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{{Greasemonkey Manual TOC}}
// ==UserScript==


== Welcome ==
// @name          Travian Village Building Level Tracker 0.7


Welcome to the [[Greasemonkey]] Manual. This manual is intended to be the authoritative reference for all things [[Greasemonkey]].
// @namespace      Travian


This manual is intended to describe the newest version of the [https://addons.mozilla.org/firefox/addon/748 Greasemonkey extension].
// @description    Displays all your buildinglevels and compares to wanted levels. Shows witch buildings need to be upgraded, and witch not.
If an [[Version_history|older version]] of Greasemonkey is in use, it is recommended to upgrade to the latest, or some of the contents will not make sense.


It is divided into two main parts.  The first is for general users of Greasemonkey;
// @include        http://*travian*/dorf2*
it covers such topics as installing [[user script]]s and using the features that Greasemonkey provides.
The latter is dedicated to [[user script]] authors and provides information about how to create scripts.


Navigation to any section directly is provided by using the table of contents at the right.
// @include        http://*travian*/build.php?newdid*
Or simply start reading at the first chapter: [[Greasemonkey Manual:Installing Scripts|Installing Scripts]].
 
// ==/UserScript==
 
 
// โ€บโ€บ Event listener starts things off once the page is done loading.
window.addEventListener("load",init,false);
 
// โ€บโ€บ Set styles.
function init(){
var cssString2 = '.TMbuildingtags2{' +
'background-color:#99FF99;' +
'border:thin solid #000000;' +
'font-family: Verdana, Arial, Helvetica, sans-serif;' +
'font-size:8pt;' +
'font-weight:bold;' +
'text-align:center;' +
'position:absolute;' +
'width:230px;' +
'height:14px;' +
'cursor:pointer;' +
'visibility:hidden;' +
'z-index:50;}';
var cssString3 = '.TMbuildingtags3{' +
'background-color:#FF9999;' + // RED
'border:thin solid #000000;' +
'font-family: Verdana, Arial, Helvetica, sans-serif;' +
'font-size:8pt;' +
'font-weight:bold;' +
'text-align:center;' +
'position:absolute;' +
'width:230px;' +
'height:14px;' +
'cursor:pointer;' +
'visibility:hidden;' +
'z-index:50;}';
addCSS(cssString2);
addCSS(cssString3);
TM_ShowMainBuildingNumbers();
}
 
// โ€บโ€บ Main.
function TM_ShowMainBuildingNumbers(){
// โ€บโ€บ x and y offset in pixels added to every absolutely positioned style element
var x = 700;
var y = 350;
// โ€บโ€บ could get this from the styles, but hard coding them is faster and allows for a simpler loop
buildArr1 = new Array(21);
buildArr1[0] = x;
buildArr1[1] = x;
buildArr1[2] = x;
buildArr1[3] = x;
buildArr1[4] = x;
buildArr1[5] = x;
buildArr1[6] = x;
buildArr1[7] = x;
buildArr1[8] = x;
buildArr1[9] = x;
buildArr1[10] = x;
buildArr1[11] = x;
buildArr1[12] = x;
buildArr1[13] = x;
buildArr1[14] = x;
buildArr1[15] = x;
buildArr1[16] = x;
buildArr1[17] = x;
buildArr1[18] = x;
buildArr1[19] = x;
buildArr1[20] = x;
buildArr1[21] = x;
 
buildArr2 = new Array(21);
buildArr2[0] = y;
buildArr2[1] = 20 + y;
buildArr2[2] = 40 + y;
buildArr2[3] = 60 + y;
buildArr2[4] = 80 + y;
buildArr2[5] = 100 + y;
buildArr2[6] = 120 + y;
buildArr2[7] = 140 + y;
buildArr2[8] = 160 + y;
buildArr2[9] = 180 + y;
buildArr2[10] = 200 + y;
buildArr2[11] = 220 + y;
buildArr2[12] = 240 + y;
buildArr2[13] = 260 + y;
buildArr2[14] = 280 + y;
buildArr2[15] = 300 + y;
buildArr2[16] = 320 + y;
buildArr2[17] = 340 + y;
buildArr2[18] = 360 + y;
buildArr2[19] = 380 + y;
buildArr2[20] = 400 + y;
buildArr2[21] = 420 + y;
 
// โ€บโ€บ Map1 holds building names, level and building spot IDs in area elements (2 are duplicate walls to be ignored).
var map1Element = document.getElementsByName('map1')[0];
if (map1Element){
// โ€บโ€บ Map1 ONLY has area children.
var areaElements = map1Element.childNodes;
var BuildingLevel, smallDIV;
var BuildingName = new Array(21);
var BuildingURL = new Array(21);
for (var i = 0; i < 22; i++) {
BuildingLevel = /(\d+)/.exec(areaElements[i].getAttribute("title"));
BuildingName = /[A-z0-9รคร„รถร–รฅร… -]+/.exec(areaElements[i].getAttribute("title"));
var Name = BuildingName[0];
var spot = Name.indexOf(" taso"); //REPlase this with level
Name = Name.slice(0,spot);
BuildingURL = areaElements[i].getAttribute("href");
 
// โ€บโ€บ Only show spots with buildings on them.
if (BuildingLevel){
// *********************************************************************************************************
// **** EDIT THIS IF YOU NEED ANOTHER LANQUAGE ****
// **** IN DIFFRENT LANQUAGES, CHANGE BUILDING NAMES AS THEY SHOULD BE ****
// **** tHIS WORKS IN FINNISH AND IN THE COMMMENTS YOU CAN FIND BUILDING NAMES IN ENGLISH ****
// *********************************************************************************************************
 
Buildings = new Array(35);
Buildings[0] = "Marketplace"; // Marketplace
Buildings[1] = "Barracks"; // Barracks
Buildings[2] = "Rally Point"; //Rally Point
Buildings[3] = "Bakery"; //Bakery
Buildings[4] = "Brickyard"; //Brickyard
Buildings[5] = "Grain Mill"; //Grain Mill
Buildings[6] = "Granary"; //Granary
Buildings[28] = "Great Granary"; //Great Granary
Buildings[7] = "Great Warehouse"; //Great Warehouse
Buildings[8] = "Iron Foundry"; //Iron Foundry
Buildings[9] = "Sawmill"; //Sawmill
Buildings[10] = "Warehouse"; //Warehouse
Buildings[11] = "Academy"; //Academy
Buildings[12] = "Blacksmith"; //Blacksmith
Buildings[13] = "Armoury"; //Armoury
Buildings[14] = "City Wall"; //City Wall
Buildings[29] = "Great Barracks"; //Great Barracks
Buildings[30] = "Great Stable"; // Great Stable
Buildings[15] = "Hero's Mansion"; //Hero's Mansion
Buildings[16] = "Stable"; //Stable
Buildings[17] = "Tournament Square"; //Tournament Square
Buildings[18] = "Trapper"; //Trapper
Buildings[19] = "Workshop"; //Workshop
Buildings[20] = "Cranny"; //Cranny
Buildings[21] = "Embassy"; //Embassy
Buildings[22] = "Main Building"; //Main Building
Buildings[23] = "Palace"; //Palace
Buildings[24] = "Residence"; //Residence
Buildings[25] = "Stonemason"; //Stonemason
Buildings[26] = "Townhall"; //Townhall
Buildings[27] = "Trade Office"; //Trade Office
Buildings[31] = "Treasury"; //Treasury
Buildings[32] = "Wonder Of The World"; //Wonder Of The World
Buildings[33] = "Earth Wall"; //Earth Wall
Buildings[34] = "Palisade"; //Palisade
// *********************************************************************************************************
// **** EDIT THIS ****
// **** EDIT VALUES FROM HERE, DESIDE HOW FAR YOU WANT TO UPDRADE EACH BUILDING ****
// **** EXAMPLE: "WantedLevels[1] = 15; // Barracks" MEANS THAT YOU WANT BARRACKS TO BE AT LEVEL 15 ****
// *********************************************************************************************************
 
WantedLevels = new Array(35);
WantedLevels[0] = 20; // Marketplace
WantedLevels[1] = 15; // Barracks
WantedLevels[2] = 1; //Rally point
WantedLevels[3] = 5; //Bakery
WantedLevels[4] = 5; //Brickyard
WantedLevels[5] = 5; //Grain Mill
WantedLevels[6] = 13; //Granary
WantedLevels[7] = 1; //Great Warehouse
WantedLevels[8] = 5; //Iron Foundry
WantedLevels[9] = 5; //Sawmill
WantedLevels[10] = 15; //Warehouse
WantedLevels[11] = 10; //Academy
WantedLevels[12] = 5; //Blacksmith
WantedLevels[13] = 5; //Armoury
WantedLevels[14] = 20; //City Wall
WantedLevels[15] = 10; //Hero's Mansion
WantedLevels[16] = 10; //Stable
WantedLevels[17] = 1; //Tournament Square
WantedLevels[18] = 1; //Trapper
WantedLevels[19] = 1; //Workshop
WantedLevels[20] = 1; //Cranny
WantedLevels[21] = 1; //Embassy
WantedLevels[22] = 19; //Workshop
WantedLevels[23] = 20; //Palace
WantedLevels[24] = 10; //Residence
WantedLevels[25] = 10; //Stonemason
WantedLevels[26] = 5; //Townhall
WantedLevels[27] = 10; //Trade Office
WantedLevels[28] = 1; //Great Granary
WantedLevels[29] = 1; //Great Barracks
WantedLevels[30] = 1; // Great Stable
WantedLevels[31] = 1; //Treasury
WantedLevels[32] = 1; //Wonder Of The World
WantedLevels[33] = 20; //Earth Wall
WantedLevels[34] = 20; //Palisade
// *********************************************************************************************************
// **** STOP EDITING ****
// *********************************************************************************************************
 
for (var j = 0; j < 35; j++) {
if (Buildings[j] == Name){
//document.write(Name);
//document.write(Buildings[j]);
//document.write(WantedLevels[j]);
//document.write(BuildingLevel[0]);
if (WantedLevels[j] <= BuildingLevel[0]){
//document.write("vihreรค");
smallDIV = addDiv('TMbuildingtag' + i,'TMbuildingtags2',Name + ' ' + BuildingLevel[0] + '/' + WantedLevels[j],false);
}else{
//document.write("punainen");
smallDIV = addDiv('TMbuildingtag' + i,'TMbuildingtags3',Name + ' ' + BuildingLevel[0] + '/' + WantedLevels[j],false);
}
}
}
 
//smallDIV = addDiv('TMbuildingtag' + i,'TMbuildingtags2',Name + ' ' + BuildingLevel[0],false);
smallDIV.style.top = buildArr2[i] + 'px';
smallDIV.style.left = buildArr1[i] + 'px';
smallDIV.style.visibility = "visible";
smallDIV.setAttribute('goto', BuildingURL);
smallDIV.addEventListener('click', function() {
window.location.href = this.getAttribute('goto');
}, true);
}
}
}
}
 
// โ€บโ€บ Adds a generic div.
function addDiv(id,style,html,parent){
var body, div;
if (!parent){body = document.getElementsByTagName('body')[0];}else{body = document.getElementsByTagName(parent);}
if (!body) { return false; }
div = document.createElement('div');
div.id = id;
div.className = style;
if (html){div.innerHTML = html;}
body.appendChild(div);
return div;
}
 
// โ€บโ€บ Add generic CSS.
function addCSS(cssString2) {
var style = document.createElement('STYLE');
style.type = 'text/css';
style.innerHTML = cssString2;
document.getElementsByTagName('HEAD')[0].appendChild(style);
}

Revision as of 11:32, 10 February 2010

// ==UserScript==

// @name Travian Village Building Level Tracker 0.7

// @namespace Travian

// @description Displays all your buildinglevels and compares to wanted levels. Shows witch buildings need to be upgraded, and witch not.

// @include http://*travian*/dorf2*

// @include http://*travian*/build.php?newdid*

// ==/UserScript==


// โ€บโ€บ Event listener starts things off once the page is done loading. window.addEventListener("load",init,false);

// โ€บโ€บ Set styles. function init(){ var cssString2 = '.TMbuildingtags2{' + 'background-color:#99FF99;' + 'border:thin solid #000000;' + 'font-family: Verdana, Arial, Helvetica, sans-serif;' + 'font-size:8pt;' + 'font-weight:bold;' + 'text-align:center;' + 'position:absolute;' + 'width:230px;' + 'height:14px;' + 'cursor:pointer;' + 'visibility:hidden;' + 'z-index:50;}'; var cssString3 = '.TMbuildingtags3{' + 'background-color:#FF9999;' + // RED 'border:thin solid #000000;' + 'font-family: Verdana, Arial, Helvetica, sans-serif;' + 'font-size:8pt;' + 'font-weight:bold;' + 'text-align:center;' + 'position:absolute;' + 'width:230px;' + 'height:14px;' + 'cursor:pointer;' + 'visibility:hidden;' + 'z-index:50;}'; addCSS(cssString2); addCSS(cssString3); TM_ShowMainBuildingNumbers(); }

// โ€บโ€บ Main. function TM_ShowMainBuildingNumbers(){ // โ€บโ€บ x and y offset in pixels added to every absolutely positioned style element var x = 700; var y = 350;

// โ€บโ€บ could get this from the styles, but hard coding them is faster and allows for a simpler loop buildArr1 = new Array(21); buildArr1[0] = x; buildArr1[1] = x; buildArr1[2] = x; buildArr1[3] = x; buildArr1[4] = x; buildArr1[5] = x; buildArr1[6] = x; buildArr1[7] = x; buildArr1[8] = x; buildArr1[9] = x; buildArr1[10] = x; buildArr1[11] = x; buildArr1[12] = x; buildArr1[13] = x; buildArr1[14] = x; buildArr1[15] = x; buildArr1[16] = x; buildArr1[17] = x; buildArr1[18] = x; buildArr1[19] = x; buildArr1[20] = x; buildArr1[21] = x;

buildArr2 = new Array(21); buildArr2[0] = y; buildArr2[1] = 20 + y; buildArr2[2] = 40 + y; buildArr2[3] = 60 + y; buildArr2[4] = 80 + y; buildArr2[5] = 100 + y; buildArr2[6] = 120 + y; buildArr2[7] = 140 + y; buildArr2[8] = 160 + y; buildArr2[9] = 180 + y; buildArr2[10] = 200 + y; buildArr2[11] = 220 + y; buildArr2[12] = 240 + y; buildArr2[13] = 260 + y; buildArr2[14] = 280 + y; buildArr2[15] = 300 + y; buildArr2[16] = 320 + y; buildArr2[17] = 340 + y; buildArr2[18] = 360 + y; buildArr2[19] = 380 + y; buildArr2[20] = 400 + y; buildArr2[21] = 420 + y;

// โ€บโ€บ Map1 holds building names, level and building spot IDs in area elements (2 are duplicate walls to be ignored). var map1Element = document.getElementsByName('map1')[0]; if (map1Element){

// โ€บโ€บ Map1 ONLY has area children. var areaElements = map1Element.childNodes; var BuildingLevel, smallDIV; var BuildingName = new Array(21); var BuildingURL = new Array(21);

for (var i = 0; i < 22; i++) { BuildingLevel = /(\d+)/.exec(areaElements[i].getAttribute("title")); BuildingName = /[A-z0-9รคร„รถร–รฅร… -]+/.exec(areaElements[i].getAttribute("title")); var Name = BuildingName[0]; var spot = Name.indexOf(" taso"); //REPlase this with level Name = Name.slice(0,spot); BuildingURL = areaElements[i].getAttribute("href");

// โ€บโ€บ Only show spots with buildings on them. if (BuildingLevel){

// ********************************************************************************************************* // **** EDIT THIS IF YOU NEED ANOTHER LANQUAGE **** // **** IN DIFFRENT LANQUAGES, CHANGE BUILDING NAMES AS THEY SHOULD BE **** // **** tHIS WORKS IN FINNISH AND IN THE COMMMENTS YOU CAN FIND BUILDING NAMES IN ENGLISH **** // *********************************************************************************************************

Buildings = new Array(35); Buildings[0] = "Marketplace"; // Marketplace Buildings[1] = "Barracks"; // Barracks Buildings[2] = "Rally Point"; //Rally Point Buildings[3] = "Bakery"; //Bakery Buildings[4] = "Brickyard"; //Brickyard Buildings[5] = "Grain Mill"; //Grain Mill Buildings[6] = "Granary"; //Granary Buildings[28] = "Great Granary"; //Great Granary Buildings[7] = "Great Warehouse"; //Great Warehouse Buildings[8] = "Iron Foundry"; //Iron Foundry Buildings[9] = "Sawmill"; //Sawmill Buildings[10] = "Warehouse"; //Warehouse Buildings[11] = "Academy"; //Academy Buildings[12] = "Blacksmith"; //Blacksmith Buildings[13] = "Armoury"; //Armoury Buildings[14] = "City Wall"; //City Wall Buildings[29] = "Great Barracks"; //Great Barracks Buildings[30] = "Great Stable"; // Great Stable Buildings[15] = "Hero's Mansion"; //Hero's Mansion Buildings[16] = "Stable"; //Stable Buildings[17] = "Tournament Square"; //Tournament Square Buildings[18] = "Trapper"; //Trapper Buildings[19] = "Workshop"; //Workshop Buildings[20] = "Cranny"; //Cranny Buildings[21] = "Embassy"; //Embassy Buildings[22] = "Main Building"; //Main Building Buildings[23] = "Palace"; //Palace Buildings[24] = "Residence"; //Residence Buildings[25] = "Stonemason"; //Stonemason Buildings[26] = "Townhall"; //Townhall Buildings[27] = "Trade Office"; //Trade Office Buildings[31] = "Treasury"; //Treasury Buildings[32] = "Wonder Of The World"; //Wonder Of The World Buildings[33] = "Earth Wall"; //Earth Wall Buildings[34] = "Palisade"; //Palisade

// ********************************************************************************************************* // **** EDIT THIS **** // **** EDIT VALUES FROM HERE, DESIDE HOW FAR YOU WANT TO UPDRADE EACH BUILDING **** // **** EXAMPLE: "WantedLevels[1] = 15; // Barracks" MEANS THAT YOU WANT BARRACKS TO BE AT LEVEL 15 **** // *********************************************************************************************************

WantedLevels = new Array(35); WantedLevels[0] = 20; // Marketplace WantedLevels[1] = 15; // Barracks WantedLevels[2] = 1; //Rally point WantedLevels[3] = 5; //Bakery WantedLevels[4] = 5; //Brickyard WantedLevels[5] = 5; //Grain Mill WantedLevels[6] = 13; //Granary WantedLevels[7] = 1; //Great Warehouse WantedLevels[8] = 5; //Iron Foundry WantedLevels[9] = 5; //Sawmill WantedLevels[10] = 15; //Warehouse WantedLevels[11] = 10; //Academy WantedLevels[12] = 5; //Blacksmith WantedLevels[13] = 5; //Armoury WantedLevels[14] = 20; //City Wall WantedLevels[15] = 10; //Hero's Mansion WantedLevels[16] = 10; //Stable WantedLevels[17] = 1; //Tournament Square WantedLevels[18] = 1; //Trapper WantedLevels[19] = 1; //Workshop WantedLevels[20] = 1; //Cranny WantedLevels[21] = 1; //Embassy WantedLevels[22] = 19; //Workshop WantedLevels[23] = 20; //Palace WantedLevels[24] = 10; //Residence WantedLevels[25] = 10; //Stonemason WantedLevels[26] = 5; //Townhall WantedLevels[27] = 10; //Trade Office WantedLevels[28] = 1; //Great Granary WantedLevels[29] = 1; //Great Barracks WantedLevels[30] = 1; // Great Stable WantedLevels[31] = 1; //Treasury WantedLevels[32] = 1; //Wonder Of The World WantedLevels[33] = 20; //Earth Wall WantedLevels[34] = 20; //Palisade

// ********************************************************************************************************* // **** STOP EDITING **** // *********************************************************************************************************

for (var j = 0; j < 35; j++) { if (Buildings[j] == Name){ //document.write(Name); //document.write(Buildings[j]); //document.write(WantedLevels[j]); //document.write(BuildingLevel[0]); if (WantedLevels[j] <= BuildingLevel[0]){ //document.write("vihreรค"); smallDIV = addDiv('TMbuildingtag' + i,'TMbuildingtags2',Name + ' ' + BuildingLevel[0] + '/' + WantedLevels[j],false); }else{ //document.write("punainen"); smallDIV = addDiv('TMbuildingtag' + i,'TMbuildingtags3',Name + ' ' + BuildingLevel[0] + '/' + WantedLevels[j],false); } } }

//smallDIV = addDiv('TMbuildingtag' + i,'TMbuildingtags2',Name + ' ' + BuildingLevel[0],false); smallDIV.style.top = buildArr2[i] + 'px'; smallDIV.style.left = buildArr1[i] + 'px'; smallDIV.style.visibility = "visible"; smallDIV.setAttribute('goto', BuildingURL); smallDIV.addEventListener('click', function() { window.location.href = this.getAttribute('goto'); }, true); } } } }

// โ€บโ€บ Adds a generic div. function addDiv(id,style,html,parent){ var body, div; if (!parent){body = document.getElementsByTagName('body')[0];}else{body = document.getElementsByTagName(parent);} if (!body) { return false; } div = document.createElement('div'); div.id = id; div.className = style; if (html){div.innerHTML = html;} body.appendChild(div); return div; }

// โ€บโ€บ Add generic CSS. function addCSS(cssString2) { var style = document.createElement('STYLE'); style.type = 'text/css'; style.innerHTML = cssString2; document.getElementsByTagName('HEAD')[0].appendChild(style); }