'spirit', cost: 50 }, 11395: { n: 'Spirit Potion', t: 'spirit', cost: 100 }, 11399: { n: 'Spirit Elixir', t: 'spirit', cost: 1000 }, // Crystals 50001: { n: 'Crystal of Vigor', s: 'STR' }, 50002: { n: 'Crystal of Finesse', s: 'DEX' }, 50003: { n: 'Crystal of Swiftness', s: 'AGI' }, 50004: { n: 'Crystal of Fortitude', s: 'END' }, 50005: { n: 'Crystal of Cunning', s: 'INT' }, 50006: { n: 'Crystal of Knowledge', s: 'WIS' }, }; function getItemType(id) { const item = ITEMS[parseInt(id)]; return item ? item.t : null; } function hasUsableGem(type) { for (const [id, info] of Object.entries(STATE.itemsKnown)) { const d = ITEMS[parseInt(info)]; if (!d || d.t !== type) continue; // P slot (gem) only valid if it has content inside it if (id === 'p') { const p = document.getElementById('ikey_p'); if (!p || !p.querySelector('div')) continue; } return { id, item: d }; } return null; } // ═══════════════════════════════════════════════════════════════════════ // KNOWLEDGE BASE — game data, spell unlocks, milestones, stat advice // ═══════════════════════════════════════════════════════════════════════ const KB = { qualities: ['Crude', 'Fair', 'Average', 'Superior', 'Exquisite', 'Magnificent', 'Legendary', 'Peerless'], // Stat priority per weapon type (order = importance) statPriority: { '1H': ['STR', 'END', 'DEX', 'AGI', 'WIS', 'INT'], '2H': ['STR', 'DEX', 'END', 'AGI', 'WIS', 'INT'], 'DW': ['STR', 'DEX', 'AGI', 'END', 'WIS', 'INT'], 'Niten': ['STR', 'DEX', 'AGI', 'END', 'WIS', 'INT'], 'Staff': ['INT', 'WIS', 'END', 'AGI', 'DEX', 'STR'], }, // Forum note: stats "barely even matter". These are rough guidelines, not precise. statAllocation: { novice: { '1H': { STR: 30, END: 25, DEX: 20, AGI: 10, WIS: 10, INT: 5 }, 'Staff': { INT: 30, WIS: 25, END: 25, AGI: 10, DEX: 5, STR: 5 }, }, adept: { '1H': { STR: 35, END: 20, DEX: 20, AGI: 10, WIS: 10, INT: 5 }, 'Staff': { INT: 35, WIS: 25, END: 20, AGI: 10, DEX: 5, STR: 5 }, }, veteran: { '1H': { STR: 40, DEX: 25, END: 15, AGI: 10, WIS: 5, INT: 5 }, 'Staff': { INT: 40, WIS: 30, END: 15, AGI: 10, DEX: 3, STR: 2 }, }, master: { '1H': { STR: 45, DEX: 30, END: 10, AGI: 10, WIS: 3, INT: 2 }, 'Staff': { INT: 45, WIS: 35, END: 10, AGI: 5, DEX: 3, STR: 2 }, }, }, // Spell unlock levels (forum-corrected: no MagNet) spellUnlocks: [ { lvl: 5, name: 'Cure' }, { lvl: 10, name: 'Protection' }, { lvl: 15, name: 'Fiery Blast' }, { lvl: 25, name: 'Freeze' }, { lvl: 50, name: 'Regen' }, { lvl: 60, name: 'Haste' }, { lvl: 70, name: 'Weaken' }, { lvl: 130, name: 'Imperil' }, { lvl: 140, name: 'Heartseeker' }, { lvl: 175, name: 'Arcane Focus' }, { lvl: 220, name: 'Full-Cure' }, ], // IW Potency rankings (forum research data) iwPotency: { '1H': ['Butcher', 'Fatality', 'Overpower'], '2H': ['Overpower', 'Butcher', 'Fatality'], 'DW': ['Overpower', 'Fatality', 'Butcher'], 'Niten': ['Overpower', 'Fatality', 'Butcher'], 'Staff': ['Economizer', 'Aether', 'Juggernaut'], }, // Difficulty EXP multipliers difficultyMult: { 'Normal': 1, 'Hard': 2, 'Nightmare': 4, 'Hell': 7, 'Nintendo': 10, 'IWBTH': 15, 'PFUDOR': 20, }, // Milestone tips milestones: [ { lvl: 1, tip: 'Do Arena "First Blood". Use items before spells.' }, { lvl: 5, tip: 'Cure unlocked! Keep Health Draughts.' }, { lvl: 10, tip: 'Protection unlocked — set as autocast.' }, { lvl: 15, tip: 'First damage spell: Fiery Blast.' }, { lvl: 50, tip: 'Regen + Adept tier. Train Adept Learner.' }, { lvl: 60, tip: 'Haste unlocked — +50% action speed.' }, { lvl: 70, tip: 'Weaken: -50% enemy damage. Use items, then Cure.' }, { lvl: 100, tip: 'Level 100! T2 spells available. Accuracy target: 150%.' }, { lvl: 130, tip: 'Imperil — THE most important debuff. Always cast first.' }, { lvl: 140, tip: 'Heartseeker — +25% physical damage, +10% crit. Self-buff, priority over Arcane Focus for 2H.' }, { lvl: 300, tip: 'Master tier. Optimize for speed. Run PFUDOR.' }, ], }; // ═══════════════════════════════════════════════════════════════════════ // STRATEGY ENGINE — tier-based action recommendation // ═══════════════════════════════════════════════════════════════════════ // ── Spell helpers ── function hasSpell(name) { return STATE.spellsKnown.some(s => s.n === name); } function findSpell(name) { return STATE.spellsKnown.find(s => s.n === name); } function findDmgSpell(list) { const s = STATE.spellsKnown.find(sp => list.includes(sp.n)); return s ? s.n : null; } // ── Buff helpers ── // Returns the buff duration from STATE.buffs, or 0 if not present function buffDuration(name) { return STATE.buffs[name] || 0; } // Should we cast this buff? Only if missing OR about to expire (< threshold turns) function shouldBuff(name, minTurns) { const dur = buffDuration(name); return dur === 0 || dur < minTurns; } // Known buffs with their priority, icon name, spell name, and refresh threshold // NOTE: Heartseeker and Arcane Focus are mutually exclusive. For a 2H (physical) build, // Heartseeker is preferred (+25% phys dmg, +10% crit). Arcane Focus is for magic builds. const BUFF_PRIORITY = [ { icon: 'haste', spell: 'Haste', minTurns: 4 }, // 100% uptime: refresh well before expiry { icon: 'protection', spell: 'Protection', minTurns: 4 }, { icon: 'sparklife', spell: 'Spark of Life', minTurns: 3 }, // icon: sparklife.png { icon: 'heartseeker', spell: 'Heartseeker', minTurns: 6 }, // Long duration, refresh at 6 to avoid gap { icon: 'regen', spell: 'Regen', minTurns: 4 }, { icon: 'absorb', spell: 'Absorb', minTurns: 4 }, { icon: 'shadowveil', spell: 'Shadow Veil', minTurns: 4 }, ]; // Known important monster names (bosses, legendaries, ultimates) const RARE_MONSTERS = [ 'manbearpig', 'white bunneh', 'mithra', 'dalek', 'konata', 'mikuru asahina', 'ryouko asakura', 'yuki nagato', 'skuld', 'urd', 'verdandi', 'yggdrasil', 'rhaegal', 'viserion', 'drogon', 'real life', 'invisible pink unicorn', 'flying spaghetti monster', 'recycled boss rush', 'bottomless dungeon', 'new game +', 'achievement grind', 'time trial mode', 'hardcore mode', ]; function isRareMonster(idx) { const m = STATE.monsters[idx]; if (!m) { // Fallback: check battle log names return STATE.battleMonsterNames.some(name => RARE_MONSTERS.some(r => name.includes(r)) ); } // Boss/rare monsters have distinct visual cues: // 1. Gold border: style="border-color:#BD7400" // 2. Gold background on label: style="background:#E6CCA3" // NOTE: At high levels/difficulties, normal monsters also get SP bars, // so we can't use nbarred.png as a boss indicator anymore. const style = m.getAttribute('style') || ''; const inner = m.innerHTML || ''; // Check for gold border (boss indicator — still reliable) if (style.includes('BD7400') || style.includes('E6CCA3')) return true; // Fallback: check name from DOM const n = m.querySelector('.btm3'); if (!n) return false; const name = (n.textContent || '').replace(/^\d+\s*/, '').trim().toLowerCase(); // Use CSS text parser for boss names rendered in font const cssName = readCSSText(n); return RARE_MONSTERS.some(r => name.includes(r) || cssName.includes(r)); } function anyRareMonster() { return STATE.monsters.some((m, i) => isRareMonster(i)); } function findWeakestMonster() { let best = -1, bestW = Infinity; STATE.monsters.forEach((m, i) => { if (!m || !m.hasAttribute || !m.hasAttribute('onclick')) return; const hp = m.querySelector('img[src$="nbargreen.png"]'); const w = hp ? parseInt(hp.style.width || '') : 120; if (w < bestW && w > 0) { bestW = w; best = i; } }); return best >= 0 ? best : 0; } function findStrongestMonster() { let best = -1, bestW = -1; STATE.monsters.forEach((m, i) => { if (!m || !m.hasAttribute || !m.hasAttribute('onclick')) return; const hp = m.querySelector('img[src$="nbargreen.png"]'); const w = hp ? parseInt(hp.style.width || '') : 120; if (w > bestW) { bestW = w; best = i; } }); return best >= 0 ? best : 0; } function checkMonsterDebuff(idx, db) { const m = STATE.monsters[idx]; if (!m) return false; const s = m.querySelector('.btm6'); if (!s) return false; return s.innerHTML.toLowerCase().includes(db.toLowerCase() + '.png') || s.innerHTML.toLowerCase().includes('wpn_' + db.toLowerCase()); } // ── Damage spell tier list ── const SPELL_T3 = ['Ragnarok', 'Paradise Lost', 'Flames of Loki', 'Fimbulvetr', 'Wrath of Thor', 'Storms of Njord']; const SPELL_T2 = ['Disintegrate', 'Banishment', 'Inferno', 'Blizzard', 'Chained Lightning', 'Downburst']; const SPELL_T1 = ['Corruption', 'Smite', 'Fiery Blast', 'Freeze', 'Shockblast', 'Gale']; function getBestDamageSpell() { if (STATE.monsters.length >= 2) { const aoe = findDmgSpell(SPELL_T3.concat(SPELL_T2)); if (aoe) return aoe; } return findDmgSpell(SPELL_T3.concat(SPELL_T2, SPELL_T1)); } // ── Channeling maintenance ── // // Channeling: procs randomly when casting any mana-costing spell. // Proc chance = spell_cost / (base_mana * 1.2) // Cannot proc from spells cast while already Channeling. // Effect: next spell costs 1 MP and is 50% stronger (or 50% longer for buffs) // Duration: 5 ticks (15 with Mystic Gem in P-slot) // // Best trigger spells: Regen/Absorb (17 MP = ~6% proc chance each cast) // Cheaper spells have proportionally lower proc chance. // Checks if we're in the initial buff-up phase (most buffs are missing) function isFirstRoundBuffs() { let missing = 0, total = 0; for (const b of BUFF_PRIORITY) { if (!hasSpell(b.spell)) continue; total++; if (buffDuration(b.icon) === 0) missing++; } return total > 0 && missing >= total * 0.6; // 60%+ of our buffs are down } // Round 1 strategy: cast buffs from cheapest to most expensive. // - Cheaper spells first = more casts before channeling = more proc chances // - If channeling procs mid-sequence, switch to most expensive remaining buff // Returns the next buff to cast, or null if all buffs are up. function castInitialBuffs() { if (!isFirstRoundBuffs()) return null; if (STATE.mp < 0.20) return null; // Collect all missing/expiring buffs with their MP cost const candidates = []; for (const b of BUFF_PRIORITY) { if (!hasSpell(b.spell)) continue; const dur = buffDuration(b.icon); if (dur === 0 || dur < 3) { if (b.icon === 'regen' && STATE.hp >= CFG.cureRegenHP) continue; const sp = findSpell(b.spell); candidates.push({ ...b, mpCost: sp ? sp.mp : 999, dur }); } } if (candidates.length === 0) return null; if (STATE.channeling) { // Channeling is charged — cast the MOST expensive buff for best value candidates.sort((a, b) => b.mpCost - a.mpCost); } else { // No channeling — cast the CHEAPEST buff first for more proc attempts candidates.sort((a, b) => a.mpCost - b.mpCost); } return { type: 'spell', name: candidates[0].spell, selfTarget: true }; } function kickstartChanneling() { if (STATE.channeling) return null; // Priority: cast or refresh a buff with a good MP cost for proc chance. // Higher MP cost = higher channeling proc chance. // Regen/Absorb/Heartseeker have the best cost/proc ratio among buffs. if (STATE.mp > 0.20) { // Collect all buffs that need refreshing, sorted by MP cost descending const candidates = []; for (const b of BUFF_PRIORITY) { const dur = buffDuration(b.icon); if ((dur === 0 || dur < 5) && STATE.mp > 0.15 && hasSpell(b.spell)) { if (b.icon === 'regen' && STATE.hp >= CFG.cureRegenHP) continue; const sp = findSpell(b.spell); candidates.push({ ...b, mpCost: sp ? sp.mp : 0 }); } } if (candidates.length > 0) { candidates.sort((a, b) => b.mpCost - a.mpCost); return { type: 'spell', name: candidates[0].spell, selfTarget: true }; } } return null; } // ── Channeling consumption — pick the buff that benefits most from being free ── // Channeling gives: 1 MP cost + 50% longer duration. // The best target is the buff where: // - MP cost is high (more savings from the free cast) // - Remaining duration is low (the 50% extension won't be wasted) // Score formula: mp_cost / (dur + 1) // - Expiring now (dur=0): cost × 1.0 — best candidate // - Expiring soon (dur=5): cost × 0.17 — good // - Fresh (dur=80): cost × 0.01 — barely worth refreshing // No arbitrary cutoffs — every buff is a candidate, scored continuously. function findBestChannelingTarget() { if (!STATE.channeling || STATE.mp < 0.10) return null; const candidates = []; for (const b of BUFF_PRIORITY) { if (!hasSpell(b.spell)) continue; const dur = buffDuration(b.icon); if (b.icon === 'regen' && STATE.hp >= CFG.cureRegenHP) continue; // Skip completely fresh Heartseeker (> 50 turns means just cast) if (b.icon === 'heartseeker' && dur > 50) continue; const sp = findSpell(b.spell); const mpCost = sp ? sp.mp : 0; // Score: higher MP cost + lower remaining turns = better channeling target const score = mpCost / (dur + 1); candidates.push({ ...b, mpCost, dur, score }); } if (candidates.length > 0) { candidates.sort((a, b) => b.score - a.score); return { type: 'spell', name: candidates[0].spell, selfTarget: true }; } // Fallback: ANY damage spell rather than waste the charge on basic attack // Try elementals first (cheapest), then any spell we know const cheap = findDmgSpell(['Fiery Blast', 'Freeze', 'Shockblast', 'Gale', 'Smite', 'Corruption', 'Inferno', 'Blizzard', 'Chained Lightning', 'Downburst', 'Banishment', 'Disintegrate']); if (cheap) { const t = findWeakestMonster(); if (t >= 0 && STATE.monsters[t] && STATE.monsters[t].hasAttribute('onclick')) return { type: 'spell', name: cheap, target: t }; } // Last resort: any spell we know that costs MP for (const sp of STATE.spellsKnown) { if (sp.mp > 0 && sp.mp < (STATE.mp * 100)) { const t = findWeakestMonster(); if (t >= 0 && STATE.monsters[t] && STATE.monsters[t].hasAttribute('onclick')) return { type: 'spell', name: sp.n, target: t }; } } return null; } // ── Core strategy: forum-corrected item-before-spell priority ── // // Priority order: // 1. Mystic Gem if channeling is down (free OC gen) // 2. Health/Mana/Spirit gems proactively (don't hoard) // 3. Cure if HP critical // 4. Buffs (Protection, Regen, Haste) // 5. Debuffs (Imperil, Weaken) // 6. Spirit Stance at OC 60-80% (don't waste OC on skills before stance) // 7. Weapon skills only at high OC (80+) to let OC build // 8. Damage spells // 9. Basic attack builds OC naturally function getRecommendedAction() { parseBattleState(); if (STATE.tier === 'novice') return strategyNovice(); if (STATE.tier === 'adept') return strategyAdept(); return strategyVeteran(); // Veteran+ use the same engine } // Returns non-null ONLY when there's something smarter than basic attack function getSmartAction() { const a = getRecommendedAction(); if (!a || a.type === 'attack') return null; return a; } // ── Novice (1-50): survival first ── function strategyNovice() { // 0. Mystic Gem for channeling — free OC // (channeling status is tracked from the battle log) const gem = hasUsableGem('channel'); if (gem && !STATE.channeling) return { type: 'item', id: gem.id, selfTarget: true }; // 1. Health items — safe to use early if (STATE.hp < CFG.cureItemHP) { const gem = hasUsableGem('heal'); if (gem) return { type: 'item', id: gem.id, selfTarget: true }; } // 2. Cure if (STATE.hp < CFG.cureHP) { const c = hasSpell('Full-Cure') ? 'Full-Cure' : hasSpell('Cure') ? 'Cure' : null; if (c) return { type: 'spell', name: c, selfTarget: true }; } // 3. Buffs — cast if missing or about to expire // On first round, cast cheapest-first to proc channeling { const ib = castInitialBuffs(); if (ib) return ib; } // If channeling is active, prioritize most expensive buff for best value if (STATE.channeling && STATE.mp > 0.10) { const ch = findBestChannelingTarget(); if (ch) return ch; } for (const b of BUFF_PRIORITY) { if (shouldBuff(b.icon, b.minTurns) && STATE.mp > 0.2 && hasSpell(b.spell)) { if (b.icon === 'regen' && STATE.hp >= CFG.cureRegenHP) continue; return { type: 'spell', name: b.spell, selfTarget: true }; } } // 4. Mana/spirit items — AFTER buffs if (STATE.mp < CFG.manaGemMP) { const gem = hasUsableGem('mana'); if (gem) return { type: 'item', id: gem.id, selfTarget: true }; } // Spirit gem (P-slot) — use immediately when available (free to refill) const pGem = document.getElementById('ikey_p'); const pGemId = pGem ? (pGem.getAttribute('onmouseover') || '').match(/set_infopane_item\((\d+)\)/) : null; if (pGemId && pGemId[1] === '10007') { // P-slot has a Spirit Gem (10007) — use it if (hasUsableGem('spirit')) return { type: 'item', id: 'p', selfTarget: true }; } // Spirit draughts/potions — only when SP drops below threshold if (STATE.sp < CFG.spiritPotionSP) { // Check non-P-slot spirit items only for (const [slot, info] of Object.entries(STATE.itemsKnown)) { if (slot === 'p') continue; const def = ITEMS[parseInt(info)]; if (def && def.t === 'spirit') { return { type: 'item', id: slot, selfTarget: true }; } } } // 5. Spirit Stance at OC 60 — but only if we have SP to sustain it if (STATE.oc >= 60 && !STATE.spiritStance && STATE.sp > 0.10) return { type: 'toggle_spirit' }; // 6. Weapon skills only at OC thresholds with specific conditions const skillOC = CFG.skillOC || 80; if (STATE.oc >= skillOC) { // Great Cleave: boss/rare fights only if (anyRareMonster() && STATE.skillsKnown.includes('Great Cleave')) { const t = findStrongestMonster(); if (t >= 0) return { type: 'skill', name: 'Great Cleave', target: t }; } // Rending Blow: AoE armor pen vs 5+ enemies if (STATE.monsters.length >= 5 && STATE.skillsKnown.includes('Rending Blow')) { const t = findStrongestMonster(); if (t >= 0) return { type: 'skill', name: 'Rending Blow', target: t }; } // Shatter Strike: AoE stun vs 5+ enemies (needs Penetrated Armor from Rending Blow) if (STATE.monsters.length >= 5 && STATE.skillsKnown.includes('Shatter Strike')) { const hasArmorBreak = STATE.monsters.some((m, i) => checkMonsterDebuff(i, 'penetrated_armor')); if (hasArmorBreak) { const t = findStrongestMonster(); if (t >= 0) return { type: 'skill', name: 'Shatter Strike', target: t }; } } } // 6. Damage spells (reserve MP for Cure) const dmg = CFG.useAttackSpells ? findDmgSpell(SPELL_T1) : null; if (dmg && STATE.mp > 0.25) { const cure = findSpell('Cure') || findSpell('Full-Cure'); const cureCost = cure ? (cure.mp / 100) * (STATE.level || 1) : 4; const mpMax = STATE.mp * 100; const reserve = Math.max(0.15, cureCost / mpMax); if (STATE.mp - reserve > 0.25) { const t = findWeakestMonster(); if (t >= 0) return { type: 'spell', name: dmg, target: t }; } } // 7. Channeling kickstart or basic attack { const k = kickstartChanneling(); if (k) return k; } // If channeling is charged, consume it on the highest-MP buff that needs refreshing { const ch = findBestChannelingTarget(); if (ch) return ch; } const t = findWeakestMonster(); if (t >= 0 && STATE.monsters[t] && STATE.monsters[t].hasAttribute('onclick')) return { type: 'attack', target: t }; return null; } // ── Adept (50-150): building power ── function strategyAdept() { // 0. Mystic Gem for channeling — free OC const gem = hasUsableGem('channel'); if (gem && !STATE.channeling) return { type: 'item', id: gem.id, selfTarget: true }; // 1. Health items — safe to use early if (STATE.hp < CFG.cureItemHP) { const gem = hasUsableGem('heal'); if (gem) return { type: 'item', id: gem.id, selfTarget: true }; } // 2. Cure if (STATE.hp < CFG.cureHP) { const c = hasSpell('Full-Cure') ? 'Full-Cure' : hasSpell('Cure') ? 'Cure' : null; if (c) return { type: 'spell', name: c, selfTarget: true }; } // 3. Buffs // On first round, cast cheapest-first to proc channeling { const ib = castInitialBuffs(); if (ib) return ib; } // If channeling is active, prioritize most expensive buff for best value if (STATE.channeling && STATE.mp > 0.10) { const ch = findBestChannelingTarget(); if (ch) return ch; } for (const b of BUFF_PRIORITY) { if (shouldBuff(b.icon, b.minTurns) && STATE.mp > 0.2 && hasSpell(b.spell)) { if (b.icon === 'regen' && STATE.hp >= CFG.cureRegenHP) continue; return { type: 'spell', name: b.spell, selfTarget: true }; } } // 4. Mana/spirit items — AFTER buffs if (STATE.mp < CFG.manaGemMP) { const gem = hasUsableGem('mana'); if (gem) return { type: 'item', id: gem.id, selfTarget: true }; } // Spirit gem (P-slot) — use immediately const apGem = document.getElementById('ikey_p'); const apGemId = apGem ? (apGem.getAttribute('onmouseover') || '').match(/set_infopane_item\((\d+)\)/) : null; if (apGemId && apGemId[1] === '10007') { if (hasUsableGem('spirit')) return { type: 'item', id: 'p', selfTarget: true }; } // Spirit draughts/potions — only at SP < threshold if (STATE.sp < CFG.spiritPotionSP) { for (const [slot, info] of Object.entries(STATE.itemsKnown)) { if (slot === 'p') continue; const def = ITEMS[parseInt(info)]; if (def && def.t === 'spirit') return { type: 'item', id: slot, selfTarget: true }; } } // 4. Debuffs — only on actual boss fights (gold border style) // At high levels/difficulties, all monsters have SP bars, so // we only debuff when a gold-bordered rare/boss is present. if (anyRareMonster()) { if (hasSpell('Imperil')) { const b = findStrongestMonster(); if (b >= 0 && !checkMonsterDebuff(b, 'imperil')) return { type: 'spell', name: 'Imperil', target: b }; } if (hasSpell('Weaken')) { const b = findStrongestMonster(); if (b >= 0 && !checkMonsterDebuff(b, 'weaken')) return { type: 'spell', name: 'Weaken', target: b }; } } // 5. Weapon skills — before spirit stance const skillOC_N = CFG.skillOC || 75; if (STATE.oc >= skillOC_N) { // Rending Blow: AoE armor pen vs 5+ enemies (highest priority in Grindfest) if (STATE.monsters.length >= 5 && STATE.skillsKnown.includes('Rending Blow')) { const t = findStrongestMonster(); if (t >= 0) return { type: 'skill', name: 'Rending Blow', target: t }; } // Shatter Strike: AoE stun vs 5+ enemies (needs Penetrated Armor from Rending Blow) if (STATE.monsters.length >= 5 && STATE.skillsKnown.includes('Shatter Strike')) { const hasArmorBreak = STATE.monsters.some((m, i) => checkMonsterDebuff(i, 'penetrated_armor')); if (hasArmorBreak) { const t = findStrongestMonster(); if (t >= 0) return { type: 'skill', name: 'Shatter Strike', target: t }; } } // Great Cleave: boss/rare fights only (single target, lower priority than AoE) if (anyRareMonster() && STATE.skillsKnown.includes('Great Cleave')) { const t = findStrongestMonster(); if (t >= 0) return { type: 'skill', name: 'Great Cleave', target: t }; } } // 6. Spirit Stance — manual only (no auto-activation) // Spark of Life consumes 50% SP when triggered. Auto-disable if SP // drops below 65% to ensure Spark always has enough SP. if (STATE.spiritStance && STATE.sp < 0.65 && !STATE._spiritCooldown) { STATE._spiritCooldown = 5; return { type: 'toggle_spirit' }; } if (STATE._spiritCooldown > 0) STATE._spiritCooldown--; // 7. Damage spells const dmg = CFG.useAttackSpells ? getBestDamageSpell() : null; if (dmg && STATE.mp > 0.2) { const t = STATE.monsters.length > 1 ? findWeakestMonster() : findStrongestMonster(); if (t >= 0 && STATE.monsters[t] && STATE.monsters[t].hasAttribute('onclick')) return { type: 'spell', name: dmg, target: t }; } // 8. Channeling kickstart or basic attack { const k = kickstartChanneling(); if (k) return k; } // Use channeling charge on the highest-MP buff that needs refreshing { const ch = findBestChannelingTarget(); if (ch) return ch; } const t = findWeakestMonster(); if (t >= 0 && STATE.monsters[t] && STATE.monsters[t].hasAttribute('onclick')) return { type: 'attack', target: t }; return null; } // ── Veteran (150-300) / Master (300+): full rotation ── function strategyVeteran() { // 0. Mystic Gem for channeling const gem = hasUsableGem('channel'); if (gem && !STATE.channeling) return { type: 'item', id: gem.id, selfTarget: true }; // 1. Health items — safe to use early if (STATE.hp < 0.60) { const gem = hasUsableGem('heal'); if (gem) return { type: 'item', id: gem.id, selfTarget: true }; } // 2. Cure if (STATE.hp < CFG.cureHP) { const c = hasSpell('Full-Cure') ? 'Full-Cure' : hasSpell('Cure') ? 'Cure' : null; if (c) return { type: 'spell', name: c, selfTarget: true }; } // 3. Buffs // On first round, cast cheapest-first to proc channeling if (CFG.autoBuff) { { const ib = castInitialBuffs(); if (ib) return ib; } // If channeling is active, prioritize most expensive buff for best value if (STATE.channeling && STATE.mp > 0.10) { const ch = findBestChannelingTarget(); if (ch) return ch; } for (const b of BUFF_PRIORITY) { if (shouldBuff(b.icon, b.minTurns) && STATE.mp > 0.2 && hasSpell(b.spell)) { if (b.icon === 'regen' && STATE.hp >= CFG.cureRegenHP) continue; return { type: 'spell', name: b.spell, selfTarget: true }; } } } // 4. Mana/spirit items — AFTER buffs if (STATE.mp < CFG.manaGemMP) { const gem = hasUsableGem('mana'); if (gem) return { type: 'item', id: gem.id, selfTarget: true }; } // Spirit gem (P-slot) — use immediately const vpGem = document.getElementById('ikey_p'); const vpGemId = vpGem ? (vpGem.getAttribute('onmouseover') || '').match(/set_infopane_item\((\d+)\)/) : null; if (vpGemId && vpGemId[1] === '10007') { if (hasUsableGem('spirit')) return { type: 'item', id: 'p', selfTarget: true }; } // Spirit draughts/potions — only at SP < threshold if (STATE.sp < CFG.spiritPotionSP) { for (const [slot, info] of Object.entries(STATE.itemsKnown)) { if (slot === 'p') continue; const def = ITEMS[parseInt(info)]; if (def && def.t === 'spirit') return { type: 'item', id: slot, selfTarget: true }; } } // 4. Debuffs — only on actual boss fights (gold border) if (CFG.autoDebuff && STATE.mp > 0.2 && anyRareMonster()) { if (hasSpell('Imperil')) { const b = findStrongestMonster(); if (b >= 0 && !checkMonsterDebuff(b, 'imperil')) return { type: 'spell', name: 'Imperil', target: b }; } if (hasSpell('Weaken')) { const b = findStrongestMonster(); if (b >= 0 && !checkMonsterDebuff(b, 'weaken')) return { type: 'spell', name: 'Weaken', target: b }; } } // 5. Spirit Stance — manual only. Auto-disable if SP < 65% (Spark needs 50%) if (CFG.autoSpirit && STATE.oc >= CFG.spiritStanceOC && !STATE.spiritStance && STATE.sp > 0.65) return { type: 'toggle_spirit' }; if (STATE.spiritStance && STATE.sp < 0.65 && !STATE._spiritCooldown) { STATE._spiritCooldown = 5; return { type: 'toggle_spirit' }; } if (STATE._spiritCooldown > 0) STATE._spiritCooldown--; // 6. Weapon skills only at OC thresholds (let OC build via basic attacks) const askillOC3 = CFG.skillOC || 80; if (STATE.oc >= askillOC3) { // Great Cleave: boss/rare fights only if (anyRareMonster() && STATE.skillsKnown.includes('Great Cleave')) { const t = findStrongestMonster(); if (t >= 0) return { type: 'skill', name: 'Great Cleave', target: t }; } // Rending Blow + Shatter Strike: AoE vs 5+ enemies if (STATE.monsters.length >= 5) { if (STATE.skillsKnown.includes('Rending Blow')) { const t = findStrongestMonster(); if (t >= 0) return { type: 'skill', name: 'Rending Blow', target: t }; } if (STATE.skillsKnown.includes('Shatter Strike')) { const hasArmorBreak = STATE.monsters.some((m, i) => checkMonsterDebuff(i, 'penetrated_armor')); if (hasArmorBreak) { const t = findStrongestMonster(); if (t >= 0) return { type: 'skill', name: 'Shatter Strike', target: t }; } } } // Other weapon skills (non-2H): generic use if (!STATE.skillsKnown.includes('Great Cleave')) { const ps = ['Frenzied Blows', 'Skyward Sword', 'Iris Strike', 'Merciful Blow', 'Vital Strike', 'Shield Bash', 'Concussive Strike']; for (const sk of ps) { if (STATE.skillsKnown.includes(sk)) { const t = findStrongestMonster(); if (t >= 0) return { type: 'skill', name: sk, target: t }; } } } } // 7. Damage spells const dmg = CFG.useAttackSpells ? getBestDamageSpell() : null; if (dmg && STATE.mp > 0.15) { const t = STATE.monsters.length > 1 ? findWeakestMonster() : 0; if (t >= 0 && STATE.monsters[t] && STATE.monsters[t].hasAttribute('onclick')) return { type: 'spell', name: dmg, target: t }; } // 8. Channeling kickstart or basic attack { const k = kickstartChanneling(); if (k) return k; } // Consume channeling on the highest-MP buff that needs refreshing { const ch = findBestChannelingTarget(); if (ch) return ch; } const t = findWeakestMonster(); if (t >= 0 && STATE.monsters[t] && STATE.monsters[t].hasAttribute('onclick')) return { type: 'attack', target: t }; return null; } // ═══════════════════════════════════════════════════════════════════════ // ACTION EXECUTOR — carry out recommended actions // ═══════════════════════════════════════════════════════════════════════ function executeAction(a) { if (!a) return false; switch (a.type) { case 'attack': return attackMonster(a.target); case 'spell': return a.selfTarget ? castSelfSpell(a.name) : castTargetSpell(a.name, a.target); case 'skill': return useSkill(a.name, a.target); case 'item': return useItem(a.id); case 'toggle_spirit': return toggleSpiritStance(); } return false; } function attackMonster(i) { if (i < 0 || i >= STATE.monsters.length) return false; const m = STATE.monsters[i]; if (!m || !m.hasAttribute || !m.hasAttribute('onclick')) return false; m.click(); return true; } function castSelfSpell(n) { const s = $$('.btsd[onclick]').find(el => (el.getAttribute('onmouseover') || '').includes(`set_infopane_spell('${n}'`)); if (!s) return false; s.click(); return true; } function castTargetSpell(n, i) { const s = $$('.btsd[onclick]').find(el => (el.getAttribute('onmouseover') || '').includes(`set_infopane_spell('${n}'`)); if (!s) return false; s.click(); if (i >= 0 && i < STATE.monsters.length) { setTimeout(() => { const m = STATE.monsters[i]; if (m && m.hasAttribute && m.hasAttribute('onclick')) m.click(); }, 50); } return true; } function useItem(id) { const it = document.getElementById('ikey_' + id); if (!it) return false; dummy.setAttribute('onclick', it.getAttribute('onmouseover')); dummy.click(); it.click(); return true; } function useSkill(n, i) { let el = null; // Try quickbar first for (const e of $$('#quickbar > .btqs[onclick]')) { if ((e.getAttribute('onmouseover') || '').includes(`set_infopane_spell('${n}'`)) { el = e; break; } } // Try spellbook if (!el) { el = $$('.btsd[onclick]').find(e => (e.getAttribute('onmouseover') || '').includes(`set_infopane_spell('${n}'`)); } // Fallback: onclick match if (!el) { for (const e of $$('.btqb[onclick]')) { if ((e.getAttribute('onclick') || '').includes(n)) { el = e; break; } } } // Fallback: image match if (!el) { for (const e of $$('.btqb img')) { if ((e.src || '').toLowerCase().includes(n.toLowerCase().replace(/\s+/g, '_'))) { el = e.parentElement; break; } } } if (!el) return false; el.click(); if (i >= 0 && i < STATE.monsters.length) { setTimeout(() => { const m = STATE.monsters[i]; if (m && m.hasAttribute && m.hasAttribute('onclick')) m.click(); }, 50); } return true; } function toggleSpiritStance() { const t = document.getElementById('ckey_spirit'); if (!t) return false; t.click(); return true; } // ═══════════════════════════════════════════════════════════════════════ // HOVER SYSTEM — mouse-over monster actions // ═══════════════════════════════════════════════════════════════════════ function setupHover() { if (!CFG.hoverEnabled) return; STATE.monsters.forEach((m, i) => { if (!m || m.dataset.hvHover) return; m.dataset.hvHover = '1'; const area = m.querySelector('.btm6') || m; area.addEventListener('mouseenter', () => { STATE.hoverTarget = i; if (!STATE.interruptHover && !STATE.interruptAlert) { const ac = getSmartAction(); if (ac) executeAction(ac); } }); area.addEventListener('mouseleave', () => { STATE.hoverTarget = -1; }); }); // RiddleMaster blocks hover if (document.getElementById('riddlemaster')) { STATE.interruptHover = true; } } // ═══════════════════════════════════════════════════════════════════════ // KEYBINDINGS — keyboard shortcuts for battle // ═══════════════════════════════════════════════════════════════════════ let keybindingsSetup = false; function setupKeybindings() { if (keybindingsSetup) return; keybindingsSetup = true; document.addEventListener('keydown', function(e) { // Settings — comma key if (e.keyCode === KEYS.COMMA) { if (isBattlePage()) { e.preventDefault(); toggleSettings(); return; } } // Main action hotkey (default: Q) if (e.code === CFG.hotkey && !e.ctrlKey && !e.altKey && !e.metaKey) { if (!isInputFocused() && isBattlePage()) { console.log('%c[HV] Q pressed — checking action...', 'color:#888'); parseBattleState(); const a = getRecommendedAction(); if (a) { e.preventDefault(); const label = a.target >= 0 ? 'monster ' + a.target : a.name || a.id; console.log(`%c[HV] ▶ ${a.type} → ${label}`, 'color:#0f0'); executeAction(a); } } } // Hover toggle (H) if (e.code === 'KeyH' && !e.ctrlKey && !e.altKey && !e.metaKey && !isInputFocused()) { STATE.interruptHover = !STATE.interruptHover; console.log(`%c[HV] Hover ${STATE.interruptHover ? 'OFF' : 'ON'}`, 'color:#f80'); } // Emergency heal (C) — always cast Cure/Full-Cure regardless of strategy if (e.code === 'KeyC' && !e.ctrlKey && !e.altKey && !e.metaKey && !isInputFocused()) { const c = hasSpell('Full-Cure') ? 'Full-Cure' : hasSpell('Cure') ? 'Cure' : null; if (c) { console.log(`%c[HV] 🚑 Emergency: casting ${c}`, 'color:#f44'); castSelfSpell(c); } } }); console.log('%c⌨ [HV] Keys: Q=action H=hover C=cure ,=settings', 'color:#0f0;font-size:11px'); } // ═══════════════════════════════════════════════════════════════════════ // UI OVERLAYS — cooldowns, durations, alerts, monster numbers, monster HP // ═══════════════════════════════════════════════════════════════════════ function updateCooldownDisplay() { if (!CFG.showCooldowns) return; $$('.hv-cd-overlay').forEach(e => e.remove()); $$('.btqb').forEach(el => { const img = el.querySelector('img'); if (!img) return; const src = (img.src || '').toLowerCase(); for (const [k, v] of Object.entries(STATE.cooldowns)) { if (v <= 0) continue; if (src.includes(k.toLowerCase()) || src.includes(k.replace(/_/g, ''))) { const o = document.createElement('div'); o.className = 'hv-cd-overlay'; o.style.cssText = 'position:absolute;top:0;right:0;background:rgba(0,0,0,0.7);color:#f00;font-size:9px;font-weight:bold;padding:0 2px;border-radius:2px;pointer-events:none'; o.textContent = v; el.style.position = 'relative'; el.appendChild(o); break; } } }); } function updateDurationDisplay() { if (!CFG.showDurations) return; $$('.hv-dur-overlay').forEach(e => e.remove()); const pane = document.getElementById('pane_effects'); if (!pane) return; $$('img[onmouseover]', pane).forEach(img => { const omo = img.getAttribute('onmouseover') || ''; const dur = omo.match(/(\d+)\s*turns?\s*rem/); if (!dur) return; const t = parseInt(dur[1]); const st = omo.match(/(\d+)\s*stacks?/i); const o = document.createElement('div'); o.className = 'hv-dur-overlay'; o.style.cssText = `position:absolute;bottom:-2px;left:50%;transform:translateX(-50%);background:${t < 3 ? '#f44' : '#44f'};color:#fff;font-size:8px;font-weight:bold;padding:0 2px;border-radius:2px;pointer-events:none;z-index:1`; o.textContent = st ? `${t}x${parseInt(st[1])}` : t; img.parentElement.style.position = 'relative'; img.parentElement.appendChild(o); }); } function updateAlertColours() { if (!CFG.alertColours) return; let bg = '#EDEBDF'; STATE.interruptAlert = false; if (!$('img[src$="bar_dgreen.png"]') && $('img[src$="fallenshield.png"]')) { bg = 'magenta'; STATE.interruptAlert = true; } else if (STATE.hp < 0.25) { bg = '#ff4488'; STATE.interruptAlert = true; } else if (STATE.mp < 0.15) { bg = '#4444aa'; } else if (Object.values(STATE.buffs).some(d => d < 2 && d > 0)) { bg = '#88ccff'; } const v = document.getElementById('pane_vitals'); if (v) v.style.background = bg; } function addMonsterNumbers() { if (!CFG.showMonsterNumbers) return; STATE.monsters.forEach((m, i) => { if (!m || !m.querySelector || m.querySelector('.hv-monster-num')) return; const b = m.querySelector('.btm1'); if (!b) return; const s = document.createElement('span'); s.className = 'hv-monster-num'; s.style.cssText = 'font-weight:bold;margin-right:3px;color:#999'; s.textContent = (i + 1); b.insertBefore(s, b.firstChild); }); } function updateMonsterHPDisplay() { if (!CFG.showMonsterHP) return; STATE.monsters.forEach((m, i) => { if (!m || !m.hasAttribute || !m.hasAttribute('onclick')) return; const n = m.querySelector('.btm1'); if (!n) return; const nm = (n.textContent || '').replace(/^\d+\s*/, '').trim(); const md = STATE.monsterData[nm]; if (!md || !md.hp || md.seen < 3) return; const hpBar = m.querySelector('img[src$="nbargreen.png"]'); if (!hpBar) return; const r = clamp(parseInt(hpBar.style.width || '') / 120, 0.01, 1); const txt = `HP: ${Math.max(1, Math.round(r * md.hp)).toLocaleString()} / ${md.hp.toLocaleString()}`; const ex = m.querySelector('.hv-monster-hp'); if (ex) { ex.textContent = txt; return; } const d = document.createElement('div'); d.className = 'hv-monster-hp'; d.style.cssText = 'display:inline-block;position:relative;left:204px;top:-20px;font-size:9px;color:#888'; d.textContent = txt; m.appendChild(d); }); } function saveMonsterData() { STATE.monsters.forEach((m, i) => { if (!m || !m.hasAttribute || !m.hasAttribute('onclick')) return; const n = m.querySelector('.btm1'); if (!n) return; const nm = (n.textContent || '').replace(/^\d+\s*/, '').trim(); if (!nm) return; const hpBar = m.querySelector('img[src$="nbargreen.png"]'); if (hpBar) { const r = clamp(parseInt(hpBar.style.width || '') / 120, 0.01, 1); if (!STATE.monsterData[nm]) STATE.monsterData[nm] = { hp: 0, seen: 0 }; STATE.monsterData[nm].hp = Math.max( STATE.monsterData[nm].hp, Math.round(STATE.monsterData[nm].hp * 0.7 + 1000 / r * 0.3) ); STATE.monsterData[nm].seen++; } }); try { localStorage[SP + 'monsters'] = JSON.stringify(STATE.monsterData); } catch (e) {} } function refreshUI() { if (CFG.showDurations) updateDurationDisplay(); if (CFG.showCooldowns) updateCooldownDisplay(); if (CFG.alertColours) updateAlertColours(); if (CFG.showMonsterNumbers) addMonsterNumbers(); if (CFG.showMonsterHP) updateMonsterHPDisplay(); } // ═══════════════════════════════════════════════════════════════════════ // SETTINGS PANEL — in-battle configuration UI // ═══════════════════════════════════════════════════════════════════════ function toggleSettings() { if (STATE.settingsVisible) { closeSettings(); } else { openSettings(); } } function closeSettings() { const p = document.getElementById('hv-settings-panel'); if (p) p.remove(); STATE.settingsVisible = false; } function openSettings() { if (document.getElementById('hv-settings-panel')) return; STATE.settingsVisible = true; const p = document.createElement('div'); p.id = 'hv-settings-panel'; p.style.cssText = css({ position: 'fixed', top: '50%', left: '50%', transform: 'translate(-50%, -50%)', width: '520px', maxHeight: '80vh', overflowY: 'auto', background: '#1a1a2e', color: '#ccc', zIndex: '99999', borderRadius: '8px', padding: '16px', fontSize: '12px', fontFamily: 'monospace', boxShadow: '0 0 30px rgba(0,0,0,0.8)', }); const mkTog = (l, k) => ``; const mkNum = (l, k, st) => `
${getAttrAdvice(style)}
${getSpellAdvice()}
| Ability | AP | Lv | Status |
|---|---|---|---|
| ${a.name} | ${a.apCost} | ${a.lvlReq} | ${lbl} |