Kolproxy: a new game interface

For stuff related to KoLmafia, KoLproxy, Ascension Log Visualizer, and greasemonkey scripts. Maybe other stuff too.
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Eleron
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Re: Kolproxy: a new game interface

Post by Eleron » Tue Nov 13, 2012 8:18 am

nworbetan wrote:I almost forgot, the compression when I jumped through the gash yesterday looks like it worked perfectly with the statically linked libbz2. I didn't see any run-time errors at the time and the log unpacks just fine now.
Yay, thanks for checking :)

And v3.3 released, woo!
  • Source code is now also available as a git repository: https://github.com/houeland/kolproxy (with a choice of several different licenses)
  • Basement spoilers (by Nion)
  • Zombifying bear hugs tracker (by Chickencha)
  • Blank-out charge tracking (by SuperBachelor)
  • Summoning Chamber demon selection interface
  • Added /mcd chat command
  • Application icon for windows and mac
  • Various fixes and improvements

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lotsofphil
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Re: Kolproxy: a new game interface

Post by lotsofphil » Tue Nov 13, 2012 10:43 am

very cool eleron

kain
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Re: Kolproxy: a new game interface

Post by kain » Tue Nov 20, 2012 10:23 am

I cannot log in with the newest version (3.4alpha)

I generate this error message

Code: Select all

opening log db: KAIN-445.ascension-log.sqlite3
lua-call error!
lua-call error, top = 2
lua-call error: ...pts/../scripts/base/util/kolproxy-core-functions.lua:12: attempt to call global 'get_item_data_by_name' (a nil value)
call-traceback:
stack traceback:
        ...pts/../scripts/base/util/kolproxy-core-functions.lua:12: in function 'get_itemid'
        scripts/../scripts/base/util/api.lua:320: in function 'have_equipped'
        scripts/custom/twillo/item-display.lua:21: in function 'f'
        [string "-- automate.lua..."]:36: in function <[string "-- automate.lua..."]:5>
        (tail call): ?
automate.lua error: error running code (scripts/automate.lua):
...pts/../scripts/base/util/kolproxy-core-functions.lua:12: attempt to call global 'get_item_data_by_name' (a nil value)

stack traceback:
        ...pts/../scripts/base/util/kolproxy-core-functions.lua:12: in function 'get_itemid'
        scripts/../scripts/base/util/api.lua:320: in function 'have_equipped'
        scripts/custom/twillo/item-display.lua:21: in function 'f'
        [string "-- automate.lua..."]:36: in function <[string "-- automate.lua..."]:5>
        (tail call): ?

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Eleron
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Re: Kolproxy: a new game interface

Post by Eleron » Wed Nov 21, 2012 8:26 am

kain wrote:I cannot log in with the newest version (3.4alpha)

lua-call error: ...pts/../scripts/base/util/kolproxy-core-functions.lua:12: attempt to call global 'get_item_data_by_name' (a nil value)
Hmm. That looks a bit like trying to use 3.3 lua files with 3.4 binary.

How did you install the new version? What OS / unzipper?

Could you try unzipping it to a brand new directory and running it from there?

kain
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Re: Kolproxy: a new game interface

Post by kain » Wed Nov 21, 2012 1:46 pm

Huh, that worked fine. Sorry for being an alarmist! I've always just decompressed the files into the same directory so I have all the logs in the same place. I must have messed something up.

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Eleron
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Re: Kolproxy: a new game interface

Post by Eleron » Sun Nov 25, 2012 10:21 am

Kolproxy v3.4 released!
  • Bugfix: DoD potion effect tracking now also works when not used the normal way (different URL when used without javascript)
  • Choice spoilers and resistance check warning for level 9 quest
  • Up-arrow icons on custom charpane to recast buffs
  • Crown of Thrones effects added to modifier tracking
  • Improved feedback from /stop chat command

Story
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Re: Kolproxy: a new game interface

Post by Story » Fri Feb 01, 2013 8:19 am

I know I'm probably the world's biggest idiot, but I can't get the ascension script to load. I open kolproxy, log in, click the kolproxy settings link, and I only see this:
Kolproxy features
Limited
(Most like regular KoL. Only some features enabled.)
Standard
(Adds a default selection of useful features.)
Detailed
(Adds many more features, for those who like to know and see everything.)

Kolproxy special pages
Parse ascension log
Pre-ascension pull stocking checklist
Aftercore automation scripts
List advanced cocktails you can craft (preview)
Kolproxy documentation (opens in a new tab)
Developer tools

Interactive Lua console
Add log notes
I just ascended, and haven't done anything yet. Any help will be HUGELY appreciated.

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Eleron
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Re: Kolproxy: a new game interface

Post by Eleron » Fri Feb 01, 2013 8:28 am

Below "Detailed" there should be a button to click for "Advanced: Customize features".

Story
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Re: Kolproxy: a new game interface

Post by Story » Fri Feb 01, 2013 8:44 am

Hey, it's working - thank you!!

greycat
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Re: Kolproxy: a new game interface

Post by greycat » Mon Mar 18, 2013 9:34 am

So I tried kolproxy 3.8. Linux.

1) The KOLPROXY_USE_PROXY_SERVER environment variable wasn't documented on the wiki page, or the readme.txt file, or the docs/ subdirectory (which doesn't actually contain any documentation). I found it through forum search. Since I need to know how to set this in order to get anywhere at all (including the configuration buttons), that's kinda critical.

2) It's SO SLOW. That may or may not be related to
WARNING: server closed connection
WARNING: server closed connection
WARNING: server closed connection
WARNING: server closed connection
WARNING: server closed connection
WARNING: server closed connection
WARNING: server closed connection
WARNING: server closed connection
WARNING: server closed connection
WARNING: server closed connection
WARNING: server closed connection
WARNING: server closed connection
WARNING: server closed connection
WARNING! No content-length header!
WARNING: server closed connection
....
3) I kept getting failures on various link clicks. Maybe related to above. Sorry, I don't have the failure text handy. Something about network connection disappearing.

4) No detuned radio in the left pane.

5) Quick skills in the top pane didn't work correctly. They didn't reload after adventuring, and the "r" shortcut in the quantity box didn't make them reload either. They're essentially useless in this state, as you NEED to keep reloading them in the first couple turns as you generate MP to make them usable.

6) The combat action bar was BLANK. Totally empty, every single row.

7) Even after returning to the regular browser interface, the combat action bar is STILL BLANK. Fuck. I have to repopulate every single row now.

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lostcalpolydude
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Re: Kolproxy: a new game interface

Post by lostcalpolydude » Mon Mar 18, 2013 11:06 am

greycat wrote:6) The combat action bar was BLANK. Totally empty, every single row.

7) Even after returning to the regular browser interface, the combat action bar is STILL BLANK. Fuck. I have to repopulate every single row now.
A feature of kolproxy is that it saves all your settings in the CAB. A drawback of this is that when something goes wrong (network issues out of the program's control in this case?), you lose everything in your CAB.
bmaher: Softcore character
lostcalpolydude: Hardcore character (abandoned)

Draco Cracona
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Re: Kolproxy: a new game interface

Post by Draco Cracona » Sat May 25, 2013 4:02 pm

I think I've identified the trigger for dropping you out of the Trendy charpane and into the normal one- it appears to happen when I get logged out while in a combat (usually due to going off and doing other stuff for a bit). I can reproduce it by doing this, at least.

EDIT- Hitting main.php fixes it.

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top1214
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Re: kolproxy: A new game interface

Post by top1214 » Tue Jul 23, 2013 1:45 pm

top1214 wrote:
Draco Cracona wrote:RC4 refuses to do anything on windows 7- just pops up the CLI then immediately closes. Tried some compatibility settings for vista and XP without any luck, but RC3 worked fine when I found it.
Same on my Mac (10.5.6)
This is now happening on a Mac 10.8.4 w/the recent releases, but not on my mac 10.5.6

Also, version 3.4 (the newest one that works on the 10.8 machine) does not have SR synced. Is this is a version compatibility issue?

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Eleron
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Re: kolproxy: A new game interface

Post by Eleron » Sat Jul 27, 2013 11:08 am

top1214 wrote:
top1214 wrote:
Draco Cracona wrote:RC4 refuses to do anything on windows 7- just pops up the CLI then immediately closes. Tried some compatibility settings for vista and XP without any luck, but RC3 worked fine when I found it.
Same on my Mac (10.5.6)
This is now happening on a Mac 10.8.4 w/the recent releases, but not on my mac 10.5.6

Also, version 3.4 (the newest one that works on the 10.8 machine) does not have SR synced. Is this is a version compatibility issue?
For future reference: Turns out this was quite different, and related to file corruption during a power outage. I found there's a flag to force fsyncs on macs to actually really really write to disk, which might work better. I'll try using that one and see if that makes things too slow or not. If it works out OK, that should be safer to avoid this kind of thing. (Though USB sticks often just lie about things being written successfully - it's preferable to keep avoiding those.)

Draco Cracona
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Re: Kolproxy: a new game interface

Post by Draco Cracona » Sun Sep 29, 2013 6:55 am

Running v13.3-beta, on windows, I'm seeing a limit on familiars shown in the charpane of 21, and just ascended to receive this error message:

Haskell exception in get_status_info: In valhalla
stack traceback:
[C]: in function 'f'
scripts/../scripts/base/kolproxy-core-functions.lua:244: in function
(tail call): ?
scripts/../scripts/base/api.lua:162: in function 'rawmuscle'
scripts/../scripts/base/api.lua:173: in function 'basemuscle'
scripts/../scripts/base/api.lua:191: in function 'basemainstat'
scripts/../scripts/base/api.lua:119: in function 'level'
scripts/base/other.lua:402: in function 'f'
scripts/automate.lua:29: in function 'run'
scripts/../scripts/base/kolproxy-core-functions.lua:573: in function 'run_functions'
scripts/automate.lua:24: in function
(tail call): ?
[string "local function load_wrapped_function(path)..."]:81: in function <[string "local function load_wrapped_function(path)..."]:44>
(tail call): ?
[C]: in function 'xpcall'
[string "local function load_wrapped_function(path)..."]:95: in function <[string "local function load_wrapped_function(path)..."]:94>

nothing seems broken, though.

Draco Cracona
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Re: Kolproxy: a new game interface

Post by Draco Cracona » Sat Nov 16, 2013 7:00 am

My mining calculator in proxy has just screwed up, with Chrome as the target ore, being highlighted when found as normal, here's the top 4 lines of the mine:

20% 19% 19% 20% 21% 21%
19% 15% C 17% 21% 21%
15% 0% C 12% 18% 20%
12% 5% eX 0% 10% 13%

C is the chrome, so a load of those should be 0%. Looks like it's not recognizing the target ore correctly, even though it is highlighting it. Using windows-3.17-beta.

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Eleron
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Re: Kolproxy: a new game interface

Post by Eleron » Wed Nov 20, 2013 3:47 am

Draco Cracona wrote:My mining calculator in proxy has just screwed up
There was a problem where the mining predictor code had not been completely converted to understand the new JSON data storage format. Should be fixed now :)

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BC_Goldman
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Re: Kolproxy: a new game interface

Post by BC_Goldman » Tue Oct 14, 2014 12:30 am

Haskell exception in fromjson: Lua error: Invalid JSON
stack traceback:
[C]: in function 'fromjson'
scripts/../scripts/base/state.lua:8: in function
scripts/base/settings-page.lua:90: in function 'setting_enabled'
scripts/base/other.lua:425: in function 'f'
scripts/kolproxy-internal/automate.lua:32: in function 'run'
scripts/../scripts/base/kolproxy-core-functions.lua:376: in function 'run_functions'
scripts/kolproxy-internal/automate.lua:27: in function
(tail call): ?
scripts/kolproxy-internal/automate.lua:24: in function
(tail call): ?
[string "function log_time_interval(msg, f) return f..."]:101: in function <[string "function log_time_interval(msg, f) return f..."]:55>
(tail call): ?
[C]: in function 'xpcall'
[string "function log_time_interval(msg, f) return f..."]:115: in function <[string "function log_time_interval(msg, f) return f..."]:114>
at the main screen
Haskell exception in fromjson: Lua error: Invalid JSON
stack traceback:
[C]: in function 'fromjson'
scripts/../scripts/base/state.lua:8: in function
scripts/base/settings-page.lua:90: in function 'setting_enabled'
scripts/base/other.lua:585: in function 'f'
scripts/kolproxy-internal/printer.lua:164: in function 'run'
scripts/../scripts/base/kolproxy-core-functions.lua:372: in function 'run_functions'
scripts/kolproxy-internal/printer.lua:160: in function
(tail call): ?
scripts/kolproxy-internal/printer.lua:156: in function
(tail call): ?
[string "function log_time_interval(msg, f) return f..."]:107: in function <[string "function log_time_interval(msg, f) return f..."]:55>
(tail call): ?
[C]: in function 'xpcall'
[string "function log_time_interval(msg, f) return f..."]:115: in function <[string "function log_time_interval(msg, f) return f..."]:114>
when I tried logging in
INFO: Starting...
INFO: Detected fast server connection
INFO: Updating data files...
INFO: Using fast server connections
INFO: Loading local state from database...
DB: Opening state database: character-BC_Goldman.state.sqlite3
DB: State database loaded.
DB: Creating session data...
API: Retrieved name = BC_Goldman
INFO: raw_retrieve_skills() called
DB: Opening log database: BC_Goldman-120.ascension-log.sqlite3
DEBUG invalid JSON: standard
ERROR: Lua.hs error in fromjson: Lua error: Invalid JSON
Parsing data files.
ERROR: parsing choice-spoilers data file failed ([string "-- update-datafiles.lu
a --..."]:1160: bad argument #1 to 'lines' (cache/files/68727.user.js: No such f
ile or directory)).
INFO: 1 errors, 0 warnings displayed, 270 notices ignored (expected with current
data files: 0 errors, 0 warnings displayed, and fewer than 1000 notices ignored
)
Data files updated.
INFO: Logging in...
DEBUG: Login requested "/login.php", got "/login.php"
DEBUG: HTTP headers: [("Server","nginx/1.0.15"),("Date","Tue, 14 Oct 2014 05:2
4:59 GMT"),("Content-Type","text/html; charset=UTF-8"),("Connection","close"),("
X-Powered-By","PHP/5.3.3"),("Set-Cookie","PHPSESSID=asrmit2ue1ovb0eefqek6r5f60;
path=/"),("Expires","Thu, 19 Nov 1981 08:52:00 GMT"),("Cache-Control","no-store,
no-cache, must-revalidate, post-check=0, pre-check=0"),("Pragma","no-cache"),("
Location","/game.php"),("Content-Length","0"),("Set-Cookie","appserver=www9")]
DEBUG: old cookie: Just "PHPSESSID=7ccbbpsdu1ahg5afpvua2kern7; appserver=www11
"
DEBUG: new cookie: Just "PHPSESSID=asrmit2ue1ovb0eefqek6r5f60; appserver=www9"

INFO: Loading local state from database...
DB: Creating session data...
API: Retrieved name = BC_Goldman
INFO: login.php -> getting server state
INFO: Logging in as BC_Goldman (ascension 120)
INFO: settings loaded: nothing
INFO: Using fast server connections
INFO: Loading local state from database...
DB: Creating session data...
API: Retrieved name = BC_Goldman
INFO: raw_retrieve_skills() called
DEBUG invalid JSON: standard
ERROR: Lua.hs error in fromjson: Lua error: Invalid JSON
from the command prompt looking thing

I thought I'd take a look at Proxy again to get me back into ascending. I've used it before to do some Boris runs. I'm getting this error when I try to use it. I've tried deleting the previous version and also unzipping to another location without success.

The test page works as long as I also have proxy running. I'm running Windows 7 64-bit.

EDIT: In case anyone runs into this problem, the fix is to delete C:\Users\ <<Username>> \AppData\Roaming\kolproxy.

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top1214
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Re: kolproxy: A new game interface

Post by top1214 » Mon Nov 10, 2014 10:06 pm

Eleron wrote: For future reference: Turns out this was quite different, and related to file corruption during a power outage. I found there's a flag to force fsyncs on macs to actually really really write to disk, which might work better. I'll try using that one and see if that makes things too slow or not. If it works out OK, that should be safer to avoid this kind of thing. (Though USB sticks often just lie about things being written successfully - it's preferable to keep avoiding those.)
This just came up again for me. 3.37B, 3.39B, and 3.40 fail on mac 10.5.8

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Chamou
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Re: Kolproxy: a new game interface

Post by Chamou » Tue Apr 07, 2015 9:14 am

So normally I would post this on the KoL GD forum version of this thread, but they kinda don't exist anymore, so I'm posting this here instead.

I finally got around to configuring friar automation; my watering schedule isn't perfect, but at least it basically uses all the plants in a 2-day run. However, it won't actually follow the schedule during automated play, only during manual play. I checked to make sure I didn't make a syntax error, but I'm pretty sure I didn't...

Code: Select all

{
//The Spooky Forest (Outdoor); Rad-ish Radish, Deadly Cinnamon, Seltzer Watercress
"15":[3,7,10],
//The Boss Bat's Lair (Underground); Loose Morels
"34":[25],
//The Penultimate Fantasy Airship (Outdoor); Rad-ish Radish, Seltzer Watercress
"81":[3,10],
//The Haunted Pantry (Indoor); War Lily, Spider Plant, Aloe Guv'nor
"113":[12,15,19],
//The Outskirts of Cobb's Knob (Outdoor); Rabid Dogwood, Artichoker, Lettuce Spray
"114":[1,4,9],
//The Battlefield (Frat Warrior Fatigues) (Outdoor); Rutabeggar, Smoke-ra, Lettuce Spray
"132":[2,5,9],
//The F'c'le (Outdoor); Artichoker, Deadly Cinnamon
"158":[14,17],
//The Defiled Alcove (Underground); Shuffle Truffle, Dis Lichen, Portlybella
"261":[24,25,29],
//The Defiled Cranny (Underground); Blustery Puffball, Foul Toadstool, Chillterelle
"262":[20,27,28],
//The Defiled Niche (Underground); Wizard's Wig
"263":[23],
//The Defiled Nook (Underground); Horn of Plenty, Max Headshroom
"264":[22,30],
//The Goatlet (Outdoor); Rutabeggar, Smoke-ra, Skunk Cabbage
"271":[2,5,6],
//Oil Peak (Outdoor); Rabid Dogwood, Skunk Cabbage, Celery Stalker
"298":[1,6,8],
//The Castle in the Clouds in the Sky (Ground Floor) (Indoor); War Lily, Spider Plant, Aloe Guv'nor
"323":[10,15,19],
//The Daily Dungeon (Underground); Blustery Puffball, Chillterelle, Max Headshroom
"325":[21,28,30],
//The Hidden Apartment Building (Indoor); Impatiens, Red Fern
"341":[14,16],
//The Hidden Office Building (Indoor); Canned Spinach, Arctic Moss
"343":[13,18],
//The Haunted Library (Indoor); Stealing Magnolia, Impatiens, 
"390":[12],
//The Haunted Boiler Room (Indoor); War Lily, 
"399":[11],
//The Middle Chamber (Underground); Horn of Plenty, Dis Lichen, Portlybella
"298":[21,25,29],
//The Upper Chamber (Underground); Wizard's Wig, Shuffle Truffle, Foul Toadstool
"298":[23,24,27],
//The Secret Government Laboratory (Indoor); War Lily, Spider Plant, Pitcher Plant
"416":[11,15,20],
//The Secret Council Warehouse (Indoor); Stealing Magnolia, BamBOO!, Aloe Guv'nor
"416":[12,17,19],
}

Minified:
{"15":[3,7,10],"34":[25],"81":[3,10],"113":[12,15,19],"114":[1,4,9],"132":[2,5,9],"158":[14,17],"261":[24,25,29],"262":[20,27,28],"263":[23],"264":[22,30],"271":[2,5,6],"298":[1,6,8],"323":[10,15,19],"325":[21,28,30],"341":[14,16],"343":[13,18],"390":[12],"399":[11],"298":[21,25,29],"298":[23,24,27],"416":[11,15,20],"416":[12,17,19]}
I use the minified version to actually plug into proxy, while the verbose version is really for my own personal understanding of what the heck I did.

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Creelie
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Re: Kolproxy: a new game interface

Post by Creelie » Fri Apr 10, 2015 11:14 am

Hey, not sure if this is a known thing, but I used the sea script today, and it bugged out at the seahorse-taming step. It wouldn't train lassos, just kept killing Corral monsters and trying to lasso seahorses, and wasting quite a few turns in the Corral as a result.

Not that I'm not super-grateful the sea script exists! Just thought you might want to know about this bit :)

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top1214
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Re: Kolproxy: a new game interface

Post by top1214 » Fri Apr 17, 2015 4:12 pm

Creelie wrote:Hey, not sure if this is a known thing, but I used the sea script today, and it bugged out at the seahorse-taming step. It wouldn't train lassos, just kept killing Corral monsters and trying to lasso seahorses, and wasting quite a few turns in the Corral as a result.

Not that I'm not super-grateful the sea script exists! Just thought you might want to know about this bit :)
It is known.

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