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License: GNU Lesser General Public License v3.0
I added some rudimentary logic to detect how many inventory pages were unlocked in the glop script, in hindsight this should be added to the Inventory
class instead, because it can be used in the questing logic to avoid only using page 1.
Navigation.menu("inventory")
for btn in coords.INVENTORY_PAGE:
res = Inputs.check_pixel_color(*btn, coords.COLOR_INVENTORY_BG)
if not res:
Glop.inv_pages_unlocked += 1
Restore the requirements file for pip, putting this here so I remember to do it.
As well as a total value of energy you wish to use. In case you want to put different amounts of energy into different features.
For long runs, if we detect that the last pixel of the bar is black (from the bar border) or white, return False.
if window_name == i[1]:
Window.id = i[0]
Perhaps checking multiple possible window names or some sort of user setting for steam/kart/browser could help alleviate this?
Currently when you have sub 1s respawn the overhead and subsequent delay from check_pixel_color
is causing performance issues. At 0.69s respawn and 0.71s move CD I saw an xp/h increase of ~25% when I removed the checks entirely and spam clicked via Inputs.click(fast=True)
.
While there might be ways to improve the performance of the get_pixel_color()
method, I think it would be easier to just add an option to remove the checks for now.
This might also not be an issue on modern systems.
Currently the script is running "blind", it doesn't know if the actions succeed or not, this is one of the most common issues you run into with too low sleep values. If the game doesn't redraw fast enough when swapping between menus, actions will start failing.
I think one of the easiest ways to achieve this is to just add pixel checks to ensure you're actually where you want to be, if not, retry the action.
Main.py is missing, how should I be running this?
Since the guffin class now resides in classes/guffin.py
it's unintuitive to have the settings stored in there instead of the start script guffin.py
(should probably rename this) in the root directory.
It must avoid re-entering when the optimal floor hasn't increased, because that resets the respawn timer.
Before eating/harvesting, equip optional seed/ygg yield set.
I was testing the questing script today and had subcontracting mode enabled. When I started the manual questing it was sniping the zone but didn't turn off subcontracting.
For shocking equipment you're not using.
Make parameter and return annotations on the functions on the classes/
directory
Ex.:
def ygg(eat_all=False, equip=0):
would become
def ygg(eat_all :bool =False, equip :int =0) -> None:
I just ran into an issue where I accidentally scrolled my menu down some while working on NGU and it messed up all the hit-boxes. It might be good to write an initial feature check for scrolling the menu all the way back up at the start of a run.
Sorry if this is such a noob question but I followed everything listed but I can't seem to run this? tried running all .py files but the command prompt just closes after few seconds
any help will be appreciated
They're not updated to add both energy and magic.
.409 added 2 new spells that needs to be implemented similar to iron pill and added to usersettings.py
In case an item is transformable, transform it. It's probably for the best that this method will only check the supplied slots and not the entire inventory.
check_transform(3)
This will check slot 3 only if it's transformable.
File "main.py", line 100, in <module>
tracker.progress()
File "C:\Users\Johannes\Downloads\NGU-scripts\Python\Scripts\classes\stats.py"
, line 154, in progress
self.__estimaterate.stop_watch()
File "C:\Users\Johannes\Downloads\NGU-scripts\Python\Scripts\classes\stats.py"
, line 101, in stop_watch
dpp = cpp - self.last_pp
TypeError: unsupported operand type(s) for -: 'NoneType' and 'int'```
Occurs when OCR fails to get a correct reading in the PP menu.
We need to be able to see if autocast is enabled or not for each spell.
Currently the value is hardcoded in the method which is dumb.
set_wandoos("xl")
This should set wandoos to XL if it's something else.
Similar to the kill_titan() method, we want to be able to use more abilities. Keep the option to only use regular attacks if we can one shot.
Refer to this issue for anything that got broken with build 1.002
Currently the window that is last in the top_windows
list is chosen, if there are multiple values in that list, it's likely we will crash out.
Either we find a new, better method than the current implementation, or we check all eligible windows in the list for the game, instead of just the last.
The .409 update changed a lot of graphical elements, it will take some time to iron out all the issues.
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