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Conquer Club Greasemonkey Script (beta .4)

PostPosted: Sun Jun 18, 2006 12:39 pm
by Tr0y
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 :)

PostPosted: Sun Jun 18, 2006 1:03 pm
by Conqueror
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)

PostPosted: Sun Jun 18, 2006 1:16 pm
by Tr0y
Fixes card counting bugs.
Faster
winner & loser status indicator.
calculates strength
adds focus to form elements.

PostPosted: Sun Jun 18, 2006 1:27 pm
by TitusFinn
So, Troy, how much do you think this Greasmonkey thing is worth?

PostPosted: Sun Jun 18, 2006 1:34 pm
by Tr0y
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.

PostPosted: Sun Jun 18, 2006 1:56 pm
by AndyDufresne
Sounds wonderful, maybe I can get this one to work!
Thanks Troy! ;)


--Andy

PostPosted: Sun Jun 18, 2006 2:31 pm
by Alfiscool
Wow, an update? This stuff just keeps getting better.

PostPosted: Sun Jun 18, 2006 3:02 pm
by john123
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

PostPosted: Sun Jun 18, 2006 3:04 pm
by AK_iceman
you can turn greasemonkey off then try it, that should tell you

PostPosted: Sun Jun 18, 2006 3:12 pm
by Tr0y
Is the red outline ariund whatever you've selected part of this or a site update


The script is creating the outlines.

PostPosted: Sun Jun 18, 2006 3:12 pm
by john123
AK_iceman wrote:you can turn greasemonkey off then try it, that should tell you


Ah genius...... its part of this

PostPosted: Sun Jun 18, 2006 3:21 pm
by Haydena
It's even doing it in the forums, just for us retards lol :)

PostPosted: Sun Jun 18, 2006 3:27 pm
by AK_iceman
what did you use to figure out the strength factor troy?

PostPosted: Sun Jun 18, 2006 3:40 pm
by Tr0y
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.

PostPosted: Sun Jun 18, 2006 9:20 pm
by PaperPlunger
i nearly fell over when I saw this in action... HALLELUJAH!

Look forward to trying this....

PostPosted: Sun Jun 18, 2006 11:54 pm
by barbarian
Sounds interesting. I wonder if I can do something similar for my game site?

PostPosted: Mon Jun 19, 2006 11:59 am
by kevinc
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?

PostPosted: Mon Jun 19, 2006 12:05 pm
by HighBorn
Troy u da man

PostPosted: Mon Jun 19, 2006 1:15 pm
by Tr0y
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.

?

PostPosted: Mon Jun 19, 2006 4:20 pm
by matt-the-twat
mine says somethin about java script ? what do i do? and how much do i have to pay

PostPosted: Tue Jun 20, 2006 5:17 am
by Tr0y
Umm... Try reading the directions (again)... It's free, however donations would be great, when you donate the donation button is removed.

PostPosted: Tue Jun 20, 2006 7:45 am
by kevinc
Thanks tr0y - those work great!

Countdown?

PostPosted: Wed Jun 21, 2006 12:56 pm
by evster
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

PostPosted: Wed Jun 21, 2006 1:47 pm
by Tr0y
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:

PostPosted: Fri Jun 23, 2006 2:27 pm
by dagreatbroomhead
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.