Closed Roukys closed 3 years ago
well... everything looks fine on test server, but on nutaku it makes loop in PoP
Yep, same here... auto-loop at PoP. At the moment I switched back to the stable release, I can't test this week, so maybe next week I will take a deeper look.
Pop they've made it strange the pop does seems to change every 24h with differents IDs I'm still in test on all that :)
seems that they have a bug, if Pop has reward but no more active, script still try to get reward but server prevent it
Adding functionnalities for save, load and debug log download
The test server is acting weird again I think. I noticed some irregularities with the salary timer and the Seasons timer. This image happens to both the beta script and the stable script in the test server: The season kisses will keep building up.
PoP is still in an endless-loop. Here the debug file: HH_DebugLog_1610369539961.zip
Is anything else needed, or does the debug file cover all the info needed?
should cover :) it contains last 500 lines of console and all parameters :)
Though I also need to indicate if which version of the script is used and instance of HH
@OldRon1977 seems I had use a field not always there, should be corrected in 5.4-beta.8
Looks good... auto-loop is gone, let's see if it fetches the prizes when finished, but that will have to wait for 6h ;) A version of the script is now also included in the debug file :)
yes and also the url of game to know if test or prod.
That will greatly help, I also need to move from.json to .txt to prevent to have to zip it before upload :)
Yep... a TXT might help a bit ;) On the other hand with a good JSON parser, you get a well-structured file :) depending on the structure of the file ;) I personally like Notepad++ for JSON files... maybe a good JSON-structure will help us to identify problems faster. Any thoughts on that?
@Roukys [5.4-beta.8] PoP cant start change (bcs display style changed)
if (waitForKeyElements("button.blue_button_L[rel='pop_action'][style='display: block;']",1000))
{
document.querySelector("button.blue_button_L[rel='pop_action'][style='display: block;']").click();
console.log(new Date().toISOString()+":"+getCallerFunction()+":","Started powerplace"+index);
logHHAuto(JSON.stringify("Started powerplace"+index));
}
to
if (waitForKeyElements("button.blue_button_L[rel='pop_action'][style='display: inline-block;']",1000))
{
document.querySelector("button.blue_button_L[rel='pop_action'][style='display: inline-block;']").click();
console.log(new Date().toISOString()+":"+getCallerFunction()+":","Started powerplace"+index);
logHHAuto(JSON.stringify("Started powerplace"+index));
}
PoP still auto-looping when it tries to start them. Here is the current debug-file: HH_DebugLog_1610405587242.zip
yes a json in a txt file should do the trick
@OldRon1977 your auto looping should be solved in last version
I will find out in about 1h ;) Also, I recognized, that the script appears to be very slow when it comes to the Season, but maybe that's a server problem.
I haven't seen it, lets see if it happens for others.
PoP is now working. Season has a problem... The script starts to choose an opponent and the stops. I use an auto-page-reloader, so I don't have to worry about freezes ;) but even if the page is re-freshed, the script stops at the screen to choose an opponent. Every third to forth time then it works correctly... I have no clue what makes the script stop.
Here is a debug-file: HH_DebugLog_1610464886900.zip
Hmmm... when the script stops, and I manually reload, the script will again try to catch an opponent an stops. When I open the menu, it will continue correctly (the button I marked at my screenshot):
seems to be #98 or #40, I've still not found a solution, seems transient but I don't know why and seems linked to settbyTab ...
@OldRon1977 have found a common point.
added a autoloop = false;
Do tell me if it is better in 5.4-beta.12
Mine just shows 'no timer' in test site PowerPlaces, working fine on main site in same browser, different tab. Have tried uninstalling/reinstalling, logging out and back in. Non-beta script is showing as fine. Chromium Browser
@OldRon1977 have found a common point.
added a autoloop = false;
Do tell me if it is better in 5.4-beta.12
Fixed :) Thanks!
Looks like the game developers are happy with the results of bamboozling our script. So they went ahead and launched the new PoP in the main server.
Here are the patch notes... the new PoPs are temporary: https://kinkoid.com/patchnotes/patch-notes-hentai-heroes/
@Roukys Would it be possible to implement a check every 20th minute to monitor changes in ID and countdown timers?
@Knatan you mean for it to check Pop every 20 min not only when gonna finish
@Roukys Yup, that seems like it would be some sort of compromise.. I'm not the script expert though, so it's just a random idea to help you.
yes so it detect new PoP could be an idea, I'll try to check if I do find another solution
Let's also check how the new PoP work... Maybe they disappear after they are finished, because the patch notes say, that every 6 days new PoPs will appear. If so, then it will be enough to correctly start them once. If so, a player with enough girls just has to start them once and they disappear for the next 6 days. A player with fewer girls has to divide them cleverly ;)
from what I've seen in test they are replayable during the time they are there meaning every7h if you have enough girls
though on test happenned sometime that a Pop finnish after its availability and there it can cause some errors from what I've seen
4 will change I think, for me only 1,2,3 which are not temporary will always be there
Yup, my bad, I noticed just now it's only 1, 2 and 3.
however I do hope that it is a definite list of temporary ids
can someone confirm, what happens if temporary pop is launched while active time is less than needed time to complete ?
I will take a look into that... PoP 1-3 finish in about 12min and 4-9 are running for another ~5h... so that should be good for a test :)
my meaning if temp Pop active remaining time is 2h and you launch for 7h, do it continue and allow to get reward, if not does it free the girls after 2h ?
So for the first run... PoP 1-3 finished and got restarted correctly. Timer now shows 4:30h which is the correct remaining time for the PoPs 4-9.
I added the new PoPs to the AutoPowerPlaces settings like this: 1;2;3;4;5;6;7;8;9 but the script made the correct entry by itself:
So far, so good... let's see what happens when the new PoPs finish :)
yes the do all take all Ids ;)
my meaning if temp Pop active remaining time is 2h and you launch for 7h, do it continue and allow to get reward, if not does it free the girls after 2h ?
Yes, in test server if you start one of the temporary PoPs, it will run to finish and you can claim regardless of remaining time that was initially listed. The remaining time only seems to apply for starting the PoP. After claiming, that temp PoP will be removed and a random new one inserted (at the bottom, not at the same box location as the old) with a fresh 24hr start timer.
Edit: Main Server is using a 7day start timer for the temp PoPs, not 24hr like the Test server
thanks @smashrvmco I had some issues with that as it was trying to start back the then locked pop but should be good in last version of the script
Seems we're good
All new temporary PoPs started correctly... Looks like we are fine :)
v5.4-beta.14 works very well on both test server and main server.
5.4-beta.18 On Testserver
This time we get 7 out of 9 correctly: https://user-images.githubusercontent.com/1931284/104560470-37df1b80-5646-11eb-83ee-1c280830b9c8.png But....!! 5 minutes later, it manages to catch everything: https://user-images.githubusercontent.com/1931284/104560940-ea16e300-5646-11eb-89a9-6f5d77a62cfd.png
These are fantastic results.
I think something changed in the test server. This affects both 5.4-beta.18 and 5.4-beta.21 The script now have problems with calculating the power in Seasons and Legue, so this causes the script to stop and get stuck.
Does anybody else experience this as well?
yes :(
I'll check ....
do hope it will not come too soon on prod
@Knatan : fixed
Hmmm... I am back to Beta 20, since the 23 does not calculate the power of an opponent. No numbers and no green, yellow or red... At the league, it seems beta 23 is working.
I will send a debug from 20 and 23 later, now I am off to get some food ;)
beta 23 works correctly for me in Test server. For both Seasons and League. Thanks Roukys!
@OldRon1977 Are you referring to test server or main server?
I was referring to the main server...
Hello all,
I'm working on 5.4-beta but need your help :)
The Kanban here tracks what in progress for this release. : Kanban
If you want to test version is here : https://github.com/Roukys/HHauto/raw/5.4-beta/HHAuto.user.js
It will not auto-update to further beta but update to next main release.
I'll post new update of beta in here and in concerned issues.
If bug please open issues it will be much more easier for me to follow.
New features :
Better implementation of PowerPlaces following the one actually one test.
Display of Pop IDs on Pop main page