FBMWH+ 1.13 is up
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Mainly to fix hitlist and other errors in 1.12
Hopefully this quick patch will allow sufficient customization and error fixing. |
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YA! Total bounty collected!!! I wish I hadn't cleared mine out so soon. |
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Thanks Pea, I really appreciate your work and my hitlist errors are all cleared up. I'll keep you updated if I see any other issues. If you could let us all know the information you want for bug reports I'm sure most would be willing to provide it if we do run across anything. If you're considering a fight function, the Mob Wars Auto Fighter Script does most of what I'd like but I'd prefer a way to set time between attacks, mob size and boss level. If you're not considering a fight function that's cool too just wanted to offer some suggestions. |
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10 kills on the hitlist then this error Error in module 'hitlist' on line 1768: killing.nextSibling is null Cleared hitlist still the same error Resetting the database appears to fix it. |
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I was getting so irritated with more than 10 undeveloped lands being bought, so I played around with it and this seems to work. Find:
if (boss.preferences.buy_land==false && itemlist[item].subtype=='U') continue; Add add this after it: if (boss.preferences.buy_land==true && itemlist[item].subtype=='U' && inventory[item] >= 10) continue; Find:
if (boss.preferences.buy_land) input.parentNode.submit(); and replace it with: if (boss.preferences.buy_land && inventory[item] < 10) input.parentNode.submit(); |
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Doesn't that happen when you get better return from undeveloped land than from anything else though? |
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Like I have been saying all along, we all play the same game differently... |
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We do? Why wasn't I told before? :) |
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Is there a function that allows the program to go back into the aggressive refresh once the stamina regenerates? |
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Yeah, sometimes mine does and other times it doesn't. |
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Chrisos. I addressed this in another thread, but here are the loss figures based on where I was a couple days ago. (Losses would be much greater now.):
*figures are based on where I was on 12/10: About $110B worth of property (resale value) which put the ROR on everything about 0.04. It doesn't take into account the income of $49K/hour for lots, $39K/hour for blocks, or $60k/hour for squares. However, with this script, land is developed so quickly that the loss significantly exceeds the income. Also, I can’t find the post, but when I decided to sell everything off and only keep 10 each (except for beachfront and container yards), rather than depleting them as developed, I sold for about $230M. This netted me $200M since the cost to replace all that I had, when purchased as needed instead, was only $30M. Thanks for the update, Aroenai. I’ll give it a try! While these losses aren't big in the grand scheme of things, I think their big enough to try to avoid. |
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Ah yes, I hadn't thought of that. |
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BEST VERSION YET, Pea! Thank you. One question. Is there any way of setting a maximum between $1B and $2B?
BTW, thanks for the mod, Aroenai. It works great!
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Error while inserting the script's menu.
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sal5678: I posted a quick fix for that here: http://userscripts.org/topics/18913 It gives you more granularity, but does not allow you to type in what you want. |
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sal5678 that's exactly why I wanted it, it's a stupid investment to buy a whole ton of lots that will only get upgraded later for more money. |