init code
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// =========================>
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// config
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// =========================>
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var send_target = "AnimaLucri"
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// =========================>
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// loop config
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// =========================>
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load_code("utils_default")
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const craftLoop = new ToggleLoop({
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id: "UpgradeLoop",
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label: "AutoUpgrade",
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fn: auto_upgrade,
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interval: 30000,
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});
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// =========================>
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// buttons
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// =========================>
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// add_top_button("autocraft", "AutoCraft", main);
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add_top_button("itemsendall", "Send Items", send_all_items_to);
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// =========================>
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// functions
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// =========================>
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load_code("npc")
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async function auto_upgrade() {
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target = find_npc_by_name("Cue")
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diff = 500
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if (
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( character.x + diff > target.x ) && ( character.x - diff < target.x )
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&& ( character.y + diff > target.y ) && ( character.y - diff < target.y )
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) {
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var level_items = count_level_items()
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for (let item in level_items) {
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await do_upgrade(item, 6, 0.4)
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await do_combine(item, 3, 0.4)
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}
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} else {
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await smart_move(target)
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}
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}
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async function send_all_items_to() {
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for ( let i = 0; i < 42; i++ ) {
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if (character.items[i]) {
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if (
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G.items[ character.items[i].name ].upgrade
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|| G.items[ character.items[i].name ].compound
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) {
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send_item(send_target, i)
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}
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}
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}
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send_gold(send_target, 100000000)
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}
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function count_level_items() {
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// count all items in inventory they have a level
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let inventar = {}
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for (let item of character.items) {
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if ( item == null ) { continue; }
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if (! ("level" in item) ) { continue; }
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if ( item.name in inventar ) {
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inventar[item.name]++
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} else {
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inventar[item.name] = 1
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}
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}
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if ( debug ) console.log ( "count_level_items(): ", inventar )
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return inventar
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}
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function locate_all_item(name) {
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let slots = {}
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for (var i = 0; i < character.items.length; i++) {
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if (character.items[i] && character.items[i].name == name) {
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slots[i] = character.items[i]
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};
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}
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if ( debug ) console.log ( "locate_all_item(): ", slots )
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return slots
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}
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function locate_all_item_by_level(name, level) {
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let slots = {}
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for (var i = 0; i < character.items.length; i++) {
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if ( character.items[i] == null ) { continue; }
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if ( ! ("level" in character.items[i]) ) { continue; }
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if (
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( character.items[i] && character.items[i].name == name )
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&& ( character.items[i].level == level)
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) {
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slots[i] = character.items[i]
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};
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}
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if ( debug ) console.log ( "locate_all_item_by_level(): ", slots )
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return slots
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}
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async function do_upgrade(item, level = 5, min_change = 0.5) {
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if ( ! G.items[item].upgrade ) { return; }
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for (let lv = 0; lv < level; lv++) {
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var slots = locate_all_item_by_level(item, lv)
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for ( let index in slots ) {
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var upgrade_scroll = "scroll0"
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if ( lv >= 5 ) {
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upgrade_scroll = "scroll1"
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}
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if ( locate_item(upgrade_scroll) == -1 ) {
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await buy(upgrade_scroll)
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}
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var preview = await upgrade( index, locate_item(upgrade_scroll), null, true )
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if ( preview.chance >= min_change ) {
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await upgrade( index, locate_item(upgrade_scroll)).then(function(data){
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if(data.success) game_log("I have a +"+data.level+" "+item+" now!");
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else game_log("Rip " + item);
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});
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}
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}
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}
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}
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async function do_combine(item, level = 5, min_change = 0.5) {
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if ( ! G.items[item].compound ) { return; }
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for (let lv = 0; lv < level; lv++) {
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var slots = locate_all_item_by_level(item, lv)
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const keys = Object.keys(slots).map(Number);
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if ( keys.length <= 3 ) { continue; }
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for ( let i = 0; i + 2 < keys.length; i += 3) {
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var upgrade_scroll = "cscroll0"
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if ( lv >= 5 ) {
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upgrade_scroll = "cscroll1"
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}
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if ( locate_item(upgrade_scroll) == -1 ) {
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await buy(upgrade_scroll)
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}
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var preview = await compound( keys[i], keys[i+1], keys[i+2], locate_item(upgrade_scroll), null, true )
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if ( preview.chance >= min_change ) {
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await compound(
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keys[i], keys[i+1], keys[i+2], locate_item(upgrade_scroll)
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).then(function(data){
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if(data.success) game_log("I have a +"+data.level+" "+item+" now!");
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else game_log("Rip " + item);
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});
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}
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}
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}
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}
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