- Belaric likes this
aa0007
Member Since 22 Nov 2012Offline Last Active Mar 02 2014 21:03
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#846244 FallenSwordQuickMsg v1.02
Posted by aa0007 on 04 February 2014 - 18:18
#846160 FallenSwordQuickMsg v1.02
Posted by aa0007 on 04 February 2014 - 07:13
Hey all.
I've made a new Userscript to go along with Tampermonkey/Greasemonkey. It has been approved by Hoofmaster, as it is not any form of automation and simply places a few convenient links and some data in your hand. Take a look below:
I've uploaded it to Google Code here so that you can also suggest improvements and/or point out bugs there as well as on the forum.
Usage:
Hovering over any player's name which shows a link (ie. is underlined) will display a tooltip. Initially the tooltip will show the player's name (which can be clicked on to bring you to the player's profile) and a few useful links:
[M] - Message the player in the standard JS popup.
[B] - Buff the player from a new window.
[AH] - View the player's auction house.
[ST] - Send the player a secure trade.
[T] - Send items to the player.
After a brief period, you will also see the following data:
Last Seen: Activity, in the form of #d(ays) #h(ours) #m(inutes) #s(econds)
Level: Current Level / Virtual Level
Joined: Join date
Attack: Attack, with bonuses in parenthesis
Defense: Defense, with bonuses in parenthesis
Armor: Armor, with bonuses in parenthesis
Damage: Damage, with bonuses in parenthesis
HP: HP, with bonuses in parenthesis
Gold: Gold on hand
Bank: Banked gold
Stamina: Current Stamina / Total Stamina, with bonuses in parenthesis
The tooltip will disappear when clicked or when you move your mouse away from the player name. In addition the tooltip will disappear when you click on any of the links inside.
Note: Data retrieved in a tooltip will be stored while on that webpage. This means that if you hover over another link pointing to the same player, the tooltip will display all of the info instantly, however the information will be the same as what was retrieved the first time. If you would like to fetch new data, simply refresh the page, or click on the link pointing to the player's page.
Edit: Source Code Below
// @name FallenSwordQuickMsg
// @version 1.02
// @description Script to add some quick links in a tooltip when hovering over a player's name. This will also show some data about the player. No warranty is expressed or implied. Use at your own risk.
// @include http://fallensword.com/*
// @include http://www.fallensword.com/*
// @copyright 2012+, aa0007
// @require http://code.jquery.c...y-1.10.2.min.js
// @require http://cdn.jsdelivr....ery.qtip.min.js
// @resource qtipCSS https://fs-quickmsg....om/git/qtip.css
// @downloadURL https://fs-quickmsg....Message.user.js
// @updateURL https://fs-quickmsg....Message.user.js
// @grant GM_addStyle
// @grant GM_getResourceText
// ==/UserScript==
$( function() {
GM_addStyle(GM_getResourceText('qtipCSS'));
var playerProfileData = new Array();
var setContent = function(event, api){
var player = api.get('content.attr').split(' ');
var pID = 'player' + player[0] + player[1];
var msgID = 'msg' + player[0] + player[1];
var buffID = 'buff' + player[0] + player[1];
var ahID = 'ah' + player[0] + player[1];
var stID = 'st' + player[0] + player[1];
var sendID = 'send' + player[0] + player[1];
var seenID = 'seen' + player[0] + player[1];
var ajaxID = 'ajax' + player[0] + player[1];
var argumentPlayer = '
';
var argumentMsg = '[M] ';
var argumentBuff = '[B] ';
var argumentAH = '[AH] ';
var argumentST = '[ST] ';
var argumentSend = '[T]';
var argumentSeen = '
';
var argumentAjax = '
';
var isMe = false;
var profileURL = 'http://fallensword.c...file&player_id=' + player[1];
if ($('#statbar-character').html() == player[0]){
profileURL = 'http://fallensword.c...p?cmd=profile';
isMe = true;
}
var contentText = '
' + argumentSeen + argumentAjax;
api.set('content.text',contentText);
$('.' + pID).on('click', function(){window.location.assign(profileURL);});
$('.' + msgID).on('click', function(){openQuickMsgDialog(player[0]); });
$('.' + buffID).on('click', function(){openWindow('index.php?cmd=quickbuff&t=' + player[0],'fsQuickBuff', 618, 1000,'scrollbars');});
$('.' + ahID).on('click', function(){window.location.assign('http://fallensword.c...se&type=-3&tid=' + player[1]);});
$('.' + stID).on('click', function(){window.location.assign('http://fallensword.c...arget_username=' + player[0]);});
$('.' + sendID).on('click', function(){window.location.assign('http://fallensword.c...&target_player=' + player[0]);});
var ajaxContent;
if (playerProfileData[player[0] + player[1]] != undefined){
ajaxContent = playerProfileData[player[0] + player[1]];
$('.' + ajaxID).html(ajaxContent);
}
else {
$.get(profileURL, function(data){
if (data.search('This profile is no longer available.') > -1){
var ajaxContent = 'This player does not exist.';
$('.' + msgID).html('');
$('.' + buffID).html('');
$('.' + ahID).html('');
$('.' + stID).html('');
$('.' + sendID).html('');
$('.' + ajaxID).html(ajaxContent);
playerProfileData[player[0] + player[1]] = ajaxContent;
}
else {
if (!isMe){
var timeSeenArr = $(data).find(':contains("Last Activity")').last().html().split(/\D/);
var timeSeen = new Array();
var tempIndex = 0;
for (var i = 0, arrLen = timeSeenArr.length; i< arrLen; i++){
if (timeSeenArr[i] != ''){
timeSeen[tempIndex] = timeSeenArr[i];
tempIndex++;
}
}
var seenContent = '
';
$('.' + seenID).html(seenContent);
}
var stats = Array();
$(data).find('table:contains("Level")').children('tbody').children('tr').each(function(){
tempArray = $(this).text().split('\n');
for (var i = 0, size = tempArray.length; i < size; i++){
var letterStart = tempArray[i].search(/\w/);
var colonPos;
if (letterStart>-1){
colonPos = tempArray[i].search(':');
var key = tempArray[i].substring(letterStart,colonPos);
var value;
if (key === 'VL'){
value = tempArray[i].slice(colonPos+1);
}
else if (key === 'Level'){
value = tempArray[i].slice(colonPos+2);
value.replace(',','');
}
else{
value = tempArray[i].slice(colonPos+2);
}
stats[key] = value;
}
}
});
ajaxContent = '
'' +
'' +
'' +
'' +
'' +
'' +
'' +
'' +
'' +
'' +
' Level:
';
$('.' + ajaxID).html(ajaxContent);
playerProfileData[player[0] + player[1]] = ajaxContent;
}
}).fail(function(){
console.log('Unable to fetch player data. Please check your internet connection!');
});
}
}
var makeConfig = function(jqObject){
var playerName = $(jqObject).text() || -1;
var arrLen = jqObject.attr('href').split('player_id=').length || -1;
var playerID = 0;
if (arrLen > 0){
playerID = jqObject.attr('href').split('player_id=')[arrLen -1];
}
var attributeText = playerName + ' ' + playerID;
var qtipContent = {
overwrite: false,
content: { text: '', attr: attributeText},
position: { my: 'left top', at: 'center right', adjust: { method: 'flip' } },
show: { delay: 50 },
hide: { fixed: true, delay: 90, event: 'mouseout mousedown' },
style: { classes: 'qtip-tipsy', width: 185},
events: { render: setContent }
};
return qtipContent;
};
$('[href *= "index.php?cmd=profile&player_id="]').each(function(){
if (this.textContent.trim()){
var inputHTML = $(this);
var config = makeConfig(inputHTML);
inputHTML.qtip(config);
}
});
});
- maf22 likes this
#836747 Give Mashing Mallow Mitts two distinct thumbs!
Posted by aa0007 on 02 January 2014 - 05:26
Look at that. STARE AT IT. And then realize that it looks like the gloves have thumbs that are joined together. It's just a simple fix, really - could we please get the thumbs separated? A drop shadow or a border, or anything to make them distinct really ... I just can't imagine what it must be like fighting when both my thumbs are glued together like that.
- jzaz likes this
#817918 Oidhche Shamhna!
Posted by aa0007 on 29 October 2013 - 19:51
*overly complicated math to bring up a moot point*
Hey mate,
As has been said in this thread before, not everyone is meant to achieve ruby. Look at it from the perspective of a new player - for a few days' worth of stam, they're getting access to AMAZING pots which they could only dream of getting otherwise at that level. Sure, they won't get ruby - but not everyone is meant to. To quote a line from the incredibles ... "If everybody's super ... no one is."
#817816 Spine Chomper assault!
Posted by aa0007 on 29 October 2013 - 00:40
There has been a huge outcry for these guys. Players were asking for them. We obliged. On the other hand, 've only put them live for 24 hours.
Heh heh heh. Didn't think anyone would expect back to back!
Please don't take this as a rant BG, because that's not what this is. But I next time, you might want to take a look at the players causing this huge outcry - if you didn't notice, it was all players whose pockets would become even heavier than they already are with the release of the gnarled scarab chomper. There were few (if any) players who wouldn't directly benefit from the release of the chomper, but the problem is that the large majority remained unspoken, and so even though it was in their best interest to not have the chomper released, now those players get rich and everyone else gets screwed.
My 2.
#817525 Update 2.34
Posted by aa0007 on 26 October 2013 - 03:15
Very nice updates hoof, thanks. I really have no complaints .. and while I *would* like that first multiple potion slot to be at level 5 instead of level 10, I'll be level 10 eventually, so I'm not going to complain about that. Nice new medals too, those are shiny . Templates are amazing!
One thing I would suggest though, as an addendum, is reducing the delay in instant composing timeout from 24 hours to 23 hours 50 mins or something, even 23h55m, just so people can compose at the exact same time each day without having to worry about getting it pushed further up. Other than that, changes look great .
AA
- yotwehc likes this
#817287 Development Roadmap (Updated 7th Mar 2014)
Posted by aa0007 on 23 October 2013 - 22:30
Since composing is first on the list, I'd like to propose a small change to the functionality of the instant gold potion make feature.
Currently, there is a 24 hour timeout from when you instantly make a potion to when it is removed from your history, allowing gold costs to return to normal. I'm proposing that this be dropped to roughly 23 hours and 45 mins, to allow for people to spend those last 15 minutes making potions instantly (for more info on how to instant-gold compose, see my previous composing threads). This would prevent the issue where the instant gold composing start time is pushed back 5-10 minutes every day (by however long it takes you to make your potions).
- yotwehc likes this
#817074 You cannot save a empty combat set
Posted by aa0007 on 21 October 2013 - 00:37
I have 7 combat sets. They are very useful for different setup combinations. I had hoped to make a empty set so I could hunt naked for frags but also to reset for creating another and was kind of disapointed I couldnt save a empty one.
the better solution here might be to add a "remove all gear" button and leave combat sets working the way they are.
#814256 Next Roadmap...
Posted by aa0007 on 02 October 2013 - 01:14
In regards to possible upgrades to composing:
- Change the default potion bottle/potion color to be randomly assigned every time you load the page, to add some variety
- Adding an option to save your composed potion selections
- An unlockable way to obtain multiple potions in a queue
- Possibly the ability to make multiple potions simultaneously
- Medal for the number of potions created, or some other form of public display of composing achievement
Not exactly an "new feature" but:
- Composing event, in which xp is multiplied by some amount, or creation times are reduced, or fragments are increased, etc.
#814255 Next Roadmap...
Posted by aa0007 on 02 October 2013 - 01:14
There are a few minor additions that I'd like to see that are currently features of FSH:
- Folder selection on the secure trade/send items screens
- Quick item selection on the secure trade/send items screens
- Check all option in backpack management
- Pressing b from any page to access your backpack (and other similar keybinds)
- Adding the [Reply|Buff|Trade|ST] option to every message, similar to the way FSH does it.
I'm going to put the rest of my suggestions regarding composing in a separate post, to allow for different "Like this" usage.
- RebornJedi, winemaker, aa0007 and 26 others like this
#810680 Composing Formulas
Posted by aa0007 on 08 September 2013 - 01:21
May I ask how do you use instant gold correctly besides having the gold on hand and clicking the button? Sadly the rest of the post went over my head so I can't even comment on it.
That's the correct way to do it, but what I mean is that you can make various potions and they'll each have some gold cost associated with them. By "correct" way I mean the order in which you do those multiple potions and what those potions actually are.
Edit added some definitions to the top post, hopefully they help. Feel free to google for more information, they're standard functions in programming/mathematical languages.
- Versair likes this
#810652 Composing Formulas
Posted by aa0007 on 07 September 2013 - 23:39