FBMW+ v1.15 plans
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As I have indicated in earlier direction planning, the mobster fighting module is in the queue, and is on the priority as many have requested. However, it may not at first fight "right"... the script is most likely going to fight the way I do, make decisions based on my methods. I'll be tweaking the healing to fix some reported errors and enhance it in ways I can. |
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pea can u look into some how it will not try att ppl in your mob cause the hitlist got stuck for over a hour with it trying to att somebody in my mob could it skip them or am i asking to much now |
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Woh, I thought "by design" (now this is Facebook, Mob War's part), the game shouldn't even present that option for you -- to hit someone in your mob. I've never came across such a situation myself... Has anyone else? |
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Hey Pea
url was : http://apps.facebook.com/mobwars/hitlist/index.php debub was : Error in module 'hitlist' on line 1755: content is null No massive biggie to fix, just though i would inform you Josh |
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I've devised ways for the script to counter against the FB / MW errors and automatically get back on track. |
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Yeah Pea, you could have people in your mob coming up on the hitlist and/or fightlist. However, once you attack them, you get the error "You can't fight someone in your own mob" or something close to that. |
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Hey you're doing a great job trying to keep everyone happy. I just worry that you're spreading yourself too thin trying to accomodate everyone's requests. There isn't a piece of software in the world that EVERYONE likes. I've been checking back here looking at all the comments. Trying to add every mundane feature and address the issues of people who don't know how to use the internet just wastes your time and hurts your final product. check out some of the simple scripts on here, and the free turbo mob script, it's not too bad for some simple ideas for functional code. These extra features have been making the best parts of the script non functional. As long as you work on this script, you'll always have everyone asking you to make this script clip their toenails for them or take out the trash, or any other number of stupid automated requests and you'll also have people complaining that it doesn't work right. This is, by far, the most ambitious script for mobwars, the paid version of turbo mob doesn't even do some of this stuff, but for their $10 charge, it does everything it does right. I don't know if there's a way on userscripts to designate beta status to the scripts, but I have 120 empty lots just bought when I installed v1.13, the aggressive refresh isn't working any more, I'm getting weird line errors, and it used to show the best buy as a developed land, now it shows it as an empty lot again even though I don't have the "buy undeveloped land" option checked. I think it's just good to focus on making a couple things work well to make this excellent MW script functional. Look at each tab on MW and look how to make each of those modules have separate functionality. 1. The hitlist. This is one of the more critical sections of the game for many. It looks like now I can look at the HL page w/o constant refreshing, which is good. Just keep it as simple as possible and make it so that when agg. refresh is checked it will either go to the home page or the HL page and watch, and when it's not checked it stops refreshing. I had an issue with the page constantly refreshing whenever I visited the HL page w/ or w/o the agg. refresh option checked, then checking it and unchecking on different pages would act screwy. Just make that part work, it's one of the most popular features of most MW scripts. the free turbo mob script had the option to wait til you get to a user predefined stamina amount when you ran all the way out, so you'd be more effective when it's needed and it puts off the captcha hounds a little longer. the highest bounty, and bounty limits thing is good. I use the HL page when refreshing and I'm there, but use the Home page when I go to bed, so I don't get the captcha so fast. Also, your original rate of attack was awesome. It was much quicker than my old HL script, and worked great. I don't know what luck you've had with tha extra hits thing, but when I click on attack a bunch of times, most of them don't go through, but if I waited til I got a response back from the server before attacking, I had much better luck. Being the first to hit someone, especially the bigger bounties, wasn't always preferred, but a hit every 2-3 secs (give or take), worked out well, so all the other shit is just unnecessary dressing. It takes away from the cleanness of the script, the ease of learning the options, and introduces more bugs. Just look at the other scripts, and see what the options are, you are the top man. They'll still use this script for HL'ing, don't knock yourself out trying to do everything everybody else's way. 2. This is related to the HL. If I'm attacking someone, then get weak, make healing the priority, so I can work on the next target right away. Then, let people have the option to heal UP TO a certain percentage of their health as well. Someone with 1000 health doesn't get much use of that when they heal once, then can't fight again soon after. As long as there's money in the bank, they can heal. 3. This relates to healing. On bank options, let people decide how much to keep in there as a min/max $$$ amount. If someone always wants $5mil in there just for healing, then the script can maintain that, then there is always enough to make sure they always can be healed. 4. More on the bank and healing. Defense. This should be it's own module. This option would take some fiddling with to make it streamlined and to get the timing right, but it relates to that new option of 1 min refreshing. This could keep someone alive for a while during being HL'd, or in a war with a mob clan, earning them EXP pts, working with the bank and heal options, they can heal forever, if the timing is set right, and they have enough health. Maybe if it sees you lose health, it refreshes again right away. I could also use the agg. refresh option just to watch my health if you took that requirement of having the HL option on to agg. refresh. I guess that would be refresh on HOME or HL, except when not having the 'hit targets on HL' option, then refresh on hospital. 5. Property. I like what you've done with that. I would request that it auto buy undeveloped land _if needed_ for a developed purchase. I had it freak out cuz it bought some villas, then didn't have an empty lot to buy a restaurant right after. I suspect checking for required undeveloped land is done in much the same way you have it check if you have the required prep item when doing jobs. My best buy right now shows up as undeveloped land, and I don't have that set to buy it. I don't really care what shows up as the best buy, I did like know what I was going to buy next, but I'll find out soon enough. Don't worry about making it too customized for everyone, I saw people asking to pick which items they want to buy automatically or not, like container yards. Your way works fine, keep it how it is, the only division needed is the undeveloped land. besides, they might add buildings to use with the yards anyways, they did for the short time they had that London thing in the game, we could use container yards for something. It may happen again, or not, whatever, it's fine how you have it. 6. Jobs. Yet another place you've done a great job on. I've got no complaints here, as I don't think this can be improved upon. 7. Fighting. I guess you could put a spot on there to randomly pick someone on the fight screen to fight, but give the option to go + or - xxx levels from yours and with xxx mob members in their mob, but you'd have to figure how to prioritize that above or below the auto HL'ing. I don't do fights anymore anyways. $70k is not worth my time over the millions available on the HL. 8. The stockpile is somewhere that could use your handy script. For lower levels, this is too complicated as everyone wants something different at different times, but when you have full weapons, you can give the option to automatically keep your mob fully equipped. You'd have to account for the new dropped weapons, as the AK grenade launcher is the only thing I'd want more than the other weapons, but if you account for that, then an option to keep my mob fully equipped when I add members (either 2 at a time after lvl 50 or earlier when you go from 20 - 200 members, for example), and that would have to be prioritized above or below house buying, but that would be easy (I think). As it stands now, I have to buy 2 cheytacs, 2 miniguns, 2 tac armors, and 2 humvees every level up, except when I earn a AK nade launcher. Removing that bit of boredom would not be missed. 9. Finally you could give an option of where people want their skill points distributed. give the option to say which section gets how many out of 3 points. 10.Overall look. a preferences menu inluding this would be large, so making them expandable would help. I used the free turbo mob one for a week or so before finding this one, and their menu is good. I liked having your status bar where it covered where the ads would be more than on the bottom where it is now, maybe just have it narrowed a little for those with lower rez screens, there's plenty of space to narrow it. I don't know if a resizing drag handle of the left vertical side is hard, but that would help those with the rez problems, just a thought. If these ideas were used, assigning jobs for the moment could be set by choosing which task to focus on, like the free turbo mob script does. you can set it to just defend you while you're gone, HL, fight, buy property. You could just set these options as priority numbers. like Do jobs first, but while idle, buy property, but while idle defend, but while idle HL. that could let you HL first, but when low on health, you would heal, then when u had money, you'd buy property, and when you had energy, you'd do a job. Last thing. If a captcha comes up and it is not answered in a half hour, then just cancel and go back to the home page. the captcha will go away after that long inactivity (I think that's sufficient time). that way, other things can be done. Oh, and maybe just say on the main userscripts page, what each preference option does instead of the logs, that will stop people from either asking really obvious and stupid questions, or stop people from having to search through all 70 of the threads on this page to find what something does. Anyways, you're doing great, a little more stability, you could make some money on this as well. Check out turbomob.net. I'm amazed that anyone has paid them, but plenty of people have. BTW, I gave tnem my email, so their users automatically add me to their mob, my mob has grown pretty quick since then, so I can see how many people pay them, I'm auto added through the friend finder with that script, it's the only time I'm added at that time, but I digress. They make money, and this script is better. I'd encourage selling it, even at my own loss of its use, especially with all the time you're putting into it. The main focus is to make sure the core parts of the game work. I think in order it's HL, Jobs, Property, healing/stockpile tied. Just keep em working and this script roxx. If all that's too much of a pain in the ass, disregard it. I try not to be too whiny and demanding, like some of these other guys. I just saw a LOT of potential in what you're doing here, and I see your high level of dedication to your work, so I thought I'd spend some time and put in a well thought out constructive comment that may help keep it the high level it is at now. Oh, and maybe just say on the main userscripts page, what each preference option does instead of the logs, that will stop people from either asking really obvious and stupid questions, or stop people from having to search through all 70 of the threads on this page to find what something does. Thanks again for all your work! My name is Sm00th101, and I approve this message :P |
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PC - I want to once again say that you have done an amazing job. Since I have downloaded the latest update, I keep getting an error from the hitlist screen. The message is: Error in module 'hitlist' on line 1755: content is null I wanted to bring this to your attention. If I can make a request, could you somehow add script to commas for the hitlist value range. I am sorry if this sounds petty, but it helps me differentiate between millions, billions etc without counting 0's. Thanks! |
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PC - one more request, why not the auto update for the skill? Integrate that too into it. The code is here, just check it for the validity of the same before adding it. function skill_exec(){
Thanks for your help Pea, you sweat hard and we are really reaping in the rewards on your script. Set up your paypal bro and I will be there to chip in from my side, and many out there too who appreciate your work. |
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In regards to your histlist attacks with people in your mom, yes I've come across this a multitude of times, kinda annoying when you have lvl 800+ friends in your mom and they spend an hour on there. You can't get anything done lol. Also, I still get this error with 1.14, and yes I'm sure I'm using the right script, and I've reset the database and done what needs to be done. Just still happends. "Error in module 'hitlist' on line 1742: killing.nextSibling is null" |
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I concur with Heretic, I too have no requests and complaints, and again, thanks for the script and keeping it free. i tried MBT Free (http://userscripts.org/scripts/show/37314)and i must say that it still cannot compare FBMW+ and all its updates. lala52, that script looks a lot like TheDruidsKeeper addon script (http://userscripts.org/topics/13639?page=7) for the original MBH, he put an instruction there on how to intigrate that to the script and it does work. here's the post that DruidsKeeper wrote Well in response to Fiord's request, I took on the fun of also creating a skill module to automatically increase your skill level :) ... (I hope the author of the script Piotr P. Karwasz doesn't mind me making all these modifications, if so let me know and I will stop posting them)... It looks like it works for me, hopefully I didn't miss any bugs. So for those interested here it is: First, look for the line that says this: /* Modules */
and change it to this: /* Modules */
And finally, add these new functions, and that should be it :) Any questions, let me know. function skill_exec(){
the only problem is, is that it deletes some of the options from the script preference like the options for the hitlist, though they still work, you just wont be able to change them. |
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I just installed the latest version and am getting the following error message: Error while inserting the script's menu.
Please let me know if I did something incorrectly or if it is a script issue. Thanks! |
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I have been getting the same message as 'one last try.' The script was decent for me, I was able to adjust a couple things that I did not like (like the passive refresh being too quick and sending me to the hitlist page). But then I woke up in the middle of the night with this message. I reset the database, everything looked fine, so I went back to sleep. When I woke up, it was showing the same message. It hadn't done anything from 5 minutes after I woke up the previous time (5 hours ago). |
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Most of the errors we've been getting are server-side problems -- the server is refusing to give you the game contents and the script just can't find the right data anymore. So v1.15 is going to just mainly tackle this down as much as possible. In addition, I'm making some changes to passive refreshes and hospitalization, and trying to integrate that skill mod that's already available -- though most likely I'd need to change it for my own taste, at least... we got a lot of wonderful & useful feedbacks and suggestions here, thanks everyone! Last but not least, I'm planning on setting up an external server somewhere that can run PHP, mysql & send/receive emails/SMS. Things planned for this server are: * CAPTCHA-to-SMS, and SMS-to-CAPTCHA services, which will allow the script to pass the CAPTCHA image to your phone, and you can reply to it with the code you recognize, the server will give it back to the script when the script checks it, and the script will finally enter the code. This should allow for a lot of mobility. * CAPTCHA-to-code database, I plan on building this to hopefully collect enough information on finding alternatives for better CAPTCHA automation. Everytime anyone using the script enters a CAPTCHA code, and it passes, the script will send the CAPTCHA image, code and related information to the server that will be stored into the database. * The database will collect data for [Facebook friends / Mob Wars mobsters] invites/joins. |
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with 1.14 installed, whenever i get the "are you human?" message, the image constantly changes colors on me. I don't know if that is because of the script or if that's just Mob Wars's new way to mess up bots. just thought I'd let you know. And this script is awesome Pea, thank you so much! |
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Smit, that's because Pea lets the captcha image constantly refresh, because multiple sniping may change the captcha image, which would cause your image to be outdated and thus you would never get it right. |
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In 1.14 I am getting a popup dialog box when 1.14 is trying to enter the Capture on it's own. (re-submit post data?). Great program. |