DeletedUser35131
nici la mine pe opera nu merge in comenzi nu face nk
javascript: var arrRatio = [25, 28, 21];
var minNegustori = 1;
var coordinate = "465|449 461|188";
var b = document.getElementById("SendMarket");
if(b===null){$.getScript("http://dl.dropbox.com/u/100563986/triburile/SendMarket.js")}else{l();}
void(0);
Ok, testeaza ce e in spoiler si gasesti si explicatii pt cum redenumeste:
Cod:javascript: var doc = (window.frames.length > 0) ? window.main.document : document; var eleSpans = doc.getElementsByTagName("span"); for (var x = 0; x < eleSpans.length; x++) { if (eleSpans[x].id.match(/label/)) table = doc.getElementById("commands_table") } function theInnerText(theNode) { return typeof (theNode.innerText) == 'undefined' ? theNode.textContent : theNode.innerText } function overView() { var eleTrs = table.rows; var headers = eleTrs[0].getElementsByTagName("th"); function getHeader(ele) { for (i = 0; i < headers.length; i++) { if (headers[i].innerHTML.match(ele, "i")) return i } } for (x = 1; x < eleTrs.length; x++) { var inputs = eleTrs[x].getElementsByTagName("input"); if (inputs[1].value.match(/Atac asupra/i)) { var spear = eleTrs[x].cells[getHeader('spear')].innerHTML; var sword = eleTrs[x].cells[getHeader('sword')].innerHTML; var axe = eleTrs[x].cells[getHeader('axe')].innerHTML; var scout = eleTrs[x].cells[getHeader('spy')].innerHTML; var lc = eleTrs[x].cells[getHeader('light')].innerHTML; var hc = eleTrs[x].cells[getHeader('heavy')].innerHTML; var ram = eleTrs[x].cells[getHeader('ram')].innerHTML; var cat = eleTrs[x].cells[getHeader('catapult')].innerHTML; var noble = eleTrs[x].cells[getHeader('snob')].innerHTML; var coord = inputs[1].value.match(/(\d+\|\d+)\) (K\d+)/); if (axe >= 500 && lc >= 50) {inputs[1].value = 'Nuke'} if (lc >= 350 || hc >= 150) {inputs[1].value = 'Farming'} if (scout >= 1) {inputs[1].value = 'Scout'} if (spear >= 100) {inputs[1].value = 'Suicide Troops'} if (sword >= 100) {inputs[1].value = 'Suicide Troops'} if (hc >= 500) {inputs[1].value = 'HC Clearing'} if (cat == 1 && scout >= 1) {inputs[1].value = 'Cat Intel'} if (cat == 1) {inputs[1].value = 'Cat Fake'} if (cat >= 50) {inputs[1].value = 'Cat Hit'} if (ram == 1 && scout >= 1) {inputs[1].value = 'Ram Intel'} if (ram == 1) {inputs[1].value = 'Ram Fake'} if (noble == 1) {inputs[1].value = 'Noble'} if (axe >= 4000 && lc >= 2500) {inputs[1].value = 'REAL'} inputs[1].value = inputs[1].value + "(" + coord[1] + ")" + ' ' + coord[2]; inputs[2].click() } } } overView();
in cadrul urmatoarelor instructiuni se alege cum redenumeste, sa zic asA:
if(scout>=1){inputs[1].value='Scout'}
if(lc>=350||hc>=150){inputs[1].value='Farming'}
if(spear>=100){inputs[1].value='Sucide Troops'}
if(sword>=100){inputs[1].value='Sucide Troops'}
if(hc>=500){inputs[1].value='HC Clearing'}
if(cat==1&&scout>=1){inputs[1].value='Cat Intel'}
if(cat==1){inputs[1].value='Cat Fake'}
if(cat>=50){inputs[1].value='Cat Hit'}
if(ram==1&&scout>=1){inputs[1].value='Ram Intel'}
if(ram==1){inputs[1].value='Ram Fake'}
if(axe>=500&&lc>=50){inputs[1].value='Nuke'}
if(axe>=4000&&lc>=2500){inputs[1].value='REAL'}
if(noble==1){inputs[1].value='Noble'}
exemplu:
if(axe>=4000&&lc>=2500){inputs[1].value='REAL'}
daca ai in atac peste 4000 topoare si 2500 usori, iti va redenumi comanda cu REAL etc.
la acele conditii poti umbla. stergi din ele, le modifici in functie de cum vrei sa afiseze. daca vrei sa iti redenumeasca comanda cu "real" doar atunci cand ai 5000 topoare, 2500 usori 300 ram ai ceva de genu:
if(axe==5000&&lc==2500&&ram==300){inputs[1].value='REAL'}..ceva de genu, trebuie sa umblii sa iti faci conditiile dupa cum preferi tu
update: merge in orice browser
@ Nyx.
Scriptul functioneaza, merge forte bine, pune resurse, trece de la un sat la altul, atat ca trimite tot timpul doar pe prima coordonata care este introdusa in el (adica pe acelasi sat)
Ok, testeaza ce e in spoiler si gasesti si explicatii pt cum redenumeste:
Cod:javascript: var doc = (window.frames.length > 0) ? window.main.document : document; var eleSpans = doc.getElementsByTagName("span"); for (var x = 0; x < eleSpans.length; x++) { if (eleSpans[x].id.match(/label/)) table = doc.getElementById("commands_table") } function theInnerText(theNode) { return typeof (theNode.innerText) == 'undefined' ? theNode.textContent : theNode.innerText } function overView() { var eleTrs = table.rows; var headers = eleTrs[0].getElementsByTagName("th"); function getHeader(ele) { for (i = 0; i < headers.length; i++) { if (headers[i].innerHTML.match(ele, "i")) return i } } for (x = 1; x < eleTrs.length; x++) { var inputs = eleTrs[x].getElementsByTagName("input"); if (inputs[1].value.match(/Atac asupra/i)) { var spear = eleTrs[x].cells[getHeader('spear')].innerHTML; var sword = eleTrs[x].cells[getHeader('sword')].innerHTML; var axe = eleTrs[x].cells[getHeader('axe')].innerHTML; var scout = eleTrs[x].cells[getHeader('spy')].innerHTML; var lc = eleTrs[x].cells[getHeader('light')].innerHTML; var hc = eleTrs[x].cells[getHeader('heavy')].innerHTML; var ram = eleTrs[x].cells[getHeader('ram')].innerHTML; var cat = eleTrs[x].cells[getHeader('catapult')].innerHTML; var noble = eleTrs[x].cells[getHeader('snob')].innerHTML; var coord = inputs[1].value.match(/(\d+\|\d+)\) (K\d+)/); if (axe >= 500 && lc >= 50) {inputs[1].value = 'Nuke'} if (lc >= 350 || hc >= 150) {inputs[1].value = 'Farming'} if (scout >= 1) {inputs[1].value = 'Scout'} if (spear >= 100) {inputs[1].value = 'Suicide Troops'} if (sword >= 100) {inputs[1].value = 'Suicide Troops'} if (hc >= 500) {inputs[1].value = 'HC Clearing'} if (cat == 1 && scout >= 1) {inputs[1].value = 'Cat Intel'} if (cat == 1) {inputs[1].value = 'Cat Fake'} if (cat >= 50) {inputs[1].value = 'Cat Hit'} if (ram == 1 && scout >= 1) {inputs[1].value = 'Ram Intel'} if (ram == 1) {inputs[1].value = 'Ram Fake'} if (noble == 1) {inputs[1].value = 'Noble'} if (axe >= 4000 && lc >= 2500) {inputs[1].value = 'REAL'} inputs[1].value = inputs[1].value + "(" + coord[1] + ")" + ' ' + coord[2]; inputs[2].click() } } } overView();
in cadrul urmatoarelor instructiuni se alege cum redenumeste, sa zic asA:
if(scout>=1){inputs[1].value='Scout'}
if(lc>=350||hc>=150){inputs[1].value='Farming'}
if(spear>=100){inputs[1].value='Sucide Troops'}
if(sword>=100){inputs[1].value='Sucide Troops'}
if(hc>=500){inputs[1].value='HC Clearing'}
if(cat==1&&scout>=1){inputs[1].value='Cat Intel'}
if(cat==1){inputs[1].value='Cat Fake'}
if(cat>=50){inputs[1].value='Cat Hit'}
if(ram==1&&scout>=1){inputs[1].value='Ram Intel'}
if(ram==1){inputs[1].value='Ram Fake'}
if(axe>=500&&lc>=50){inputs[1].value='Nuke'}
if(axe>=4000&&lc>=2500){inputs[1].value='REAL'}
if(noble==1){inputs[1].value='Noble'}
exemplu:
if(axe>=4000&&lc>=2500){inputs[1].value='REAL'}
daca ai in atac peste 4000 topoare si 2500 usori, iti va redenumi comanda cu REAL etc.
la acele conditii poti umbla. stergi din ele, le modifici in functie de cum vrei sa afiseze. daca vrei sa iti redenumeasca comanda cu "real" doar atunci cand ai 5000 topoare, 2500 usori 300 ram ai ceva de genu:
if(axe==5000&&lc==2500&&ram==300){inputs[1].value='REAL'}..ceva de genu, trebuie sa umblii sa iti faci conditiile dupa cum preferi tu
update: merge in orice browser
javascript: var doc = (window.frames.length > 0) ? window.main.document : document;
var eleSpans = doc.getElementsByTagName("span");
for (var x = 0; x < eleSpans.length; x++) {
if (eleSpans[x].id.match(/label/)) table = doc.getElementById("commands_table")
}
function theInnerText(theNode) {
return typeof (theNode.innerText) == 'undefined' ? theNode.textContent : theNode.innerText
}
function overView() {
var eleTrs = table.rows;
var headers = eleTrs[0].getElementsByTagName("th");
function getHeader(ele) {
for (i = 0; i < headers.length; i++) {
if (headers[i].innerHTML.match(ele, "i")) return i
}
}
for (x = 1; x < eleTrs.length; x++) {
var inputs = eleTrs[x].getElementsByTagName("input");
if (inputs[1].value.match(/Atac asupra/i)) {
var spear = eleTrs[x].cells[getHeader('spear')].innerHTML;
var sword = eleTrs[x].cells[getHeader('sword')].innerHTML;
var axe = eleTrs[x].cells[getHeader('axe')].innerHTML;
var scout = eleTrs[x].cells[getHeader('spy')].innerHTML;
var lc = eleTrs[x].cells[getHeader('light')].innerHTML;
var hc = eleTrs[x].cells[getHeader('heavy')].innerHTML;
var ram = eleTrs[x].cells[getHeader('ram')].innerHTML;
var cat = eleTrs[x].cells[getHeader('catapult')].innerHTML;
var noble = eleTrs[x].cells[getHeader('snob')].innerHTML;
var coord = inputs[1].value.match(/(\d+\|\d+)\) (K\d+)/);
if (axe >= 500 && lc >= 50) {inputs[1].value = 'Nuke'}
if (lc >= 350 || hc >= 150) {inputs[1].value = 'Farming'}
if (scout >= 1) {inputs[1].value = 'Scout'}
if (spear >= 100) {inputs[1].value = 'Suicide Troops'}
if (sword >= 100) {inputs[1].value = 'Suicide Troops'}
if (hc >= 500) {inputs[1].value = 'HC Clearing'}
if (cat == 1 && scout >= 1) {inputs[1].value = 'Cat Intel'}
if (cat == 1) {inputs[1].value = 'Cat Fake'}
if (cat >= 50) {inputs[1].value = 'Cat Hit'}
if (ram == 1 && scout >= 1) {inputs[1].value = 'Ram Intel'}
if (ram == 1) {inputs[1].value = 'Ram Fake'}
if (noble == 1) {inputs[1].value = 'Noble'}
if (axe >= 4000 && lc >= 2500) {inputs[1].value = 'REAL'}
if (lc == 100 && scout >=1 ) {inputs[1].value = 'FARM'}
inputs[1].value = inputs[1].value + "(" + coord[1] + ")" + ' ' + coord[2];
inputs[2].click()
}
}
}
overView();
PHP:javascript: var doc = (window.frames.length > 0) ? window.main.document : document; var eleSpans = doc.getElementsByTagName("span"); for (var x = 0; x < eleSpans.length; x++) { if (eleSpans[x].id.match(/label/)) table = doc.getElementById("commands_table") } function theInnerText(theNode) { return typeof (theNode.innerText) == 'undefined' ? theNode.textContent : theNode.innerText } function overView() { var eleTrs = table.rows; var headers = eleTrs[0].getElementsByTagName("th"); function getHeader(ele) { for (i = 0; i < headers.length; i++) { if (headers[i].innerHTML.match(ele, "i")) return i } } for (x = 1; x < eleTrs.length; x++) { var inputs = eleTrs[x].getElementsByTagName("input"); if (inputs[1].value.match(/Atac asupra/i)) { var spear = eleTrs[x].cells[getHeader('spear')].innerHTML; var sword = eleTrs[x].cells[getHeader('sword')].innerHTML; var axe = eleTrs[x].cells[getHeader('axe')].innerHTML; var scout = eleTrs[x].cells[getHeader('spy')].innerHTML; var lc = eleTrs[x].cells[getHeader('light')].innerHTML; var hc = eleTrs[x].cells[getHeader('heavy')].innerHTML; var ram = eleTrs[x].cells[getHeader('ram')].innerHTML; var cat = eleTrs[x].cells[getHeader('catapult')].innerHTML; var noble = eleTrs[x].cells[getHeader('snob')].innerHTML; var coord = inputs[1].value.match(/(\d+\|\d+)\) (K\d+)/); if (axe >= 500 && lc >= 50) {inputs[1].value = 'Nuke'} if (lc >= 350 || hc >= 150) {inputs[1].value = 'Farming'} if (scout >= 1) {inputs[1].value = 'Scout'} if (spear >= 100) {inputs[1].value = 'Suicide Troops'} if (sword >= 100) {inputs[1].value = 'Suicide Troops'} if (hc >= 500) {inputs[1].value = 'HC Clearing'} if (cat == 1 && scout >= 1) {inputs[1].value = 'Cat Intel'} if (cat == 1) {inputs[1].value = 'Cat Fake'} if (cat >= 50) {inputs[1].value = 'Cat Hit'} if (ram == 1 && scout >= 1) {inputs[1].value = 'Ram Intel'} if (ram == 1) {inputs[1].value = 'Ram Fake'} if (noble == 1) {inputs[1].value = 'Noble'} if (axe >= 4000 && lc >= 2500) {inputs[1].value = 'REAL'} if (lc == 100 && scout >=1 ) {inputs[1].value = 'FARM'} inputs[1].value = inputs[1].value + "(" + coord[1] + ")" + ' ' + coord[2]; inputs[2].click() } } } overView();
Am modificat. Daca trimiti fix 100 de usori si cel putin 1 spion iti va redenumi FARM