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Conquer Club Greasemonkey Script (beta .4)

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Conquer Club Greasemonkey Script (beta .4)

Postby Tr0y on Sun Jun 18, 2006 12:39 pm

Installation
1. Get Firefox
2. Get Greasemonkey
3. if Color Blind go to step 3b. Else go to http://personal.ecu.edu/tnt1202/conquerclub.user.js
3b. Go to http://personal.ecu.edu/tnt1202/colorbl ... ub.user.js
4. Refresh your browser, to make sure you have the latest, it should say
"version 0.4 BETA!" on the second line.

5. Click the install button in the top right corner.

//-----------------------------------------------------------------------------
// Description
//-----------------------------------------------------------------------------
// * Adds a status indicators and number of cards for each player
// * Adds card redemption values
// * Adds dynamic countdown timer
// * Adds statistics
// * Automatically Jumps to map.
// * Adds red focus indicators
//-----------------------------------------------------------------------------
// Notes
//-----------------------------------------------------------------------------
// * The status indicator isn't always accurate. It goes yellow when a player
// receives men, and red when they fortify, and back to green when a new round
// is started.
// * Armies per turn DOES NOT INCLUDE BONUSES.. so no continent bonuses.
// * Strength = # Armies + Potential Armies - ( 2/3 * # Countries )

Recoded the whole thing.
It is much faster, fixes a bunch of bugs, and added a couple features.

I placed donation button on it.
I would appreciate donations very much as I am broke at the moment. :?
Once you donate you will be given a link to another script, and once you install that the nag will be removed.

If you still want to remove a the nag, you can with notepad.

Hope you guys enjoy :)
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Postby Conqueror on Sun Jun 18, 2006 1:03 pm

what are the new features?
how can i erase the nag. i don't have either credit card or paypal account
(i am 14 years old)
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Postby Tr0y on Sun Jun 18, 2006 1:16 pm

Fixes card counting bugs.
Faster
winner & loser status indicator.
calculates strength
adds focus to form elements.
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Postby TitusFinn on Sun Jun 18, 2006 1:27 pm

So, Troy, how much do you think this Greasmonkey thing is worth?
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Postby Tr0y on Sun Jun 18, 2006 1:34 pm

Any donation is fine... $1 or whatever you feel like giving.

If you use it a lot, I think $5 or $10 dollars would be great. :D

NOTE:
If you are not colorblind make sure you get
http://personal.ecu.edu/tnt1202/conquerclub.user.js
not the color blind version.
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Postby AndyDufresne on Sun Jun 18, 2006 1:56 pm

Sounds wonderful, maybe I can get this one to work!
Thanks Troy! ;)


--Andy
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Postby Alfiscool on Sun Jun 18, 2006 2:31 pm

Wow, an update? This stuff just keeps getting better.
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Postby john123 on Sun Jun 18, 2006 3:02 pm

great stuff, keeps gettin better, love the star and unhappy face icons when the game ends(but mainly cos i won). Is the red outline ariund whatever you've selected part of this or a site update
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Postby AK_iceman on Sun Jun 18, 2006 3:04 pm

you can turn greasemonkey off then try it, that should tell you
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Postby Tr0y on Sun Jun 18, 2006 3:12 pm

Is the red outline ariund whatever you've selected part of this or a site update


The script is creating the outlines.
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Postby john123 on Sun Jun 18, 2006 3:12 pm

AK_iceman wrote:you can turn greasemonkey off then try it, that should tell you


Ah genius...... its part of this
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Postby Haydena on Sun Jun 18, 2006 3:21 pm

It's even doing it in the forums, just for us retards lol :)
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Postby AK_iceman on Sun Jun 18, 2006 3:27 pm

what did you use to figure out the strength factor troy?
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Postby Tr0y on Sun Jun 18, 2006 3:40 pm

Redemption Value = RV = 0 if no cards, 7 if flat rate, x if escalating

Strength = # Armies + Armies Next Turn ( no bonuses ) + (Probability of turning in Cards * RV) - ( 2/3 * # Countries )

or simply

Strength = # Armies + Potential Armies - ( 2/3 * # Countries )

NOTE: It has a flaw though, Potential Armies doesn't include continent bonuses.

Let me know what you think of the formula or if you have any suggestions.
Its not perfect but its a start.
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Postby PaperPlunger on Sun Jun 18, 2006 9:20 pm

i nearly fell over when I saw this in action... HALLELUJAH!
Image
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Look forward to trying this....

Postby barbarian on Sun Jun 18, 2006 11:54 pm

Sounds interesting. I wonder if I can do something similar for my game site?
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Postby kevinc on Mon Jun 19, 2006 11:59 am

Excellent stuff, it's much faster now, good job! :o)

Can I make a small suggestion i've just thought of?

The page 'jumps' when the script kicks in. Is there any way to put a placeholder div saying 'loading...' in the same space until all the calculations are done?
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Postby HighBorn on Mon Jun 19, 2006 12:05 pm

Troy u da man
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Postby Tr0y on Mon Jun 19, 2006 1:15 pm

Try one of these to stop "the jump".

http://personal.ecu.edu/tnt1202/nomargi ... ub.user.js

http://personal.ecu.edu/tnt1202/noscrol ... ub.user.js

The jump was done intentionally :?, suppose to get you to the map faster.
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?

Postby matt-the-twat on Mon Jun 19, 2006 4:20 pm

mine says somethin about java script ? what do i do? and how much do i have to pay
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Postby Tr0y on Tue Jun 20, 2006 5:17 am

Umm... Try reading the directions (again)... It's free, however donations would be great, when you donate the donation button is removed.
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Postby kevinc on Tue Jun 20, 2006 7:45 am

Thanks tr0y - those work great!
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Countdown?

Postby evster on Wed Jun 21, 2006 12:56 pm

Hi Troy,

Phenomenal

I got distracted during a turn and learned the hard way that the countdown timer is +/- 5 seconds (about). I timed out, even though I still had time.

OBviously, this is a rare occurance. I don't know the magic behind what you have written. For me, I will now know - (not that I expect my turns to take an hour) but I thought of one way to correct for this - start the countdown at 59 min 55 seconds.

Thanks again
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Postby Tr0y on Wed Jun 21, 2006 1:47 pm

Yes, you are correct the timer is a bit off.

I believe this is because every tic takes a second + processing/display time... The longer you wait the more off it gets :oops:

I need to sync the clock with the system time.
e.g. taking the time left and syncing it with the system time. Then grabbing the system time every tic and do some math to get the time left.

Next version I'll address those issues. :wink:
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Postby dagreatbroomhead on Fri Jun 23, 2006 2:27 pm

suggestion or i dunno if you can do it, but for content bonuses: theres a way to count the armies correct? and theres a way to differentiate between colors of armies? right? so is there a way to check the placement of armies? then all you would have to do is for each map let the script know when a certain player owns these certain places, they get 3 more troops ect.
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