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 Post subject: Re: Greasemonkey
PostPosted: Sat Nov 28, 2009 7:58 am 
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Location: RP Channel... we have cake!!
Doc: After having the issue with the HP/PP script and installing the one you posted right above me, the adventure script stopped functioning

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 Post subject: Re: Greasemonkey
PostPosted: Sat Nov 28, 2009 12:38 pm 
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Currently, if you have the most recent version of the script, turning off the hp/pp bar script will make it work. Although, I have experienced problems with attack strategies occasionally, but if you're just using one item or attacking only, should work fine.


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 Post subject: Re: Greasemonkey
PostPosted: Mon Nov 30, 2009 8:54 am 
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I've got a modified version of the HP/PP bar script that doesn't interfere with the a-a script, I'll post it shortly. It WILL cause some flicker, as the way I protect the a-a script from it is by making it delay running itself. Hopefully, this won't become an issue in a bit, as I've talked to Ryme about getting the HP and PP data included somewhere on fight.php (and Satan, before you start going off on this... the reason is that the asynchronous nature of the frame refreshes means that there's no way to reliably time the a-a script to grab the info from the nav pane and be assured that the info is current... the values issued from the server with fight.php should include the effects of the most recent round) so once the a-a script doesn't have to interact with nav.php any longer, I can reduce the delay on running the bar script.


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 Post subject: Re: Greasemonkey
PostPosted: Tue Dec 01, 2009 11:33 am 
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Minor script addition: for those with insanely long MDs (and you know who you are) I've got a script that relocates the 'add item' form to the top of the page so you don't have to keep scrolling down for it. The script is here.


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 Post subject: Re: Greasemonkey
PostPosted: Tue Dec 01, 2009 11:29 pm 
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First, good idea on the MD script. I like it very much.

Second, can you elaborate on the difference between the 2.1 and 3.0 versions of the a-a script? Does any of them require anything else installed now? Your script page isn't clear about it.


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 Post subject: Re: Greasemonkey
PostPosted: Wed Dec 02, 2009 10:00 am 
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Sorry about that. The v3.0 no longer requires anything else to work correctly. v2.1 (I think) is broken, as it relied on the same kind of hard-coded offsets that broke the HP/PP bar script.

I'll likely update yet again (if I get around to coding this up before Ryme changes the fight.php* source) so that the a-a script will need a 'helper' script to run on the nav pane. (I found a way that I should be able to transfer data from one script to another, so I can get the updated info from the nav pane that way. We'll see.)

If there's a massive demand, I'll try updating v2 of the a-a script, but in actuality, the reason for the branch at v3.0 was because of the dependency issue which is no longer an issue. I don't see any reason why v3.0 shouldn't be sufficient for most. (Although slower connections sometimes still run into problems and hang intermittently. I'm still trying to figure that out.) Still...

Actually, what I might do is make the hp/pp checking optional, so it can be turned off on slower systems. That should eliminate those problems. I'll think about it some more.

Oh, and I've posted an updated version of Muh's MD script. It seems to work quite nicely (now) and should be more resistant to changes that Ryme might make to the source of header.php


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 Post subject: Re: Greasemonkey
PostPosted: Fri Dec 04, 2009 11:56 pm 
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Location: the Conservatory with the lead pipe
So... anybody wanna write up a tabbed chat script?

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 Post subject: Re: Greasemonkey
PostPosted: Fri Dec 11, 2009 12:28 pm 
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so... what, precisely, would that be, Cris? You want each channel of chat to have its own tab, or some such, and then indicate visually on the tab when something new has come up? If so... I think that's beyond where I'd try to take a GM script...
If it's something simpler... lemme know. I'll let you know how feasible it is.

BTW: for those who haven't been present in chat, there's a few new scripts available.


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 Post subject: Re: Greasemonkey
PostPosted: Fri Dec 11, 2009 8:52 pm 
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Pretty much, yeah. I don't have a link handy, but there was one written for KoL that actually works pretty well, even though I'm sure it's stupidly complicated.

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 Post subject: Re: Greasemonkey
PostPosted: Sat Dec 12, 2009 5:59 pm 
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The 'auto-box' script has been updated. It now is a single-click task to obtain&equip the black box.

I might, at some point in the future, expand on it to create a similar button to one-click obtain&equip the cereal port scanner, but that is much more complex, due to the necessity of automatically unequipping an accessory... so don't expect such a script enhancement any time soon.


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 Post subject: Re: Greasemonkey
PostPosted: Sat Dec 12, 2009 11:38 pm 
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I suppose you could put radios to choose slot 1 or 2, and do a remote grab for the item names to display next to the boxes?


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 Post subject: Re: Greasemonkey
PostPosted: Sun Dec 13, 2009 5:32 pm 
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Uh, someone asked for a 'store everything' button to be added by a script, for the new storage area. I was gonna wait for Ryme to make my life simple by changing the source to make things simpler, but... I decided to go ahead and create it.
Only one problem.... the script takes about 10 minutes to run. (As in, I started testing it almost ten minutes ago, and it's still working as I type this.) So... I could post the script, but I don't know if anyone would be interested. If I'm mistaken, and someone wants this still, lemme know.


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 Post subject: Re: Greasemonkey
PostPosted: Sun Dec 13, 2009 7:42 pm 
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That sounds like a very bad sort of script to run, if it takes that long, it's probably hammering on the server pretty hard most of the time. Not sure that's the most healthy approach.


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 Post subject: Re: Greasemonkey
PostPosted: Sun Dec 13, 2009 8:46 pm 
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Well, it had to submit once for every type of item in inventory... I was testing it on a slower connection, so that's probably part of it... but part of it was the sheer number of times it had to submit something.
I think it could probably be handled a lot more efficiently as a server-side script, but those are out of my scope of permissions.

The script, for anyone interested, is here.


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 Post subject: Re: Greasemonkey
PostPosted: Sun Dec 13, 2009 10:08 pm 
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Doc Igor wrote:
The answer to that is... it should. I've never done a dedicated pegasus hunt since modifying the script. Earlier versions failed because of Ryme being tricksy with choice option numbers (at least, the one I had it encounter - the cube one - didn't work right) so I changed the code to something that should work. Unfortunately, I've not had a fourth wall or pegasus option since implementing it, so I can't guarantee... especially if Ryme was especially tricksy in coding those adventures.
Again, a major factor here is that - since I haven't gotten the adventures/their source code, I can't be entirely certain that the current script will work flawlessly. If people get those encounters, grab the source and post it.


Hey, I don't know if this is still an issue, but I can at least help you out a bit with this part. I couldn't grab the source code cause the script was running and went past it, but it did work and got me a pegasus.


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 Post subject: Re: Greasemonkey
PostPosted: Sun Dec 13, 2009 11:37 pm 
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Well, I was confident the code would work, but it's nice to have independent verification.


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 Post subject: Re: Greasemonkey
PostPosted: Mon Dec 14, 2009 4:34 am 
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Ryme wrote:
That sounds like a very bad sort of script to run, if it takes that long, it's probably hammering on the server pretty hard most of the time. Not sure that's the most healthy approach.

I know that I am not going to run this script since it would hit the server 600 times in a row. And then I'll have to take the items out, another 600.
A much healthier approach might be to implement it with a single server hit which would store everything/take everything out. That is, if anyone is interested in this functionality.


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 Post subject: Re: Greasemonkey
PostPosted: Mon Dec 14, 2009 12:07 pm 
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Actually, it'd still be a huge hit to the database. Less on the server itself because you're only making one request, but the database gets bashed either way.


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 Post subject: Re: Greasemonkey
PostPosted: Tue Dec 15, 2009 8:40 pm 
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Location: The Galleria shops
ok so i recently got my lazy ass to start using GM
(wow that sounds so wierd, there's a word for what i just did there, oxymoron?)

anyway my question is
where are you PUTTING all these scripts and where do i GET them

also for some reason the AA script doesnt work for me anymore. it did two days ago, but now it just runs a single action and stops

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 Post subject: Re: Greasemonkey
PostPosted: Tue Dec 15, 2009 11:35 pm 
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the SUPERnaturalist wrote:
ok so i recently got my lazy ass to start using GM
(wow that sounds so wierd, there's a word for what i just did there, oxymoron?)

anyway my question is
where are you PUTTING all these scripts and where do i GET them

also for some reason the AA script doesnt work for me anymore. it did two days ago, but now it just runs a single action and stops


Each developer of scripts puts them where they choose. Some have their own site, some use http://userscripts.org/.
You get them from the place the developer points you to. There is a list maintained at the wiki which includes the locations of scripts.

As for AA not working, you will have to be more specific. What version are you using? What are the symptoms?


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 Post subject: Re: Greasemonkey
PostPosted: Wed Dec 16, 2009 9:23 am 
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the SUPERnaturalist wrote:
also for some reason the AA script doesnt work for me anymore. it did two days ago, but now it just runs a single action and stops


What else has changed? Did you install that b0rked wiki script?

Or maybe you're tripping the shutoff conditions. (If you use ALL your PP buffing, it doesn't like running well. If you're not using any casting strats, just set the PP shutoff value to -1 and that should work.)

Anything else, and I'll need more info, but those would be the most common problems.


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 Post subject: Re: Greasemonkey
PostPosted: Sat Dec 19, 2009 9:08 pm 
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This isn't technically a bug, but I didn't expect it, and I figure it's unwanted. I needed to use two items before my normal routine on one of the S7G robots, so I used them, then clicked to use my normal strategy. Instead of 3 TNT, deck, clamp, letter, it went 1 TNT, deck, clamp, letter. And I didn't hit stop fast enough to keep the thing from killing me >.> The round count increments because the page reloads whether the script does something or you do it manually, and it gets the action from that number. A quick-hack solution would be to just set the round count to zero when you click to use a strategy, but I'm not sure if there's anything that could mess up.


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 Post subject: Re: Greasemonkey
PostPosted: Mon Dec 21, 2009 6:20 pm 
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ok so current symptoms showing are:

AA chooses to skip noncombats, but stops during combat after making a single move
i have full hp/pp and nothing's wrong with that

and it's working every OTHER day somehow, which is amazingly funky.
i'm thinking it's less of a script issue than probably my computer having funky registry values or something, because facebook recently started to freeze on me and also my computer's making funny sounds.. :\

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 Post subject: Re: Greasemonkey
PostPosted: Mon Dec 21, 2009 9:32 pm 
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the SUPERnaturalist wrote:
ok so current symptoms showing are:

AA chooses to skip noncombats, but stops during combat after making a single move
i have full hp/pp and nothing's wrong with that

and it's working every OTHER day somehow, which is amazingly funky.
i'm thinking it's less of a script issue than probably my computer having funky registry values or something, because facebook recently started to freeze on me and also my computer's making funny sounds.. :\


That sounds like a hardware issue, I'd make sure your fan is spinning properly. Might want to run some memory tests too.

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 Post subject: Re: Greasemonkey
PostPosted: Wed Dec 23, 2009 2:33 pm 
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Satan wrote:
This isn't technically a bug, but I didn't expect it, and I figure it's unwanted.


It wasn't really designed with manual uses in mind, I don't think. I've changed things such that manual actions should be allowed. (note: stopping/restarting the script will now restart the strategy, so - for example - using 3 black holes then attacking will try using those 3 black holes after you restart... which will just hit the server a few times pointlessly. shouldn't affect the fight, but...)

Also, I've modified the script to not decrement the turns counter on adventures which don't use any time. This makes farming the castle (mainly, but there are other locations) more IOU-friendly, as you can get an accurate number of adventures run.

Lastly... I've updated my userscripts.org page to mention this, but... if you're not using at least ff3.5, don't bother sending me bug reports. I expect scripts won't run for you. Update firefox, then let me know if something still isn't working.


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 Post subject: Re: Greasemonkey
PostPosted: Wed Dec 23, 2009 3:27 pm 
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Location: The Galleria shops
ok yea so i have a 1.5TB harddrive that wasnt plugged in properly <_<

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 Post subject: Re: Greasemonkey
PostPosted: Thu Dec 24, 2009 4:41 am 
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Doc Igor wrote:
Also, I've modified the script to not decrement the turns counter on adventures which don't use any time. This makes farming the castle (mainly, but there are other locations) more IOU-friendly, as you can get an accurate number of adventures run.


Works fine so far, with one exception: If the very first encounter is a "timeless one", then the number of turns to adventure is multiplied with 10. So going to the castle, getting a "Behind Door Number Three ..." , typing in 40, clicking start makers the script try to adventure 400 times. Kinda avoidable if you look at the current adventure, but still a strange bug.


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 Post subject: Re: Greasemonkey
PostPosted: Thu Dec 24, 2009 11:42 am 
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That's odd. I can't see why it'd only do that the first time... Unless, when it tries to replace the number, it hasn't stored 40 yet... So it defaults to 0, but, maybe heather has it concatenation instead of replacing? I have no idea why, but :/ Not updating yet because I'm lazy.


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 Post subject: Re: Greasemonkey
PostPosted: Thu Dec 24, 2009 2:51 pm 
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Satan wrote:
So it defaults to 0, but, maybe heather has it concatenation instead of replacing?

Sounds reasonable enough. But as I said, it's just some minor inconsistency, nothing you can't avoid or that'd hurt or so. You just lose a few PP, which isn't an issue.
Other than that your script's working like a charm. Thanks a lot for it. :-)


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 Post subject: Re: Greasemonkey
PostPosted: Thu Dec 24, 2009 7:58 pm 
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How do we change the color on the HP/PP Status script? The black numbers and border don't work very well at all with a black background.


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 Post subject: Re: Greasemonkey
PostPosted: Sat Dec 26, 2009 5:13 pm 
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I've added a script to the wiki that removes the run away button, to prevent you from accidentally running from a battle. You can find it here: http://www.soulraver.net/running_is_for_wimps.user.js. I've tested it with a pretty recent (not newest) version of the A-A script v3, and there was no conflict. It shouldn't interfere with A-A v2 or any future A-A v3 updates, either, as far as I can tell.


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 Post subject: Re: Greasemonkey
PostPosted: Sun Dec 27, 2009 9:56 pm 
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Alarion wrote:
Works fine so far, with one exception: If the very first encounter is a "timeless one", then the number of turns to adventure is multiplied with 10. So going to the castle, getting a "Behind Door Number Three ..." , typing in 40, clicking start makers the script try to adventure 400 times. Kinda avoidable if you look at the current adventure, but still a strange bug.


I'd noticed that... still haven't tracked it down completely. I believe I fixed the problem on one of the machines I was using, but don't have access to it atm. I'll see what I can do.
edit: I think I've found the cause, and updated the script.

Also: Satan's script should work fine with the a-a script, for any who want it.

As for changing colors: there are two options - 1. change the background color (by using, for example, my nav pane script) or 2. edit the script, finding the portions you're looking for in the css specification and changing the colors there. Here's a hint: search for #000 to find anywhere black is specified. change the numbers to some other valid html color code. That should work. (I don't remember entirely how colors were specified there. It might've used a different approach.)


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 Post subject: Re: Greasemonkey
PostPosted: Mon Dec 28, 2009 11:07 pm 
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I think it's time to move to a new GreaseMonkey thread on the forums - relink all the active scripts into the first post and move on from there.

At this point - the active vs. non-active scripts in this thread are more than most of the members can dig through and understand.

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