Page 6 of 22

Posted: Sun Jan 06, 2008 1:01 pm
by yeti_c
ParadiceCity9 wrote:actually all the errors are either fog analyzer, greasemonkey, or dice analyzer.


Make sure you've clicked the "Error" tab - some might be warnings...

If you click Clear - and then recreate the issue - then less logs will be in there.

C.

Posted: Sun Jan 06, 2008 5:21 pm
by ParadiceCity9
Twill sent me the script for 1.0 if it's any use:

// ==UserScript==
// @name ConquerClub - Clickable Maps
// @include http://*conquerclub.com/game.php?game=*
// ==/UserScript==

// version 1.0

debugging = false
if ( debugging ) {
var debug_win = window.open('', "test", "")
debug_win.document.open("text/plain", "replace")
}
function debug(debug_text) {
try {
debug_win.document.write(debug_text+"\n")
} catch(err) { return }
}

debug('running clickable map script')

function findPos(obj) {
var curleft = curtop = 0;
if (obj.offsetParent) {
curleft = obj.offsetLeft
curtop = obj.offsetTop
while (obj = obj.offsetParent) {
curleft += obj.offsetLeft
curtop += obj.offsetTop
}
}
return [curleft,curtop];
}

function createMenuItem(parentElem, id, listener, method, displayText) {
var m = new Array()
m['item'] = document.createElement('li')
m['link'] = document.createElement('a')
m['link'].id = id
m['link'].href = 'javascript:void(0);'
m['link'].innerHTML = displayText
parentElem.appendChild(m['item'])
m['item'].appendChild(m['link'])
m['link'].addEventListener(listener, method, false)
return m
}
function updateAction(_cmd) {
var helpmsg
if ( _cmd ) {
doAction = _cmd
if ( _cmd == 'large' || _cmd == 'small' ) {
switch(_cmd) {
case 'large':
mapx='largex'
mapy='largey'
break
case 'small':
mapx='smallx'
mapy='smally'
break
}
}
}
actionString = document.getElementById('action').innerHTML
if ( actionString.match('Waiting for your next turn') || actionString.match('You may take your turn now') ) {
doAction = 'Waiting'
helpmsg = ''
}
if ( actionString.match('armies left to deploy') ) {
doAction = 'Deploy'
helpmsg =
'<b>Change # of armies:</b> number keys, left/right arrow keys, mouse wheel. <b>Deploy:</b> click friendly territory. <b>Deploy one:</b> CTRL+click. '
+ '<b>Deploy all:</b> SHIFT+click'
}
if ( actionString.match('Attack from') ) {
doAction = 'Attack'
helpmsg = '<b>Attack from:</b> click friendly territory. <b>Attack to:</b> click enemy territory. <b>Auto-attack:</b> SHIFT+click enemy territory. <b>End attacks:</b> e'
}
if ( actionString.match('Advance') ) {
doAction = 'Advance'
helpmsg =
'<b>Change # of armies:</b> number keys, arrow keys, mouse wheel. <b>Advance 0 armies:</b> click territory attacked from. '
+ '<b>Advance selected # of armies:</b> click territory just conquered'
}
if ( actionString.match('Fortify') ) {
doAction = 'Fortify'
helpmsg =
'<b>Change # of armies:</b> number keys, arrow keys, mouse wheel. <b>Fortify from:</b> click territory. <b>Fortify to:</b> SHIFT+click territory. '
+ '<b>End fortification:</b> e'

}
if ( helpmsg ) { document.getElementById('helpDiv').innerHTML = '&nbsp'+helpmsg }
debug('running updatAction. new action: '+doAction)
return true
}
function toggle(optElem) {
var pref = optElem.id
switch(pref) {
case 'actionMenu':
switch(userPrefs[pref]) {
case 'normal':
actionForm.style.position = 'fixed'
actionForm.style.bottom = 0
actionForm.style.zIndex = 1
userPrefs[pref] = 'floating'
break
case 'floating':
actionForm.style.position = ''
actionForm.style.bottom = ''
actionForm.style.zIndex = 1
userPrefs[pref] = 'normal'
break
}
break
case 'showHelp':
helpDiv = document.getElementById('helpDiv')
switch(userPrefs[pref]) {
case 'N': helpDiv.style.visibility = 'visible'
break
case 'Y': helpDiv.style.visibility = 'hidden'
break
}
//break
default:
switch(userPrefs[pref]) {
case 'Y':
userPrefs[pref] = 'N'
break
case 'N':
userPrefs[pref] = 'Y'
break
}
break
}
// update the menu item to display the new preference
optElem.getElementsByTagName('b')[0].innerHTML = userPrefs[pref]
// store the updated preferences in the cookie
userPrefsToCookie(userPrefs)
}
function refreshClickableMap() {
debug('\n\nrunning refreshClickableMap')

GM_xmlhttpRequest({method: 'GET',url: 'http://www.conquerclub.com/maps/'+mapName+'.xml',headers: {'User-agent': 'Mozilla/4.0 (compatible) Greasemonkey/0.3' , 'Accept': 'application/xml,text/xml'},onload:
function(responseDetails) {
debug('running responseDetails')
updateAction('')
var parser = new DOMParser()
var dom = parser.parseFromString(responseDetails.responseText,"application/xml")

mapSize = unsafeWindow.mapResolution
territories = dom.getElementsByTagName('territory')
armies = document.getElementById('armies').innerHTML.split(',')
switch(mapSize) {
case 'L':
updateAction('large')
break
case 'S':
updateAction('small')
break
}
}})
}
function onMapClick(e) {
debug('map clicked')
var clickedTerritory
pos = findPos(outerMap)
mapOffsetLeft = pos[0]
mapOffsetTop = pos[1]
clickX = e.pageX - mapOffsetLeft - 4
clickY = e.pageY - mapOffsetTop + 19
for (i=0;i<territories.length;i++) {
title = territories[i].getElementsByTagName('name')[0].textContent
tX = territories[i].getElementsByTagName( mapx )[0].textContent
tY = territories[i].getElementsByTagName( mapy )[0].textContent
if ( tX > clickX - 15 && tX < clickX + 15 && tY > clickY - 15 && tY < clickY + 15 ) {
clickedTerritory = territories[i]
tIndex = i
tArmies = armies[i].split('-')
playerNumber = tArmies[0]
break
}
}
if ( ! clickedTerritory ) { debug('no territory clicked. x:'+clickX+' y:'+clickY); return false }

if ( doAction == 'Waiting' ) {
debug('not your turn. exiting')
return false
}

tName = clickedTerritory.getElementsByTagName('name')[0].textContent

try { fromTerritory = territories[document.getElementById('from_country').value].getElementsByTagName('name')[0].textContent
}catch(err){fromTerritory = ''}

try { toTerritory = territories[document.getElementById('to_country').value].getElementsByTagName('name')[0].textContent
}catch(err){toTerritory = ''}

selectFromCountry = document.getElementById('from_country')
selectToCountry = document.getElementById('to_country')
selectQuantity = document.getElementById('quantity')

if ( selectQuantity ) { numArmies = selectQuantity.value; selectQuantity.focus() }

updateAction('')
switch(doAction) {
case 'Deploy':
selectToCountry.value = tIndex
if ( selectToCountry.value != tIndex ) { return } // an enemy territory was clicked during deployment
toTerritory = tName
armiesLeftToDeploy = actionString.split(' ')[2]
confirmMessage = 'Deploy '+selectQuantity.value+' armies on '+toTerritory+'?'
if ( e.shiftKey ) {
selectQuantity.value = armiesLeftToDeploy
confirmMessage = 'Deploy all '+armiesLeftToDeploy+' armies on '+toTerritory+'?'
} else if ( e.ctrlKey ) {
selectQuantity.value = "1"
confirmMessage = 'Deploy 1 army on '+toTerritory+'?'
}
break
case 'Attack':
if ( fromTerritory == '' || toTerritory == '' ) { return }

// if freindly, then set from_country and return
if ( playerNumber == currentPlayerNumber ) {
selectFromCountry.value = tIndex
unsafeWindow.filterTo(tIndex)
if ( selectFromCountry.value != tIndex ) { return }
fromTerritory = tName
return
// if enemy, set as to_country and continue to attack
} else {
selectToCountry.value = tIndex
if ( selectToCountry.value != tIndex ) { alert(tName+' is not accessible from '+fromTerritory); return }
if ( e.shiftKey ) {
doAction = 'Auto-Attack'
}
toTerritory = tName
}
confirmMessage = doAction+' from '+fromTerritory+' to '+toTerritory+'?'
attackedFromTerritory = fromTerritory
break
case 'Advance':
debug('attackedFromTerritory: '+attackedFromTerritory)
toTerritory = tName
if ( toTerritory == '' ) { return }
if ( toTerritory == attackedFromTerritory ) { selectQuantity.value = '0'; numArmies = '0'; }
confirmMessage = 'Advance '+numArmies+' armies?'
break
case 'Fortify':
if ( e.shiftKey ) {
selectToCountry.value = tIndex
if ( selectToCountry.value != tIndex ) { alert(tName+' is not accessible from '+fromTerritory); return }
toTerritory = tName
} else {
selectFromCountry.value = tIndex
fromTerritory = tName
toTerritory = ''
unsafeWindow.filterTo(tIndex)
}
if ( fromTerritory == '' || toTerritory == '' ) { return }
confirmMessage = 'Fortify '+numArmies+' armies from '+fromTerritory+' to '+toTerritory+'?'
break
}
if ( userPrefs['confirm'+doAction] == 'Y' ) {
if ( confirm(confirmMessage) == false ) { return }
}
unsafeWindow.sendRequest(doAction)
}
function getCurrentPlayer() {
var allPlayers = new Array();
debug('getting player number for '+currentPlayerName)
playerElements = document.getElementById('players').getElementsByTagName('span')
for (var i=0;i<playerElements.length;i++) {
if ( playerElements[i].className.match('player') ) {
allPlayers.push(playerElements[i])
}
}
for (var i=0;i<allPlayers.length;i++) {
debug('checking player: '+allPlayers[i].innerHTML)
debug( ':'+allPlayers[i].innerHTML+': == :'+currentPlayerName+': i: '+i+' i+1: '+(parseInt(i)+1) )
if ( allPlayers[i].innerHTML == currentPlayerName ) {
var playerNumber = i+1
debug(currentPlayerName+': player '+playerNumber)
break
}
}
return playerNumber
}
function onKeyPress(e) {
if ( e.which == 101) { // e (end phase)
updateAction('')
if ( doAction == 'Attack' ) {
unsafeWindow.sendRequest("End Attacks")
}
if ( doAction == 'Fortify' ) {
debug('unsafeWindow.sendRequest("End Fortification")')
unsafeWindow.sendRequest("End Fortification")
}
return
}
selectQuantity = document.getElementById('quantity')
if ( ! selectQuantity ) { return }
switch (e.keyCode) {
case 37: // left arrow
selectQuantity.value = parseInt(selectQuantity.value) - 1
break
case 39: // right arrow
selectQuantity.value = parseInt(selectQuantity.value) + 1
break
}
if ( e.which > 47 && e.which < 58 ) { selectQuantity.value = e.which - 48 }
selectedQuantity = selectQuantity.value
}
function onMouseWheel(e) {
if ( userPrefs['useMouseWheel'] != 'Y' ) { return }
try { selectQuantity = document.getElementById('quantity') } catch (err) { return }
if ( ! selectQuantity ) { return }
if (e.detail) {
delta = -e.detail/3
if ( delta > 0 ) { selectQuantity.value = (parseInt(selectQuantity.value) + 1) }
if ( delta < 0 ) { selectQuantity.value = (parseInt(selectQuantity.value) - 1) }
selectedQuantity = selectQuantity.value
e.preventDefault()
e.returnValue = false
}
}
function setCookie(c_name,value,expiredays) {
var exdate=new Date()
exdate.setDate(exdate.getDate()+expiredays)
document.cookie=c_name+ "=" +escape(value)+
((expiredays==null) ? "" : ";expires="+exdate.toGMTString())
}
function getCookie(c_name) {
if (document.cookie.length>0) {
c_start=document.cookie.indexOf(c_name + "=")
if (c_start!=-1) {
c_start=c_start + c_name.length+1
c_end=document.cookie.indexOf(";",c_start)
if (c_end==-1) { c_end=document.cookie.length }
return unescape(document.cookie.substring(c_start,c_end))
}
}
return ""
}
function userPrefsFromCookie() {
var a = getCookie('GM_CLICKABLE_MAPS').split(',')
var p = new Array()
for (i=0;i<a.length;i++) {
p[a[i].split(':')[0]] = a[i].split(':')[1]
}
return p
}
function userPrefsToCookie() {
var a = defaultPrefs
var p = new Array()
for (i=0;i<a.length;i++) {
pref_name = a[i].split(':')[0]
pref_value = userPrefs[pref_name]
p[i] = pref_name+':'+pref_value
}
setCookie('GM_CLICKABLE_MAPS', p, 1825)
}

// INITIALIZATION
var territories = new Array()
var armies = new Array()
var mapName = unsafeWindow.mapFile
var outerMap = document.getElementById('outer-map')
var mapCell = document.getElementById('map-cell')
mapCell.addEventListener('click', onMapClick, false)
var currentPlayerName = document.getElementById('leftColumn').getElementsByTagName('div')[1].getElementsByTagName('b')[0].innerHTML
var currentPlayerNumber = getCurrentPlayer()
var actionForm = document.getElementById('action-form')
var mapSize
var mapx
var mapy
var mapOffsetLeft
var mapOffsetTop
var fromTerritory
var toTerritory
var attackedFromTerritory
var selectQuantity
var selectedQuantity
var actionString
var doAction

var helpDiv = document.createElement('div')
helpDiv.id = 'helpDiv'
helpDiv.style.position = 'absolute'
helpDiv.style.height = '20px'
helpDiv.style.width = '100%'
helpDiv.style.top = '0px'
helpDiv.style.left = '0px'
helpDiv.style.paddingTop = '1px'
helpDiv.style.borderBottom = 'thin solid #000000'
helpDiv.style.zIndex = '1'
helpDiv.style.background= '#ddeedd'
helpDiv.style.color = '#000000'
document.getElementById('dashboard').parentNode.insertBefore(helpDiv, outerMap.previousSibling.previousSibling)

// set default preferences, then update userPrefs if necessary
var defaultPrefs = new Array()
defaultPrefs.push('actionMenu:normal')
defaultPrefs.push('confirmDeploy:Y')
defaultPrefs.push('confirmAttack:Y')
defaultPrefs.push('confirmAuto-Attack:Y')
defaultPrefs.push('confirmAdvance:Y')
defaultPrefs.push('confirmFortify:Y')
defaultPrefs.push('useMouseWheel:Y')
defaultPrefs.push('showHelp:Y')

if ( ! getCookie('GM_CLICKABLE_MAPS') ) {
setCookie('GM_CLICKABLE_MAPS', defaultPrefs, 1825)
}

var userPrefs = userPrefsFromCookie()

for ( var pref in defaultPrefs ) {
if ( ! userPrefs[defaultPrefs[pref].split(':')[0]] ) { userPrefs[defaultPrefs[pref].split(':')[0]] = defaultPrefs[pref].split(':')[1] }
}
userPrefsToCookie(userPrefs)

// insert menu container
var menuDiv = document.getElementById('leftColumn').getElementsByTagName('div')[1]
var clickableMapMenuHeading = document.createElement('h3')
var clickableMapMenu = document.createElement('ul')
clickableMapMenuHeading.innerHTML = '<b>Clickable Map Menu</b>'
menuDiv.appendChild(clickableMapMenuHeading)
menuDiv.appendChild(clickableMapMenu)

// create menu/submenu items
createMenuItem(clickableMapMenu, 'actionMenu', 'click', function(){toggle(this)}, 'Action Menu: <b>'+ userPrefs['actionMenu'] +'</b>')
createMenuItem(clickableMapMenu, 'confirmDeploy', 'click', function(){toggle(this)}, 'Confirm Deploy? <b>'+ userPrefs['confirmDeploy'] +'</b>')
createMenuItem(clickableMapMenu, 'confirmAttack', 'click', function(){toggle(this)}, 'Confirm Attack? <b>'+ userPrefs['confirmAttack'] +'</b>')
createMenuItem(clickableMapMenu, 'confirmAuto-Attack','click', function(){toggle(this)}, 'Confirm Auto-Attack? <b>'+ userPrefs['confirmAuto-Attack'] +'</b>')
createMenuItem(clickableMapMenu, 'confirmAdvance', 'click', function(){toggle(this)}, 'Confirm Advance? <b>'+ userPrefs['confirmAdvance'] +'</b>')
createMenuItem(clickableMapMenu, 'confirmFortify', 'click', function(){toggle(this)}, 'Confirm Fortify? <b>'+ userPrefs['confirmFortify'] +'</b>')
createMenuItem(clickableMapMenu, 'useMouseWheel', 'click', function(){toggle(this)}, 'Mouse Wheel Selects Number of Armies? <b>'+ userPrefs['useMouseWheel'] +'</b>')
createMenuItem(clickableMapMenu, 'showHelp', 'click', function(){toggle(this)}, 'Show Help Bar? <b>'+ userPrefs['showHelp'] +'</b>')

// load user prefs into menus
// action menu
for (var pref in userPrefs) {
var optElem = document.getElementById(pref)
switch(pref) {
case 'actionMenu':
switch(userPrefs[pref]) {
case 'normal':
actionForm.style.position=''
actionForm.style.bottom=''
actionForm.style.zIndex=1
userPrefs['actionMenu'] = 'normal'
break
case 'floating':
actionForm.style.position='fixed'
actionForm.style.bottom=0
actionForm.style.zIndex=1
userPrefs['actionMenu'] = 'floating'
break
}
break
case 'showHelp':
helpDiv = document.getElementById('helpDiv')
switch(userPrefs[pref]) {
case 'Y': helpDiv.style.visibility = 'visible'
break
case 'N': helpDiv.style.visibility = 'hidden'
break
}
break
// PREFERENCES BELOW THIS POINT ONLY NEED TO BE UPDATED IN THE MENU TO "Y" OR "N", SO WE ONLY NEED ONE CASE
default:
optElem.getElementsByTagName('b')[0].innerHTML = userPrefs[pref]
break
}
}

document.addEventListener('keypress', onKeyPress, false)
window.addEventListener('DOMMouseScroll', onMouseWheel, false)

refreshClickableMap()

var existingSendRequest = unsafeWindow.sendRequest
unsafeWindow.sendRequest = function(_cmd) {
existingSendRequest(_cmd)
setTimeout(function(){updateAction(_cmd)}, 1000)
return false
}

var existingGMScript = unsafeWindow.refreshGMScript
unsafeWindow.refreshGMScript = function() {
existingGMScript()
refreshClickableMap()
updateAction('')
debug('calling refreshGMScript')
return true
}

Posted: Sun Jan 06, 2008 5:42 pm
by ParadiceCity9
Frequently still my entire page, meaning attack, fortifying, refreshing map, ending phase, everything, stops working. REALLY FRUSTRATING AND JUST LOST ME 43 PTS!!

Posted: Sun Jan 06, 2008 7:21 pm
by hecter
ParadiceCity9 wrote:Frequently still my entire page, meaning attack, fortifying, refreshing map, ending phase, everything, stops working. REALLY FRUSTRATING AND JUST LOST ME 43 PTS!!

I said I've had that problem with 1.0 :roll: Haven't with 2.1 though... Yet.

Posted: Sun Jan 06, 2008 11:10 pm
by ParadiceCity9
O that hadn't happen until now.

Posted: Mon Jan 07, 2008 6:22 am
by Ishiro
I believe, and I could be wrong here, that if you are using BOB and Clickable Maps, you have to make sure BOB loads first. However, every time yeti_c makes an update to BOB, if you download it, by default Greasemonkey puts the most recently updated/installed script last. So, every time you update BOB, you need to go into Greasemonkey and move it back above Clickable Maps.

Posted: Mon Jan 07, 2008 3:36 pm
by ParadiceCity9
A lot of the time when I use my keyboard and click the amount of armies I want to fortify, it goes to just 2. This happens when I click any number.

Posted: Mon Jan 07, 2008 6:14 pm
by Klonkers
edthemaster wrote:
Klonkers wrote:Great script. I love the floating menus. Is there a way I can isolate that part of the script so that I can add it to my bob script?


sorry for the slow reply, somehow i missed your post...

anyway, here you go:

Code: Select all

var actionForm = document.getElementById('action-form')
actionForm.style.position='fixed'
actionForm.style.bottom=0
actionForm.style.zIndex=1


Thanks so much that works great.

edit: I see its in bob now too. Thanks Yeti!

Posted: Mon Jan 07, 2008 6:21 pm
by Herakilla
Klonkers wrote:
edthemaster wrote:
Klonkers wrote:Great script. I love the floating menus. Is there a way I can isolate that part of the script so that I can add it to my bob script?


sorry for the slow reply, somehow i missed your post...

anyway, here you go:

Code: Select all

var actionForm = document.getElementById('action-form')
actionForm.style.position='fixed'
actionForm.style.bottom=0
actionForm.style.zIndex=1


Thanks so much that works great.


bob has floating actions now

Posted: Mon Jan 07, 2008 10:19 pm
by edthemaster
ParadiceCity9 wrote:Frequently still my entire page, meaning attack, fortifying, refreshing map, ending phase, everything, stops working. REALLY FRUSTRATING AND JUST LOST ME 43 PTS!!


i have found that the script stops working if you click too fast. for example, if you just attacked, and you click to advance before the attack has finished processing. i'm working on a way to prevent this from happening, and on things like changing the cursor to an hourglass when an action is processing.

Posted: Mon Jan 07, 2008 10:24 pm
by edthemaster
Ishiro wrote:I believe, and I could be wrong here, that if you are using BOB and Clickable Maps, you have to make sure BOB loads first. However, every time yeti_c makes an update to BOB, if you download it, by default Greasemonkey puts the most recently updated/installed script last. So, every time you update BOB, you need to go into Greasemonkey and move it back above Clickable Maps.


this is correct, you must right-click the greasemonkey icon and select manage user scripts... from the menu and make sure bob is above clickable maps in the list every time you update bob.

i'm also working on a way for the script to automatically detect whether or not it is above bob int the list, and warn you if it is.

Posted: Mon Jan 07, 2008 10:26 pm
by hecter
What if we were to make a superscript? ALL scripts COMBINED!? BOB, Clickable Maps, Dice Analyzer, Saved Searches, Drop Game confirmation? The whole deal... :shock:

Posted: Tue Jan 08, 2008 10:29 am
by Coleman
hecter wrote:What if we were to make a superscript? ALL scripts COMBINED!? BOB, Clickable Maps, Dice Analyzer, Saved Searches, Drop Game confirmation? The whole deal... :shock:
That might be easy enough. Although I only like 3 of those.

I think some of the features of these scripts should be picked up by the site. Like the hiding left menu bar or floating action bar.

Posted: Tue Jan 08, 2008 4:50 pm
by Twill
If you'd like a all-in-one script, lets break the discussion off of this one and keep the topic on clickable maps :)

Same goes for site enhancements.

Lets not jack edthemaster's thread :)

Posted: Tue Jan 08, 2008 4:58 pm
by Coleman
Well back to point, even if I put BOB first my clickable maps won't work with 2.1 at all. The little graphics show up, but I can't actually click to do commands, and the jump to map hotkey doesn't seem to do anything.

Posted: Tue Jan 08, 2008 5:19 pm
by hecter
Works fine for me on 2.1, but I don't have any of the little graphics, and I've customized all my hotkeys...

Posted: Tue Jan 08, 2008 5:21 pm
by yeti_c
EdTheMaster...

If you get the latest BOB - take a look at the outer-rolls coding and see if you can fix the bug - I won't have any time to look at it til Thursday!!

Thanks in advance.

C.

Posted: Tue Jan 08, 2008 9:20 pm
by edthemaster
yeti_c wrote:EdTheMaster...

If you get the latest BOB - take a look at the outer-rolls coding and see if you can fix the bug - I won't have any time to look at it til Thursday!!

Thanks in advance.

C.


c, if i get the time i will, but with my night classes starting up again and my work schedule getting crazier (not to mention the bugs i still need to fix in clickable maps), i can't make you any promises...

Posted: Tue Jan 08, 2008 9:28 pm
by edthemaster
Coleman wrote:Well back to point, even if I put BOB first my clickable maps won't work with 2.1 at all. The little graphics show up, but I can't actually click to do commands, and the jump to map hotkey doesn't seem to do anything.


like i mentioned earlier (to paradice, it think), if you click too fast while the script is still processing the click before it, it can cause the script to stop working until you leave the game and come back or refresh the page. it can happen if you click the map too quickly after clicking 'begin turn', too. obviously i can't say for sure if this is what's causing your problem or not, but if slowing down a little fixes your problem, let me know so i can narrow my troubleshooting.

and like yeti_c said earlier, if you could post your error console, that would help immensely (click tools->error console, select the 'errors' button, then right-click each error, select copy, then paste it onto this form)

Posted: Tue Jan 08, 2008 9:30 pm
by edthemaster
Twill wrote:If you'd like a all-in-one script, lets break the discussion off of this one and keep the topic on clickable maps :)

Same goes for site enhancements.

Lets not jack edthemaster's thread :)


thx, twill :)

Posted: Wed Jan 09, 2008 2:14 am
by edthemaster
ParadiceCity9 wrote:Frequently still my entire page, meaning attack, fortifying, refreshing map, ending phase, everything, stops working. REALLY FRUSTRATING AND JUST LOST ME 43 PTS!!


I just posted version 2.2 which will hopefully resolve this problem

Posted: Wed Jan 09, 2008 3:16 am
by yeti_c
edthemaster wrote:
yeti_c wrote:EdTheMaster...

If you get the latest BOB - take a look at the outer-rolls coding and see if you can fix the bug - I won't have any time to look at it til Thursday!!

Thanks in advance.

C.


c, if i get the time i will, but with my night classes starting up again and my work schedule getting crazier (not to mention the bugs i still need to fix in clickable maps), i can't make you any promises...


Any help would be most appreciated!!!

Cheers,

C.

Re: Clickable Maps :: Version 2.2

Posted: Wed Jan 09, 2008 2:59 pm
by ParadiceCity9
edthemaster wrote:
- [fixed bug] clicking too fast disables script until page is reloaded


does that mean you fixed the bug, the bug being clicking too fast disables script until page is reloaded? or is that an update...

Posted: Wed Jan 09, 2008 3:06 pm
by ParadiceCity9
New problem: when I open a page all of the clicking, as in my entire page, meaning attack, fortifying, refreshing map, ending phase, everything, doesn't work.

Posted: Wed Jan 09, 2008 3:07 pm
by yeti_c
ParadiceCity9 wrote:New problem: when I open a page all of the clicking, as in my entire page, meaning attack, fortifying, refreshing map, ending phase, everything, doesn't work.


Get the Error Console if this happens... (Clear it now - then go back in to a game and then CnP it into here)

C.