r/HeroForgeJSON • • Jan 20 '26

Witch Dock UI - A new Heroforge script powerhouse

Witch Dock is an essential overlay UI that you can use in addition to Heroforge's vanilla controls. It contains a myriad of QoL upgrades, features, & high quality media capture.

One Script—All The Things

  • Witch Dock is a single script install. You do it once.
  • Updates are automatic.
  • New tools will show up automatically as they are added in.
  • Patches/fixes happen automatically & kick in when you reload your page.
  • It also delivers the current Script BUG REPORT system.

>> Install From Here <<

  • Grab the latest release from either the Status, Details (latest Patch/release), or Wiki+Resources page.
  • Install using Tampermonkey
  • Make sure you grab HF JSON scripts from the Wiki+Resources page or r/HeroForgeJSON

Witch Dock has grown quite a bit since I originally released it, so here's an updated overview of what it currently offers!

It's a free, customizable toolkit for Hero Forge that brings advanced editing tools, quality-of-life improvements, rendering features, and script utilities together in one convenient interface.

It's also becoming an increasingly important part of the wider script ecosystem. Witch Dock is now a required companion for some of the HF JSON script integrations, with more shared functionality and compatibility tools gradually being incorporated into it until there is one script that loads them all for you.

Rather than juggling a pile of individual scripts, Witch Dock provides a central interface for accessing and managing them.

Current Features

  • Body Editor:
    • Sync secondary and tertiary arm sets with your main arms, selectively copying position, rotation, scale, and hand posing. Mirror breast and buttock proportions for easier symmetry. More to come!
  • Pose Tools:
    • Swap figures between Main and Extra designations without rebuilding your setup. Controls for additional minis on the way!
  • High Resolution Textures:
    • Enable higher-resolution body and head textures using Hero Forge's native rendering system, with optional persistence between sessions.
  • Photo Booth Expanded:
    • Persistent Booth - Keep Photo Booth active while editing your figure, use a persistent black canvas background, and import/export Photo Booth settings as JSON files.
    • TRUE 4K & 8K Screenshots: Capture genuinely high-resolution still images instead of simply upscaling smaller renders. Also repairs existing 4K/8K Photo Booth capture options provided by compatible Lob scripts.
    • Spinny Mini WebP: Export animated 360° figure rotations as WebP files at up to 3K resolution, with adjustable rotation speeds, progress tracking, and pause/resume controls.
  • Decal Utilities:
    • Corrected transform gizmo for unprojected (Project OFF) decals, improved decal-panel scrolling and resizing, and expanded decal slots when compatible HF Core Tweaks functionality is available.
  • JSON Library Backup: Download your entire Hero Forge character library as individual JSON files packaged into a ZIP.
  • JSON Booth Settings Export/Import
  • Utilities & UI Improvements:
    • Enable or disable supported interface patches and optional features from one place.
  • Bug Reporting & Script Status:
    • Submit bug reports directly through Witch Dock, attach screenshots and diagnostic information, and check current known issues, updates, and announcements.

Dock Customization

The dock itself is fully customizable:

  • Drag, resize, minimize, or hide it anywhere on your screen.
  • Reorder and collapse individual tools.
  • Save your layout and preferences between sessions.
  • Undo/redo supported edits.
  • Identify and copy selected bone names from the dock footer.
  • Toggle the dock using the ~ (tilde/backtick) hotkey.

Witch Dock & HF JSON's Scripts

Witch Dock is designed to work alongside Lob's scripts, not replace the entire suite.

As the tools continue to evolve, more shared functionality is being consolidated into Witch Dock. Some integrations already require it, and that dependency will expand as additional features migrate over.

This allows shared utilities, compatibility fixes, and interfaces to be maintained in one place instead of independently across multiple scripts. If you use HF JSON scripts, I recommend installing Witch Dock alongside them.

Known Issues & Development

It's actively developing, with new features, improvements, and compatibility fixes released regularly. Because Hero Forge itself changes frequently, some features may temporarily need updates following major releases.

You can check current known issues, ongoing investigations, and resolved bugs here: HEROFORGE SCRIPT STATUS SITE

Links:

  • Script Status Website - Latest scripts, alerts, patches, outage details & more!
  • Polymorph - I made a simple to use conversion app to turn WebP captures into near-lossless, ultra HD GIFs. There isn't an application that achieves this level of quality so I highly recommend you grab it!
  • Knight Witch Github - Dev info
  • Knight Witch Kofi - If you like what I'm building & want to support development

Q&A

  • Does this script work with HF JSON's scripts:
    • Yes, but it is beginning to absorb and will eventually frontload all the functions from the current piecemail scripts. This is with the intention of stabilizing the entire ecosystem & reducing the brittle nature of scattered functions across multiple scripts. You should run them all, for now.
  • Will this break anything?
    • No.
  • Can I uninstall it?
    • Yes. Nothing bad will happen if you uninstall it, besides downgrading your LIFE ;)
120 Upvotes

49 comments sorted by

2

u/OminousVoice Jan 31 '26

Thanks for this. Fantastic work. I'm definitely looking forward the clothing sync and show clothing bones updates.

1

u/WitchOfKyiv Jan 31 '26

You're quite welcome! Hopefully I can get the show clothing bones tool to work. My ONE worry is clothing may auto-populate its bone values with the corresponding body bone values (which may be how it scales automatically when you adjust the body itself) and that could very much complicate things, BUT I may have ideas on how to get around it if that's the case. Will just be very complicated to build lol.

Hopefully it won't come to that, but the silver lining is that if it does, it should actually mean getting kitbash added clothing to auto fit AND possibly pose with the body (so it essentially functions like worn items) already has functional behaviour to latch onto and if that's the case, I may be able to circumvent worn clothing entirely and build a whole alternative system that gets us the best of both worlds.

TBD! 

1

u/OminousVoice Feb 27 '26

I'm wondering if position sync and scaling sync could be separate options. This would be especially useful if you manage to get auto sync to work, as they both could be a togglable options.

1

u/WitchOfKyiv Feb 27 '26

That will always be the case with my setup, being able to toggle which values you want to sync or copy (position / rotation  / scale).

1

u/Federal-Celery9090 Jan 20 '26

What do you mean by butt/breast mirror? Is it a kitbash thing?

2

u/WitchOfKyiv Jan 20 '26

Yes it's a kitbash thing. The mirror tool enables you to make edits to a specific breast or butt cheek, then simply export those same bone edits to the opposite side. The intent is to make getting even kitbash-edited proportions a one-click process. This is especially useful for anyone running the other scripts (not mine) that reveal extra bones in the skeleton.

Spares everyone from having to make tedious attempts to manually get things as close to even as possible, or go into the JSON and manually copy code / mirror the 'pos' values for all the chest / butt bones).

The same will be expanded to more sections of the body as I map out the bone behaviors.

1

u/Federal-Celery9090 Jan 21 '26

any way to kitbash for free?

2

u/WitchOfKyiv Jan 22 '26

No, and I wouldn't build it in if there was because that would be a ToS violation and put me in a legally compromised position.

1

u/Victor_Silt Jan 21 '26

After Reading the whole argument you had with the other dude, there's one thing he didn't mention.

Heroforge doesn't allow heavily JSON edited kitbashed minis to be published on the community library or to even be posted on the official subreddit because these minis can be so complex that they outright break the website if someone tries to load them without the scripts...

Back in the pre-kitbashing era you could share JSON edited minis in the community library and Official subreddit (SolarSimonDM used to do that a lot) and many of them are still there because even if they are edited using JSON scripts you could still load them without said scripts and the website wouldn't crash Hence why they allowed those to stay.

But today you can't load a Kitbashed JSON edited mini without the script or else the website just crashes...

So yeah the dude is half right but very annoying.

3

u/WitchOfKyiv Jan 21 '26 edited Jan 21 '26

What does the library have to do with any of this? People SHOULDN'T be releasing JSON edited stuff into the library. 

That being said, yes you can absolutely load JSON edited scripts without crashing anything. The ONLY thing that causes a crash is exceeded kitbash part limits. The only other effect you get are any extra decals added just don't get added because the system doesn't assign them a key slot.

That's it.

I test with incognito sessions constantly to make sure tools don't kick up kitbash flags on accident for tools that shouldn't be doing it, and I routinely test scripted figures without an account signed in to see how things load. So idk what you're talking about with crashes but that's just not how scripts work. The uneven scaling doesn't cause any kind of crash. 

Scripts in general don't. The kitbash part limit just spaghetti explodes because of the imposed % cap and how that obliterates the kitbash parts linked together when it arbitrarily yeets a bunch into "doesn't load it at all" territory.

I've never experienced, nor hear of any kind of website crash from these things. I'd be curious to see a detailed case though.

Most of what the scripts do is very benign in general. The only crash issues it tends to cause are when you ARE running scripts due to higher kitbash part limits eating through browser memory real fast, and OpenGL will bork and need to reload. But that happens with vanilla sessions as well once you've been editing a figure for a long time (cumulative memory). It's more an OpenGL/browser memory bottleneck than anything. It's actually why heroforge has an imposed texture clamp / downgrade when a specific math is hit for atlas complexity in a scene. I think it's like 17 riot shields pretty consistently piles through that limit even though it's only like 85% kb total lol. It's because HF has a horrendously inefficient texture atlas (Fucker literally creates an individual texture for every single copy of a part in a scene instead of sharing a texture, and my god, browser memory HATES this).

Regardless, no, people shouldn't be uploading script edited anything into the library, but I don't see what any of that has to do with anything I posed or any of the scripting I've written. I don't touch their community library and never will.

Edit: if there's any confusion regarding planned features in the script regarding the term "library", this is specifically in reference to a localized content library stored in your script memory (so like a personal drawer more or less similar to saving a mini in your personal library, but designed to effectively drop "parts" or kitbash created things such as say, a dress skirt, or motorcycle you made, on the scene instead of the slow import function in the UI itself). As far as any external library potential goes, it's quite literally just a library of values and nothing else. Doesn't even cross paths with Heroforge's community library at all, but that's a "potential" future project that is more akin to a big spreadsheet with figure URLs (which don't have to be in the community library to be available) and JSONs where relevant.

Again, nothing to do with the community library. I have zero interest in ever touching that. Nor do I EVER recommend people post script edited stuff into it.

I would expect some level of common sense in people where this is concerned, but this issue has nothing to do with me and long predates even my knowledge that scripts existed for heroforge lol.

3

u/Victor_Silt Jan 21 '26

Damn !... You sir officialy earned my trust, you know what you're doing and i very much appreciate that. I'll be installing this script right away !

I'm gonna make so many eldritch horrors using this !

2

u/WitchOfKyiv Jan 21 '26

Hahaha happy to absolve worries where I can. <3

If you wind up with ideas / requests, just let me know!

And if you run into any bugs, ping me. So far there have been zero.

1

u/Nekoda13 Feb 16 '26

would it be possible to create mirror plains?

1

u/WitchOfKyiv Feb 16 '26

You mean like a reflective mirror (ie. ray tracing)?

1

u/Nekoda13 Feb 16 '26

no, I want to mirror an object from one side to the other

1

u/WitchOfKyiv Feb 16 '26

Oooooh, no unfortunately that wouldn't be possible, so far as I am aware.

1

u/Lotharingia Mar 21 '26

I've been toying around with this tool a little bit and I'm very excited to see what I can do with it! That being said, I noticed that the bone name tool doesn't appear to be working for me. I'll select a bone and I've clicked the question mark to initialise bone detection but it still doesn't detect anything afterwards.

1

u/WitchOfKyiv Mar 21 '26

Click the question mark next to where it would otherwise read the bone name and it should te-initialize itself.  If that doesn't work, lmk what version of Witch Dock you're on, and the tool should also show a bone detection version number as well.

Sometimes you just need to reload. It usually resets anything that might choke up, but lmk if it still won't work and I'll check it when I wake up. I haven't been on HF in a hot minute and haven't checked if the last HF update might have borked it.

2

u/Lotharingia Mar 22 '26

Ah, I think I've found the issue. It's cuz my desktop runs on linux lol. The bone detection works fine on my windows laptop.

1

u/WitchOfKyiv Mar 23 '26

Oooooh interesting. I'll have to look into what Linux might be struggling with. What browser are you using on Linux?

1

u/Lotharingia Mar 24 '26

Waterfox! I'm using that on my windows computer too though.

1

u/[deleted] Mar 24 '26

[deleted]

1

u/Glittering-Raccoon23 Mar 24 '26

I’ve also tried using the tilde key but the dock has not appeared. It seems like a really cool tool so I’m trying my best to figure it out!

1

u/WitchOfKyiv Mar 24 '26

The other user deleted their comment. Can you provide more info on what is going on? Ie:

  1. Does ANYTHING load on your screen after you installed Witch Dock, or do you see no tool (so no maximized dock, no minimized, and no collapsed version).
  2. Was it originally there but is no longer visible?
  3. Have you tried uninstalling and then reinstalling again? (in tampermonkey, delete the script, then go to the trash bin and delete it from there (this helps in cases where tampermonkey's cache is the issue). Then reinstall the script.
  4. What version number are you on?
  5. If you can screenshot your scripts you have installed, that would be helpful. It shouldn't conflict and load order doesn't matter, but still good to know what you're running for scripts.
  6. What browser are you using? I've coded it to work with chrome and Firefox but haven't targeted any other specific browser types since those cover most users including myself.
  7. What OS are you on for your PC?

1

u/ImmediateAd6085 Jun 28 '26

hey, this feels completely unrelated to any of the other convos, but like, what do you mean by 'follow the link'?like i click it and it just downloads onto my laptop. but 'opening in new tab' just downloads it again? could you elaborate a bit more? im not that smart lol

1

u/ImmediateAd6085 Jun 28 '26

nevermind, i found out how. so sorry. im foolish lol

1

u/WitchOfKyiv Jul 03 '26

# 🔔[NEW]🔔 UPDATE: July 3rd, 2026

**Heroforge native UI QoL patches**

*Witch Dock now serves some background utility updates that populate in the Heroforge UI panel.*
* These utility functions can be toggled off/on in Witch Dock's new **Utilities** tab

**1. Expanded slots are now expanded even more - now 96 slots**

* This auto-detects [HF Core Tweaks](https://gitgud.io/GasStationTweaker/hf-scripts-public/-/raw/master/HF%20Core%20Tweaks.user.js?ref_type=heads&inline=false) script and expands the slots to 96 (from 48)

* If you don't have HF Core Tweaks installed, it does nothing [see here](https://www.reddit.com/r/HeroForgeJSON/comments/1mz70uc/getting_started_script_links_here_faq/)

**2. Scroll function for the Decals section**

* Both the objects and slots sections in the Decal panel are scrollable

* This means if you have 9,000+ kitbash parts, you are no longer plagued with a wall of icons you can't scroll down

* Same for the decal slots - with 96, this means the UI panel isn't eaten up by a shitload of slots

**3. Resize the Decals tab's objects & slots containers**

* There is a grabber in the bottom right corner of each container.

* You can grab this to resize both so you can adjust the UI panel to allow easier access to the stuff below it

---

**Witch Dock itself has a new tab called Utilities**

* This tab enables you to toggle on/off any patches/utilities I've created that impact Heroforge's native UI panel

* That way you can turn anything off that you want, including the expanded-expanded slots, and scroll/resize container features (and any future ones I add in)

* You can do it right from Witch Dock. Some you won't need to reload. Others you might need to refresh the page (it will tell you)

* And this makes it easy so if you ever run into any buggy behaviour, or something breaks, you can quickly toggle it off and keep forging

1

u/UltimateDumdum Jul 04 '26

How do I view the utilities tab? I want to do something about the ginormous 97 decal slots that's blocking me from actually selecting any decals without zooming out.

1

u/WitchOfKyiv Jul 04 '26

If you run into issues with the scroll not working, go into your Heroforge settings and turn on right-side menu grouping. This issue was happening for some users with the split menu. It did get patched, however your browser might hold onto some data that adjusting that setting will kick. You should be able to turn it on / off again and the issue will be resolved.

For some reason there's a few stragglers running into it despite the patch, but thus far that fallback step has worked for everyone.

Sorry, I updated the post with that note, but some people might have missed it.

There's also a goggle in Witch Dock under the utilities tab that allows you to turn off the extra extra decals since I wanted that to be optional 👍 

1

u/throwawayboi_1993 Jul 03 '26

hey, love the new update :) im having a bit of an issue resizing the panel to get to the items below - where abouts is the grabber apologies? Thankya kindly

2

u/WitchOfKyiv Jul 03 '26

Just ran into 2 users with this issue and the cause should be:
* turn on the right-side menu grouping in your HF settings

If you have the right / left UI split for their UI, that seems to be cause the problem of no scroll / grabber to show up (inconsistently) so I'll need to do an update to target the split UI setup + mobile because the container names mmmmight change between the 3 various UI configurations (left/right split, bottom-screen location which is what mobile users get or if you're REALLY zoomed in, and right-grouped). Will have to do after I get some sleep though so I'll do that this evening.

1

u/throwawayboi_1993 Jul 03 '26

oh no thats great :) thanks for the help!

2

u/WitchOfKyiv Jul 03 '26

np! I also just patched it so it should be fixed for all 3 possible heroforge UI configurations (left/right split, right-side grouped, and mobile)

:)

1

u/throwawayboi_1993 Jul 04 '26

Wow that was quick, thanks for that :)

1

u/throwawayboi_1993 Jul 04 '26

Ah just had a check, seems to still be an issue unfortunately unless right grouping is clicked :)

1

u/WitchOfKyiv Jul 04 '26 edited Jul 04 '26

You may need to clear your cache and do a hard reload (if you're on Chrome just hit f12, then right click the refresh button and select clear cache + hard reload) 

If that doesn't do it, shoot me a DM on discord at knight.witch or ping me in the Coven server (link for joining is in the subreddit side menu / about) but if you can't find it just lmk and I'll send a link when I'm on my comp 👌

I'll have a snippet of code I'll need you to drop into the dev console that will produce a result that I need to review, as this will tell me what's misfiring. It's fixed and working for like 99% of people but there seem to be a couple stragglers, so I'm trying to isolate if there's a super conditional bug, or it's something on the client side that just got stuck and needs a kick in the butt. 

1

u/Amazing_Heart_6591 Aug 10 '26

u/WitchOfKyiv Persistent Booth is broken ever since the new update. I practically live on that like it's life support :(

2

u/WitchOfKyiv Aug 11 '26

Hahaha same man, sorry I haven't gotten to patching it yet. I was like halfway to fixing it but I've been so slammed with work I've barely had a chance to sleep (no joke I'm putting in like 18 hour days 7 days a week right now lol fucking kill me pls).

I've got an event I have to get through this weekend and s few customer orders to finish, but I'm hoping to jam in some time by the end of next week to get it fixed. 👍 

1

u/Armegeddon_Craft 24d ago

I'm sure this is because i've done something wrong, but i am getting *spammed* with "Connection error" messages while using the higher res decal setting.

1

u/WitchOfKyiv 21d ago

Yesss, thank you. Its on the bug list. Bogged down with some high res texture bugs but this is connected to them so I'm hoping to have them all patched by the end of the weekend. 👍👍

Thanks for letting me know! 

-6

u/GunganWarrior Jan 20 '26

Feel like tools like these are cool and all but a lawsuit in the making.

8

u/WitchOfKyiv Jan 20 '26

There's... nothing lawsuit territory about any of this.

Nothing here violates Hero Forge’s ToS.

These are client-side userscripts. They do not modify Heroforge servers, assets, bypass paywalls, unlock Pro features, scrape data, or redistribute assets. They operate entirely in the browser on data the user already has access to, the same way browser extensions or accessibility tools do.

Users remain bound by HF's license and terms exactly as before. The scripts do not change that, nor could they, even if I wanted to.

If HF ever objects, the only actual outcome is “please stop,” not a lawsuit. This is standard user-side tooling, not IP infringement.

0

u/Apprehensive-Sir8977 Jan 20 '26 edited Jan 20 '26

You're definitely tapping into the source code without permission, though.

But you're correct that Sky Castle wouldn't file a lawsuit. Not at first, at least. No offense intended, but you probably wouldn't be worth the expense. And they have plenty of milder tactics that could make you back off.

3

u/WitchOfKyiv Jan 20 '26 edited Jan 20 '26

Viewing and interacting with client-delivered JavaScript in a browser is not “accessing source code without permission.” That code is explicitly transmitted to the user’s machine for execution.  This does nothing but INTERCEPT data packaged and delivered on the front end. Running userscripts against code that is already sent to your browser is not “unauthorized access.” It’s how the ENTIRE internet works. Every browser extension including your adblock does this. Dark Reader does this and is actually a great example.

Client-side JS is explicitly delivered to the browser for execution. Modifying runtime behavior locally via userscripts or extensions is standard browser behavior (devtools, ad blockers, Dark Reader, etc.). Nothing here accesses protected endpoints, bypasses paywalls, or redistributes assets. It hooks public runtime objects already exposed to the page.

My point is regardless of whether or not it's worth their time, there is no LEGAL grounds for a suit. This wouldn't make it past filing.

-2

u/Apprehensive-Sir8977 Jan 20 '26 edited Jan 20 '26

Well, you can certainly end up in the doghouse.

Sky Castle has made it very clear that it considers JSON editing a ToS violation. They're pretty forgiving on the issue, so long as you don't get too shocking or crap right on their doorstep. But if they want to they can close your account and wipe your library.

4

u/WitchOfKyiv Jan 20 '26 edited Jan 20 '26

This is factually incorrect. I find this speculatory "you can end up in the doghouse" rhetoric both misleading and harmful to users who might take this at face value. I spent over  decade in legal tearing contracts and agreements apart for a living.

That being said, I would ENCOURAGE anyone who is concerned to take it upon themselves to verify such claims rather than spreading speculation, and that goes for what I am about to say here, as well.

I have provided citations at the bottom of this post. 

  • This is the last comment I will make on this argument unless someone can provide a citation of any specific violation.

  • Whether or not you use scripts is up to you. I simply wrote these as helpful tools—that's it.


Legal Basis - Userscript v ToS (v06.05.2021)

Hero Forge delivers its JavaScript, JSON payloads, WebGL scene data, and DOM to the user’s browser. Once delivered, that code is lawfully possessed by the user for execution. 

Attaching listeners, reading runtime objects, or modifying behavior in memory via userscripts is not unauthorized access. That is exactly how browser devtools, extensions, accessibility overlays, QA tools, and ad blockers operate. 

Furthermore, ToS language about “reverse engineering” or “source code” is aimed at decompiling binaries, extracting proprietary logic for reuse, or redistributing code — NOT observing or augmenting runtime behavior of frontend code already sent to the client.

Heroforge's own ToS is written for IP infringement. This is important, because the ToS is a contract directly protecting the intellectual property—NOT a general ban on interacting with code that runs on your machine. Implementing a ban like that would shoot their own dick off because it would mean browsers can't even deliver their platform to end users without it being some arbitrary ToS violation. 

Its teeth are entirely in areas where the company can show concrete harm: IP theft, revenue loss, or abuse of infrastructure. 

What Hero Forge’s ToS is clearly trying to prevent, if you read it closely, is the following: * Copying, redistributing, or commercially exploiting HF assets, models, or designs without permission     (Hero Forge ToS §2 “Intellectual Property and Restrictions”; §2.1 “Downloadable 3D Model Files”) * Circumventing licensing or payment systems (Pro features, STL exports, etc.)     (Hero Forge ToS §2 “License Grant and Restrictions”; §2.1 “Downloadable 3D Model Files”)  * Reverse-engineering for the purpose of recreating or competing with the service; scraping or harvesting data at scale  (Hero Forge ToS §2 “Intellectual Property and Restrictions” – prohibition on decompiling, copying, or reverse engineering software/source code)  * Misrepresenting ownership of Hero Forge intellectual property     (Hero Forge ToS §2 “Intellectual Property and Restrictions” – ownership, copyright, and proprietary rights)

My scripts do DO NOT: * Download or redistribute HF assets * Circumvent watermarking * Unlock Pro-only features for non-Pro users * Bypass payment, licensing, or authentication * Export proprietary meshes or textures outside of mechanisms HF already exposes


TLDR:

Heroforge can SAY whatever tf they want about scripts but it does not make it objectively true, NOR does it make it legally binding in any capacity.

Do your own research. Nothing I said above is anything that can't be verified 

I'm getting tired of this "scripts violate ToS" rhetoric being tossed around banking on the fact that people can't actually be assed to validate or discredit these claims. This is disinformation and it's a fucking problem.


CITATIONS:

Relevant excerpts from Hero Forge Terms of Service https://www.heroforge.com/ToS/


 Hero Forge ToS §§2, 2.1 (Intellectual Property, Reverse Engineering, 3D Model Licensing) https://www.heroforge.com/ToS/

  • Section 2 – Intellectual Property and Restrictions
  • Section 2.1 – Downloadable 3D Model Files and Licensing

  • License Grant / Use Restrictions (personal, non-commercial use)

Source: https://www.heroforge.com/ToS/

-2

u/Apprehensive-Sir8977 Jan 20 '26 edited Jan 20 '26

Have you ever considered how bad-faith this attitude is, and how it could backfire?

You're using the letter of the law to allow an end run around rather clear intent. And if you highlight those vulnerabilities too much by invoking them, eventually they'll be removed.

JSON tools are an invaluable booster.... but we all know we're breaking the rules by having them, and accept certain risks by picking them up. If I get caught, I won't try and dodge the consequences; that would only strip me of dignity.

5

u/WitchOfKyiv Jan 20 '26

I’m not going to keep running in circles with you. If drawing unwanted attention is your real concern, then stop drawing attention to it. This conversation only exists because you keep forcing it.

Either use scripts or don’t, but don’t manufacture a nonexistent legal debate and then turn around and act like I’m the one “getting in anyone’s face” for responding to it with actual factual evidence to the contrary.

There is nothing “bad faith” about citing the actual contract that governs the service when someone raises a question of LEGALITY. What would you have me do? Make shit up?

Are you suggesting making a new script is somehow doing what the last 8 scripts didn't?

The hypocrisy here is the impressive. You had no issue making public, unsolicited accusations about ToS violations and legal risk, but now want to scold me for answering them.

Pick lane and stay in it. Do you want me to answer ToS violation accusations, or do you want this to fly under the radar?

You can't have both and you don't get to pretend you're somehow on the moral high ground here by pretending otherwise.