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The Hardcore OxygeNation Every turn is sacred.
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cilrais Hard as a math test
Joined: 01 Feb 2006 Posts: 212
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Posted: Tue Oct 10, 2006 9:49 pm Post subject: |
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instead of displaying the arbitrary numbers you assigned to the paths/advs could you make it display the actual direction choice and the adventure it led to? and have it not exit out of that calculating screen so fast?
I know it's a work in progress and I'm not mad or anything but I ended up with 4 bottles of pinot this run because the script flipped out somehow and if I had been able to read the path it used I could have just manually gotten to the moxie bonus like I wanted
tho maybe version 0.0.2 fixed whatever happened to me.
EDIT: just thought of something, maybe when you enter the louvre the sideways/down/up could have the zone they go to in paratheses if the script has visited that spot before.
and maybe a button that opens a window that displays all known routes in a print/copypaste friendly manner. _________________ dpl (#722460) |
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bigfreak Hard as a math test

Joined: 20 Jun 2006 Posts: 147 Location: earth
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Posted: Wed Oct 11, 2006 12:56 pm Post subject: |
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| c_wraith wrote: |
| bigfreak wrote: |
| To be honest with you, I don't have the desire to overhaul the script. |
Then I guess I'll try it. It's always worth it to learn about a new programming language, after all... Even if it *is* javascript.
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I'm not thrilled with Javascript either. The only python I've ever read is yours.
| c_wraith wrote: |
I'd love to use your script as a base. You've already done a great job on the UI portion, and I'd hate to try to redo that. Can you post the source for your gm.php script somewhere? I'll tweak it as necessary to work with my stuff. |
gm.php
| Code: |
<?php
//require_once( 'inc/dbconnect.inc' );
require_once( 'lib/general.php' );
function main()
{
header( "Content-Type: application/x-javascript" );
global $PHP_SELF;
$file = get_include_file( substr( $PHP_SELF, strlen( basename( __FILE__ ) ) + 1 ) );
$lines = explode ( "\n", $file );
$stringing = false;
for( $i = 0; $i < count( $lines ); ++$i )
{
$lines[$i] = str_replace( "\r", "", $lines[$i] );
$line = trim($lines[$i]);
if ( $line == "//begin string" )
$stringing = true;
else if ( $line == "//end string" )
$stringing = false;
else if ( !$stringing && $line )
echo $lines[$i]."\n";
else
if ( $line )
{
if ( $lines[$i] == "};" )
echo "\"};\"; setTimeout( js, 5 ); js=\"\"+\n";
else
echo "\"".str_replace( "\\'", "'", addslashes ($line) )."\\n\" +\n";
}
}
}
main();
?>
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lib/general.php
| Code: |
function rightstr( $string, $length )
{ return substr ( $string, $length * -1 );
}
function leftstr($string, $length)
{ return substr ( $string, 0, $length);
}
$include_files = Array();
function get_include_file( $filename )
{
global $include_files;
if ( $include_files[basename($filename)] )
return "";
$include_files[basename($filename)] = true;
$file = "";
if ( leftstr( $filename, 1 ) == '/' )
$filename = rightstr( $filename, strlen( $filename ) - 1 );
$handle = @fopen( $filename, "r");
if ( !$handle )
return "";
while ( !feof( $handle ) )
{
$buffer = fgets( $handle, 4096 );
if ( strpos( $buffer, "//require_once:" ) === 0 )
{
$incfile = trim( rightstr( $buffer, strlen( $buffer ) - 15 ) );
eval( "\$incfile = $incfile;" );
if ( leftstr( $incfile, 1 ) != '/' )
$file .= get_include_file( dirname( $filename ).'/'.$incfile );
else
$file .= get_include_file( $incfile );
continue;
}
$file .= $buffer;
}
fclose( $handle );
return $file;
}
?>
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(sloppy, but it works. ) _________________ -bigfreak- |
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RetroFrog HCO
Joined: 03 Apr 2006 Posts: 277 Location: Washington
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Posted: Wed Oct 11, 2006 1:28 pm Post subject: |
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Hey, great script.
Couple thoughts...
1) I just hit the Louvre for the first time this run, but the script tells me I have 100% odds of the myst and moxie bonuses...presumably its remembering the paths from last run. Can we have a "reset" link? I understand this is probably a bug that will get fixed in the autoreset, but I think a manual reset would probably be a good idea regardless.
2) While a pain in the ass, it would be amazingly awesome if it could spit out a string of learned path settings, as has been commented on before. Even better, if it would also accept the same learned path string, so that we could 'teach' a different browser what one has already learned (I use multiple computers to play from...). Even bestest, would be if it were the same string that Gemelli's mapper uses, so that we could visualize what has been learned. (I know thats asking a lot ).
Thanks! |
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c_wraith HCO
Joined: 04 Jun 2006 Posts: 173
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Posted: Wed Oct 11, 2006 2:42 pm Post subject: |
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I should be testing after work tonight... I've nearly got everything to a state that I think should be close to working.  _________________ In-game: c_wraith (#120510) |
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bigfreak Hard as a math test

Joined: 20 Jun 2006 Posts: 147 Location: earth
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Posted: Wed Oct 11, 2006 4:26 pm Post subject: |
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| RetroFrog wrote: |
1) I just hit the Louvre for the first time this run, but the script tells me I have 100% odds of the myst and moxie bonuses...presumably its remembering the paths from last run. |
Question: 1.) Did you have the Louvre script disabled while until you needed it? 2.) Were you this same level when you last used it?
The script activates on all choice adventures, looks at your level and if you level is lower than last it looked, you've ascended so it resets automatically. Then, if this isn't not the Louvre choice adventure, it bails out.
version 0.0.3:
http://www.rghware.com/gm.php/hcs/louvre_it_dev.user.js
Here is the bleeding edge. It's mostly cosmetic ( I liked some ideas I read ). There is one small fix which patches up the map. Version 0.0.1 put 'undefined' into parts of the array which if not fixed would have stayed there forever. This will fix that for you.
Consider the above beta. Will mark it official once I have a chance to use it in the game. _________________ -bigfreak- |
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RetroFrog HCO
Joined: 03 Apr 2006 Posts: 277 Location: Washington
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Posted: Wed Oct 11, 2006 6:30 pm Post subject: |
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| bigfreak wrote: |
Question: 1.) Did you have the Louvre script disabled while until you needed it? |
Nope, I leave it enabled on both computers I play from.
| bigfreak wrote: |
2.) Were you this same level when you last used it?
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This is my 3rd day since ascension, played almost entirely on the computer exhibiting the problem. I definitely have had other choice adventures at a lower level than I am now on this machine (and lower than I was when using the Louvre script before ascension) - on the island, in the mines, tavern, etc.
What about having it look at the char page for the "Ascensions: XX" value instead of looking at your level for this? That would be the most accurate determination of whether the map should reset... even accounting for the possibility of delevelling. |
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kevbob bobkev

Joined: 14 Dec 2005 Posts: 2770
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Posted: Wed Oct 11, 2006 7:10 pm Post subject: |
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also,
i've been having the same problems retro described.
i did not have it, nor GM, disabled.
and i used it at level 10, ascended, and then used it way before level 10.
please note that while it "misremembered" last ascensions map, once it found itself "wrong", it noted the correct value.
additionally, logging into KOL in the same browser, but a different username, the script did not use any old values, but started completely fresh. which is how it's supposed to work, imo.
and, again, bigfreak you kick big ass!! thanks for the script. |
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bigfreak Hard as a math test

Joined: 20 Jun 2006 Posts: 147 Location: earth
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Posted: Thu Oct 12, 2006 8:11 am Post subject: |
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| RetroFrog wrote: |
What about having it look at the char page for the "Ascensions: XX". |
That would work. I'll also add a small reset link (for the current run).
I've tested this several times. My multi is level 16. I go into about:config and manually set the last level seen to 17+ and everytime it resets to map. Maybe something other script is twisting the contents of the charpane. In any case, using an ajax request on the character sheet fixes all of that. _________________ -bigfreak- |
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bigfreak Hard as a math test

Joined: 20 Jun 2006 Posts: 147 Location: earth
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Posted: Thu Oct 12, 2006 4:25 pm Post subject: |
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| RetroFrog wrote: |
| What about having it look at the char page for the "Ascensions: XX" |
Apparently, you can no longer load your charsheet while in a choice adventure. *rolls eyes* When did this happen? minutes ago? I was testing the new code and all of a sudden I can't browse the map, look at my charsheet or anything while in the Louvre. I think I may have to activate on '/main.php' to check for ascension while the user isn't fighting. *sigh* out of time for today.
c_wraith, if you're using my script as a shell, this update will be critical. _________________ -bigfreak- |
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bigfreak Hard as a math test

Joined: 20 Jun 2006 Posts: 147 Location: earth
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Posted: Fri Oct 13, 2006 11:19 am Post subject: |
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Ok, here is version 0.0.4:
http://www.rghware.com/gm.php/hcs/louvre_it_dev.user.js
bigfreak is close to the Louvre ( just turned level 8 ). I'm very pleased with this latest version. If it works in actual play, I will rename 0.0.4 to 1.0.0 as the qwirks are finally calming down. (for me)
Just so I don't forget what I've done, here is the change log from 0.0.2 to 0.0.4:
* ascension is now detected at the main map via charsheet request
* fixed bug which caused you to load the main map and possible insert 'undefined' into the map array
* added a routine to patch up any places 'undefined' may have worked its way into your map
* added the locations where each choice up/down/sideways may lead and the chances of that actually working.
* replaced the choice adventure numbers with their names
* added a delay so you can see what the script has done to get your reward
todo:
* Add manual map reset button.
* Add buttons to import & export learned map data
Remember: consider 0.0.4 'beta' until I have a chance to experience it 'for real' (tomorrow I think). _________________ -bigfreak- |
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Hellion Hard as a math test
Joined: 21 Mar 2006 Posts: 272
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Posted: Fri Oct 13, 2006 2:34 pm Post subject: |
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| bigfreak wrote: |
Apparently, you can no longer load your charsheet while in a choice adventure. *rolls eyes* When did this happen? minutes ago? |
From the Trivial Updates page....
September 27 - You can no longer load other pages while in the middle of a choice adventure. |
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bigfreak Hard as a math test

Joined: 20 Jun 2006 Posts: 147 Location: earth
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Posted: Fri Oct 13, 2006 3:52 pm Post subject: |
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| Hellion wrote: |
From the Trivial Updates page....
September 27 - You can no longer load other pages while in the middle of a choice adventure. |
Yeah, they rolled that out sometime ago. Come to think of it, my multi was sitting on the Louvre adventure when I logged him off. When I logged him back on he was sitting on the main map. The last adventure button took him back to the Louvre at which time I could still load my charsheet. Once I clicked on one of those choice options is when the whole thing locked down and the charsheet started redirecting me to the Louvre. Maybe this is by design. Anyway, I've worked around the whole problem by activating on the main map. No worries. _________________ -bigfreak- |
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bigfreak Hard as a math test

Joined: 20 Jun 2006 Posts: 147 Location: earth
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Posted: Mon Oct 16, 2006 1:46 pm Post subject: |
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[bump]
I've released version 1.0.0 of the Louvre It script. It worked exactly the as it should this run. I personally can't find anymore bugs in it.
To train the script (on a new run), I suggest you manually traverse the Louvre and shoot for those paths that lead back to the realities. You'll have a 33% chance to get back to the center of the map. The more of those return routes you can find, the better. _________________ -bigfreak- |
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Hardy Hard Candy Shell
Joined: 17 Sep 2006 Posts: 17
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Posted: Mon Oct 16, 2006 7:20 pm Post subject: |
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As an absolute worshipper of your Tool Belt (like KoLMafia, just without the crap bits), is there any way you could combine these 2 for gliding in the Gallery - as currently the auto-adventure tool doesn't like it that a combat adventure can come from a choice adventure...
Basically - I'm guessing it would come back to some kind of default choice for non-combats - I can think of places where this is very useful (Castle for powerlevelling, Gallery for fighting a Knight) and some where not so (Pirate Cove for equipment). But also, it would need to realise that the choice adventure had ended when you encounter one of the Knights, and start doing the default combat actions on him. Or something like that.
Anyway, I download your scripts these days on name alone, irrespective of what they are, so I'll have a little lookie at this Louvre script when I get to the gallery next.
Thanks,
Hardy |
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bigfreak Hard as a math test

Joined: 20 Jun 2006 Posts: 147 Location: earth
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Posted: Tue Oct 17, 2006 1:22 pm Post subject: |
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| Hardy wrote: |
as currently the auto-adventure tool doesn't like it that a combat adventure can come from a choice adventure...
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Yeah, that really annoys me too. I've been meaning to fix that glitch in the tool belt script. Personally, I'd rather the Auto Adventure Tool didn't pick my choice adventures for me based on some defaults so that may not change, but the issue where a choice adventure leads to fight needs to be delt with.
I'm glad to hear you enjoy the Tool Belt script. If you subscribe to this thread: http://forums.kingdomofloathing.com/viewtopic.php?t=65804 I'll post there when I've fixed it. _________________ -bigfreak- |
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Hardy Hard Candy Shell
Joined: 17 Sep 2006 Posts: 17
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Posted: Tue Oct 17, 2006 4:53 pm Post subject: |
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| bigfreak wrote: |
Personally, I'd rather the Auto Adventure Tool didn't pick my choice adventures for me based on some defaults so that may not change, but the issue where a choice adventure leads to fight needs to be delt with.
I'm glad to hear you enjoy the Tool Belt script. If you subscribe to this thread: http://forums.kingdomofloathing.com/viewtopic.php?t=65804 I'll post there when I've fixed it. |
Yeah, I can understand wanting to retain that choice - it only really gets to me when powerlevelling at the castle, and my main stat is already dialled - having to click to leave the wheel alone 10 times or so a day is kinda inconvenient. Fortunately, I'm not doing much powerlevelling for quite a few moons now.
But yes, the one thing that annoys me about the auto-adventure tool is having to reset it in the gallery.
On the other hand, the feature you're looking to add looks very exciting, and I'll nip over to that thread to throw in a couple of ideas.
Best of luck,
Hardy |
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cilrais Hard as a math test
Joined: 01 Feb 2006 Posts: 212
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Posted: Wed Oct 18, 2006 12:39 am Post subject: |
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I think I have found a bug or at least an area where the script logic can be improved.
I'm running ver. 1.0.0, and in my current run I first moved to The Scream, then I ended up at another Relativity, from that point I successfully navigated to the myst gain.
Now, whenever I reenter the louvre the script says it has a low (<30)% chance of getting the myst gain, however if I manually move to the scream then to the other relativity, the script can then get to the myst bonus 100% of the time.
It seems like the script is going for the shortest possible path instead of the most sure path. But I'm not sure how this could be fixed because it seems like it would take a drastic revision of the script's code.
perhaps while moving manually the script records the steps taken and the reward, then in return trips it just retraces those steps for the reward. _________________ dpl (#722460) |
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Residium HCO

Joined: 10 Apr 2006 Posts: 779 Location: benztown
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Posted: Thu Oct 19, 2006 1:27 pm Post subject: |
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little bug, nothing big though:
http://home.arcor.de/Residium/KoL/louvre.JPG
the remanding two paths don't add up to 50%
just thought i would mention it for the perfectionist under us.
anyhow, still love the skript. thanks for it! _________________ I can resist everything - except temptation! |
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cilrais Hard as a math test
Joined: 01 Feb 2006 Posts: 212
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Posted: Thu Oct 19, 2006 1:57 pm Post subject: |
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| Residium wrote: |
little bug, nothing big though:
http://home.arcor.de/Residium/KoL/louvre.JPG
the remanding two paths don't add up to 50%
just thought i would mention it for the perfectionist under us.
anyhow, still love the skript. thanks for it! |
you are adding the wrong paths, it's moxie (50%) and relativity (not shown, 50%)
the pinot is found on a different path, the 16% is accurate. _________________ dpl (#722460) |
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bigfreak Hard as a math test

Joined: 20 Jun 2006 Posts: 147 Location: earth
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Posted: Thu Oct 19, 2006 4:25 pm Post subject: |
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*chuckles at the sliver of KoL Tool Belt caught in the screenshot*
But, yeah, cilrais is right. They won't add up to 100%. It's the uncertainty of the where the respective paths lead. Each one can range from 3% to 100%.
| cilrais wrote: |
I'm running ver. 1.0.0, and in my current run I first moved to The Scream, then I ended up at another Relativity, from that point I successfully navigated to the myst gain.
Now, whenever I reenter the louvre the script says it has a low (<30)% chance of getting the myst gain, however if I manually move to the scream then to the other relativity, the script can then get to the myst bonus 100% of the time. |
I have one multi for testing. He happens to be the template for the default map and he hasn't ascended in months. Regaurdless of being able to duplicate it, let me see I understand how it went down:
1.) You entered the drawing (everything 3%)
2.) You clicked on some choice hoping to get venis(sp?) or that other thing.
3.) You ended up at the scream.
4.) You tried to get back to the reality (to recover the adv).
5.) it worked.
6.) From there you were able to find the myst bonus.
I think I know why this is happening. My logic was that everything can be reached in 3 hops from the center or 4 hops from anyplace else. This is not exactly true because when you come back to the center (like you did), you're not in the same place you came from as there are three different realities.
This must be the bug c_wraith noticed.
So worst case, you are sitting one hop from the incorrect reward and you need to get back to a reality to find the correct reward. It took 2-3 hops to get there and it will be another 4 hops to the final reward. The maximum number of hops from any location to any reward is, therefore, (2+4) - (3+4) or 6-7 not 3-4.
That's going to make a huge difference and it's actually a super easy fix (change two numbers).
edit: Consider this your bump. 1.1.0 is now released:
http://www.rghware.com/gm.php/hcs/louvre_it.user.js
Also, I took my multi, reset his map and followed your exact same path for the myst bonus (looping back to a reality) and it now shows 100% myst on the first page of the Louvre. _________________ -bigfreak- |
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c_wraith HCO
Joined: 04 Jun 2006 Posts: 173
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Posted: Thu Oct 19, 2006 5:16 pm Post subject: |
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Oops. Got distracted. I might return to this project sometime... might not. Debugging javascript is annoying. The interpreter likes to give nonsense in place of error messages.
Anyway, I wanted to point out... The best known path to a given reward could be 10 steps long, with some appropriate (bad) luck.
Relativity (start) -> The Scream -> Nighthawks -> Relativity(1) -> Piet Mondrian -> Death of Socrates -> Relativity(2) -> Birth of Venus -> Persistence of Memory -> Mysticality boost
If that's your first walk through the louvre, it gives you a 100% chance of reaching the mysticality boost, with a path of length 10. Additionally, that path gives you a 100% chance of each of the first-level paintings. As such, optimal searching for *any* reward shouldn't ever try either of the other legs off of Relativity(start), as they could give the wrong location, when a path to the desired location is already known.
It also means that the best known path for the Moxie boost afterwards is at 50%. Follow that path out to the Death of Socrates, and one of the two unexplored paths from there will get you the Moxie Boost.
Interestingly, after following that path, the chance of finding the bottle of Pinot Renoir is actually 100%. My algorithm wouldn't quite handle that correctly.. It would likely put the chance at 50% at first. But it would either find the Pinot on the first try, or it would drop you in one of the relativity positions, but giving the odds as 100%. I think. (I should really test this case, as it's the only really interesting one left.)
I might get back to this project saturday. (If I survive clubbing friday night.) It still fascinates me, but I don't want to try to hit a moving target. It does look like your code has stabilized now. _________________ In-game: c_wraith (#120510) |
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cilrais Hard as a math test
Joined: 01 Feb 2006 Posts: 212
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Posted: Thu Oct 19, 2006 5:47 pm Post subject: |
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| c_wraith wrote: |
.Anyway, I wanted to point out... The best known path to a given reward could be 10 steps long, with some appropriate (bad) luck.
Relativity (start) -> The Scream -> Nighthawks -> Relativity(1) -> Piet Mondrian -> Death of Socrates -> Relativity(2) -> Birth of Venus -> Persistence of Memory -> Mysticality boost
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However, in that case you can safely search for the shortest path to the myst without worry, since you always know how to reach a relativity if you go the wrong way. Whereas in the shorter path scenario there's still a dangerous section of the map uncharted. _________________ dpl (#722460) |
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c_wraith HCO
Joined: 04 Jun 2006 Posts: 173
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Posted: Thu Oct 19, 2006 6:41 pm Post subject: |
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| cilrais wrote: |
| However, in that case you can safely search for the shortest path to the myst without worry, since you always know how to reach a relativity if you go the wrong way. Whereas in the shorter path scenario there's still a dangerous section of the map uncharted. |
Hmm... Interesting point. It kind of goes with the question "what exactly are you calculating the probability of?" I need to think about this more.
I'm starting to see what's going on here. This is really an interesting problem. _________________ In-game: c_wraith (#120510) |
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Confusion DIAMOND HARD

Joined: 02 Jun 2006 Posts: 1337 Location: Christchurch, New Zealand
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Posted: Mon Oct 23, 2006 8:48 am Post subject: |
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Quick heads up
I'm using version 1.0.0, so I guess this problem may have been fixed, but I had my map looking like: 100027b4101000000003c000 and it was giving me a 50% probability of finding the muscle bonus.
It changed to 100% probability with 9c0027b4101000000003c000
Now, I realise I'm using an old version of the script, but will the new version fix this minor glitch? _________________ Man, who turned off the sun?
I'm the only one with any cajones around here. |
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Confusion DIAMOND HARD

Joined: 02 Jun 2006 Posts: 1337 Location: Christchurch, New Zealand
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Posted: Mon Oct 23, 2006 9:14 am Post subject: |
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I think C_Wraith might have been talking about this case previously: 9f6027b419d09c002713e100
If I go to 2 from 6 on this map state, it incorrectly says my chances to Moxie of Muscle boosts are much lower than they should be, even though they are infact 100%.
Again, I'm using 1.0.0 still, and can't be bothered updating, since I'm using the Lourve mapper anyway. _________________ Man, who turned off the sun?
I'm the only one with any cajones around here. |
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bigfreak Hard as a math test

Joined: 20 Jun 2006 Posts: 147 Location: earth
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Posted: Tue Oct 24, 2006 2:35 pm Post subject: |
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| Confusion wrote: |
Quick heads up
I'm using version 1.0.0, so I guess this problem may have been fixed, but I had my map looking like: 100027b4101000000003c000 and it was giving me a 50% probability of finding the muscle bonus.
It changed to 100% probability with 9c0027b4101000000003c000
Now, I realise I'm using an old version of the script, but will the new version fix this minor glitch? |
Yes,
ver 1.1.0 thinks deeper. If you're afraid of new code, this update is minor:
version 1.0.0
| Code: |
line = line || ( (here >= 92 && here <= 95) ? 3 : 4 );
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version 1.1.0
| Code: |
line = line || ( (here >= 92 && here <= 95) ? 6 : 7 );
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If you want to allow it to go deep enough to cover the 10-hop scenario c_wraith mentioned:
| Code: |
line = line || ( (here >= 92 && here <= 95) ? 10 : 11 );
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Though I think FireFox will crash with that much recursion (have not tried it). I think 6-7 is fine as I don’t think many people will have the luck or the desire to fumble around for ten-full hops.
In any case, the reason you were seeing 50% is because the path was longer than 4 hops to the goal. 1.1.0 fixes that. _________________ -bigfreak- |
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jaren80 Soft Like a Bunny
Joined: 01 Nov 2006 Posts: 2
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Posted: Wed Nov 01, 2006 1:32 pm Post subject: |
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Export: could you make a menu item in the greasemonkey scripts menu (tools, gm, user script commands) so I can export (and import) the collected data even though I'm not in the Louvre at the moment?
The way it is now, I can only export when I'm adventuring the actual adventure. This is not so convenient.
Besides that, great script! Thanks a lot! |
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Residium HCO

Joined: 10 Apr 2006 Posts: 779 Location: benztown
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Posted: Wed Nov 01, 2006 3:41 pm Post subject: |
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just a quick question:
if i start the map, and say i want to search for muscle, does it always search in the same way (ie. always up the stairs first, then if that didn't yield anything, go down etc) or is that completly random. and if so, in what order does it go?
my question comes in that, today i had major browser problems (crashing around 3 times) and each time it seemed to have lost where it had already explored, and thus i got the sandwich 3 times, which i just didn't really need  _________________ I can resist everything - except temptation! |
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bigfreak Hard as a math test

Joined: 20 Jun 2006 Posts: 147 Location: earth
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Posted: Thu Nov 02, 2006 4:41 pm Post subject: |
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| jaren80 wrote: |
| The way it is now, I can only export when I'm adventuring the actual adventure. This is not so convenient. |
Good point. I was thinking... What if I saved the map data into the Notes section of the quest log? I suspect no-one uses that Notes section. None the less, I can still put learned louvre map data in there, under your notes. This way you don't have to import/export when you move machines. Furthermore, if you'd like a copy of the data you can go get it from the notes page anytime you like.
| Residium wrote: |
my question comes in that, today i had major browser problems (crashing around 3 times) and each time it seemed to have lost where it had already explored, and thus i got the sandwich 3 times, which i just didn't really need  |
Yeah, if firefox crashes or if you end task it, the preferences file will not get written to disk and this will happen.
Given what you've told me, I think you click the 'attempt some bonus' buttons? If that's the case, yes it will always explore the same path over and over when the learned data isn't stored.
Personally, when I come up to the louvre and everything is 3%, I manually traverse the map, placing my goal aside. I will just go someplace unexplored, try to return to the relativity and repeat. You'd be surprised how long I can bounce around in there on a single adventure. Because you have two chances of getting back to the relativities, you can almost always map out the entire inner-ring of the Louvre.
EDIT: *subscribes to thread* <_< _________________ -bigfreak- |
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jaren80 Soft Like a Bunny
Joined: 01 Nov 2006 Posts: 2
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Posted: Mon Nov 13, 2006 8:21 am Post subject: |
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| bigfreak wrote: |
Good point. I was thinking... What if I saved the map data into the Notes section of the quest log? I suspect no-one uses that Notes section. None the less, I can still put learned louvre map data in there, under your notes. This way you don't have to import/export when you move machines. Furthermore, if you'd like a copy of the data you can go get it from the notes page anytime you like. |
I do use the notes section! I'm all for appending, though, if you promise not to overwrite any data
We need a KoL namespace! |
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