Neoquest I AP
#1
Posted 07 August 2011 - 06:53 PM
#2
Posted 07 August 2011 - 09:17 PM
#3
Posted 07 August 2011 - 09:26 PM
#4
Posted 07 August 2011 - 09:36 PM
#5
Posted 07 August 2011 - 09:47 PM
is it even worth autoplaying nq1? it's not like it gives any massive payouts or prizes
I like trophies, so I played it solely for that
Oh for the past :3
#6
Posted 08 August 2011 - 04:50 AM
Doing it legit felt like losing 3 years of my life... simply a terrible experience
#7
Posted 08 August 2011 - 08:30 AM
Offsite there's a NQI Ap'er. But... yeah it's off site. Sorry
oh it's too bad, I really want a NQI auto player, because I already have gold at NQII.. and need to improve my bronze trophie of NQI
is it even worth autoplaying nq1? it's not like it gives any massive payouts or prizes
It's because I have a big collection of trophies,and I need to improve some no-flash trophies.. and I remember NQI... I dont even have the pet that I finished on normal mode..
I can't imagine doing NQ 1 without an AP.
Doing it legit felt like losing 3 years of my life... simply a terrible experience
yes.. it's really annoying
#8
Posted 09 August 2011 - 08:58 AM
You still have to sneak around and fight the bosses/do the story manually, but this thing will train your bitch up to be superpowerful with no input from you.
However, I've never played much of NQI before. Is there ever multiple enemies? Or other (better) options than just "Attack"?
I know there is in NQII, but NQI is new to me.
#9
Posted 09 August 2011 - 09:00 AM
#10
Posted 09 August 2011 - 09:28 AM
I'm writing an NQI auto-trainer at the moment.
You still have to sneak around and fight the bosses/do the story manually, but this thing will train your bitch up to be superpowerful with no input from you.
However, I've never played much of NQI before. Is there ever multiple enemies? Or other (better) options than just "Attack"?
I know there is in NQII, but NQI is new to me.
Aside from absorb and the option to use a heal from a staff later on in the game. Attack is what I used to beat it on normal, it was a week ago but I don't remember multiple enemies just ones with oversized images.
Not sure how you are gonna make it but if you leave the number out at the end of the url you can get fights without moving.
eg
at the end of the url to stay in one spot
action=move&movedir=
or to go in a direction (# can be changed to 1-8)
action=move&movedir=#
#11
Posted 09 August 2011 - 09:41 AM
Oh yes. This would be nice.I'm writing an NQI auto-trainer at the moment.
You still have to sneak around and fight the bosses/do the story manually, but this thing will train your bitch up to be superpowerful with no input from you.
However, I've never played much of NQI before. Is there ever multiple enemies? Or other (better) options than just "Attack"?
I know there is in NQII, but NQI is new to me.
#12
Posted 09 August 2011 - 09:43 AM
#13
Posted 09 August 2011 - 10:00 AM
Thanks, I know how to make it move, and the goal is to make it relatively human-like, so no url cheating.Aside from absorb and the option to use a heal from a staff later on in the game. Attack is what I used to beat it on normal, it was a week ago but I don't remember multiple enemies just ones with oversized images.
Not sure how you are gonna make it but if you leave the number out at the end of the url you can get fights without moving.
eg
at the end of the url to stay in one spot
action=move&movedir=
or to go in a direction (# can be changed to 1-8)
action=move&movedir=#
#14
Posted 09 August 2011 - 10:03 AM
#15
Posted 10 August 2011 - 03:31 AM
I'm writing an NQI auto-trainer at the moment.
You still have to sneak around and fight the bosses/do the story manually, but this thing will train your bitch up to be superpowerful with no input from you.
However, I've never played much of NQI before. Is there ever multiple enemies? Or other (better) options than just "Attack"?
I know there is in NQII, but NQI is new to me.
Is there anything I can do to help make this easier? If you can get a framework set up for leveling and some sort of path scripting, I'll generate a script.
Bonus points if you can compensate for the following:
- Every once in a while, Neo will kick back a blank page from an URL. This is pretty annoying if you're running a script, mostly because you can't tell for certain if the "move" has gone through or not. I assume you are doing this as a firefox extension, so hopefully you can incorporate some error management that can interpret a blank page, determine whether the previous move went through effectively, and resubmit if necessary and then continue.
- Allow game links to be clicked via a script. This would allow longer chunks of walk script.
- As you are aware, some enemy item drops are necessary to obtain weapons. I'm not sure what you would want to do in terms of implementation, but it would be nice to be able to auto-hunt in one location until the required item(s) is obtained. Possible implementations: Checking inventory and monitoring end-battle pages. Perhaps a hybrid implementation that checks the inventory first, then goes hunting while monitoring end-pages?
- Hunt until: Two options are useful when hunting, and those are level and "x potion == y quantity." Level is an obvious one, but while playing through, I would often find myself grinding battles until the enemies' dropped potions maxed out. Without a character healing spell, potions are of the utmost importance.
#16
Posted 10 August 2011 - 04:34 AM
The extension just refreshes when it recieves a blank page, without postdata.
Hunting for items and potions is an interesting idea, though.
#17
Posted 10 August 2011 - 05:11 AM
I have no intention of creating a pathing system. The system throws up blank pages so often it's ridiculous.
The extension just refreshes when it recieves a blank page, without postdata.
Good to know you found a workaround that suits the system you're designing.
Shame you aren't including a pathing system. I found my walk script, it's just missing a couple bits from the end. I would hate for it to go to waste
IIRC, blank screens are almost always failed data sends. I don't have any exact numbers, but does that sway your decision at all? I can understand it not being necessary for a V1 release, but even a system that could ignore those blank pages and resubmit the data would be far superior to any GM script in existence.
For the sake of full disclosure, if you decide to exclude pathing from your script, I may well go in and try to edit some in after your release. I don't really have the time to learn about extensions from scratch, but playing around with an existing item to make tweaks and upgrades was always an amusing and simpler way to learn in my opinion. Dive right in and all that. (Sorry if this bit came off as presumptuous. I almost feel like I'm stealing code by editing and re-releasing an existing bit of code, even if I credit the original author... but I realize that such is the nature of open-source releases)
#18
Posted 27 August 2011 - 10:22 PM
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users


