Files
al-code/js/21.items.js
T
2026-11-12 20:18:08 +01:00

155 lines
4.0 KiB
JavaScript

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