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 Post subject: Create a new AA script
PostPosted: Wed Jun 01, 2011 12:20 pm 
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Contest starts now and runs 1 month, or until someone creates a script that can do these things:

It is past time for a new autoadventure script, one that is not cobbled together with snarky comments and geared only toward the maker's wishes and wants. Especially with FF4 recently released. Therefore, I am offering a 5 star bounty for a new script that includes at least the features below:

- Basic features of current script; ability to set HP/PP levels for the script to operate within, list of most common attack types, easy to modify for people who want to change attack style.
- Option to store encounter data for spaders.
- Most of all, easy to remove "clutter" features that individual users don't want, i.e. dataplate decrypting. These additions to the later scripts always annoyed me because I didn't need them and they just made the screen too "busy".
- Coded to automatically pick an option on choice adventures, able to be easily adjusted if someone wants a different default option, and should automatically pick the 4th option for Intermission (Cube UR) and Two Roads (Triassic semi-rare).
- Also, it should work on both www.twilightheroes.com and twilightheroes.com


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PostPosted: Wed Jun 01, 2011 5:29 pm 
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If you do this, it should also automatically pick an option on choice adventures, be able to be adjusted if someone wants a different default option, and should automatically pick the 4th option for Intermission (Cube UR) and Two Roads (Triassic semi-rare).

Also, it should work on both www.twilightheroes.com and twilightheroes.com

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PostPosted: Sun Jun 19, 2011 11:18 am 
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Automatically gets the 77 habits at level 5, if you have the quest done obviously.

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PostPosted: Fri Jun 24, 2011 8:16 pm 
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Right now I'd settle for the existing one modified to work with FF5.

Stupid Firefox.

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PostPosted: Fri Jun 24, 2011 10:04 pm 
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Okay, seems 3.4 works with FF5. Off the top of my head, all that's missing are the Teeter and Yang non-combats and the new ones in the riot. I don't have Teeter and Yang on this computer, but here's the code for the riot, just add it with all the other non-combats (adjusting if you want different choices):

//nonComChoice["Holdin' Everything but the Caulfield"+"choice"] = "1"; //protester
//nonComChoice["Holdin' Everything but the Caulfield"+"choice"] = "2"; //officer
nonComChoice["Holdin' Everything but the Caulfield"+"choice"] = "3"; //free bonus
nonComChoice["Holdin' Everything but the Caulfield"+"submitvalue"] = "What do you do?";

//nonComChoice["Two Rioters Diverged in an Angry Protest"+"choice"] = "3"; //rioter
//nonComChoice["Two Rioters Diverged in an Angry Protest"+"choice"] = "5"; //dissident
nonComChoice["Two Rioters Diverged in an Angry Protest"+"choice"] = "6"; //free bonus
nonComChoice["Two Rioters Diverged in an Angry Protest"+"submitvalue"] = "What's your take?";

nonComChoice["An All-Encampassing Rage"+"choice"] = "1"; //student
//nonComChoice["An All-Encampassing Rage"+"choice"] = "2"; //raver
nonComChoice["An All-Encampassing Rage"+"submitvalue"] = "Go go hero defenses";

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PostPosted: Wed Jul 20, 2011 7:36 pm 
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A big thanks to Zillow for coming up with a new script. Still a bit in the works, but it's almost exactly what I was looking for.


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PostPosted: Wed Jul 20, 2011 8:51 pm 
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Harry Dresden wrote:
A big thanks to Zillow for coming up with a new script. Still a bit in the works, but it's almost exactly what I was looking for.

OOOH, I can't wait to see it. Where can I steal this script from?

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PostPosted: Thu Jul 21, 2011 12:49 pm 
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You, sir, are a scholar and a gentleman. I am very much looking forward to playing around with this when it is finished.


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PostPosted: Mon Jul 25, 2011 2:25 pm 
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For some odd reason the AA scripts never work for me. :( *pout*

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PostPosted: Fri Aug 05, 2011 9:54 am 
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Here is your long awaited AA script:
http://userscripts.org/scripts/review/105495

There are 3 things you should change when you install it:
1. The options at the top for personalizing the script
2. The strategies for combat
3. The non-combat choices

Enjoy! :D

Edit: Questions/Comments/Concerns appreciated

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PostPosted: Fri Aug 05, 2011 8:08 pm 
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Quote:
//used for the non-combat in Teeter Street
var username = 'Zillow';


What's this variable used for? I'll be using this script across multiple accounts.

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PostPosted: Fri Aug 05, 2011 8:27 pm 
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Well I didn't want to do the work to grab your username for that one non-combat in Teeter Street, but I guess I should...

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PostPosted: Fri Aug 05, 2011 8:28 pm 
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Quote:
nonComChoice[username + " and the Chocolate Factory"+"choice"] = "1511"; //sour coating
//nonComChoice[username + " and the Chocolate Factory"+"choice"] = "1512"; //candy shell
//nonComChoice[username + " and the Chocolate Factory"+"choice"] = "1513"; //chocolate "chip"
//nonComChoice[username + " and the Chocolate Factory"+"choice"] = "870"; //razzberry sticker
nonComChoice[username + " and the Chocolate Factory"+"submitvalue"] = "Pick your prize";


Blame the Teeter Street non-combat.

EDIT: Ninja`d. :P


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PostPosted: Fri Aug 05, 2011 9:36 pm 
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Ok, fixed it

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PostPosted: Sat Aug 06, 2011 4:51 pm 
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So, I just found out that I broke the hp checking in the script right before giving it to y'all. The fixed version is now up and it also has the update for the non-combat in Teeter Street so it will work for all characters using the script.

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PostPosted: Sat Aug 06, 2011 7:49 pm 
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Now I gotta re-edit!

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PostPosted: Wed Aug 17, 2011 12:41 pm 
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huh, not sure why i can't get this or the old aa to work for me lol/

turned off my other scripts(had used quick assembly, wiki link in description popup, rest link, radiation lab links)
maybe i have to update greasemonkey? firefox is 3.6 does that matter?


Corrupt Shadow wrote:
For some odd reason the AA scripts never work for me. :( *pout*


same for me.
what happens for you?
when i run it(turned all other scripts off) it starts up like it'll work(the menu is there(round x, adventure y times, adventure when hp exceeds z(i set z to 1 so that isn't whats stopping it), the strategy drop down menu ect.)) click "click to start" nothing happens. tried clicking to attack once and hoping that'd kick it off but no, just when the next round loads the button has changed to "stop" with no other change. doesn't run just sits there.

__________________________________________________________________________
update: i deleted gm entirely(both the script and the gm add on itself) and reinstalled, still nothing
_________________________________________________________________________
updateII: downloading the script seems to be the problem.

went to manage scripts, edit(chose to edit aa3.5.1 obviously), deleted everything, saved, copy/pasted the code for it from the view code part the page opened to, saved, and now it seems to be working.
no idea why that'd be the problem but i think it was.

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Last edited by MjrGannet on Wed Aug 24, 2011 10:32 am, edited 2 times in total.

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PostPosted: Wed Aug 17, 2011 12:48 pm 
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also: how complex a strategy can we script?
ex: can it tame if possible, then use the last used skill for x rounds, then attack to death?

(i didn't try editing any of it yet so that isn't why it isn't working for me. must be browser or gm plugin version?)

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PostPosted: Tue Aug 23, 2011 8:17 pm 
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New AA script (at least, version 3.5.1) is now confirmed to make the right choice for The Best Memory.

Nyah.

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PostPosted: Wed Aug 24, 2011 6:02 am 
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I thought I paid Zillow to not let you get any cool stuff. I want my stars back!


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PostPosted: Mon Aug 29, 2011 8:24 pm 
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Hey, considering how long it took, I earned it!

Quote:
You sell:

1445 deterministic coins
1484 royal crowns
999 decorated jerkins
1408 snug breeches
1430 poofy skirts
1469 sturdy boots
1489 truepenny blades
1009 prabble crossbows
993 bodices
496 sleeping draughts
797 lover's locket, right halves
950 Scottish necklaces
138 fall's staves

... for a total profit of 1,642,150 chips.

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PostPosted: Thu Jan 26, 2012 9:27 am 
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Might want to add this as well to handle the Rooftops over WoDo noncombat ;)

Code:
  //nonComChoice["What's That Over There?"+"choice"] = "1"; //hamock
  nonComChoice["What's That Over There?"+"choice"] = "2"; //box with talismans
  //nonComChoice["What's That Over There?"+"choice"] = "3"; //mat
  nonComChoice["What's That Over There?"+"submitvalue"] = "Choose";


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PostPosted: Fri May 11, 2012 6:47 am 
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Something seems to be screwing with the autoadventure script. On both my computers, it will run a turn but then at the end of the turn the script boxes disappear until I manually initiate the next turn. They're still there if I only set it to run a single turn, as painful as that is.

Happening with several of my combat options: just attacking, using throwing stars and then attacking, and using TNT then attacking.


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PostPosted: Fri May 11, 2012 8:41 am 
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The problem is caused by the latest version of Greasemonkey. You can either load up the older version, or the newest beta version (under Download Channel on the greasemonkey site) to solve the issue. Or wait until a newer version is released, which should be soon since so many people are having issues with add-ons since the new version came out.


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PostPosted: Fri May 11, 2012 8:11 pm 
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Or just tell Firefox that its autoupdates can go soak their head. Rawr.

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PostPosted: Sat Jun 16, 2012 2:58 pm 
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Currently the script can't handle the axe hero guitar options go/stay, is it possible to work it into the script?

here's an example of a page with the option:
Spoiler: show
Code:
<BODY><table border=0 cellspacing=0 cellpadding=4 width='100%'><tr valign=top><td width='100%'>


<h1>Combat!</h1><font class='text'>You are fighting  Archduke Hans Enfransz.<P>

An anarch monarch? What's up with that? He used to be city hall, and now he fights it, along with anyone else who pushes their slimy rules onto him and his friends.At the start of the fight your axe strums the lines to the classic hero song, "Should I Fight or Should I Go?" It's so catchy your opponent can't help but sing along, looking at you meaningfully every time the chorus comes up. Clearly this indecision's bugging them, you'd better come on and let them know.<p><form action=fight.php method=post><input type=hidden name=choice value='axe-go'><input type=submit value="Go: There Will Be Trouble" /></form><form action=fight.php method=post><input type=hidden name=choice value='axe-fight'><input type=submit value="Stay: It Will Be Double" /></form></td><td align=center><img src='images/foes/archduke.jpg' height=200 width=200 border=3><BR><b id=enemy>Archduke Hans Enfransz</b></td></tr></table><script type='text/javascript'>top.nav.location='nav.php';</script>

</font>

</BODY>
</HTML>


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PostPosted: Sat Jun 16, 2012 3:10 pm 
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I'm considering making a new alternative to the current AA script, which will be a bit more robust. As such it'll probably be a Java program like KoLMafia so we can have platform and browser independence, and overall more features. My main focus will be on a spading feature and a quest run mode, which haven't been included in the AA scripts because it's somewhat infeasible. No real ETA, as I'm also just starting graduate classes next week, but I'm hoping to get a beta up in 2 months. I'll make a new thread if I need alpha testers later on.

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PostPosted: Sat Jun 16, 2012 7:47 pm 
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If you can still find it, you could probably use the old Mechapinata script as a base. For a CLI script, it worked pretty well.

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PostPosted: Sat Jun 16, 2012 8:14 pm 
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I thought Mechapinata was the Java GUI version bamse made after the perlbot? I no longer have the source code for that one though, need to start from scratch >.>

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PostPosted: Sat Oct 06, 2012 6:05 pm 
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Anyone know what's going on with Greasemonkey? It keeps telling me scripts have to be signed with such and such, and then a few days later all my scripts are reset to some old version and I have to go in and update them again.


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PostPosted: Sat Oct 06, 2012 11:52 pm 
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I've had that same thing happening. Think it's just a bug.

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