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Script Summary:
Pirates autoplay script that needs merged back into Blannie's codebase. This is not the main site for discussing Pirates, I've just not merged my code into the main codebase at: http://userscripts.org/scripts/show/39741 Version: 2.0.6 |
this script has 1 topic, 3 posts |
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This version:
2.0.6 implements new level closing logic that detects that you are near your next level and runs a special function to try to get the most experience out extra energy laying around.
Bugfixes
- moved reload timer setup to top of code so it should now reload even if you get the facebook Pirates app error (not the same as the other FB general error!)
- set reload timer to only reload if game autoplayer is unpaused so it won't reload while you're playing manually
Features
- added experience data to mission list to enable future optimizations
- parsed out experience so script can tell how long until next level
* add level closing logic to maximize use of energy when you are leveling up (logic turned off in this version)
- add new hidden child window "fightBox" to support fighting to the log ala MWAP (fight changes not implemented yet)
* made settings and log windows persistent through page reloads, slow reloads make this annoying, and sometimes it doesn't properly detect closes during loads, so it still needs work.
- made settings window bigger for more settings
- added new settings variable forceHealHealth -- if below this health, hospital is prioritized over fighting, in case of "ye can't heal so fast" message, so you shouldn't just drop through to the next fight. Setting this and the heal health to the same setting gives old behavior.
* added check for new minAttackHealth to provide an alert box if this is selected to be below the hospital health.
* added logic to force looping at hospital window if below minAttackHealth
* added check for hospital health below 31 with alert box to let the user know that autoheal will heal them below 31 despite their low setting.
* added reload randomizer, 5% chance to go to pet, 5% chance to go to index, 90% chance to go to fight window.
-- logic here is that it builds up your list of people to fight, but this may not be best because it's slow loading window, other windows may be better
Previous versions:
Bugfixes:
2.0.5
- drop out of while loop so processing doesn't peak when nothing to do.
2.0.4
- moved core logic to a function inside a while loop that waits for an escape flag to stop running in preparation for more asynchronous functions
- cleaned out "autoalliance" dead code, need to rewrite properties functions. Later.
2.0.3
- added a couple execution suppression flags into the mission code to prevent it from jumping to the bank window during mission execution.
2.0.2
- Correctly parses maxenergy and maxstrength so now the "is energy/strength full" task prioritization should work with all characters. No more plugs based on my character.
2.0.1
-Change feedandpet() to not return to index.htm on fallthrough. Allow other code to execute properly, prepare code for continuous execution mode.
-Change heal() function to submit immediately instead of delay to remove logic loops that were being created.
-Change bank() function to submit immediately instead of dealy to remove logic loops that were being created.
Features:
2.0.4
- fight code now maintains a list of people eligable to be attacked, which should prevent running out of people to attack when the fightlist goes to really high level opponents which annoyed me to no end. Issues include:
---- needs to remove people if they beat you
---- doesn't have a cap on growth (will I hit an overflow with GreaseMonkey at some point?)
---- doesn't purge the list if you change your criteria
2.0.3
- autobank code to hold back amount based on configuration window so you don't have to deposit 100% of gold with autobank.
2.0.1
-Change pet if blow 80% (was if below 100%)
2.0.0
-restructure code to put main logic all together
-priority heal if 19 < health <30>
-priority mission if energy > max (not yet parsed, total plug)
-priority fight if strength > max (not yet parsed, total plug)
-visit pet every 100 page loads, feed if <=80, pet if <=100
To Do List:
- parse out "your pet is weak" messages and clear pet visit counter to immediately visit
- Lots of stuff in fight logic that would be nice to have
----- build list of people you can win against
----- build list of people who kick your butt and avoid them for some period of time
- Turn on mission optimization for maximum leveling speed (optimize energy/str utilization)
- Optimize tab mastery to maximize leveling (need to collect data on task mastery and mastery rewards to optimize order)
- Island stuff
- suppress reloads (extend timer) when level not near and energy/str is minimal (why pound the server?) People may not like this since it won't detect them getting attacked and heal them. Research.
- create debugwindow to ease debugging
- Get prerequisite items from
- armory
- island (tier 2 has a required gypsy camp, bleh)
- pet -- buy a pet if you don't have one?
- do stuff from the new box on the home page for free energy
- lots of stuff with how logging is done could be updated. MWAP log is much more sexy, and complete.
- add "be a hit man" mode to stalk the hitlist
- add "hate list" logic
- fix autoproperties
- push window to left like MWAP
- relocate extra stuff below window like MWAP
- push log box to the right side of frame
- parse out how much gold is in the bank
Recommendations:
Get AdblockPlus for Firefox and suppress some of the graphics in this game to minimize screen load times.





