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 Post subject: Re: Greasemonkey
PostPosted: Tue Sep 29, 2009 8:15 pm 
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Uh, this version of the autoadventure script handles most of the choice adventures (there being one, maybe more not included yet) AND handles the fourth options, AND has more versatile combat options than 'continuous attack' AND is easily enough adapted for new choice adventures.

Besides that, this script does one thing: eliminate the need to click while adventuring. Pretty clear way of doing things. Yeah, I'd have coded it differently if I'd been starting from scratch, but this was just a result of trying to perfect what clownhammer started.


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 Post subject: Re: Greasemonkey
PostPosted: Tue Sep 29, 2009 8:47 pm 
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Er. I think you're misunderstanding me. It's MUCH LESS work if you moved the choice adventure things into the choice adventure script. Literally code for the 4th choice and you're done.

I think it's better to have two scripts that are cleaner (not to mention you don't have to manage the second one after you're done!) and actually function as they're supposed to. Modularity.

After all, most of the function you need in the Choice Adventure script is already done for you.

Again, what I'm saying, ultimately, is that you'll do LESS WORK, make LESS MISTAKES and be MORE COMPATIBLE with users who have both scripts already. Is this a bad thing, somehow?

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 Post subject: Re: Greasemonkey
PostPosted: Tue Sep 29, 2009 9:23 pm 
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Funny story.

THIS ISN'T CHATHZZAR'S SCRIPTS.

WTF.

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 Post subject: Re: Greasemonkey
PostPosted: Wed Sep 30, 2009 10:23 pm 
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MagiNinjA wrote:
Funny story.

THIS ISN'T CHATHZZAR'S SCRIPTS.

WTF.


Well...
After all, I wrote:
this was just a result of trying to perfect what clownhammer started.


So I still have no clue where the idea this was chathazar's came from...


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 Post subject: Re: Greasemonkey
PostPosted: Thu Oct 01, 2009 5:41 am 
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Magi's just a cranky, old coot. Ignore him. :lol:

Oh, Doc, is there a way to code in something to the effect of:
if hit_points <= num1
then stop auto_attack

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 Post subject: Re: Greasemonkey
PostPosted: Thu Oct 01, 2009 12:37 pm 
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At the moment, not easily. See... ~fight.php* doesn't reference current hit point values. So I'd have to seriously tweak things... and honestly, I'd have to research a little (for sufficiently large values of little) to figure out how to grab information from another page. (Which would be ~nav.php IIRC) I'll look into it though, because it seems like a useful addition.

In other news... I'd updated the script last night after insufficient testing, and while it had worked nicely in the testing I had done, it broke elsewhere. I've since changed it, and hopefully there is no breaks elsewhere, but it's now working much better.


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 Post subject: Re: Greasemonkey
PostPosted: Thu Oct 01, 2009 3:07 pm 
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Uh, I'm not a GM expert, but isn't it possible to simply regex it from the already loaded nav frame?


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 Post subject: Re: Greasemonkey
PostPosted: Thu Oct 01, 2009 7:48 pm 
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There probably is a way to do it... and in fact I'm almost certain there is. However... Javascript isn't a language I've really spent any time learning... the work I've done modifying other scripts recently is basically the extent of my experience in JS. If I were using a programming language I know well (and I won't list all of them here) I'm sure I could whip something up in several minutes, maybe an hour tops. Unfortunately, grabbing the data from the nav pane involves parts of JS I don't really know atm. So it'll take time to figure that out. And that depends on my available time (low) and the priority I put on the inclusion (about the same).


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 Post subject: Re: Greasemonkey
PostPosted: Thu Oct 01, 2009 8:27 pm 
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Well, JS can be a bitch, so I'm not often willing to do tons of work in it, but I /do/ know it. I just don't know how GM differs (do you use actual JS, or is it some kind of modified version of JS, etc.). But, assuming it was actual JS, you could access what's in that pane with parent.nav.innerHTML, then regex it with a match for whatever's necessary (I'm sure you know how to do that). This is assuming that your location of the script is done from the perspective of the middle pane, so that calling the parent would get the main window, then nav gets the nav frame, then innerHTML gets its contents.


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 Post subject: Re: Greasemonkey
PostPosted: Fri Oct 02, 2009 12:19 am 
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Well, as mentioned, I was a little more interested in my other project...
and now, the spambuffer is complete. I even posted it on usersctipts, in case anyone is interested:
http://userscripts.org/scripts/source/58995.user.js

It's not as fast as I think it could be, but I gave up trying to get the XML request approach working. And it does do the job at least as fast as clicking away does, without the carpal tunnel problems...

edit: Cris commented that there was no indication of how many buffs were remaining in a spam run, so I updated the code to include a bit for that.


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 Post subject: Re: Greasemonkey
PostPosted: Sat Oct 03, 2009 9:58 am 
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Note for anyone using the auto-adventure script: I've gotta update it, as the version anyone has WILL NOT WORK in the cube/park choosing the fourth option.

Apparently, Ryme was being tricksy when he coded the pegasus/URdisc adventures, and those choices don't have a value of 4. So I had to come up with a workaround. Hopefully, what I've got now works, but if anyone runs into either encounter: grab a frame source before making a choice, and share that info. Knowing the correct values to use would make the script safer for use.

I'll edit this post to include the link, once I get a chance to update the script.

The script is updated: http://userscripts.org/scripts/source/58801.user.js

(I figured this was important, to prevent anyone else using the script from missing out on the Memory...)


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 Post subject: Re: Greasemonkey
PostPosted: Wed Oct 07, 2009 3:18 am 
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I tried to add the "Trapped!" adventure on my own but I guess I'm missing something. Adding the line:

numComChoice["Trapped!"+"choice"] = "1";

makes the script stop working.

Here is the frame source for this adventure:

Code:
<HTML><head><link rel='stylesheet' href='includes/style.css'><script type='text/javascript'>if (self.location == top.location)
top.location.href = 'index2.php';</script><script language=Javascript src='http://www.twilightheroes.com/scripts/popup.js'></script></head><BODY>
<table border=0 cellspacing=0 cellpadding=4 width='100%'><tr valign=top><td width='100%'><h2>Trapped!</h2><font class='text'>

On what should have been a routine patrol along the edges of the hive, you stumble into what appears to be an entire squadron of renegade robots. There are way too many to fight at once, so you duck back into an alley, but it's too late. One of the scouts sounds an alarm, and in moments dozens of robots are after you!<BR><BR>Over the course of a few minutes of sprinting, you manage to lose most of the robots. But then you turn down what turns out to be a dead-end alley, sealed at the end by a towering brick wall. You turn, but you can see the glow of a headlight approaching the opening to the alley. There could be anything out there, maybe just one robot, maybe an entire swarm. What do you do?<form action=fight.php method=post><input type=radio name=choice value='1' checked>Run away!<BR><input type=radio name=choice value='2'>Run towards the foe! <BR><input type=submit value='Which way to run?'></form>


</td><td align=center><img src='images/foes/brick-wall.jpg' height=200 width=200 border=3><BR><b></b></td></tr></table><script type='text/javascript'>top.nav.location='nav.php';</script>

</font>

</BODY>
</HTML>


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 Post subject: Re: Greasemonkey
PostPosted: Wed Oct 07, 2009 8:51 am 
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Muhandes wrote:
I tried to add the "Trapped!" adventure on my own but I guess I'm missing something. Adding the line:

numComChoice["Trapped!"+"choice"] = "1";

makes the script stop working.


I'll assume that was a typo, and just say that the problem was likely forgetting the line:
nonComChoice["Trapped!"+"submitvalue"] = "Which way to run?";

But I've updated the script, and even set it for your preferred choice, muh.


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 Post subject: Re: Greasemonkey
PostPosted: Wed Oct 07, 2009 9:52 am 
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Somehow I feel as if I have stepped into another dimension.
I know all of this has to be important for the game, but is all this something *I* need to be concerned with? I only know a bit of BASIC and even less of Visual Basic!
I could be in serious trouble now!
:? :shock: :?

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 Post subject: Re: Greasemonkey
PostPosted: Wed Oct 07, 2009 11:15 am 
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Actually, scripts are usually made to be user-accessible. All you'd have to do is add them to Grease Monkey (an FF add-on). They make certain aspects of the game less-repetitive/more convenient. But they're not necessary, and the only people dealing with code are the people who make them.


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 Post subject: Re: Greasemonkey
PostPosted: Wed Oct 07, 2009 5:31 pm 
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Personally I find things acceptable as they are, but then again I just got here lol!
I suppose later on I might 'deserve' some assistance with this code, but for now I'll take it as it comes.
Thanks for getting me off the hook about programming though!

8)

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 Post subject: Re: Greasemonkey
PostPosted: Fri Oct 09, 2009 1:27 am 
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Doc Igor wrote:
Muhandes wrote:
I tried to add the "Trapped!" adventure on my own but I guess I'm missing something. Adding the line:

numComChoice["Trapped!"+"choice"] = "1";

makes the script stop working.


I'll assume that was a typo, and just say that the problem was likely forgetting the line:
nonComChoice["Trapped!"+"submitvalue"] = "Which way to run?";

But I've updated the script, and even set it for your preferred choice, muh.


Bah, silly muh.


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 Post subject: Re: Greasemonkey
PostPosted: Fri Oct 09, 2009 11:59 am 
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AldenteVonTino wrote:
Somehow I feel as if I have stepped into another dimension.
I know all of this has to be important for the game, but is all this something *I* need to be concerned with? I only know a bit of BASIC and even less of Visual Basic!


Unless you're trying to create your own script, you aren't going to need to know much, if anything, about programming.

If you want to use the auto-adventure script, then you can most likely just get greasemonkey and use the script as-is: the choices I have set are (for the most part) the optimal choices, and the strategies included as standard are a pretty good selection.

If you want to modify the script in a simple way (by using different choices for the choice adventures, or making some different strategies be included in the options given) the code has plenty of explanation how to do so, even for luddites.

If you want to modify it to do some other, more complicated way... well, you're limited to two choices: ask nicely (and give a damn good reason for the request) for someone who knows how to do it to do so, or experiment on your own. I'd suggest only trying the second on a backup copy of the code, and only if you already know how to program.


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 Post subject: Re: Greasemonkey
PostPosted: Sun Oct 11, 2009 8:19 am 
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Anyone willing to have a look at the rest link script and make it work with the new rest page? I'm thinking of a link that will always do a "simple" rest when clicked.


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 Post subject: Re: Greasemonkey
PostPosted: Sun Oct 11, 2009 9:04 pm 
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Doc Igor wrote:
If you want to modify the script in a simple way (by using different choices for the choice adventures, or making some different strategies be included in the options given) the code has plenty of explanation how to do so, even for luddites.
Very easy, actually. All the extra comments make it pretty easy, even to do more involved editing. Switch a choice adventure's easy enough, but it was also easy to figure out how to add new attack combinations (such as Voodoo Doll, Then 2 Stars, Then Attack).

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 Post subject: Re: Greasemonkey
PostPosted: Tue Oct 13, 2009 3:27 am 
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Since many people would like to actually see the UR adventure they've blindly stumbled into, would it be possible to have this (autoadventure) script abort if it encounters one of the known UR combats (Big Chinned Wise Guy, Kraken, some wacky pit beastie, Azathoth, and the squirrel)? That way you could change tactics (um... if you... wanted to...) or just look up and noticed it happened. It don't know how big a pain in the ass that would be, but it sounds neat to me.

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 Post subject: Re: Greasemonkey
PostPosted: Tue Oct 13, 2009 4:18 am 
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I agree. That would be awesome.

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 Post subject: Re: Greasemonkey
PostPosted: Tue Oct 13, 2009 6:19 am 
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Remind me the javascript for ring the fuck out of your computer's bell, I'll get right on it.


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 Post subject: Re: Greasemonkey
PostPosted: Tue Oct 13, 2009 8:44 pm 
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Told ya people would want monster specific strategies...

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 Post subject: Re: Greasemonkey
PostPosted: Tue Oct 13, 2009 8:47 pm 
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It's not so much monster-specific as a triggered abort. On KoL, I used a speed scriptlet for the longest time that was nothing other than attacking and picking option #1 on every choice adventure (it didn't run through GM, so it was a single, complex, line), but it had an abort for the UR encounters. And one that could be easily edited to abort for other things.

I'm fine using the same strategy on every monster, there's no need to store specific tactics.

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 Post subject: Re: Greasemonkey
PostPosted: Tue Oct 13, 2009 10:15 pm 
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I've already mentioned this to Cris, but the idea isn't that good. UR encounters can time out. I'd hate for someone using the script to miss out on acquiring a UR because the script halted. Besides, there's a 'stop' button... if someone is paying attention (which they'd need to be if the script was going to halt) then they could use the stop button. They might need to tweak the delay times so that they're sure they can click quickly, but...
I'm debating relocating the 'battle computer' so that the buttons in it are stationary, rather than moving based on the size of the image/image name. That might be the next project I take on with this script. Then maybe halting at a preset HP level. (or maybe just not starting a fight if HP is below a certain amount. that might be more reasonable... it depends, I guess, on how many people actually have effective combat-usable healing. I'll have to think about that, and determine how I would want to implement it.)

And still... monster specific strategies are not something I thinkJS is well suited to. However, if someone wants it badly enough, I suppose I can implement a somewhat-monster-specific strategy set... I'll need to do a fuck of a lot of typing to do it, though, as I'd need pretty much every monster name... so don't count on it any time soon.


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 Post subject: Re: Greasemonkey
PostPosted: Tue Oct 13, 2009 10:49 pm 
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The only UR that 'times out' is the cube one, which isn't a battle anyways. As far as I know, you'll still be in the UR battle when you log back in, just like the rest.


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 Post subject: Re: Greasemonkey
PostPosted: Wed Oct 14, 2009 12:25 am 
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Another small request. Can someone add a "refersh" link to the left pane? I keep using items through mid-clicking which opens a new page, and then I need to manually refresh.


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 Post subject: Re: Greasemonkey
PostPosted: Wed Oct 14, 2009 12:41 am 
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For what it's worth, clicking "Wear Things" will automatically refresh the left pane.

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 Post subject: Re: Greasemonkey
PostPosted: Wed Oct 14, 2009 7:34 am 
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Satan wrote:
The only UR that 'times out' is the cube one, which isn't a battle anyways. As far as I know, you'll still be in the UR battle when you log back in, just like the rest.


Ok, maybe it's not a UR, but the pegasus option does time out as well... dunno if there are more.

That said... I suppose I could (if I found the inclination to type a lot, that is) create an array of the UR enemy names, and then check against that... If I'm gonna do that, though, I will probably go all-out and create other classes of enemies, like fire- or psi-resistant, or whatever other, and really complicate things. I'll consider adding it, but no promises on timeline.


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 Post subject: Re: Greasemonkey
PostPosted: Wed Oct 14, 2009 1:31 pm 
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I have updated the autoadventure script, to meet a request in chat....
There are new strategy options available for natties, allowing them to attempt to tame enemies (if the option exists) but otherwise use some other strategy. As currently encoded, any 'complex' alternative strategy will result in the taming attempt only being tried once, while any 'simple' alternative strategy will result in attempting to tame until successful in the attempt.
With the limited testing so far done, it seems to work fine, but lemme know if there are problems. (Note: the sample strategies included are the only ones tested so far. Try them first, if you want to see how it works.)

On another script... I started feeling confident enough that I was gonna take a stab at fixing up the nav pane to reorder the info on it, such that the information I want to see most of the time is always on the top part of the pane (so I can see it without having to scroll down, which doesn't work so well while the autoadventure script is running) but I've run into a bit of a roadblock. If someone is more familiar with JS could speak up.... I might need someone to bounce a few questions off of.

edit: yeah... disregard that last. The new script is finished, and I've even made it available to anyone interested in seeing what I've been asking about.
http://userscripts.org/scripts/show/59951
minor note: apparently because of the way CSS sheets weren't used, the moved text becomes black. I didn't notice because of the userstyle I had been using, but a tester brought it to my attention.


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 Post subject: Re: Greasemonkey
PostPosted: Wed Oct 28, 2009 1:53 am 
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All's Quiet on the Nearby Front please? Here's the source

Code:
<HTML><head><link rel='stylesheet' href='includes/style.css'><script type='text/javascript'>if (self.location == top.location)
top.location.href = 'index2.php';</script><script language=Javascript src='http://www.twilightheroes.com/scripts/popup.js'></script></head><BODY>
<table border=0 cellspacing=0 cellpadding=4 width='100%'><tr valign=top><td width='100%'><h2>All's Quiet on the Nearby Front</h2><font class='text'>

You walk through the slums, alert for danger. Everything is quiet ... too quiet. At first you think maybe that's a sign something is about to happen, but the longer the silence goes on, you decide maybe there's just something good on TV right now. What do you feel like doing? <form action=fight.php method=post><input type=radio name=choice value='1' checked> See if anything is going on at the park<BR><input type=radio name=choice value='2'> Spend some time exploring back alleys<BR><input type=radio name=choice value='3'> Forget it, let's play pool!<BR><input type=submit value='Make your choice'></form>


</td><td align=center><img src='images/foes/alls-quiet.jpg' height=200 width=200 border=3><BR><b></b></td></tr></table><script type='text/javascript'>top.nav.location='nav.php';</script>

</font>

</BODY>
</HTML>


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 Post subject: Re: Greasemonkey
PostPosted: Wed Oct 28, 2009 8:59 pm 
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Muh, why are you asking for something that's already included to be included?

oops. Just noticed that I hadn't posted my version of the script lately... and never got around to including that change. Sorry Muh.

Anyhow, the adventure is added. Also included an update that stops the script and resets the round counter if you die. I'll probably start working on a 'chicken' option for the script, to stop the script if your HP drops 'too low'. No promises on how soon that'll be done, though.


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 Post subject: Re: Greasemonkey
PostPosted: Thu Oct 29, 2009 12:53 am 
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Doc Igor wrote:
Muh, why are you asking for something that's already included to be included?

oops. Just noticed that I hadn't posted my version of the script lately... and never got around to including that change. Sorry Muh.

Anyhow, the adventure is added. Also included an update that stops the script and resets the round counter if you die. I'll probably start working on a 'chicken' option for the script, to stop the script if your HP drops 'too low'. No promises on how soon that'll be done, though.

Thanks for adding it.


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 Post subject: Re: Greasemonkey
PostPosted: Thu Oct 29, 2009 12:55 am 
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Doc Igor wrote:
edit: yeah... disregard that last. The new script is finished, and I've even made it available to anyone interested in seeing what I've been asking about.
http://userscripts.org/scripts/show/59951
minor note: apparently because of the way CSS sheets weren't used, the moved text becomes black. I didn't notice because of the userstyle I had been using, but a tester brought it to my attention.

This has a strange effect on the forums. It paints them green.


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 Post subject: Re: Greasemonkey
PostPosted: Thu Oct 29, 2009 7:23 am 
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Er, yeah. I updated it after I'd posted to incorporate my own css, because someone in chat had wanted to see what the nav pane was supposed to look like with it. And I try to eliminate all red-values from color schemes... it lets me stare at a computer screen a lot longer without headaches that way.
So, yeah... it affects more than just that one pane, now.


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 Post subject: Re: Greasemonkey
PostPosted: Thu Oct 29, 2009 1:26 pm 
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On a slightly different note: I've been working on the autoadventure script again, and now have it being able to stop itself once HP drops below a certain threshold. Unfortunately, it seems that either I need to use a longer delay than I have, or the script will make you take one more hit after you drop below the threshold amount. I haven't quite worked out what's happening there yet. And for some strange reason... it changes your strategy back to attack only, once it's been stopped. Don't ask, again, I'm not sure why.
Now, should I post the update, or wait until I've got these bugs worked out? If there's enough demand for it, I'll post...


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 Post subject: Re: Greasemonkey
PostPosted: Thu Oct 29, 2009 2:28 pm 
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I only use "Attack Only" anyway, so that wouldn't bother me.

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 Post subject: Re: Greasemonkey
PostPosted: Thu Oct 29, 2009 2:52 pm 
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The problem is it's attempting to grab the value before the content is fully loaded, I think. You have to use something to check and see if content is loaded. I need to look up what it is again.


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 Post subject: Re: Greasemonkey
PostPosted: Thu Oct 29, 2009 3:00 pm 
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Screw it. I put it up as-is. Basically, it should be fine for adventuring at low(ish) levels, and farming the cube or castle at somewhat higher levels. (It chickens out if your HP drop below 100, although you'll still take another hit before it stops. And you'll still be in combat if you haven't finished off the opponent who did it.)


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