Bug/Issue reports
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@DMaster, The function that adds those icons in the bookmark section runs on the entire page. Once you lock/unlock the bookmarks, the section is removed and recreated but the function that generates the icons does not run anymore so this is why you now miss the icons. If you click to open another page, they will reappear. This is not a bug. It just works as designed. If the script would start the function that generates those icons after locking/unlocking the bookmarks, it will double the attack/crop icons if these icons are shown page in other sections (function acts globally). To avoid this I would have to reprogram the function. But if you change the page they will appear automatically... I think you've got my point :)) |
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@ms99
BmW |
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Okey :P I found another bug and it is with coordinates (clickable):
The problem is if the same coordinates appear in the same messege more times as you can see on the picture, i typed 3x coordinates (1|1) and as you can see, all icons are at the first coordinates, the 4th coordinate is (1,1) and it recognizes it as it should :) BmW |
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@BmW & @all I assume you know following: this GM script modifies the way the page generated by the game server is displayed on the computer of a player. To know what changes need to be implemented on a page, I need to have access to code generated by the server. What I mean... as with the market total arrivals, I could not program the table that shows these arrivals, if I do not know how those tables look like, where the information about the resources/times is placed in those tables, etc. This is also the reason I've implemented first the code provided by david.maciej and only afterward changed it to the table that is now implemented for the total arrivals. david.maciej was so kind to provide that piece of code and assured me he used it for some time now and it works. one or two days after, I created my second village and I have been able to see the code generated by the game server to implement also the fill times. Now, for the CP table on the 'dorf3.php' page, I need to see the code generated by game server for the table with senators/settlers inside the residence/palace to be able to read it an create the entries on the CP table. This script does not have access to the database server behind the game server. So it has to filter the HTML/JavaScript code that is provided by the game server as an HTML document and read all the needed information to be able to inject all those tables, icons, etc. So without seeing the code, I cannot program anything. Well I have access to some accounts, but who makes some settlers and keeps them inside the village to wait until I finish with programming and testing ? Or, while building something, who wants to wait for me until I program the "arrival" table and test it ? Yes, I can make short tests, but I cannot keep the account occupied just for programming or testing reasons. Sometimes it can take more hours until I get a satisfactory result. This is also the reason for me asking for your understanding and patience. I implement things as they are available in my new account (told you that I canceled all the other test accounts at the beginning of November). It may not be quick enough for you, but sorry, this is the situation. Hope you now understand better why I am not able to implement the colors for the troop tables inside the rally point for attacks/reinforcements, and all the other things you've suggested and I have not declined the implementation or told you the requests are on the list to be implemented/clarified. Thank you once again for your understanding and patience. |
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re: ms99 replace
if (aOcSlots.textContent.indexOf('1') > 0) {
of function processVillage45(t) to
if (aOcSlots.textContent.match('1.')) {
can solve the problem of not showing slot of new village is used. i have test and it works |
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'Reload villages' button do not work(the on that updates your pop). |
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@ThePirate : it work but you have to update your page (F5) or load an other page to see changes. (It's so easy to find bugs... not so to find solutions...) |
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its easy to say and not to do..
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@MarioCheng, I've changed it to: if (aOcSlots.textContent.indexOf('1') != -1) {
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@DMaster, Is it that horrible to press the "Update population" icon and then continue playing because you anyway will change the page in few seconds and then the numbers appear updated ? :)) Once again... this is not a bug. It really works as designed ! :) To make it work instantly, I would have to rewrite at least one existing function that acts globally and I don't think it's worth doing it as a player usually stays less than 20 seconds on a page. By changing the page the number will automatically be updated. Or, alternatively you may open the Profile which instantly updates these numbers. The update takes place before the script modifies the current page and this way the new numbers appear immediately. |
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ms99..u didnt understand what i sayed...
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@DMaster, Yes, I did very well understand you.
But you are right, spotting the issue is not equal to solving it. But... (a third "but") keep in mind, the script works as designed for this "issue" =)) |
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Update bug.
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Don't work mark all reports and detele them. :( |
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First: the Version 3.3.10 ... seem to be interpreted as 3.3.1 and so its older than 3.3.9 and the 'Update TBeyond' link do not work Second: Since the last version the summery and almost of the other features of the Marketplace do not work anymore, as soon as you have incoming goods. |
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With the last update, the new table of incoming merchants in the marketplace is not working anymore.
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@Acr111
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its only working if u have INCOMING merchents..
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@all those who reported a broken total incoming merchants, I've tested this function on 4 test accounts now (1 of mine and 3 from my friends). It works.
What also may help, if you use only this script and still encounter issues => a clean install (the procedure is described on the "About" tab of this page). |
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the above code get bug in getting the building time of the village if there is no townhall in the village lol. going to fix it |
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@MarioCheng, When I have a building where I can throw parties, I'll reanalyse the code and fix it, ok ? |
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change
var a = ansdoc.evaluate("//span[@id='timer1']", ans, null, XPFirst, null).singleNodeValue;
to
var a = ansdoc.evaluate("//td[@width='25%']//span[@id='timer1']", ans, null, XPFirst, null).singleNodeValue;
To get the specific text for the time of party, but not building time. I test, it seems function well |
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@BmW, Here's the message I've tested the function that will convert coordinates in messages to links. Please wait until I upload the new version 3.3.10.3. Then please download it and test. I had to remove brackets when generating links. Hope this is not that bad...
This is the syntax this script will interpret correctly as map coordinates and will transform into links when IGM is read. Other combinations just to test functionality: (1|1), (1/1), (1,1), (2,2), (3|2), (1/4)
And removing brackets just for this test, where the same coordinates appear more than once in an IGM (probably 1 in a million chance). |
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@ms99, I made a clean install and functions at marketplace are all ok!
One other small thing. In the ally page at the bottom, the line Total is not well spaced: total population and number of players needs a blank between them (for me it shows 536933 while it should be 5369 33) |
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the code of final version, there are some problems if i just copy my code up to the topic,
the link of the code |
