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PostPosted: Mon Dec 28, 2009 11:35 pm 
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In an attempt to allow more people access to the GreaseMonkey tools the community has developed I think it's time to retire the old thread after taking from it the good and leaving the rest.

We can link all the active scripts in this first post and only use the non-functioning scripts as a jumping off point.

Things you need (a minimum):
Firefox:
http://www.mozilla.com/en-US/firefox/

Greasemonkey
https://addons.mozilla.org/en-US/firefox/addon/748

Things to know about:
Twilight Heroes Wiki links (need to be vetted and cleaned up):
http://th.blandsauce.com/wiki/Greasemonkey

Userscripts.org (search term Twilightheroes):
http://userscripts.org/scripts/search?q=twilightheroes

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PostPosted: Tue Dec 29, 2009 12:52 am 
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malk-a-mite wrote:
In an attempt to allow more people access to the GreaseMonkey tools the community has developed I think it's time to retire the old thread after taking from it the good and leaving the rest.

Good idea, but someone needs to move the "good stuff" here.

Quote:
Things to know about:
Twilight Heroes Wiki links (need to be vetted and cleaned up):
http://th.blandsauce.com/wiki/Greasemonkey

I'm not sure what more there is to vet and clean up. I did that just a couple of weeks ago, and we do our best to keep that page up to date. I'm not aware of any major discrepancy, and anyone is welcome to correct one if there is, or report it in the talk page.


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PostPosted: Tue Dec 29, 2009 10:04 am 
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Muhandes wrote:
Good idea, but someone needs to move the "good stuff" here.

I'm not sure what more there is to vet and clean up. I did that just a couple of weeks ago, and we do our best to keep that page up to date. I'm not aware of any major discrepancy, and anyone is welcome to correct one if there is, or report it in the talk page.


Hence the need for more than one person to start moving stuff over.

As for the vetting - the assembly script is painfully out of date I know, might be better to have it reference a page on the wiki maybe that can be updated with the combos instead of having them in flat file format in the script?

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PostPosted: Tue Dec 29, 2009 10:58 am 
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malk-a-mite wrote:
Muhandes wrote:
Good idea, but someone needs to move the "good stuff" here.

I'm not sure what more there is to vet and clean up. I did that just a couple of weeks ago, and we do our best to keep that page up to date. I'm not aware of any major discrepancy, and anyone is welcome to correct one if there is, or report it in the talk page.


Hence the need for more than one person to start moving stuff over.

As for the vetting - the assembly script is painfully out of date I know, might be better to have it reference a page on the wiki maybe that can be updated with the combos instead of having them in flat file format in the script?


If someone is willing to write a script that will consult the tables in http://th.blandsauce.com/wiki/Combination_Items I'd be more than happy to make sure they are always as up to date as we can. We can also move them to a separate pages (I was planning on doing that anyway). I also have no problem with changing the table formats a bit to make them easier to parse.


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PostPosted: Tue Dec 29, 2009 2:39 pm 
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I think the better solution is to use a line-by-line format. I can compile a document of such a format and host it on my website, and make a php script to add combinations to the list. The GM script can add the items automagically, and anyone else would be able to add items found when not using the bot (it'd assume correctness on the part of the user). I could make it a double-purpose script (by GM and php) to handle welding as well with a few crafty regex's. And I haven't forgotten about your other script that you requested. Just woke up, should be getting to it shortly.


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PostPosted: Tue Dec 29, 2009 11:37 pm 
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As I already maintain a list on the wiki I rather not maintain a second one. If you want to create, host and maintain a second list that is perfectly fine.
I can make the list in the wiki one item per line, if it helps, that's not a problem.


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PostPosted: Wed Dec 30, 2009 1:40 am 
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You're not understanding me. It'd just make the script much simpler if I can use a format of the type 'itemnum1:itemnum2\n', so that the entire document is only data, nothing to regexp. And I /did/ say it would be hosted on my website and compiled by me :/ Second, aside from the initial compiling of said list, the list could be entirely self-maintained. The script could report the new combinations in the correct format and then a php script at my server would store it in the list that all the scripts draw from. The only time the list would have to be manually maintained is if you found the new combination manually without using the script. That is, if someone else found it without using the script. And all you'd have to do is enter the two item id's into a form on my site. Or wait for the script to find it and auto-add it.

EDIT: I could even integrate into the script a thing to auto-update the wiki.


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PostPosted: Wed Dec 30, 2009 2:18 am 
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Go with whatever you think is simplest. Complexity could be added later.


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PostPosted: Tue Jan 05, 2010 2:28 pm 
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If it's the THRecipes script you're talking about, I could make a perl script to update it with the data on http://th.blandsauce.com/wiki/Assembly_Items and http://th.blandsauce.com/wiki/Welding_Items, and have it sort recipes by the category in that table instead of the customizable labels I have in there now. I think a solution where additional server requests against the wiki isn't required would be the best solution. Maybe some of the miscellaneous item combos could be put under sugar, potion or something to make it easier to scroll through the recipe menu.

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PostPosted: Sat Feb 13, 2010 1:14 pm 
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I have a question about the HP/PP status bar script? The black numbers and border make it very hard to actually tell what my actual HP and PP are. Is there a way to make the text white instead of black?

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PostPosted: Sun Feb 14, 2010 3:57 pm 
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I'm sure it's possible. However, since it would be of no use to me (I override the site CSS and have a blue background, which the black works well with) I don't feel like messing with the code.


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PostPosted: Sat May 08, 2010 6:40 am 
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Hi there.
I finally decided to install GM and see what it could do for me.
I installed TH Adventure Script (v 3.2.2) and Quick Assembly and Welding in TH.
I was under the impression that when the scripts are installed, fewer clicks were necessary? Seems I still have to click as often as I did w/o them? (NOTE: This situation only seems to involve TH Adventure Script (v 3.2.2). Quick Assembly and Welding in TH works well.)
:?: :? :?:

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PostPosted: Sat May 08, 2010 10:37 am 
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Could you be more specific as to what isn't working with TH Adventure Script? Are you getting a settings window on the right below the image of foes? If you do, what happens when you set it to something like "Attack Only" and set it to run for a couple of turns?


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PostPosted: Sat May 08, 2010 8:21 pm 
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Under that condition, 3 turns, it just sits there when I click start.
When I click to attack, it resets to 2 and a new encounter happens.
Maybe I'm just killing the things too easy?
**shrug**
:?:

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PostPosted: Sat May 08, 2010 8:30 pm 
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It might be a compatibility bug with your version of FF... Try clicking the start button twice and see what happens. If it's the same thing I have on my laptop, it should operate correctly after that, but every time it stops you'll have to click it twice to start it again. Note, a fully upgraded FF and the latest version of the script work just fine.


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PostPosted: Sat May 08, 2010 9:00 pm 
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Double check the HP and PP ranges for adventuring. It's possible that you're over or under the default settings. Personally, I have HP set to 50, and the PP range go from -1 to 1000.

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PostPosted: Sat May 08, 2010 10:02 pm 
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Yeah, it sounds like the threshold values need to be changed. (I guess I should've made the default values something like "set this to a value, moron" or something.)


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PostPosted: Thu May 13, 2010 5:14 am 
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lol
Actually, it does seem to work. Kinda.
The problem was I was fighting things I could kill instantly, and it DOES show a change when I fight something that takes a couple of whacks.
(What else can you expect from a Noodle-Head? I'll be quiet now.)

8) :lol: :!: :lol: 8)
EDIT:
The problem WAS in the settings. Stupid me!

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PostPosted: Thu May 20, 2010 5:08 am 
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TH Adventure Script doesnt seem to work for me now.. can anybody check this if im wrong.. maybe just my pc.


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PostPosted: Thu May 20, 2010 5:49 am 
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aiyah wrote:
TH Adventure Script doesnt seem to work for me now.. can anybody check this if im wrong.. maybe just my pc.


It worked well for me today. Can you be more specific please? What settings are you using, what exactly are you doing, and what isn't working?


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PostPosted: Thu May 20, 2010 9:09 am 
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aiyah wrote:
TH Adventure Script doesnt seem to work for me now.. can anybody check this if im wrong.. maybe just my pc.


Assuming you're using the most recent version, then the problem is one of two things[1]:
1. you didn't set the HP/PP thresholds correctly
2. you're using an outdated version of firefox (versions 3.0.x DO NOT WORK WITH A-A, as they don't support current standards[2])

[1] I'm playing the odds here. It may be something else, but chances are good...
[2] Specifically, the DOM localStorage feature. not that you needed to know that.


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PostPosted: Fri May 21, 2010 6:49 pm 
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specifically i uninstalled my greasemonkey.... check new version of ff--currently running on 3.6.3
installed greasemonkey again.. install TH script.. log on..
nothing again.. geez whats happening although it seems to be my ff problem isn't it..
maybe i cannot run scripts the right way.

anybody know what might be the problem..
thanks for replying


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PostPosted: Sat May 22, 2010 6:36 am 
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You still haven't said what the problem is, aside from "it's not running". Which doesn't give us anything to go on for troubleshooting. Does it show up on the page at all? Does it just not run turns when you enter the info and hit Start (or whatever it says)?


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PostPosted: Sat May 22, 2010 9:42 am 
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hmm. Are you using any other scripts?

The wiki script, for example, is b0rked, and prevents the a-a script from working correctly. I don't know of any others that have created an issue.

Just as a thought... do any of your other scripts work? (As in, greasemonkey IS enabled, right?)
Do you have any other extensions installed that might prevent a script from working, maybe?

Oh, and you ARE using the most recent version, correct?


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PostPosted: Tue May 25, 2010 6:09 pm 
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it doesnt show at all.. my greasemonkey icon shows that it is enabled and the mark is checked
so i dont know whats the problem . its the only script i installed btw.
no other script in greasemonkey..

i'll try to install other script to know if they'll work

ok..update:
i added a script which adds a memento display link. and it worked..
it seems that both scripts are checked and enabled..
but only the other one is working, adventuring doesnt show the setting
window of TH adventure script.
any clue??


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PostPosted: Tue May 25, 2010 6:31 pm 
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Is the www / no www thing still an issue? Either way, check and see if you're logged in to www.twilightheroes.com or twilightheroes.com. It never makes a difference, except when it does >.>


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PostPosted: Tue May 25, 2010 10:06 pm 
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Actually, the lack of a www. was less of a problem in earlier versions. It's since become mandatory to use it, or modify the code personally. That's mentioned on the script page. Presumably, anyone using the script should be capable of reading, so they'd know that instead of asking why things aren't working when they failed typing.


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PostPosted: Tue May 25, 2010 11:17 pm 
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It's also possible that they read it and had been using it for so long that they forgot about it, then for some reason started using twilightheroes.com instead of www.twilightheroes.com.


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PostPosted: Wed May 26, 2010 12:05 pm 
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On another aspect of the a-a script... do many nats use it? And of those who do, do any use strategies that involve changing item selection or skill selection during battle?

I ask because I found a slight bug (which may or may not have been a result of a page source change) involving nats only. (The script used hardcoded references which were altered by the presence of that 'tame' button.) I just wanna know if there's enough interest in the 'fix', or if it can wait until the next time there's something significant to update the script.


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PostPosted: Wed May 26, 2010 9:11 pm 
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My nat multi just does the old "hit with stick 'til dead" method.

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PostPosted: Sun Jun 27, 2010 8:49 am 
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Will there be, or is there already in existence, a script for changing reputation fast?
I would presume it would involve going to specific places, doing specific things to swap from one reputation to another. Is this possible?
:?: :idea: :?:

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PostPosted: Sun Jun 27, 2010 10:23 am 
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Uh... I suppose it would be possible. The only issue would be stopping it once it got the right reputation. I've never really thought about scripting that.


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PostPosted: Mon Jun 28, 2010 7:56 am 
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I do reputation changes quite often and a side to side change rarely tales more than a dozen of turns. I doubt it's worth the effort to automate.


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PostPosted: Wed Jul 14, 2010 9:33 am 
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Can you awesome coders come up with a script that will let auto-DD betting occur with x-number of chips until chip count falls below y-value or something of that nature?

Is that possible?

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PostPosted: Wed Jul 14, 2010 11:52 am 
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Oh, I'm fairly certain I could code something like that up. I'd need to know a few things, like how you'd like it to look and work, but sure. It's simpler than my other projects ATM.

Gimme details, and it shouldn't take long.

Hmm. Scratch that. I'll need to talk to Ryme. I'm guessing that the problem I'm having is that the script isn't acting on the result page, mainly because there's no indication what it is. I'll try working around that, but..

Okay, it appears my first guess, that the result page is ALSO http://www.twilightheroes.com/devil-dice.php was correct. Which may be part of the problem. For whatever reason, while it's easy enough to navigate to a new page by setting the location.href, it doesn't work so well when it doesn't change anything. This might take a little more time.

Well, I was right about it taking more time. I've yet to figure out how to disable the confirmation dialog... and I won't have much chance to work on this for a few hours at least..


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PostPosted: Wed Jul 14, 2010 10:26 pm 
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So, I got tired of the problem, and decided to use the old engineering approach of using a bigger hammer.

Yes, the script is an utter kluge. Oh well. Here ya go, CS.

I'll probably ediit it further at some point, just because I'm not happy with the choice I made as far as an 'intermediate' page to jump to. I'll try to find one that has no real purpose, so it's unlikely anyone would go there and accidentally trigger the script. maybe rest.php would work...


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PostPosted: Thu Jul 15, 2010 9:27 pm 
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It even has a great name! ;) Thanks! I will try it today.

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PostPosted: Mon Jul 19, 2010 3:25 pm 
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The autoadventure script v3.4 is now available. Included features are automatic decryption as well as returning to a previously defined location after collecting IOUs. I might work on auto-catalyzing next, or shift efforts towards further developing the spading version of the script.


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PostPosted: Mon Jul 19, 2010 3:54 pm 
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Autoadventure started giving me a problem. I was going to ask about it but seen the update. Uninstalled the old version and downloaded the updated version.
Well I still have the same issue:
I click start for combat and nothing happens. Everything worked well before, but sometimes, when I click the actual 'attack' button TH offers, it MAY do a couple rounds on it's own, then stop again. (I mean on the old version that is, have yet to see a complete cycle in the new version as it's the same issue?)
:?: :? :?:

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PostPosted: Mon Jul 19, 2010 7:28 pm 
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If the a-a script stops because a threshold value has triggered a halt, it requires a double-click of the start button to start again.

If the a-a script still doesn't run, be certain that the threshold values are not triggering.

note: the HP/PP minimum and maximums are NOT inclusive. So a value of 0PP will always prevent the script from running if you're out of PP. Set the lower limit for PP at -1 if you're not using skills in combat.

beyond that, I'd need to know what errors are occurring. (And one caveat: if your version of
firefox predates 3.5, you can forget about using the a-a script.)


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