Conquer Club Greasemonkey Script (beta .4)

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Tr0y
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Conquer Club Greasemonkey Script (beta .4)

Post 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 :)
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Conqueror
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Post 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)
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Tr0y
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Post by Tr0y »

Fixes card counting bugs.
Faster
winner & loser status indicator.
calculates strength
adds focus to form elements.
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TitusFinn
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Post by TitusFinn »

So, Troy, how much do you think this Greasmonkey thing is worth?
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Tr0y
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Post 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.
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AndyDufresne
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Post by AndyDufresne »

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


--Andy
Alfiscool
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Post by Alfiscool »

Wow, an update? This stuff just keeps getting better.
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john123
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Post 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
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AK_iceman
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Post by AK_iceman »

you can turn greasemonkey off then try it, that should tell you
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Tr0y
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Post by Tr0y »

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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john123
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Post by john123 »

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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Haydena
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Post by Haydena »

It's even doing it in the forums, just for us retards lol :)
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AK_iceman
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Post by AK_iceman »

what did you use to figure out the strength factor troy?
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Tr0y
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Post 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.
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PaperPlunger
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Post by PaperPlunger »

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

Post by barbarian »

Sounds interesting. I wonder if I can do something similar for my game site?
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kevinc
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Post 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?
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HighBorn
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Post by HighBorn »

Troy u da man
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Tr0y
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Post 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.
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matt-the-twat
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?

Post by matt-the-twat »

mine says somethin about java script ? what do i do? and how much do i have to pay
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Tr0y
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Post by Tr0y »

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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kevinc
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Post by kevinc »

Thanks tr0y - those work great!
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evster
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Countdown?

Post 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
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Tr0y
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Post 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:
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dagreatbroomhead
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Post 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.
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