gmiclotte / melvor-scripts Goto Github PK
View Code? Open in Web Editor NEWVarious scripts for Melvor Idle
License: GNU General Public License v3.0
Various scripts for Melvor Idle
License: GNU General Public License v3.0
TheAlpacalypse:
"Have you considered bundling eta/combat sim as packages? I'm wondering how best to bundle those into SEMI on a longer term basis"
Since last night I can not use Melvor ETA anymore, it brings the tab to 100% CPU and makes clicking anything impossible, even killing the tab through Chromes task manager takes a while, while I'm used to it beeing instant.
I can successfully select the character, then the page gets redrawn, and the "confirm AFK" dialog appears. This is when everything hangs. I am not able to confirm that dialog, nor clicking outside of it, only killing the tab helps.
I am also using the "Melvor Idle Combat Simulator Reloaded" to get the menu entry for configuration, not the tool itself. It doesn't make any difference whether this tool is activated or not, but I already realized if it is activated, its menu item is not available.
Yesterday I started firemaking, and the tooltip showed me, that I reach level 99 about two hours after getting up. I should have some spare logs left after that
When I started I had 8k to 10k yew logs IIRC.
Today I get up, and look at the progress and I see that not only I will not reach level 99 with my yews at all but require ~500 more of them, but also that burning all the logs I have now will take an additional ~90 minutes.
Despite the fact that I gained some mastery levels which should have sped up my burning rates. Sadly I do not remember yesterday evenings level anymore…
irrelevant:
With 0.9.0 I have the issue that there is basically no usable displayed data for firemaking.
Its stats do not change as I change different logs, and it always shows, that I had no ressources.
With 0.8.8 the info got at least updated properly after the first log got burned, though this isn't happening anymore with 0.9.0
out of curiosity, how hard would it be to make your scripts use
@include
? They are incompatible with FireMonkey because it wants scripts to use either@include
and@exclude
OR@match
and@exclude-match
, and AFAICT TamperMonkey doesn't support@exclude-match
. (It also needs@inject-into page
but that's trivial)
I can easily change it myself and so could anyone else, of course (just two lines), so it's not a actual problem :)
small/quick redraw/flash of the interface numbers when pot ends and then there is still the disappearing when spending pool xp
ETA does not take this into account yet
I'd like to request a setting to specify the max amount of time you'd like to calculate for offline progress.
Could help with phone users, for example, that can't calculate offline progress after a certain amount of days without crashing the app. Also for people that simply just want to limit it for various play reasons.
For example, input 72 hours; any offline progress beyond this does not get calculated (similar to vanilla ignoring anything beyond 24 hours).
Consumption of potions and tablets is not simulated (unlike charge stones), but we could give an estimate of the amount required to reach the 4 types of targets.
Clicking Yellow Party Hat gives you more Yellow Party Hats.
It uses combat magic bonus xp instead
In getXpRates
, the code initializes rates
to an empty hash {}
but then tries to +=
an undefined property on it. This results in it being NaN.
you might want to consider adding a check to ETA to prevent loading twice, since this has been a common issue ever since Time Remaining was added to SEMI (Maybe even show a warning telling them to disable the one in SEMI)
On my system, fishing with the Pirate's List Ring equipped caused the tab to freeze and stop responding when ETA is loaded.
The changelog for Melvor v0.19.1 mentioned a fix to this ring:
[FIXED] Pirate's Lost Ring providing an inconsistent Skill XP bonus.
It looks like https://github.com/gmiclotte/melvor-scripts/blob/master/ETA/ETA.js#L1117 is looking for a fishingBonusXP attribute.
xpMultiplier += items[CONSTANTS.item.Pirates_Lost_Ring].fishingBonusXP / 100;
From what I can see, this isn't present any more and was replaced with modifiers, although I can't tell the syntax used in the new array well enough to propose a fix.
xpMultiplier += items[CONSTANTS.item.Pirates_Lost_Ring].modifiers.increasedSkillXP[0][1] / 100;
would probably work, but doesn't scale to other items without knowing the schema used in the modifiers array. I don't see anything linking the 15 value to fishing XP for example.
modifiers:
increasedSkillXP: Array(1)
0: Array(2)
0: undefined
1: 15
The full item taken from my console in Chrome:
items[667]
attackBonus: (3) [0, 0, 0]
canEquip: true
category: "Fishing"
damageReduction: 0
defenceBonus: 0
description: "+15% Fishing XP when equipped."
equipmentSlot: 7
fishingCatchWeight: 10
hasStats: true
id: 667
magicAttackBonus: 0
magicDamageBonus: 0
magicDefenceBonus: 0
media: "assets/media/bank/pirates_lost_ring.svg"
modifiers:
increasedSkillXP: Array(1)
0: Array(2)
0: undefined
1: 15
length: 2
__proto__: Array(0)
length: 1
__proto__: Array(0)
__proto__: Object
name: "Pirates Lost Ring"
rangedAttackBonus: 0
rangedDefenceBonus: 0
rangedStrengthBonus: 0
sellsFor: 17500
strengthBonus: 0
type: "Special"
__proto__: Object
suggestion for the obstacle filter script: have it track the items we need to build the desired obstacle course, factoring in mastery, agility cape, etc
sucks having to keep track of all the raw materials i need to collect every time I change configurations
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