maybee you can use this (little update;)
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while using your script i noticed some strange things..
so i took your script and .. kinda rewrote some parts to my uses -changed the way the timers where updated (only 1 call for all timers)
want to have a look?
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Thanks for helping out! I've had a quick look at your changes and it looks good. Does having a single update call fix the issue of weird timing? I'm going to have to go through your changes in detail before I update the script, but again, thank you very much, and expect to see your changes made in the next couple days =) |
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oh yes ^^ i didnt mention it - but having 1 timer instead of 11 or more fixed the timer thing ;) made a little update .. (same url)
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Folks, don't forget to exclude moons (planet name contains a "(") - otherwise the counters will keep running backwards with the speed at which they should do so on the planet where the moon is. |
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since i am noob (lol) in ogame and dont have a (test)moon;
p.s. updated the script to NOT use cookies
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wisc, yes, moons have "(" in their name, while planets can't have that - this is a language-independent way of determining whether the currently selected planet is a moon. Since no resources are produced on moons, you shouldn't have a countdown for "time to be available" on moons. Moons do have a Resources page - just like any planet. I don't see how you can do this without cookies. You have to remember somewhere what the resource production rate for each resource is for each planet, once you leave the Resources page. |
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Excellent idea replacing the cookies with GM_setValue. I should do that for my other scripts too |
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Ok Vess ^^ i fixed a version for you ;D
Now testing is up to you
26.05. changed the time format because foxgame showing weird progess bar
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Hey guys,
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OK, I've finally updated this thing as follows:
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Oliver, congratulations about your graduation! :-) However, I'm not convinced that using GM_setValue instead of cookies is a good idea. GM_* are GreaseMonkey-specific APIs. Yes, they are convenient - but without them, chances are that your script will work for Opera too (it has built-in support for page-specific scripts - essentially something like GreaseMonkey - without the GM-specific APIs, of course). |
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ok ok but please include this line in your script so the resouces will be parsed ;)
you dont like the GM_value stuff ^^ and i dont like storing data in a place where the server can read it .. (i am not sure if using this script is allowed :D and i dont want my account to be banned) yes i must agree - its a bit of an overkill using date and timestamps for the counters ..but setinterval can be a bit unprecise if cpu usage is high (as far as i have noticed)..and i wanted it to be as good as possible (i had seen something like this in an ogame script btw;) at the "what ressource we are waiting" : we have the information - why not display it then ;) - "you could just look" would also apply to the entire "available to build" thing *excuse my sarcasm*
keep on p.s.
var universe = document.location.host.substr(0,document.location.host.indexOf('\.')); var coords = universe+'['+dropdown.getElementsByTagName('option')[dropdown.selectedIndex].innerHTML.split('[')[1]; |
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Vess:
wisc:
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Why does your script screw up the progress bar on a construction? When it is disabled, it displays correctly. When your script is enabled, it is waaaaaay off. |
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You have progress bars on construction?
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While on the subject of fixing @includes, please note the following: 1) Would be nice to @exclude uni6.ogame.de and uni42.ogame.org - these are the "new design" universes and your script won't work there. (There is another script for this purpose, which is made specially for them.) 2) Your @include for the buildings page will work only on the org universes. ;-) Fix it, please. (Hint: look at the pattern for the other @include - it is correct.) 3) The Polish universes are special. Instead of uniNN.ogame.COUNTRY or uniNN.COUNTRY.ogame.org, they use sNN.ogame.onet.pl. You might want to add a couple of additional @include lines for them. |
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The FoxGame plugin adds some niceties. Wish it would get updated ... maybe I will have a go at the plugin sometime. |
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the foxgame progress bar:
foxgame reads times from the < t d > we are injection our stuff
changing the output format of the waiting time i.e. from 1h 23m 54s to 1:23:54
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I don't have foxgame so i'll have to take your word for it. I don't like your time format wisc, as it's not consistent with the rest of the page, but I changed my spaces to & nbsp;s so hopefully that'll fix it. If not, I'll try using other separation unicode chars (I'm assuming foxgame breaks the td on spaces, which is why using :s works?). I also added which resource you're waiting for, and fixed the include url's |
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Ahem. :-) You "fixed" the @includes (added @excludes, actually) - but forgot to @include the Resources page. ;-) |
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yes Mr. Jensen - using & nbsp; seems to fix the progress bar problem too - nice (i also didn't like the time format .. ;) |