Updated version
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Updated a few things in the code. The ID for Watermelon was wrong internally and was fixed. Some other new things that I can't remember have been done as well. |
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Edit: You don't need to do this with the new version. There's a toggle button to click instead. Much easier. Updated again. Adjusted the way autofight works and how it chooses the attack. Added more health/energy items. Added a default attack setting. Disable the attack if you want by editing the script at line 655 (" |
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Edit: You don't need to do this with the new version. There's a toggle button to click instead. Much easier. Also: If you want to enable or disable "Auto Runaway" during a fight, edit line 933, changing 1 to 0. To enable or disable "Auto Attack" (the choosing and playing of attack moves), change line 932 in the same manner. If there are attacks that you don't want to perform (gold bomb for example), just edit the lines starting around line 949: add a "//" at the beginning of the line that defines the attack. Example: change " |
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Another new version. Beginning to include the base code for mapping, monsters, items, etc. Requires a ping back to a database. If you don't want that, search for "log.cgi" in the script and comment each line out that has that string. Cleaned up a couple of bugs that were hard to hit. |
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Another version. Added buttons to the fight screen to enable/disable various types of autoplay. By default, all are off. The first button "Auto Play Repeat" means that you'll automatically re-begin the fight when the stamina/energy/health is high enough. The others are global fight options that carry over between fights. Ask if you need clarification. |
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More updates. Also updated the description on this site to be more in-line with the current state of things. Changed the log box (bottom-left corner) to be less fancy. It just pops in instead of resizing for each new line. This makes it use less resources. If you want it, just remove the " Added logic to use your smallest energy item (Sprites, etc) during a fight when the monster doesn't have enough energy to attack you (in an effort to save your valuable big energy items for active attack). If you don't like this logic, you can change line 1172 (or nearby) from " Commented out all of the " Added your attributes (energy/stamina/health/xp/gold) to the log box. It was requested, so I put it back in. (It used to be there when I was first making it; I simply uncommented the line that made it happen.) It automatically updates when the usual attribute information (at the top of the page) does. Let me know your opinions. Let me know what you think about these changes. Did it break anything? Did it cause annoyance somewhere? Was a good change? Let me know. |
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Updated again. Set the auto-atkup and auto-defup to only take action if the monster has enough energy to attack you. This is just in case it is triggered really late into the fight (if you click the button or some unknown reason related to finally having enough energy to use them). I don't expect this is a bad idea. Let me know. |
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Big update. Added some sidebars with numbers. Added Viri Quest inventory info and toggle button. I want feedback. Let me know. |
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- Moved the log window from the corner to the bottom-center.
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Wow! nice new update! Keep it up. I'm a fan for sure. |
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Added colors to the mount/armor/acc/weapon sidebar list to show item allocation within guild. It is based on (probably incorrect) ATK+DEF,ALPHA sorting. Let me know if you know where it's not accurate. Added "Unsupplied" to the mount/armor/acc/weapon sidebar list to show when you don't have enough of that category of items. |
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In the mount/armor/acc/weapon sidebar list, an orange number in parenthesis shows how many of that item is in use by your guild. Green numbers are in use 100% and red are used 0%. |
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Added an update-checker button (actually did that yesterday, but forgot to mention it here). Added more comments to the code so it's easier to find your way around it, for those that like to modify it for their needs. |
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Updated version. No new features (sorry!), but some bug fixes. All of these bugs are related to regular expression matching. Specifically, the fact that many of them weren't replacing enough things. I had forgotten the "g" in "/blah/g" (if you don't understand, just ignore it). I found the bug because my gold passed the million gold mark, but the sidebar was showing only in the thousands. It's fixed now, as are any of the other things that were being matched/replaced (items, locations, etc for the wiki links). |
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You da man! You da man. Give the fellow a round of acknowledged applause and a smiley. What would the fallen do if not for you. Well, probably quit the game or swear alot more often. |
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I've released an updated version. No new features, again. This version (please upgrade if you can!) will help me build future versions. Please do install this if you can. I plan to release a version that can be modified by the user (if you want to write custom stuff) that will still be upgradeable. We'll see what happens there. |
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The new version (released earlier) tracks a lot more stuff internally and reports it to a logging server. It will help with automatically mapping the game. Please upgrade if you can. Thanks to those that already have. If you want to see what I'm up to, check out http://www.dustywilson.com/hammerfall/map.html (but remember that it is really, really unfinished, of course). |

