but make it better, improve upon that, in multiple aspects.įirst of all, because the Fake Script Generator has more filtering capabilities then the Vault and also even the Fake Script client has more features then the Vault. The fake script client is built to replace what the Vault offered. When that is clicked, that target will be whitelisted so it wont bee faked again and the script will redirect the player to Rally Point screen. So this adds a "popup" and inside the popup will be listed target villages which exist on the script and are currently whitelisted, so they won't be faked.Īlso the player can remove a target from the whitelist by clicking the "x" button.Īnd ofcurse the player can add a target in whitelist by clicking the "Stop Faking!" red button. When you run the script on the Confirm screen it looks like this: When you run the script on Rally Point it looks like this: The correct way is to open the Fake Script Generator script then to generate a script and then add that on your quick-bar. The more info provided the easier it can be to find (if there is an issue) and solve the issue.The correct way to run this script is not to copy the quick-bar entry from here since that will not work. if either one of these is different, the whole test is wrong since for sure you will end up getting different outputs. It is very important to run both scripts on the same scenario, so with same unit's chosen, with same sigil amount, on same group (ofcurse same destination and same landing time). pls provide your current script config like so (you just need to click the "Export Config" button, also world where you are testing this (in case I need to replicate the issue with the exact same config i might need to join that world).if results don't make sense then feel free to DM me on Discord (it's not that hard to find my Discord name).don't forget to use the same group also (or just run on "all") Always use the same settings as in my sniping script (expect that other sniping script do not offer min troop amounts filtering), so if you have set sigil on my script, use a snipe script which supports sigil. run another sniping script that you trust to be correct (i would recommend one of the fluffy versions since after all most if not all sniping scripts share the same core which is pretty old and battle tested).run my script and export the combinations shown. My recommended next steps to players who have issue with the script showing less combinations then it should be (or they think it should be) is to: So my script did not show that, the other 2 scripts did show that.īut at the very end, except this difference which can be explained with filtering I'm doing based on the value of the min troops amount field, the rest of the results were the same. I had set my sniping script to only show that troop/village combo if the troops amount is bigger then 50. The 2 other scripts produced more results, for example they showed snipe options with 8 troops. The result of the tests is that scripts ended up showing the same results. One of them supported sigil also (since single village snipe script supports sigil I needed to test if that affected somehow the snipe combinations). Tested the script on multiple different scenarios with 2 other sniping scripts.īoth the other sniping scripts are considered as the gold standard (either created from fluffy or modifications/additions on top of his work) and have been battle tested since they are pretty old scripts. Amount" (with a default value of 50, units).Īdded destination village field allowing the player to enter custom village coordinates Added export and import configurations capabilityĬonverted group filtering from buttons to select dropdown.Īdded a new field "Min.
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