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PostPosted: Tue Jul 20, 2010 8:39 am 
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Hey, Doc, how would I change the corrupt gambling script to bet on triples in lieu of Devil Dice?

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PostPosted: Tue Jul 20, 2010 12:53 pm 
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well, CS, it'd be a real PITA, since I hadn't built it that way, but... here's the code:
Code:
// ==UserScript==
// @name           corrupt gambling
// @namespace      http://userscripts.org/users/110369
// @description    auto-bets the max on triples at devil dice until the chips aren't available to do so any longer
// @include        http://www.twilightheroes.com/devil-dice.php
// @include        http://www.twilightheroes.com/rest.php
// ==/UserScript==

function gfb(n){
   var a=document.getElementsByTagName('input');
   var b=0;
   while (a[b].type!='submit') b++;
   return a[b];}

function gfb(n){
   var a=document.getElementsByTagName('input');
   var b=0;
   n--;
        while (a[b].type!='radio') b++;
   return a[b+n];}

function rfp(){   
   location.href='rest.php';}
   
function dfw(){
   var a=10;//threshold to stop gambling at
   var b=10;//bet to make
   var nfo=localStorage.getItem("cfc");
// In the following line, change the '2' depending on the desired game:
//   1 for devil dice
//   2 for triples
//   3 for high
//   4 for low
//   5 for odd
//   6 for even
//   7 for 1s
//   8 for 2s
//   9 for 3s
// 10 for 4s
// 11 for 5s
// 12 for 6s
   gfb(2).checked=true;
   if (nfo>a){
             document.getElementsByName('ddbet')[0].value=b;
      gfb().click();}
   else
      localStorage.setItem('sfg',false);
   GM_log(localStorage.getItem('sfg'));}

function drw(){
   if(document.getElementsByTagName('input').length)   
      dfw();
   else{
      GM_log('stuck here');
      GM_setValue('delayID',setTimeout(rfp,50));}}

function bfa(){
   var a=100000;//threshold to stop gambling at
   var b=100000;//bet to make
   var r=localStorage.getItem('sfg');
   var nfo=localStorage.getItem("cfc");
   if (r&&nfo>a) return true;
   localStorage.setItem('sfg',false);
   return false;}

if(/rest/.exec(location.href)){
    if (bfa())
   location.href='http://www.twilightheroes.com/devil-dice.php';}
else{
   localStorage.setItem('sfg',true);
   GM_xmlhttpRequest({
     method: "GET",
     url:    "http://www.twilightheroes.com/nav.php",
     headers: {"User-Agent": navigator.userAgent },
     onload: function(r) {
       var rsp = r.responseText;
       if (!r.responseXML)
      r.responseXML=new DOMParser().parseFromString(rsp,"text/xml");
       var pat = /Chips:<\/strong>(.*?)</;   
       var cfv = pat(rsp);
       var tfa = cfv[1].split(',');
       var nfo = tfa.join('');
       localStorage.setItem("cfc", nfo);
       GM_log(nfo);
       drw();}});}


The problem was, I got tricksy with the one function (that being the gfb(x) in the original) so I could use it to grab both the radio button and the submit button. The radio button for 'triples' is the one following the one for 'devil dice', so I could've just tossed in the +1 if I'd initially used separate functions... This should work. I'm updating the script page next.

Also: anyone using the a-a script should update ASAP. The newest version finally fixed an old bug (where starting an encounter even when outside of the range of HP/PP specified could occur) while making the script much friendlier to the server. (The old version used to request an extra page from the server every round of combat. Now, it doesn't.) So update, and keep Ryme happy. Or at least keep him from being too unhappy.


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PostPosted: Tue Jul 20, 2010 3:04 pm 
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Doc Igor wrote:
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.)

Problem solved. I did change the settings when I leveled for max hp/pp, however as you say 'NOT inclusive'. I added 5, and all is well. And yes, I have firefox 3.6.6.
Thank you!
8)

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PostPosted: Tue Jul 20, 2010 5:52 pm 
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Thanks for the update, Doc, but it doesn't appear to be working.

When I click Casinos, it takes me to a 404 page:
http://www.twilightheroes.com/index2.php

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PostPosted: Wed Jul 21, 2010 7:37 am 
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Uh, CS... the new version doesn't act on the casino page at all. I think there's a different problem. Maybe you need to get rid of the previous version? (Or maybe JS doesn't like overloading the function namespace. If nothing else works, change the name of one version of the functions from 'gfb' to something else - in both places (the function definition, and the function call) that that version (either the one with, or without, the parameter) occurs - and see if that does the job.) It's hard to say what's going on, since I don't use Chrome because Google is evil.


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PostPosted: Wed Jul 21, 2010 6:25 pm 
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No, I was using Firefox.

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PostPosted: Wed Jul 21, 2010 7:20 pm 
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Well, maybe it was coincidence, and the server had problems just as you went to the casino, since the new version doesn't act on the casino. (Unless you need to check the manage scripts dialog and remove that manually?)


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PostPosted: Wed Jul 21, 2010 8:59 pm 
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Maybe I dun goofed.

I overwrote the entire script with the new script in the Edit function. Was that not what I was supposed to do?

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PostPosted: Thu Jul 22, 2010 5:16 am 
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Ok, you WILL need to edit the sites it acts on manually, then. Change .....casinos.php to http://www.twilightheroes.com/rest.php and that should do it. (Installing the new version from userscripts.org would probably have changed that automatically.)


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PostPosted: Thu Jul 22, 2010 5:37 am 
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Oh, didn't know you changed it on the site. My bad. I'll try it out.

I dunno what I'm doing wrong.

Uninstalled the old script, installed the new one. I place one bet and it takes me to the rest.php and sits there.

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PostPosted: Thu Jul 22, 2010 12:36 pm 
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Corrupt Shadow wrote:
Oh, didn't know you changed it on the site. My bad. I'll try it out.

I dunno what I'm doing wrong.

Uninstalled the old script, installed the new one. I place one bet and it takes me to the rest.php and sits there.


Hmm. what's on the error console? (I haven't actually tested the new version. It SHOULD be fine, though...) (It DOES include rest.php in the manage scripts dialog, right?)


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PostPosted: Thu Jul 22, 2010 12:37 pm 
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Error console?

Yes, it has rest.php in it.

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PostPosted: Thu Jul 22, 2010 12:42 pm 
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Corrupt Shadow wrote:
Error console?


Ctrl + Shift + J

There's probably an error being generated, that'll say what it is.


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PostPosted: Thu Jul 22, 2010 1:40 pm 
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Error: not well-formed
Source File: http://www.twilightheroes.com/header.php
Line: 2, Column: 60
Source Code:
top.location.href = 'index2.php';</script><script language=Javascript src='http://www.twilightheroes.com/scripts/popup.js'></script></head><BODY>

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PostPosted: Fri Jul 23, 2010 3:02 pm 
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coming soon: a-a script version 4.0: the spading edition.

I've currently got the script recording the following:
for each enemy, the number encountered, the number defeated, and the number of each item dropped by that enemy. I haven't bothered with chip drops... I suppose it wouldn't be too difficult to include, but don't know which way to record it: just record each individual drop? just keep a running tally? keep the high and low so far? (do foes that drop chips always drop chips, even? if so, it would simplify things greatly.)

As well, the names of non-combats encountered aren't being tracked. again, I suppose I could and should, just haven't got to that yet.


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PostPosted: Thu Aug 12, 2010 12:45 am 
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Just a FYI.. the spading version is still being developed. It's working pretty well, but I'm not certain every encounter is being recorded properly, or that wiping the history on it is working right. I'd like to be certain it's working correctly before I release it. Also, certain 'hooks' are gonna get inserted into the source at some point, so I can more easily include some of the data requested (and so that future items/IotMs will be more readily spaded) but with retcon looming, they won't be inserted for a while. I'd prefer to have the code ready for when they are, though.

So, for those eagerly waiting, the wait will be a bit longer.

Also, I'm considering seriously extensions to the script for use during and post-retcon... including automatic quest completion (retcon) and multi-skill attack strategies (yep, I mean like "Firestorm anyone not resistant to fire, otherwise psi-blast them"... as a single turn strategy choice. I'll probably be talking to Muh about that idea shortly.)

As always, anyone with ideas that seem worthwhile implementing are invited to comment. (Note: no, I will NOT get into changing gear with the script, with one exception - the sewer quest does require a certain piece of gear, so I'll have to include that. But really, while it would be possible to code the script to equip optimal gear, that would assume everyone using it had every piece of gear accessible. That's too big an assumption. More likely, the 'retcon edition' will have a drop-down menu to choose which quest you want to complete, and will just do that quest, using whatever gear you've already equipped. You'll have to replace the skeptic sandals yourself after completing the sewer quest. Or the harbor pearl/submacar/whatever after the troutmaster quest.) Other ideas, however, may get implemented.


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PostPosted: Wed Aug 18, 2010 10:21 pm 
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I went ahead and updated the quick welding and assembling script with the current stuff from the wiki so it has all the recipes. Let me know if anything isn't working from spelling errors or whatnot.

http://userscripts.org/scripts/show/83941


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PostPosted: Thu Aug 19, 2010 7:49 am 
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delassa wrote:
I went ahead and updated the quick welding and assembling script with the current stuff from the wiki so it has all the recipes. Let me know if anything isn't working from spelling errors or whatnot.

http://userscripts.org/scripts/show/83941


That's cool, thank you


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PostPosted: Mon Aug 30, 2010 12:40 pm 
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Created a small script that changes the popup item descriptions title to a link to that items wiki page.

http://userscripts.org/scripts/show/84984

Also got bored and modified the assembly script to retrive its listing from the wiki pages. It uses the greasemonkey api storage to store the lists locally though so I don't think its compatible with Google Chrome. It was the only way I could think to make it so the wiki wasn't hit on every load of the pages.

The first time you use it, go to the assembly page and click the "Update quick list" button then do the same on the welding page. Then reload the pages and the list should populate properly. The only time you need to click the button is when the recipes on the wiki actually change. Its kinda hacky but it was the best way my limited javascript abilites could come up with to not bombard the wiki with page requests for the same info over and over.

Anyways its here

Credit goes to bamse for the original script, all I did was add a couple functions.
http://userscripts.org/scripts/show/85000

Bugs etc, send me an ingame message to delassa or post here.


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PostPosted: Tue Aug 31, 2010 9:38 am 
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delassa wrote:
It uses the greasemonkey api storage to store the lists locally though so I don't think its compatible with Google Chrome. It was the only way I could think to make it so the wiki wasn't hit on every load of the pages.


localStorage works with Chrome. The only thing to remember when using it is that you'll need to convert data, as it only stores/returns data as strings. (Obviously, it is able to convert to string format on its own. If you're storing counter variables, retrieval's where the work is needed.)

I'm not sure if Chrome likes the GM_xmlHTTPRequest() calls, though. It might support it... but if it doesn't I don't think there's any way to make the script work with Chrome.


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PostPosted: Tue Aug 31, 2010 1:07 pm 
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Doc Igor wrote:
I'm not sure if Chrome likes the GM_xmlHTTPRequest() calls, though. It might support it... but if it doesn't I don't think there's any way to make the script work with Chrome.


Yea I tried installing it in chrome and the console comes back with a failed to retrieve resource for the 2 wiki pages so I'm assuming that chrome doesn't like the GM_xmlHTTPRequest calls. I'll look into it a bit more later and see if there is a workaround of some sort.


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PostPosted: Tue Aug 31, 2010 4:01 pm 
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Well, you could go with the normal xmlHTTPRequest() calls. Dunno if that would work so well. (Probably shouldn't, given it's a different serve you're calling.)

Alternatively, make the script actually change pages. Have it active on the hideout page(s) as well as the wiki pages.... and make a button in the hideout start a procedure that clears localStorage then changes the url to the wiki page, where (since you've set a flag value) it knows to populate the array/localStorage with the data from that wiki page, then shifts to the other wiki page and does the same again, then clears the flag value and returns to the hideout. (There are always ways of getting around problems. It's just a question of is it worth it?)


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PostPosted: Wed Sep 01, 2010 12:29 am 
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delassa wrote:
Created a small script that changes the popup item descriptions title to a link to that items wiki page.

http://userscripts.org/scripts/show/84984



It breaks wikilink, but one can easily turn off wikilink on popups if one prefers the link to the small w

Quote:
Also got bored and modified the assembly script to retrive its listing from the wiki pages. It uses the greasemonkey api storage to store the lists locally though so I don't think its compatible with Google Chrome. It was the only way I could think to make it so the wiki wasn't hit on every load of the pages.


Very well done, I was waiting for someone (hint hint) to do that for ages, I'm happy those pages will get a good use.


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PostPosted: Wed Sep 01, 2010 8:55 pm 
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Muhandes wrote:
It breaks wikilink, but one can easily turn off wikilink on popups if one prefers the link to the small w


Yea I did it mostly to have something like wikilink that is compatible with the auto adventure script.

Muhandes wrote:
Very well done, I was waiting for someone (hint hint) to do that for ages, I'm happy those pages will get a good use.


Glad to be of help, hope it gets used.


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PostPosted: Thu Sep 02, 2010 7:48 am 
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delassa wrote:
Muhandes wrote:
It breaks wikilink, but one can easily turn off wikilink on popups if one prefers the link to the small w
Yea I did it mostly to have something like wikilink that is compatible with the auto adventure script.

It is easy to make them compatible, by remove the association with the fight page. I use them together.


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PostPosted: Wed Sep 29, 2010 11:05 pm 
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Muhandes wrote:
Very well done, I was waiting for someone (hint hint) to do that for ages, I'm happy those pages will get a good use.


Sorry about that. It completely slipped my mind. :( Delassa's solution is much better than mine anyway, as anyone can keep their version up to date as long as the wiki is updated.

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PostPosted: Mon Oct 04, 2010 3:12 pm 
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I wrote a script so you can re-up your buffs from the nav pane (sorta like in Mafia). You need to visit the skills page before it will activate (to figure out which skills you have). TekRunner's mentioned this would be nice.

http://userscripts.org/scripts/show/87404

This is my first GM script, so send me feedback (and silver stars of appreciation ;) ).

edit1: there's an issue with multi-effect skills: the skill number for skill and the effect are different. I'll see what I can do to fix that. I might post a version that doesn't care which skills you have -- but won't let you buff ones you don't.

edit2: okay, V0.1.1 doesn't detect which skills you have so puts a '+' next to all of them. You'll get a message when you can't cast a buff. I figure it's more useful this way.

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Navpane Rebuff: http://userscripts.org/scripts/show/87404


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PostPosted: Wed Feb 16, 2011 9:50 pm 
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Am I just blind, or are there no other (working) scripts for non-combat adventures?
The one I have seems to be broken! (I'd hate to lose vital reputation with wrong choices, or not gain proper building of Strength, Intellect or Reflexes.)
:?:

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PostPosted: Thu Feb 17, 2011 4:30 am 
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AldenteVonTino wrote:
Am I just blind, or are there no other (working) scripts for non-combat adventures?
The one I have seems to be broken! (I'd hate to lose vital reputation with wrong choices, or not gain proper building of Strength, Intellect or Reflexes.)
:?:


Version 3.4.1 of the script works for me. You'll have to work a bit to add the new areas if you want to play there.


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PostPosted: Fri Feb 18, 2011 9:14 pm 
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Yeah the normal adventuring script is just fine, I'm talking about non-combat such as "Shall We Play A Game?" (Cannonball Tavern)
I don't get a choice when running the adventure script, it just picks one on it's own and moves on to the next encounter.

:?

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PostPosted: Sat Feb 19, 2011 6:54 am 
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You have to go into the script and either remove that non-combat, or change it's selection choice.


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PostPosted: Sat Feb 19, 2011 4:11 pm 
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Removing that part of the script stops the script from running? I continue after I resolve the non-combat?
:?:

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PostPosted: Sat Feb 19, 2011 4:46 pm 
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Removing the non-combat from the script makes it stop automatically selecting something, so that you have to do it manually.

Commenting out each line is also supposed to do this, but I've noticed a few that still annoyingly auto-select even after I tell them not to. We need someone to make a cleaner script (minus all the snarky little comments Heather put it, too), but the one person I know could do it is working on better things.


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PostPosted: Sat Feb 19, 2011 4:50 pm 
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Ok, thanks!
8) :D 8)

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PostPosted: Sat Feb 19, 2011 4:57 pm 
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Harry Dresden wrote:
Removing the non-combat from the script makes it stop automatically selecting something, so that you have to do it manually.

Commenting out each line is also supposed to do this, but I've noticed a few that still annoyingly auto-select even after I tell them not to. We need someone to make a cleaner script (minus all the snarky little comments Heather put it, too), but the one person I know could do it is working on better things.


You're damn right I'm working on better things. >.> If there's a real need for this, I wouldn't be opposed to it. The script doesn't work at all for me right now, since I moved up to FF 4 beta and something about the new GM extension that's compatible with FF 4 is causing the auto-attack to mess up. So I'll probably have to hack the script to a form that can work around this error, and I suppose I could clean it up in the mean-time.

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PostPosted: Sun Feb 20, 2011 11:16 am 
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:wink: :? :x DANG IT! :x :? :wink:
You just can't get this Noodlehead to shut up! (Good thing he's on OUR side!)
In the non-combat encounter, Anonymity: Blessing or A Curse, am I correct in assuming I would // out the line that makes it true, or which?
(Maybe after this, I can hush for a bit, let you get on with your world...)
:lol: :? :?: :? :lol:

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PostPosted: Tue May 10, 2011 8:35 pm 
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NardoLoopa wrote:
I wrote a script so you can re-up your buffs from the nav pane (sorta like in Mafia). You need to visit the skills page before it will activate (to figure out which skills you have). TekRunner's mentioned this would be nice.

Would it be possible to have the + be set to right justification? If you're rebuffing multiple effects and they have different times, the plus sign bops back and forth:

Spell
205.5 min +

Spell2
12 min +

Spell3
200.75 min +

As opposed to:

Code:
Spell
205.5 min     +

Spell2
12 min        +

Spell3
200.75 min    +

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PostPosted: Wed May 25, 2011 5:58 am 
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In Firefox 4, the script that auto uses all the *ouchs needs to be executed a 2nd time if you want it to also use the shining trapezohedron :|


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PostPosted: Wed May 25, 2011 8:44 am 
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I updated Heather's *ouch script to add the hat. (trivial). Unfortunately, I don't have a test character high enough to test the Trap.

FF4 seems to break a lot of things. For those having trouble with the auto-adv script, the problem may actually be the TH choice saver instead. I've only been running the AA and it has worked fine. The workaround for the Choice Saver is to open another tab with index2.php as your TH URL.

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PostPosted: Fri May 27, 2011 3:03 pm 
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Joined: Mon Nov 16, 2009 11:48 am
Posts: 210
yeah, I had already added the hat :wink:

already a few days I've had to use it twice to get the items from the trapezohedron...wonder if anyone else noticed...


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