DeletedUser895
Guest
Since the original thread (where I originally posted this reply...) is marked as Implemented, I thought it would be best to create a new thread to revisit this, instead of just leaving my comments in the old one.
It was previously requested (by dalesmckay) that extra data be added to the TWMap Javascript Object to keep track of the last AttackInfo. This has apparently been implemented in the game, but has not completely fixed the issue I believe dalesmckay was hoping to have fixed.
My reply to the thread and idea request is s follows...
It was previously requested (by dalesmckay) that extra data be added to the TWMap Javascript Object to keep track of the last AttackInfo. This has apparently been implemented in the game, but has not completely fixed the issue I believe dalesmckay was hoping to have fixed.
My reply to the thread and idea request is s follows...
The thread says this has been implemented, and I just wanted to make sure this was the case.
I see both TWMap.villages[].extra and TWMap.allies[] when looking at the TWMap object, but I believe the underlying problem suggested in the first post hasn't been fixed yet: the information in TWMap.villages[].extra seems to only appear after mousing over the village in question. This is exactly how the map worked prior (only, the information was put in TWMap.popup._cache[villageid] and not TWMap.villages[villagecoordinates].extra) and doesn't fix that a script which requires the data (without having to force the AJAX calls systematically, or by having the user mouse over each and every village) cannot effectively be made following many servers' rules on scripts and loading pages in the background. (not to mention, ~70 AJAX calls on an average 15x15 map probably isn't optimal for the servers)
In my pursuit of recreating a "map overlay" script with similar functionality to pre-version 7 scripts, I have tried slightly modifying the TWMap.map.handler.spawnSection function to draw a small box (including how long ago said village was attacked) over each village with extra (and extra.attack) information, followed by calling the TWMap.map.reload function (to let the spawnSector function run with its new code), and finally, tying the TWMap.map.reload function to $(document).ajaxStop so it is called every time an ajax request finishes: the only way to currently have the overlay work requires systematically forcing an AJAX request for every village's extra object, or having the user mouse over each and every village.
It is my hope that the above information is enough to help explain what it is the scripters in this thread hope to do, and what problem(s) stand in the way of doing so effectively.
Thanks for all your time and effort developing this game, we greatly appreciate it.
-LastApparatus