Hammerfall RPG Helper

By Dusty Last update Jun 27, 2009 — Installed 2,505 times.

Updated version

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Dusty Script's Author

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.

 
Dusty Script's Author

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 ("jobReq[0].attack = 1;" change 1 to 0). Also fixed the annoying "type" error when your stats were full.

 
Dusty Script's Author

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 "if (attribs.gold >= 150 && attribs.energy >= 5) autoPlay.push(366); // gold bomb" to "//if (attribs.gold >= 150 && attribs.energy >= 5) autoPlay.push(366); // gold bomb" (notice the extra slashes at the beginning).

 
Dusty Script's Author

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.

 
Dusty Script's Author

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.

 
Dusty Script's Author

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 "return" line in the "infoSizer" function at or near line 1792. This is the only thing preventing it from doing the fancy resizing. Let me know if you want it back in the default install. I didn't feel that it was a worthy use of resources, but it's still available for you if you just remove that "return" line.

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 "if (attribs.monsterEnergy > 20)" to "if (attribs.monsterEnergy > 0)". Let me know if you don't like the default settings.

Commented out all of the "jobReq" sections (except the default jobReq[0]) since they were really just there for my own purposes anyway. They're still there if you want them back.

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.

 
Dusty Script's Author

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.

 
Dusty Script's Author

Big update. Added some sidebars with numbers. Added Viri Quest inventory info and toggle button. I want feedback. Let me know.

 
Dusty Script's Author

- Moved the log window from the corner to the bottom-center.
- Log window items all timeout. Previously, some items would stay on the screen (on purpose). Now all items fade away after a period of time.
- Left sidebar has toggle buttons for various things.
- Added Mounts, Armor, Weapons, and Accessories to the left sidebar.
- Info, Health Items, and Energy Items sections on the left sidebar can now be toggled.

 
John Fau User

Wow! nice new update! Keep it up. I'm a fan for sure.

 
Dusty Script's Author

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.

 
Dusty Script's Author

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%.

 
Dusty Script's Author

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.

 
Dusty Script's Author

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).

 
M.P. Ranger User

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.

 
Dusty Script's Author
FirefoxX11

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.

 
Dusty Script's Author
FirefoxX11

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).

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