once it asked me to click all the squares with road signs from the entire image, except it was just a image of a tree with no road signs anywhere.
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#1988394 Capchas are gone!
Posted by Nonexistent
on 28 July 2016 - 03:17 PM
#1987030 Neoquest II Client + Bot
Posted by Nonexistent
on 16 July 2016 - 07:19 AM
You can make the bot just print lewd messages and nothing else for all I care lmao
#1986980 Neoquest II Client + Bot
Posted by Nonexistent
on 15 July 2016 - 06:31 PM
My 666th post.
Scripting is now up, all information is available in op and in download files.
There's not a whole lot of debugging mechanisms, so its mostly up to the scripter to make no errors.
Disclaimer: If I make a large enough change in the future, it might break old scripts. I'm not concerned with back-wards compatibility LOLLLL
Edit: the documentation is a little bit inconsistent, I'll fix that on next update.
Here's a sample script:
<script> <loop condition="getGold(1)<500"> <if condition="evaluateState(TRAVEL)"> <postStatic link="N" /> <print message="Moving North" /> </if> <if condition="evaluateState(TRAVEL)"> <postStatic link="S" /> <print message="Moving South" /> </if> <if condition="evaluateState(BEGIN_COMBAT)"> <postStatic link="beginBattle" /> <print message="Starting battle" /> </if> <if condition="evaluateState(COMBAT)"> <setTarget set="next" /> <if condition="dynamicLinksContains(Destroy)"> <postDynamic link="Destroy" /> <print message="mipsy attacking" /> </if> <else> <if condition="dynamicLinksContains(Attack)"> <postDynamic link="Attack" /> <print message="rohane attacking" /> </if> <else> <if condition="dynamicLinksContains(Next)"> <postDynamic link="Next Turn" /> <print message="next turn" /> </if> <else> <if condition="dynamicLinksContains(End)"> <postDynamic link="End Fight" /> <print message="end fight" /> </if> </else> </else> </else> </if> <if condition="evaluateState(END_COMBAT)"> <print message="getMessage(1)" /> <postStatic link="endBattle" /> </if> </loop> <print message="Current Gold:" /> <print message="getGold(1)" /> </script>
#1986061 Neoquest II Client + Bot
Posted by Nonexistent
on 10 July 2016 - 06:40 AM
let us use a hero as an example. A hero has a name, hp, exp, level etc:
Rohane
69/420
14,230
18
Parsing is expensive, so any one piece of data is grabbed only once per page.
What I did before:
- Parse page for data as a plain string
- Dump the strings onto the gui to display
So what it would have looked like before:
Parser <-> Gui
When the strings are dumped directly it is relatively fast and efficient, but it is not flexible, parser had to send specific pieces of data to specific places on the gui.
The strings being dumped are stuck on the gui once dumped, retrieving for it to examine afterwards would be difficult.
The strings themselves don't have any meaning, they only have meaning because you see it in context of other strings and can derive meaning from it, for example if I showed you three strings:
"123/324", "69/420", "132/314"
You could guess that they are hp of heroes, but without context you don't know exactly what they mean, or whose it is.
What I do now:
- Parse page for data as plain strings
- Create a object to represent a concept (Hero)
- Attach that string to the object as one of its properties (hp = "69/420")
- Centralize these representations in one location for convenient access
- Gui can access these representations and interpret them individually
So what it would look like now:
Parser -> Data <-> Gui
But now it doesn't have to only be a gui that is attached to the data, you can plug something else into it as well to interpret the data from the middle layer:
Parser -> Data <-> Script
Or plug multiple things at once
Parser -> Data <-> Gui
<-> Script
<-> Your email
<-> Your phone (Mobile client??!!?!?)
As you can imagine, with the extra steps, and with having to create representations, the program is slower than before.
But as you can see also, that it is now more flexible than before.
Of course, this is what I have for now, there might be better ways to do this that I am not aware of, and I will gladly change it in to a better way when I find one.
And also, this is why previous versions are still available, if you find that you don't like/need additions in newer versions, you could always use an older version.
#1986011 Neoquest II Client + Bot
Posted by Nonexistent
on 09 July 2016 - 05:31 PM
I've decoupled the logic from the gui, what that means is that the functionality of the program are now standalone.
What that means when using with gui: it will probably be slower compared to before when I just dumped everything directly into the gui.
What that means otherwise: the functionality are now open for usage, this is where I could start working on making scripting happen.
A current description of what you can use when I start working on scripting -
- States: The logic procedure is based on states, that is, one can ask "of what state is the game currently in?". These are the states currently available:
- Begin combat
- End combat
- Defeat
- Inventory
- Shop
- Skills
- Travel
- Static links: links that never change, such as the direction buttons. These are accessible from all states, so it is up to the user to access them responsibly.
- Dynamic links: links that are generated depending on the situation, such as upgrading a skill or using a potion. These vary according to the state.
- Allies: a list of your heroes. Each will have the following properties: name, level, hp, exp. Some other properties are not publicly accessible.
- Foes: same as heroes, but some properties will take no values
- Message: the message that is available for a given state, such as dialogue, warnings, battle description.
- Gold: the amount of gold, stored from the last state such information was available.
- Last rest: the last resting location.
- Map: I haven't yet decided how to represent this for practical public usage. To be announced.
- Table: the information contained on a table, such as from shops, where all the item information are placed within cells on a table.
Obviously these are subject to change when I start working on how to manage scripting, but these should be most of all the core functionality.
#1984823 Trump?
Posted by Nonexistent
on 03 July 2016 - 09:06 PM
Agreed. Just look at Brexit - a ton of people either didn't vote or didn't take their vote seriously and regretted it after the results came out.
i think "regret" wouldn't even come close to describing the election votes, more like "hopeless", as regardless who is voted in both suck
I'm not sure what to think of Trump. I was amazed by the way he ran rings around everyone for the Republican primaries - whether it was the Republican establishment, Republican voters, Fox News, other media, or like, the American public itself.
I have absolutely no idea how he would be running things however. It's one thing to run businesses (and he has had his fair share of bankrupt businesses, though that's arguably par for the course for the range of businesses he's doing). But another to like, run the country. And it's obviously very different from the media manipulation/grandstanding/playing to crowds thing he did to get to this stage.
thats the thing too, clinton will run the country for power, trump will run the country for money, but whos gonna run the country for ethics and the people
#1984809 Trump?
Posted by Nonexistent
on 03 July 2016 - 08:46 PM
america is such a mess
#1984506 Refugees from Zombians: Why?
Posted by Nonexistent
on 01 July 2016 - 05:02 PM
Let's build a wall.
and make violent_j pay for it
#1983340 What is on your walls?
Posted by Nonexistent
on 26 June 2016 - 08:36 PM
depends on if you have a black light or not
#1981330 Neoquest II Client + Bot
Posted by Nonexistent
on 19 June 2016 - 03:42 PM
I recently started to play Neoquest II for the second time in my life due to nostalgia, the first being over a decade ago.
Some where along the way in Neopet's lifetime, it's server speed and quality has really taken a beating and Neoquest feels pretty awful to play. With each page sending out multiple small requests, the time really adds up.
This client seeks to address this issue with just plain old one HTTP GET/POST per action, no javascript, no behind the scenes multiple bs requests. Map tile images are cached in memory when they are first encountered, this is the only time there will be multiple requests per action.
This will be a progressive program, meaning I'll add things along the way as I play along, and should be completed as I finish the game.
However, I won't hold on to it until the very end because I assume that most of the functionality will be integrated part way through.As this is not a cheating program, I am not expecting much attention, but for the people who might suddenly feel like using it in the future, you have the peace of mind knowing that this is available when you need it. You asked for it, the bot is for cheating, and the client is for legit.
Client:
Check Version History for items currently supported in the client.
nq2client-v1.3.0.zip 321.39KB
156 downloadsScreenshot:

INSTRUCTIONS:
- Open the "init.txt" file in the current folder, the format in the file is
- identifier:=value
- Replace the default username and password values with your own information
- This step is optional:
- Find the user agent of your favorite browser ( http://user-agent.me/ )
- Replace the default user agent value with your own information
Version History:
1.0.0 - June 19, 2016
- Implemented most of basic functionality, movement, 1v1 combat etc
- Resting at inns work
- Dialogue not parsed, shops not displayed
1.1.1 - June 21, 2016
- Solo character skill upgrades
- Fixed map size changes
1.2.1 - June 25, 2016
- Codebase refactored
- Implemented multi combat
1.2.2 - June 30, 2016
- Dialogues
- Status bar
- Restructured some parsing
1.2.3 - July 3, 2016
- Added Shops
- Added Inventory
1.3.0 - July 9, 2016
- Decoupled graphical interface from logic
- Abstracted out functionality
- Due to above, performance may suffer relative to before when using graphical interface
Bot:
Check Version History for items currently supported in the Bot.
nq2bot-v1.0.0.zip 322.7KB
169 downloads
INSTRUCTIONS:
- Open the "init.txt" file in the current folder, the format in the file is
- identifier:=value
- Replace the default username and password values with your own information
- This step is optional:
- Find the user agent of your favorite browser ( http://user-agent.me/ )
- Replace the default user agent value with your own information
- Write your script with scriptDocumentation.txt file as guide.
- Opening bot compiles your script right away.
DOCUMENTATION:
-------Syntax------- The script must have script.xml as its file name. The script must open and close with the script tag. <script>.......</script> Attribute of tags must open and close with double quotes. -------Constructs------- Every construct must have both a opening and closing tag. If: executes enclosing content if condition attribute returns true. True is any integer other than zero. Condition attribute can evaluate any(supported) legal mathematical and logical expression. <if condition="evaluateState(COMBAT)">.......</if> Else: Can only be placed directly after closing if tag. Not mandatory if not needed. Content will be executed if preceding if tag does not return true. <if condition="cos(pi)>0">.......</if> <else>.......</else> Loop: loops the content if the condition returns true. <loop condition="1"> <print message="infinite" /> </loop> -------Invokers------- Invokers are self closing, no separate closing tag needed. Invokes an action to do something. Print: prints a string or integer, spaces are deleted. <print message="halloWelt" /> <print message="getGold(1)" /> Post Static Link: Post links that are static and never change. <postStatic link="NW" /> - N - W - E - S - NW - NE - SW - SE - beginBattle - endBattle - returnToMap Post Dynamic Link: Post links that change from page to page. Attribute is part of the name of the link. <postDynamic link="attack" /> Set Target: MUST USE THIS BEFORE POSTING ANY COMBAT LINKS. For now, it just sets the target as the next enemy whose hp is not zero. <setTarget set="next" /> -------Data Getters------- Arguments must not have spaces. Data can only be obtained when a relevant page is visted, for example, if the script were to start of a combat page but getGold(1) were called, it would result in an error. getState(1) Returns: current state as string States : BEGIN_COMBAT COMBAT END_COMBAT DEFEAT INVENTORY SHOP SKILLS TRAVEL evaluateState(stateName) Argument: compares the current state to the provided state. Returns : true if both states match, false otherwise. Example : evaluateState(END_COMBAT) getMessage(1) Returns: message of page as string. Message is cleared after every page load. getGold(1) Returns: amount of last updated gold as string getLastRest(1) Returns: location of last resting location dynamicLinksContains(nameSegment) Argument: part of an link's name Returns : true if any of the dynamic links in current state contains the name segment Example : dynamicLinkContains(Destroy) hp(allyName) Argument: the name of an ally Returns : the health of ally object Example : hp(rohane) level(allyName) Returns : the level of ally object
Version History:
1.0.0 - July 15, 2016
- Bot released
Attached Files
-
nq2client.zip 299.8KB
15 downloads
-
nq2client-v1.1.1.zip 302.59KB
1 downloads
-
nq2clientVersion-1.2.1.zip 309.04KB
2 downloads
-
nq2client-v1.2.2.zip 311.15KB
5 downloads
-
nq2client-v1.2.3.zip 317.23KB
63 downloads
#1978595 Adventures of Sluttleberry Finn
Posted by Nonexistent
on 10 June 2016 - 11:14 AM
in this thread Dont vs the world
#1975490 How do you kiss?
Posted by Nonexistent
on 05 June 2016 - 02:09 PM
Out of that chasm her soul swept out to embrace mine.
And DAT iz how i kiss
#1971916 Happy Birthday Romy!
Posted by Nonexistent
on 31 May 2016 - 08:49 PM
hb
#1971002 Best/Worst pick-up lines EVER!
Posted by Nonexistent
on 30 May 2016 - 03:16 PM

#1970318 Who the fuck are you?
Posted by Nonexistent
on 29 May 2016 - 05:44 PM
Strategist, always has been, always will be.

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