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Grepolis bot (Now with attack option)
Discussion on Grepolis bot (Now with attack option) within the Browsergames forum part of the Other Online Games category.
01/30/2010, 13:25
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#16
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Join Date: Jan 2010
Posts: 23
Received Thanks: 1
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Quote:
Originally Posted by Utharnl
That error: The Remote server returned an error: (403) Forbidden.
Is probably because you're using the en3 address now.
A fix is coming soon, if you wait a day I think that problem will be fixed.
~Uthar
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Ok
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01/30/2010, 21:14
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#17
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Join Date: Aug 2009
Posts: 1,656
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Uploaded new version:
GrepolisBot v1.1
-Fixed login problem with the English servers
-Added support for Greek servers
-Added variable timer
-Added building levels
-Added build permission (Can only add building to queue if you have the required buildings)
Note: Delete your old settings.txt and translation.txt
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01/30/2010, 21:34
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#18
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uhuu  woorks!! thank u  .
( i added mize btn+notf_icon:  ...  hih )
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01/31/2010, 10:49
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#19
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@Utharnl
Thanks, works fine
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01/31/2010, 18:26
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#20
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v1.1 works fine, thanks!
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02/02/2010, 16:44
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#21
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Farming/Research/Troops
One of these parts can be added for the next version or?
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02/02/2010, 21:47
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#22
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I'm not planning to include this any time soon. Started my internship this month so I don't have much time for it atm.
I was also planning to update my other bot (empire craft) first.
But maybe I will look at it after that.
Greetings Uthar
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02/03/2010, 10:38
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#23
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"Building levels not found" it says? Not working, must be something to do with that statement?
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02/03/2010, 18:11
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#24
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cant you make tribalwars bot?
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02/03/2010, 18:21
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#25
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i cant even use it! it doesnt work to me! amft!
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02/03/2010, 20:39
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#26
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Quote:
Originally Posted by soSo88
"Building levels not found" it says? Not working, must be something to do with that statement?
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Could you give me some more info soSo88?
I can think of two things that could cause this.
1) If you login with a browser while the bot is running, the bot will get disconnected and can't update the building levels any more.
2) It could be that the bot gets disconnected when you run it very long. (Easy to fix if this is the problem)
Quote:
Originally Posted by tungstenleigh
cant you make tribalwars bot?
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There are already some bots for tribalwars that are very advanced
Quote:
Originally Posted by tungstenleigh
i cant even use it! it doesnt work to me! amft!
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Could you tell me what doesn't work for you?
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02/03/2010, 21:51
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#27
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Quote:
Originally Posted by Utharnl
There are already some bots for tribalwars that are very advanced
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Name one.
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02/03/2010, 22:03
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#28
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@fatal17
Tribal Wars has an anti bot system so i'm not sure if all bots work anymore
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02/04/2010, 05:58
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#29
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From grepolisbot source v1.1:
String[] l_BuildingLevelsArray = new String[] { "", "" };//dynamic array
l_BuildingLevelsArray = l_BuildingLevels.Split(';');
m_Towns[m_CurrentTown].Buildings[0].Level = int.Parse(l_BuildingLevelsArray[0]);//main
m_Towns[m_CurrentTown].Buildings[1].Level = int.Parse(l_BuildingLevelsArray[5]);//lumber
m_Towns[m_CurrentTown].Buildings[2].Level = int.Parse(l_BuildingLevelsArray[3]);//farm
m_Towns[m_CurrentTown].Buildings[3].Level = int.Parse(l_BuildingLevelsArray[6]);//stoner
m_Towns[m_CurrentTown].Buildings[4].Level = int.Parse(l_BuildingLevelsArray[2]);//storage
m_Towns[m_CurrentTown].Buildings[5].Level = int.Parse(l_BuildingLevelsArray[7]);//ironer
m_Towns[m_CurrentTown].Buildings[6].Level = int.Parse(l_BuildingLevelsArray[10]);//barracks
m_Towns[m_CurrentTown].Buildings[7].Level = int.Parse(l_BuildingLevelsArray[11]);//wall
m_Towns[m_CurrentTown].Buildings[8].Level = int.Parse(l_BuildingLevelsArray[1]);//hide
m_Towns[m_CurrentTown].Buildings[9].Level = int.Parse(l_BuildingLevelsArray[9]);//docks
m_Towns[m_CurrentTown].Buildings[10].Level = int.Parse(l_BuildingLevelsArray[12]);//academy
m_Towns[m_CurrentTown].Buildings[11].Level = int.Parse(l_BuildingLevelsArray[13]);//temple
m_Towns[m_CurrentTown].Buildings[12].Level = int.Parse(l_BuildingLevelsArray[8]);//market
//Get current ingame building queue
String l_QueuedBuilding1 = "";
String l_QueuedBuilding2 = "";
l_Search = "id=\"main_tasks_0\"";
l_Index = l_Response.IndexOf(l_Search);
if (l_Index != -1)
Here where it has "String |_QueuedBuilding1="";", can I possibly add buildings up to 7 in case a user has a que of 7 instead of 2?
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02/04/2010, 06:42
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#30
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Here's what I did:
//Get current ingame building queue
String l_QueuedBuilding1 = "";
String l_QueuedBuilding2 = "";
String l_QueuedBuilding3 = "";
String l_QueuedBuilding4 = "";
String l_QueuedBuilding5 = "";
String l_QueuedBuilding6 = "";
String l_QueuedBuilding7 = "";
l_Search = "id=\"main_tasks_0\"";
l_Index = l_Response.IndexOf(l_Search);
if (l_Index != -1)
{
l_Search = "/images/game/main/";
l_Index = l_Response.IndexOf(l_Search, l_Index);
l_QueuedBuilding1 = l_Response.Substring(l_Index + l_Search.Length, l_Response.IndexOf(".", l_Index) - (l_Index + l_Search.Length));
m_Towns[m_CurrentTown].IngameBuildingQueue[0] = l_QueuedBuilding1;
l_Search = "id=\"main_tasks_1\"";
l_Index = l_Response.IndexOf(l_Search);
if (l_Index != -1)
{
l_Search = "/images/game/main/";
l_Index = l_Response.IndexOf(l_Search, l_Index);
l_QueuedBuilding2 = l_Response.Substring(l_Index + l_Search.Length, l_Response.IndexOf(".", l_Index) - (l_Index + l_Search.Length));
m_Towns[m_CurrentTown].IngameBuildingQueue[1] = l_QueuedBuilding2;
l_Search = "id=\"main_tasks_1\"";
l_Index = l_Response.IndexOf(l_Search);
if (l_Index != -1)
{
l_Search = "/images/game/main/";
l_Index = l_Response.IndexOf(l_Search, l_Index);
l_QueuedBuilding3 = l_Response.Substring(l_Index + l_Search.Length, l_Response.IndexOf(".", l_Index) - (l_Index + l_Search.Length));
m_Towns[m_CurrentTown].IngameBuildingQueue[2] = l_QueuedBuilding3;
l_Search = "id=\"main_tasks_1\"";
l_Index = l_Response.IndexOf(l_Search);
if (l_Index != -1)
{
l_Search = "/images/game/main/";
l_Index = l_Response.IndexOf(l_Search, l_Index);
l_QueuedBuilding4 = l_Response.Substring(l_Index + l_Search.Length, l_Response.IndexOf(".", l_Index) - (l_Index + l_Search.Length));
m_Towns[m_CurrentTown].IngameBuildingQueue[3] = l_QueuedBuilding4;
l_Search = "id=\"main_tasks_1\"";
l_Index = l_Response.IndexOf(l_Search);
if (l_Index != -1)
{
l_Search = "/images/game/main/";
l_Index = l_Response.IndexOf(l_Search, l_Index);
l_QueuedBuilding5 = l_Response.Substring(l_Index + l_Search.Length, l_Response.IndexOf(".", l_Index) - (l_Index + l_Search.Length));
m_Towns[m_CurrentTown].IngameBuildingQueue[4] = l_QueuedBuilding5;
l_Search = "id=\"main_tasks_1\"";
l_Index = l_Response.IndexOf(l_Search);
if (l_Index != -1)
{
l_Search = "/images/game/main/";
l_Index = l_Response.IndexOf(l_Search, l_Index);
l_QueuedBuilding6 = l_Response.Substring(l_Index + l_Search.Length, l_Response.IndexOf(".", l_Index) - (l_Index + l_Search.Length));
m_Towns[m_CurrentTown].IngameBuildingQueue[5] = l_QueuedBuilding6;
l_Search = "id=\"main_tasks_1\"";
l_Index = l_Response.IndexOf(l_Search);
if (l_Index != -1)
{
l_Search = "/images/game/main/";
l_Index = l_Response.IndexOf(l_Search, l_Index);
l_QueuedBuilding2 = l_Response.Substring(l_Index + l_Search.Length, l_Response.IndexOf(".", l_Index) - (l_Index + l_Search.Length));
m_Towns[m_CurrentTown].IngameBuildingQueue[6] = l_QueuedBuilding7;
}
else
{
m_Towns[m_CurrentTown].IngameBuildingQueue[6] = "";
}
}
else
{
m_Towns[m_CurrentTown].IngameBuildingQueue[5] = "";
m_Towns[m_CurrentTown].IngameBuildingQueue[6] = "";
}
}
else
{
m_Towns[m_CurrentTown].IngameBuildingQueue[4] = "";
m_Towns[m_CurrentTown].IngameBuildingQueue[5] = "";
m_Towns[m_CurrentTown].IngameBuildingQueue[6] = "";
}
}
else
{
m_Towns[m_CurrentTown].IngameBuildingQueue[3] = "";
m_Towns[m_CurrentTown].IngameBuildingQueue[4] = "";
m_Towns[m_CurrentTown].IngameBuildingQueue[5] = "";
m_Towns[m_CurrentTown].IngameBuildingQueue[6] = "";
}
}
else
{
m_Towns[m_CurrentTown].IngameBuildingQueue[2] = "";
m_Towns[m_CurrentTown].IngameBuildingQueue[3] = "";
m_Towns[m_CurrentTown].IngameBuildingQueue[4] = "";
m_Towns[m_CurrentTown].IngameBuildingQueue[5] = "";
m_Towns[m_CurrentTown].IngameBuildingQueue[6] = "";
}
}
else
{
m_Towns[m_CurrentTown].IngameBuildingQueue[1] = "";
m_Towns[m_CurrentTown].IngameBuildingQueue[2] = "";
m_Towns[m_CurrentTown].IngameBuildingQueue[3] = "";
m_Towns[m_CurrentTown].IngameBuildingQueue[4] = "";
m_Towns[m_CurrentTown].IngameBuildingQueue[5] = "";
m_Towns[m_CurrentTown].IngameBuildingQueue[6] = "";
}
}
else
{
m_Towns[m_CurrentTown].IngameBuildingQueue[0] = "";
m_Towns[m_CurrentTown].IngameBuildingQueue[1] = "";
m_Towns[m_CurrentTown].IngameBuildingQueue[2] = "";
m_Towns[m_CurrentTown].IngameBuildingQueue[3] = "";
m_Towns[m_CurrentTown].IngameBuildingQueue[4] = "";
m_Towns[m_CurrentTown].IngameBuildingQueue[5] = "";
m_Towns[m_CurrentTown].IngameBuildingQueue[6] = "";
}
setStatusBar("Building levels updated.");
refreshBuildingLevels();
updateBuildPermission();
}
else
{
setStatusBar("Building levels not found");
debug("Building levels not found");
}
if (m_IsBotRunning)
m_Timer.Start();
break;
}
}
-Nate
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