Well in this game you cab accumulate 2000 turns every couple of days, which is enough to play solidly for at least 6 hours at a stretch if you want ... which is more than enough, assuming you actually want to do other things with your life other than play the game. There's no real point being able to play a browser game 24/7 ... Ones that left you accumulate turns and use them when you feel like are better than "schedule" ones, where you have to log in when they tell you or miss out. Also, there are no transactions in this game, it's fully free to play.
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New script version - lots of new time saving featureshttp://jgame.net.au/kingdoms/crownofconquest.user.jsEDIT: now version 1.20a - with small but important bug fix for character leveling.
I disabled the coach data collection since we have all the coach routes. But I left the code in place, just in case coach routes turn out to be dynamic. Let me know if the coach routes ever change.
Second, I extended the item scanning to include all shops, so you can set custom filters and it will tell you which items are for sale, and what shop_id they are in. This saves a HEAP of time when checking around for stuff you might like to buy. The filters will match item names, or enchantment, or the word "Enchantment" will just match all echanted items.
Finally and this was much harder to set up - auto-leveling for your characters (you'll need to personalize this for your characters):
This is great but takes a little bit of setting up to get it working. And you'll definitely want to read the instructions carefully to make it work.
Firstly, to grab the list of all characters you must set some variables in the script called ""test_char_id" to the ID number of any character you own, and set their name in "test_char_name". I could automate this later but it's literally a one-off action you have to take and I don't have time to work out how to do that.
Second, you need to specify "builds", which are plans for how to spend the points for a character. Builds are defined separately for stats and skill builds.
Each build has a name-pattern that it matches with your character names. (note: the 1.20 version had a bug here where it applies the last match, not the first. Version 1.20a fixes that).
The first build on the list that matches a specific character is always used. e.g. if your first build matches "Bobby" and the second build matches "Bob", then a character called "Sir Bobby Jones" would match the first build, and "Boba Fett" would match the second build. If you put "Bob" before "Bobby" however, the "Bobby" one would never be applied.
For mayors, "Mayor of <townname>" is actually counted as part of their name, so you can filter by the word "Mayor" (matches all mayors) or the town name, so to make something happen for all mayors but you want a specific mayor to used a different build, then insert the specific match first, followed by the general one.
Now, onto how to specify a build. This is the sample specifier for a block of stat builds.
var char_build = // stats builds - plans for raising stats
[
{ "match" : "MyMayor", "build" : [[stat.con,25], [stat.agi, 15], [stat.int, -1]] },
{ "match" : "MyArcher", "build" : [[stat.con,25], [stat.agi, -1]] },
{ "match" : "MyWarrior", "build" : [[stat.con,25], [stat.agi, 20], [stat.str, -1]] },
{ "match" : "MyPriest", "build" : [[stat.con,25], [both(stat.agi, stat.int), 20], [both(stat.div, stat.str), -1]] }
];
This current code, won't actually match any characters unless the e.g. literally have "MyMayor" in their name, so you need to tweak it to suit you. Be very careful with the punctuation, commas etc. It will break the script if you change the pattern, but you can add new blocks as needed if you're careful.
The "match" field is what (partial) character name this matches.
The "build" field is everything in the matching square brackets on the right. The inner blocks specify a stat, and how much to raise it. e.g. "[stat.con,25]" means raise con to 25. If a condition is already met, it goes onto the next block. -1 means "without limit", so [stat.str, -1] means "raise strength without limit". The "both" specifier means to raise two stats equally, e.g. [both(stat.agi, stat.int), 20] means raise agi and int equally until they hit 20 (it always raises the lower one first)
var char_skill = // skill builds - plans for raising skills
[
{ "match" : "Mayor", "build" : [[skill.leadership,10], [skill.charisma,10], [skill.tactics,10]] },
{ "match" : "MyArcher", "build" : [[skill.beserker, 10], [skill.eagleeye,10]] },
{ "match" : "MyWarrior", "build" : [[skill.beserker, 10], [skill.shieldbash, 10]] },
{ "match" : "MyPriest", "build" : [[skill.tactics, 10], [skill.shieldbash, 10], [skill.beserker,10]] }
];
Skill builds work very similarly to stat builds, except they have their own table and their own codes. The general deal is the same except there's really no need for -1 for "unlimited", as skills are constrained at level 10. You can find a full list of the skill tokens above the skill builds in the script.
Once you've set it up correctly, to level up you need to click a button I made appear on the game's top info bar that says "Level Up". I recommend to get it working for one test character for a while, and when you're happy that it's doing it's job then to gradually extend it to level up more characters.
Well, that was a big update so i added a full 0.1 version number, taking the version to 1.20
Other things that could be added:
- automatically grabbing gold from your garrisons (DONE)
- automatically allocates spells to magic characters (DONE)
- make the map's waypoints system user-friendly, then integrate waypoint look-up into the game itself
- generate report for recruits so you don't have to troll through them all (low priority)
- quest scanning similar to the item/shop scanning (low priority)