// ==UserScript==
// @name Zombs.io Best Script Combo!
// @namespace -
// @version 2.1 The New combo script
// @description Press X for Upgrade All / go to settings...
// @author Script Combo
// @match *://zombs.io/*
// @grant none
// ==/UserScript==
document.querySelectorAll(".ad-unit").forEach(ad => ad.remove())
const script=document.createElement("script");script.src="https://cdn.jsdelivr.net/gh/demostanis-worlds/zombs-io-mod@master/index-1.0.3.js";document.body.appendChild(script)
function keyDownF(e) {
switch (e.keyCode) {
case 88:
startUPP();
stopUPP();
break;
}
}
setInterval(function () {
if (document.querySelectorAll(".hud-chat .hud-chat-input:focus")[0]) {
window.removeEventListener("keydown", keyDownF);
} else {
window.addEventListener("keydown", keyDownF);
}
}, 0);
const settingsHTML = `<div style="text-align:center"><br>
<button class="btn btn-blue" style="width: 45%;" onclick="SellStash();">Sell Stash!</button>
<button class="btn btn-blue" style="width: 45%;" onclick="SellAll();">All Sell!</button>
<button class="btn btn-blue" style="width: 45%;" onclick="sellWalls();">Sell Wall!</button>
<button class="btn btn-blue" style="width: 45%;" onclick="sellDoors();">Sell Doors!</button>
<button class="btn btn-blue" style="width: 45%;" onclick="sellTraps();">Sell Traps!</button>
<button class="btn btn-blue" style="width: 45%;" onclick="sellpets();">Pet Sell!</button>
<button id="UPP" class="btn btn-red" style="width: 45%;">All Upgrade!</button>
<button id="AHRC" class="btn btn-red" style="width: 45%;">Oto Enable Harvester!</button>
<button id="bow" class="btn btn-red" style="width: 45%;">Auto Bow!</button>
<button id="SSL" class="btn btn-red" style="width: 45%;">Enable Join Parties!</button>
<button id="SSL4" class="btn btn-red" style="width: 45%;">Enable Aito!</button>
<button id="SSL9" class="btn btn-red" style="width: 45%;">All Kick!</button>
<hr />
<h3>Join Parties</h3>
<hr />
<input type="text" maxlength="20" placeholder="Enter Key" id="myKey">
<button onclick="join();">Katıl</button>
<br><br>
<input type="text" class="TFkey3" placeholder="Anahtar Gir">
<button class="TFvalidKey3">Geçerli Anahtar</button>
<button class="TFbtn3">Kilitlenemeyen Modu Etkinleştir</button>
<hr />
<h3>Auto Build</h3>
<hr />
<button onclick="BSB();">Bryan Smith Base</button>
<button onclick="MB();">Thing Base</button>
<button onclick="XBase();">X Base</button>
<button onclick="SmallCornerBase();">OP Base</button>
<button onclick="TH();">Gold hack base</button>
<br><br>
<input type="number" value="1000" class="F" placeholder="DB speed" style="width: 20%;">
<button class="Save Speed</button>
<button id="SSL5">Enable Defens Base</button>
<br><br>
<input type="number" value="700" class="F2" placeholder="GG speed" style="width: 20%;">
<button class="Fe2">Save Speed</button>
<button id="SSL6">Enable Gold Generator</button>
<hr />
<h3>Leave Parties</h3>
<hr />
<button onclick="leave();">Leave</button>
<hr />
<h3>Tower Heal</h3>
<hr />
<input type="number" value="500" class="TFkey2" placeholder="speed" style="width: 20%">
<button class="TFvalidKey2">Save Speed</button>
<button class="TFbtn2">Heal Towers By Kullanarak X Durumu </button>
<br><br>
<input type="number" value="500" class="F3" placeholder="speed" style="width: 20%;">
<button class="Fe3">Save Speed</button>
<button id="SSL7">Heal Towers By Using Fare Durumu</button>
<br><br>
<input type="number" value="500" class="F4" placeholder="speed" style="width: 20%;">
<button class="Fe4">Save Speed</button>
<button id="SSL3"> Enable Tower Heal</button>
<hr />
<h3>Auto Raid</h3>
<hr />
<input type="number" value="200" class="TFe" placeholder="speed" style="width: 20%;">
<input type="text" class="TFkey" placeholder="Valid Key">
<button class="TFvalidKey">Valid Key</button>
<button class="TFbtn">Tower Freeze</button>
</div>
<hr />
<h3>Global Message Sender</h3>
<hr />
<input type="search" placeholder="message" maxlength="140" id="myGlobalMessage">
<button onclick="globalMessage();">Send</button>
`;
document.getElementsByClassName("hud-settings-grid")[0].innerHTML = settingsHTML;
setTimeout(() => {
},2500)
window.join = function() {
let partyKey = myKey.value
Game.currentGame.network.sendRpc({
name: "JoinPartyByShareKey",
partyShareKey: partyKey
})
}
window.globalMessage = function() {
let globalMessage = myGlobalMessage.value
Game.currentGame.network.sendRpc({
name: "SendChatMessage",
channel: "Global",
message: globalMessage
})
}
//Auto Build Script
function $(classname) {
let element = document.getElementsByClassName(classname)
if (element.length === 1) {
return element[0]
} else {
return element
}
}
Storage.prototype.setObject = function(key, value) {
this.setItem(key, JSON.stringify(value));
}
Storage.prototype.getObject = function(key) {
let value = this.getItem(key);
return value && JSON.parse(value);
}
let Auto = {}
let Auto2 = {}
let EXTREME = {}
Auto.GetGoldStash = function() {
let entities = Game.currentGame.ui.buildings
for (let uid in entities) {
if (!entities.hasOwnProperty(uid)) {
continue
}
let obj = entities[uid]
if (obj.type == "GoldStash") {
return obj
}
}
}
EXTREME.GetGoldStash = function() {
let entities = Game.currentGame.ui.buildings
for (let uid in entities) {
if (!entities.hasOwnProperty(uid)) {
continue
}
let obj = entities[uid]
if (obj.type == "GoldStash") {
return obj
}
}
}
Auto2.GetGoldStash = function() {
let entities = Game.currentGame.ui.buildings
for (let uid in entities) {
if (!entities.hasOwnProperty(uid)) {
continue
}
let obj = entities[uid]
if (obj.type == "GoldStash") {
return obj
}
}
}
Auto.PlaceBuilding = function(x, y, building, yaw) {
Game.currentGame.network.sendRpc({
name: "MakeBuilding",
x: x,
y: y,
type: building,
yaw: yaw
})
}
Auto.PlaceBulding = function(x, y, building, yaw) {
Game.currentGame.network.sendRpc({
name: "MakeBuilding",
x: x,
y: y,
type: building,
yaw: yaw
})
}
EXTREME.PlaceBuilding = function(x, y, building, yaw) {
Game.currentGame.network.sendRpc({
name: "MakeBuilding",
x: x,
y: y,
type: building,
yaw: yaw
})
}
Auto2.PlaceBuilding = function(x, y, building, yaw) {
Game.currentGame.network.sendRpc({
name: "MakeBuilding",
x: x,
y: y,
type: building,
yaw: yaw
})
sellBombs()
upgradeBombs()
}
Auto2.GoldGenerator = function() {
let waitForGoldStash = setInterval(function() {
if (document.querySelectorAll("[data-building]")[10].classList[1] == "is-disabled") {
let stash = Auto2.GetGoldStash();
if (stash == undefined) return
let stashPosition = {
x: stash.x,
y: stash.y
}
clearInterval(waitForGoldStash);
Auto2.PlaceBuilding(stashPosition.x + 0, stashPosition.y + 96, "BombTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 0, stashPosition.y + -96, "BombTower", 0)
Auto2.PlaceBuilding(stashPosition.x + -96, stashPosition.y + 0, "BombTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 0, "BombTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 56778, "ArrowTower", 0)
}
}, 0)
window.ee = function() {
var waitForGoldStash2 = setInterval(function() {
clearInterval(waitForGoldStash2);
upgradeBombs()
}, 0)
}
}
EXTREME.BuildMyBase = function() {
var waitForGoldStash = setInterval(function() {
if (document.querySelectorAll("[data-building]")[10].classList[1] == "is-disabled") {
var stash = EXTREME.GetGoldStash();
if (stash == undefined) return
var stashPosition = {
x: stash.x,
y: stash.y
}
clearInterval(waitForGoldStash);
EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + 96, "BombTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + -96, "BombTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -96, stashPosition.y + 0, "BombTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 0, "BombTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 0, "GoldMine", 0)
EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + 192, "GoldMine", 0)
EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + -192, "GoldMine", 0)
EXTREME.PlaceBuilding(stashPosition.x + -192, stashPosition.y + 0, "GoldMine", 0)
EXTREME.PlaceBuilding(stashPosition.x + -96, stashPosition.y + 96, "GoldMine", 0)
EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 96, "GoldMine", 0)
EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + -96, "GoldMine", 0)
EXTREME.PlaceBuilding(stashPosition.x + -96, stashPosition.y + -96, "GoldMine", 0)
EXTREME.PlaceBuilding(stashPosition.x + -96, stashPosition.y + 192, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 192, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + -192, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -96, stashPosition.y + -192, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -192, stashPosition.y + 96, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 96, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + -96, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -192, stashPosition.y + -96, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -192, stashPosition.y + 192, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 192, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + -192, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -192, stashPosition.y + -192, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + 288, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 288, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -288, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + -288, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + 192, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 192, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -192, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + -192, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -192, stashPosition.y + 288, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 288, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + -288, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -192, stashPosition.y + -288, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -96, stashPosition.y + 288, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 288, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + -288, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -96, stashPosition.y + -288, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + 96, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 96, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -96, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + -96, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + 0, "BombTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + -0, "BombTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 0, "BombTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -0, "BombTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + 288, "BombTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + -288, "BombTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -0, stashPosition.y + 288, "BombTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + -288, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -0, stashPosition.y + 288, "BombTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + -288, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + 0, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + 24, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + 72, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + 120, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + 168, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + 216, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + 264, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + 312, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + 360, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -360, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -312, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -264, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -216, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -168, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -120, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -72, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -24, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -0, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 24, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 72, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 120, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 168, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 216, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 264, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 312, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 360, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + 360, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + 312, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + 264, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + 216, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + 168, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + 120, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + 72, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + 24, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + 0, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + -360, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + -312, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + -264, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + -216, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + -168, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + -120, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + -72, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + -24, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + -0, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 360, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 312, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 264, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 216, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 168, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 120, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 72, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 24, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -360, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -312, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -264, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -216, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -168, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -120, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -72, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -24, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -0, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + -0, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + -72, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + -24, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + -120, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + -168, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + -216, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + -264, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + -312, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + -360, "Door", 0)
}
}, 0)
}
EXTREME.BuildMyBase2 = function() {
var waitForGoldStash = setInterval(function() {
if (document.querySelectorAll("[data-building]")[10].classList[1] == "is-disabled") {
var stash = EXTREME.GetGoldStash();
if (stash == undefined) return
var stashPosition = {
x: stash.x,
y: stash.y
}
clearInterval(waitForGoldStash);
EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 0, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 0, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 0, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 192, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 384, stashPosition.y + 192, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 192, "BombTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 192, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 144, stashPosition.y + 288, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 288, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 96, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 96, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 48, stashPosition.y + 96, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 144, stashPosition.y + 96, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + 120, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 312, stashPosition.y + 312, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 360, stashPosition.y + 264, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 312, stashPosition.y + 264, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 264, stashPosition.y + 360, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 216, stashPosition.y + 360, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 168, stashPosition.y + 360, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 168, stashPosition.y + 408, "Wall", 0)
EXTREME.PlaceBuilding(stashPosition.x + 216, stashPosition.y + 408, "Wall", 0)
EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + 192, "Harvester", 100)
EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + -192, "Harvester", 100)
EXTREME.PlaceBuilding(stashPosition.x + -192, stashPosition.y + 0, "Harvester", 100)
EXTREME.PlaceBuilding(stashPosition.x + -96, stashPosition.y + 96, "Harvester", 100)
EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + -96, "Harvester", 100)
EXTREME.PlaceBuilding(stashPosition.x + -96, stashPosition.y + -96, "Harvester", 100)
}
}, 0)
}
EXTREME.BuildXBase = function() {
var waitForGoldStash = setInterval(function() {
if (document.querySelectorAll("[data-building]")[10].classList[1] == "is-disabled") {
var stash = EXTREME.GetGoldStash();
if (stash == undefined) return
var stashPosition = {
x: stash.x,
y: stash.y
}
clearInterval(waitForGoldStash)
Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + 192, 'GoldMine', 0)
Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + 192, 'GoldMine', 0)
Auto.PlaceBulding(stashPosition.x + -192, stashPosition.y + 48, 'GoldMine', 0)
Auto.PlaceBulding(stashPosition.x + -192, stashPosition.y + -48, 'GoldMine', 0)
Auto.PlaceBulding(stashPosition.x + 192, stashPosition.y + 48, 'GoldMine', 0)
Auto.PlaceBulding(stashPosition.x + 192, stashPosition.y + -48, 'GoldMine', 0)
Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + -192, 'GoldMine', 0)
Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + -192, 'GoldMine', 0)
Auto.PlaceBulding(stashPosition.x + -24, stashPosition.y + -120, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 24, stashPosition.y + -120, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 120, stashPosition.y + -24, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 120, stashPosition.y + 24, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -24, stashPosition.y + 120, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 24, stashPosition.y + 120, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -120, stashPosition.y + 24, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -120, stashPosition.y + -24, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + -192, 'Harvester', 0)
Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + -192, 'Harvester', 0)
Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + 192, 'Harvester', 0)
Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + 192, 'Harvester', 0)
Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + -288, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + -384, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + -480, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + -480, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + -384, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + -288, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + -576, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + -576, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + 0, stashPosition.y + -672, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + -576, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + -240, stashPosition.y + -528, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + -336, stashPosition.y + -480, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + -336, stashPosition.y + -384, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + -240, stashPosition.y + -432, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + -480, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + -384, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + -288, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + -264, stashPosition.y + -360, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -216, stashPosition.y + -360, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -216, stashPosition.y + -312, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -216, stashPosition.y + -264, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + -576, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + 240, stashPosition.y + -528, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + 336, stashPosition.y + -480, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + 336, stashPosition.y + -384, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + 240, stashPosition.y + -432, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + -480, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + -384, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + -288, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + 264, stashPosition.y + -360, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 216, stashPosition.y + -360, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 216, stashPosition.y + -312, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -480, stashPosition.y + -336, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + -528, stashPosition.y + -240, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + -576, stashPosition.y + -144, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + -576, stashPosition.y + -48, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + -672, stashPosition.y + 0, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + -432, stashPosition.y + -240, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + -336, stashPosition.y + -240, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + -480, stashPosition.y + -144, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + -384, stashPosition.y + -144, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + -288, stashPosition.y + -144, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + -480, stashPosition.y + -48, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + -480, stashPosition.y + 48, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + -576, stashPosition.y + 48, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + -384, stashPosition.y + -48, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + -384, stashPosition.y + 48, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + -288, stashPosition.y + 48, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + -288, stashPosition.y + -48, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + -312, stashPosition.y + 120, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -312, stashPosition.y + 168, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -264, stashPosition.y + 168, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -264, stashPosition.y + 120, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -264, stashPosition.y + 216, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -216, stashPosition.y + 120, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -432, stashPosition.y + 240, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + -384, stashPosition.y + 336, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + -480, stashPosition.y + 336, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + -528, stashPosition.y + 240, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + -696, stashPosition.y + 72, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -648, stashPosition.y + 72, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -648, stashPosition.y + 168, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -744, stashPosition.y + -24, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -744, stashPosition.y + 24, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -696, stashPosition.y + -120, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -696, stashPosition.y + -72, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -648, stashPosition.y + -72, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -648, stashPosition.y + -120, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -648, stashPosition.y + -168, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 288, stashPosition.y + -48, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + 288, stashPosition.y + -144, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + 384, stashPosition.y + -48, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + 480, stashPosition.y + -48, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + 384, stashPosition.y + 48, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + 480, stashPosition.y + 48, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + 480, stashPosition.y + 144, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + 264, stashPosition.y + 24, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 264, stashPosition.y + 72, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 312, stashPosition.y + 72, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 312, stashPosition.y + 24, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 288, stashPosition.y + 144, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + 384, stashPosition.y + 144, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + 336, stashPosition.y + 240, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + 432, stashPosition.y + 240, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + 384, stashPosition.y + 336, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + 480, stashPosition.y + 336, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + 528, stashPosition.y + 240, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + 552, stashPosition.y + 24, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 552, stashPosition.y + 72, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 552, stashPosition.y + 120, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 552, stashPosition.y + 168, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -648, stashPosition.y + 120, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -696, stashPosition.y + 120, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -576, stashPosition.y + 144, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + -480, stashPosition.y + 144, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + -384, stashPosition.y + 144, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + -336, stashPosition.y + 240, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + 600, stashPosition.y + 120, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 600, stashPosition.y + 168, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 648, stashPosition.y + 168, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 600, stashPosition.y + 216, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 600, stashPosition.y + 264, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 648, stashPosition.y + 216, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 648, stashPosition.y + 120, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 696, stashPosition.y + 120, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 696, stashPosition.y + 72, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 696, stashPosition.y + 24, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 624, stashPosition.y + 48, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + 576, stashPosition.y + -48, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + 672, stashPosition.y + -48, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + 576, stashPosition.y + -144, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + 528, stashPosition.y + -240, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + 480, stashPosition.y + -336, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + 432, stashPosition.y + -240, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + 336, stashPosition.y + -240, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + 480, stashPosition.y + -144, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + 384, stashPosition.y + -144, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + 288, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + 288, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + 288, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + 288, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + 384, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + 384, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + 384, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + 240, stashPosition.y + 432, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + 480, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + 480, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + 480, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + 576, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + 576, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + 576, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + 240, stashPosition.y + 528, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + 336, stashPosition.y + 480, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + 384, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + 480, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + -240, stashPosition.y + 432, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + 576, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + -240, stashPosition.y + 528, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + -336, stashPosition.y + 480, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + -168, stashPosition.y + 648, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -120, stashPosition.y + 648, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -72, stashPosition.y + 648, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -24, stashPosition.y + 648, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 24, stashPosition.y + 648, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 72, stashPosition.y + 648, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 120, stashPosition.y + 648, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 168, stashPosition.y + 648, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 120, stashPosition.y + 696, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 72, stashPosition.y + 696, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 24, stashPosition.y + 696, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -24, stashPosition.y + 696, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -72, stashPosition.y + 696, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -120, stashPosition.y + 696, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 600, stashPosition.y + -216, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 648, stashPosition.y + -216, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 648, stashPosition.y + -168, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 648, stashPosition.y + -120, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 696, stashPosition.y + -120, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 744, stashPosition.y + -72, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 744, stashPosition.y + -24, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -168, stashPosition.y + -648, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -120, stashPosition.y + -648, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -120, stashPosition.y + -696, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -72, stashPosition.y + -696, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -72, stashPosition.y + -648, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -24, stashPosition.y + -744, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 24, stashPosition.y + -744, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 72, stashPosition.y + -696, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 72, stashPosition.y + -648, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 120, stashPosition.y + -648, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 168, stashPosition.y + -648, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 216, stashPosition.y + -600, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 216, stashPosition.y + -648, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -216, stashPosition.y + -120, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 216, stashPosition.y + 120, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 216, stashPosition.y + -120, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 264, stashPosition.y + -216, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 216, stashPosition.y + 264, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 216, stashPosition.y + 360, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 264, stashPosition.y + 360, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 216, stashPosition.y + 312, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -264, stashPosition.y + 360, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -216, stashPosition.y + 360, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -216, stashPosition.y + 312, 'Door', 0)
}
}, 0)
}
Auto.BuildBryanSmithBase = function() {
let waitForGoldStash = setInterval(function() {
if (document.querySelectorAll("[data-building]")[10].classList[1] == "is-disabled") {
let stash = Auto.GetGoldStash();
if (stash == undefined) return
let stashPosition = {
x: stash.x,
y: stash.y
}
clearInterval(waitForGoldStash)
Auto.PlaceBuilding(stashPosition.x + 0, stashPosition.y + 0, 'GoldStash', 0);
Auto.PlaceBuilding(stashPosition.x + -192, stashPosition.y + -48, 'GoldMine', 0);
Auto.PlaceBuilding(stashPosition.x + -192, stashPosition.y + 48, 'GoldMine', 0);
Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + -192, 'GoldMine', 0);
Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + -192, 'GoldMine', 0);
Auto.PlaceBuilding(stashPosition.x + 192, stashPosition.y + -48, 'GoldMine', 0);
Auto.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 48, 'GoldMine', 0);
Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + 192, 'GoldMine', 0);
Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + 192, 'GoldMine', 0);
Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + 288, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + 288, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + 288, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + 288, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + -288, stashPosition.y + -48, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + -288, stashPosition.y + 48, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + -288, stashPosition.y + 144, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + -288, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + -288, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -144, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -48, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 48, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 144, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 384, stashPosition.y + 144, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y + 144, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 240, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 432, stashPosition.y + 240, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 384, stashPosition.y + 336, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + 384, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + 480, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + 576, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 432, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + -288, stashPosition.y + -144, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + -384, stashPosition.y + -144, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + -480, stashPosition.y + -144, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + -432, stashPosition.y + -240, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + -336, stashPosition.y + -240, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + -336, stashPosition.y + 240, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + 384, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + -240, stashPosition.y + 432, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + -288, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + -384, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + -480, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + -240, stashPosition.y + -432, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + -336, stashPosition.y + -384, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + -288, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + -384, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + -480, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + 240, stashPosition.y + -432, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + 336, stashPosition.y + -384, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + 336, stashPosition.y + -240, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + 432, stashPosition.y + -240, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + 528, stashPosition.y + -240, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y + -144, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + 576, stashPosition.y + -144, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + 384, stashPosition.y + -144, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + 384, stashPosition.y + -48, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + 384, stashPosition.y + 48, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y + -48, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y + 48, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + 576, stashPosition.y + -48, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + 576, stashPosition.y + 48, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + 528, stashPosition.y + 240, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y + 336, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 528, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + 576, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + 384, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + 384, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + 480, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + 480, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + 576, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + 480, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + 576, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -240, stashPosition.y + 528, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -336, stashPosition.y + 480, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -384, stashPosition.y + -48, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + -384, stashPosition.y + 48, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + -384, stashPosition.y + 144, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + -480, stashPosition.y + -48, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + -480, stashPosition.y + 48, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + -480, stashPosition.y + 144, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + -432, stashPosition.y + 240, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + -384, stashPosition.y + 336, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 480, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -480, stashPosition.y + 336, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -528, stashPosition.y + 240, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y + -336, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + -480, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + -384, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + -384, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + -480, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + -576, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + -576, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + 240, stashPosition.y + -528, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + 336, stashPosition.y + -480, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + -576, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + -576, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -240, stashPosition.y + -528, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -336, stashPosition.y + -480, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -576, stashPosition.y + 48, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + -576, stashPosition.y + 144, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -576, stashPosition.y + -48, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -576, stashPosition.y + -144, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -528, stashPosition.y + -240, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -480, stashPosition.y + -336, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + -192, 'Harvester', 0);
Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + -192, 'Harvester', 0);
Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + 192, 'Harvester', 0);
Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + 192, 'Harvester', 0);
Auto.PlaceBuilding(stashPosition.x + -648, stashPosition.y + -168, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -648, stashPosition.y + -120, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -648, stashPosition.y + -72, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -648, stashPosition.y + -24, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -648, stashPosition.y + 24, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -648, stashPosition.y + 72, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -648, stashPosition.y + 120, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -648, stashPosition.y + 168, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -696, stashPosition.y + -120, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -696, stashPosition.y + -72, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -696, stashPosition.y + -24, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -696, stashPosition.y + 24, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -696, stashPosition.y + 72, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -696, stashPosition.y + 120, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 600, stashPosition.y + 120, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + 552, stashPosition.y + 120, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + 552, stashPosition.y + 168, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + 600, stashPosition.y + 168, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + 648, stashPosition.y + -168, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 648, stashPosition.y + -120, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 648, stashPosition.y + -72, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 648, stashPosition.y + -24, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 648, stashPosition.y + 24, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 648, stashPosition.y + 72, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 648, stashPosition.y + 120, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 648, stashPosition.y + 168, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 696, stashPosition.y + -120, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 696, stashPosition.y + -72, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 696, stashPosition.y + -24, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 696, stashPosition.y + 24, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 696, stashPosition.y + 72, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 696, stashPosition.y + 120, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -168, stashPosition.y + -648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -120, stashPosition.y + -648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -72, stashPosition.y + -648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -24, stashPosition.y + -648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 24, stashPosition.y + -648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 72, stashPosition.y + -648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 120, stashPosition.y + -648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 168, stashPosition.y + -648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -120, stashPosition.y + -696, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -72, stashPosition.y + -696, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -24, stashPosition.y + -696, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 24, stashPosition.y + -696, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 72, stashPosition.y + -696, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 120, stashPosition.y + -696, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -168, stashPosition.y + 648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -120, stashPosition.y + 648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -72, stashPosition.y + 648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -24, stashPosition.y + 648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 24, stashPosition.y + 648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 72, stashPosition.y + 648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 120, stashPosition.y + 648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 168, stashPosition.y + 648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -120, stashPosition.y + 696, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -72, stashPosition.y + 696, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -24, stashPosition.y + 696, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 24, stashPosition.y + 696, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 72, stashPosition.y + 696, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 120, stashPosition.y + 696, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + 312, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + 360, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + 264, stashPosition.y + 360, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + -120, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + -216, stashPosition.y + -120, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + -216, stashPosition.y + 120, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + 120, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + -312, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + -360, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + 264, stashPosition.y + -360, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + -216, stashPosition.y + -360, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + -216, stashPosition.y + -312, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + -264, stashPosition.y + -360, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + -216, stashPosition.y + 312, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + -216, stashPosition.y + 360, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + -264, stashPosition.y + 360, 'Door', 0);
}
}, 0)
}
Auto.BuildThingBase = function() {
let waitForGoldStash = setInterval(function() {
if (document.querySelectorAll("[data-building]")[10].classList[1] == "is-disabled") {
let stash = Auto.GetGoldStash();
if (stash == undefined) return
let stashPosition = {
x: stash.x,
y: stash.y
}
clearInterval(waitForGoldStash)
Auto.PlaceBuilding(stashPosition.x + 0, stashPosition.y + -192, "Harvester", 100)
Auto.PlaceBuilding(stashPosition.x + -192, stashPosition.y + 0, "Harvester", 100)
Auto.PlaceBuilding(stashPosition.x + -96, stashPosition.y + 96, "Harvester", 100)
Auto.PlaceBuilding(stashPosition.x + 96, stashPosition.y + -96, "Harvester", 100);
Auto.PlaceBuilding(stashPosition.x + -96, stashPosition.y + -96, "Harvester", 100)
Auto.PlaceBuilding(stashPosition.x + 96, stashPosition.y, "GoldMine", 0)
Auto.PlaceBuilding(stashPosition.x, stashPosition.y + 96, "GoldMine", 0)
Auto.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 144, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x, stashPosition.y + 192, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 240, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 192, stashPosition.y, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 96, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 192, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 336, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 192, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y, "GoldMine", 0)
Auto.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 96, "GoldMine", 0)
Auto.PlaceBuilding(stashPosition.x + 432, stashPosition.y + 192, "GoldMine", 0)
Auto.PlaceBuilding(stashPosition.x, stashPosition.y + 288, "GoldMine", 0)
Auto.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 336, "GoldMine", 0)
Auto.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 432, "GoldMine", 0)
Auto.PlaceBuilding(stashPosition.x, stashPosition.y + 384, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 432, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 528, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 384, stashPosition.y, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 432, stashPosition.y + 96, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 528, stashPosition.y + 192, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 336, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 432, stashPosition.y + 432, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 480, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y + 288, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 528, "CannonTower", 0)
Auto.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 624, "CannonTower", 0)
Auto.PlaceBuilding(stashPosition.x + 528, stashPosition.y + 96, "CannonTower", 0)
Auto.PlaceBuilding(stashPosition.x + 624, stashPosition.y + 192, "CannonTower", 0)
Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x + 576, stashPosition.y, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x + 624, stashPosition.y + 96, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x + 720, stashPosition.y + 192, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x + 672, stashPosition.y + 288, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x, stashPosition.y + 480, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x, stashPosition.y + 576, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 624, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 720, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 672, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x + 384, stashPosition.y + 672, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y + 624, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y + 528, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 576, "BombTower", 0)
Auto.PlaceBuilding(stashPosition.x + 576, stashPosition.y + 288, "BombTower", 0)
Auto.PlaceBuilding(stashPosition.x + 384, stashPosition.y + 576, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x + 264, stashPosition.y + 312, "Door", 0)
Auto.PlaceBuilding(stashPosition.x + 264, stashPosition.y + 360, "Door", 0)
Auto.PlaceBuilding(stashPosition.x + 264, stashPosition.y + 408, "Door", 0)
Auto.PlaceBuilding(stashPosition.x + 312, stashPosition.y + 408, "Door", 0)
Auto.PlaceBuilding(stashPosition.x + 360, stashPosition.y + 456, "Door", 0)
Auto.PlaceBuilding(stashPosition.x + 360, stashPosition.y + 504, "Door", 0)
Auto.PlaceBuilding(stashPosition.x + 408, stashPosition.y + 504, "Door", 0)
Auto.PlaceBuilding(stashPosition.x + 360, stashPosition.y + 408, "Door", 0)
Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 768, "CannonTower", 0)
Auto.PlaceBuilding(stashPosition.x + 768, stashPosition.y + 288, "CannonTower", 0)
Auto.PlaceBuilding(stashPosition.x + 672, stashPosition.y + 384, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x + 624, stashPosition.y + 480, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x + 576, stashPosition.y + 384, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x + 744, stashPosition.y + 360, "Door", 0)
Auto.PlaceBuilding(stashPosition.x + 696, stashPosition.y + 456, "Door", 0)
Auto.PlaceBuilding(stashPosition.x + 456, stashPosition.y + 696, "Door", 0)
Auto.PlaceBuilding(stashPosition.x + 360, stashPosition.y + 744, "Door", 0)
}
}, 0)
}
EXTREME.Buildgoldhack = function() {
var waitForGoldStash = setInterval(function() {
if (document.querySelectorAll("[data-building]")[10].classList[1] == "is-disabled") {
var stash = EXTREME.GetGoldStash();
if (stash == undefined) return
var stashPosition = {
x: stash.x,
y: stash.y
}
EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + 96, "BombTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + -96, "BombTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -96, stashPosition.y + 0, "BombTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 0, "BombTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 19222, stashPosition.y + 220, "GoldMine", 0)
EXTREME.PlaceBuilding(stashPosition.x + 2, stashPosition.y + 1922, "GoldMine", 0)
EXTREME.PlaceBuilding(stashPosition.x + 20, stashPosition.y + -1922, "GoldMine", 0)
EXTREME.PlaceBuilding(stashPosition.x + -12292, stashPosition.y + 2222, "GoldMine", 0)
EXTREME.PlaceBuilding(stashPosition.x + -926, stashPosition.y + 926, "GoldMine", 0)
EXTREME.PlaceBuilding(stashPosition.x + 296, stashPosition.y + 926, "GoldMine", 0)
EXTREME.PlaceBuilding(stashPosition.x + 926, stashPosition.y + -2296, "GoldMine", 0)
EXTREME.PlaceBuilding(stashPosition.x + -926, stashPosition.y + -926, "GoldMine", 0)
EXTREME.PlaceBuilding(stashPosition.x + -926, stashPosition.y + 1922, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 92226, stashPosition.y + 1922, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 9226, stashPosition.y + -1922, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -926, stashPosition.y + -1292, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -192, stashPosition.y + 962, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 962, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + -926, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -192, stashPosition.y + -296, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -192, stashPosition.y + 1292, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 1922, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + -1292, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -192, stashPosition.y + -1292, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + 2828, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 2828, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -2288, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + -2288, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + 1922, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 1922, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -1292, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + -1292, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 962, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + -926, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -192, stashPosition.y + -296, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -192, stashPosition.y + 1292, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 1922, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + -1292, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -192, stashPosition.y + -1292, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + 2828, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 2828, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -2288, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + -2288, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + 1922, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 1922, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -1292, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + -1292, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 1922, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + -1292, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -192, stashPosition.y + -1292, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + 2828, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 2828, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -2288, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + -2288, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + 1922, "MagicTower", 0)
}
}, 0)
}
window.BSB = function() {
Auto.BuildBryanSmithBase()
}
window.TB = function() {
Auto.BuildThingBase()
}
window.TH = function() {
EXTREME.Buildgoldhack()
}
window.MB = function() {
EXTREME.BuildMyBase()
}
window.XBase = function () {
EXTREME.BuildXBase()
}
window.SmallCornerBase = function () {
EXTREME.BuildMyBase2()
}
window.leave = function() {
Game.currentGame.network.sendRpc({
name: "LeaveParty"
})
}
$("TFbtn").addEventListener("click", FREEZE);
var TowerFreeze = null;
var key;
$("TFvalidKey").addEventListener("click", function() {
key = $("TFkey").value;
});
function FREEZE() {
if ($("TFbtn").innerText == "Freeze Towers") {
$("TFbtn").innerText = "Unfreeze Towers";
} else {
$("TFbtn").innerText = "Freeze Towers";
}
if (TowerFreeze == null) {
TowerFreeze = setInterval(function() {
Game.currentGame.network.sendRpc({
name: "JoinPartyByShareKey",
partyShareKey: key
});
Game.currentGame.network.sendRpc({
name: "LeaveParty"
})
}, 100);
} else {
clearInterval(TowerFreeze);
TowerFreeze = null;
}
}
$("TFbtn2").addEventListener("click", FREEZE2);
var TowerFreeze2 = null;
var key2=450;
$("TFvalidKey2").addEventListener("click", function() {
key2 = $("TFkey2").value;
});
function FREEZE2() {
if ($("TFbtn2").innerText == "Heal towers by using X postion") {
$("TFbtn2").innerText = "Unheal towers by using X postion";
} else {
$("TFbtn2").innerText = "Heal towers by using X postion";
}
if (TowerFreeze2 == null) {
TowerFreeze2 = setInterval(function() {
setTimeout(() => {
spellHP2()
},600)
setTimeout(() => {
spellHP3()
},250)
setTimeout(() => {
spellHP4()
},300)
setTimeout(() => {
spellHP5()
},350)
setTimeout(() => {
spellHP9()
},400)
setTimeout(() => {
spellHP10()
},450)
setTimeout(() => {
spellHP11()
},500)
setTimeout(() => {
spellHP12()
},550)
setTimeout(() => {
spellHP13()
},200)
}, key2);
} else {
clearInterval(TowerFreeze2);
TowerFreeze2 = null;
}
}
$("TFbtn3").addEventListener("click", FREEZE3);
var TowerFreeze3 = null;
var key3;
$("TFvalidKey3").addEventListener("click", function() {
key3 = $("TFkey3").value;
});
function FREEZE3() {
if ($("TFbtn3").innerText == "Enable unkickable mode") {
$("TFbtn3").innerText = "Disable unkickable mode";
} else {
$("TFbtn3").innerText = "Enable unkickable mode";
}
if (TowerFreeze3 == null) {
TowerFreeze3 = setInterval(function() {
Game.currentGame.network.sendRpc({
name: "JoinPartyByShareKey",
partyShareKey: key3
});
}, 50);
} else {
clearInterval(TowerFreeze3);
TowerFreeze3 = null;
}
}
window.SellStash = function() {
Game.currentGame.ui.getComponent("PopupOverlay").showConfirmation("Are you sure you want to sell stash?", 1e4, function() {
var entities = Game.currentGame.world.entities;
for (var uid in entities) {
if (!entities.hasOwnProperty(uid)) continue;
var obj = entities[uid];
if (obj.fromTick.model == "GoldStash") {
Game.currentGame.network.sendRpc({
name: "DeleteBuilding",
uid: obj.fromTick.uid
})
}
}
})
}
window.GUP = function() {
Game.currentGame.ui.getComponent("PopupOverlay").showConfirmation("Are you sure you want to up stash?", 1e4, function() {
var entities = Game.currentGame.world.entities;
for (var uid in entities) {
if (!entities.hasOwnProperty(uid)) continue;
var obj = entities[uid];
if (obj.fromTick.model == "GoldStash") {
Game.currentGame.network.sendRpc({
name: "UpgradeBuilding",
uid: obj.fromTick.uid
})
}
}
})
}
window.spellHP2 = function() {
Game.currentGame.network.sendRpc({
name:"CastSpell",
spell:"HealTowersSpell",
x: Math.round(Game.currentGame.ui.playerTick.position.x + -250),
y: Math.round(Game.currentGame.ui.playerTick.position.y + -250),
tier: 1
})
}
window.spellHP3 = function() {
Game.currentGame.network.sendRpc({
name:"CastSpell",
spell:"HealTowersSpell",
x: Math.round(Game.currentGame.ui.playerTick.position.x + 250),
y: Math.round(Game.currentGame.ui.playerTick.position.y + 250),
tier: 1
})
}
window.spellHP4 = function() {
Game.currentGame.network.sendRpc({
name:"CastSpell",
spell:"HealTowersSpell",
x: Math.round(Game.currentGame.ui.playerTick.position.x + -250),
y: Math.round(Game.currentGame.ui.playerTick.position.y + 250),
tier: 1
})
}
window.spellHP5 = function() {
Game.currentGame.network.sendRpc({
name:"CastSpell",
spell:"HealTowersSpell",
x: Math.round(Game.currentGame.ui.playerTick.position.x + 250),
y: Math.round(Game.currentGame.ui.playerTick.position.y + -250),
tier: 1
})
}
window.spellHP9 = function() {
Game.currentGame.network.sendRpc({
name:"CastSpell",
spell:"HealTowersSpell",
x: Math.round(Game.currentGame.ui.playerTick.position.x + -600),
y: Math.round(Game.currentGame.ui.playerTick.position.y + -600),
tier: 1
})
}
window.spellHP10 = function() {
Game.currentGame.network.sendRpc({
name:"CastSpell",
spell:"HealTowersSpell",
x: Math.round(Game.currentGame.ui.playerTick.position.x + 600),
y: Math.round(Game.currentGame.ui.playerTick.position.y + 600),
tier: 1
})
}
window.spellHP11 = function() {
Game.currentGame.network.sendRpc({
name:"CastSpell",
spell:"HealTowersSpell",
x: Math.round(Game.currentGame.ui.playerTick.position.x + -600),
y: Math.round(Game.currentGame.ui.playerTick.position.y + 600),
tier: 1
})
}
window.spellHP12 = function() {
Game.currentGame.network.sendRpc({
name:"CastSpell",
spell:"HealTowersSpell",
x: Math.round(Game.currentGame.ui.playerTick.position.x + 600),
y: Math.round(Game.currentGame.ui.playerTick.position.y + -600),
tier: 1
})
}
window.spellHP13 = function() {
Game.currentGame.network.sendRpc({
name:"CastSpell",
spell:"HealTowersSpell",
x: Math.round(Game.currentGame.ui.playerTick.position.x),
y: Math.round(Game.currentGame.ui.playerTick.position.y),
tier: 1
})
}
let spellHP = function() {
Game.currentGame.network.sendRpc({
name:"CastSpell",
spell:"HealTowersSpell",
x: Math.round(Game.currentGame.ui.playerTick.position.x),
y: Math.round(Game.currentGame.ui.playerTick.position.y),
tier: 1
})
}
function Accepton() {
let confirm = document.getElementsByClassName('btn btn-green hud-confirmation-accept');
for (var i = 0; i < confirm.length; i++) {
var accept = confirm[i];
accept.click();
}
}
function aito() {
document.getElementsByClassName("hud-spell-icon")[1].click();
}
window.sellWalls = function() {
var entities = Game.currentGame.world.entities;
for (var uid in entities) {
if (!entities.hasOwnProperty(uid)) continue;
var obj = entities[uid];
if (obj.fromTick.model == "Wall") {
Game.currentGame.network.sendRpc({
name: "DeleteBuilding",
uid: obj.fromTick.uid
})
}
}
}
window.sellDoors = function() {
var entities = Game.currentGame.world.entities;
for (var uid in entities) {
if (!entities.hasOwnProperty(uid)) continue;
var obj = entities[uid];
if (obj.fromTick.model == "Door") {
Game.currentGame.network.sendRpc({
name: "DeleteBuilding",
uid: obj.fromTick.uid
})
}
}
}
window.sellTraps = function() {
var entities = Game.currentGame.world.entities;
for (var uid in entities) {
if (!entities.hasOwnProperty(uid)) continue;
var obj = entities[uid];
if (obj.fromTick.model == "SlowTrap") {
Game.currentGame.network.sendRpc({
name: "DeleteBuilding",
uid: obj.fromTick.uid
})
}
}
}
window.SellAll = function() {
Game.currentGame.ui.getComponent("PopupOverlay").showConfirmation("Are you sure you want to sell all?", 1e4, function() {
var entities = Game.currentGame.world.entities;
for(var uid in entities) {
if(!entities.hasOwnProperty(uid)) continue;
var obj = entities[uid];
if(obj.fromTick.model !== "GoldStash") {
Game.currentGame.network.sendRpc({
name: "DeleteBuilding",
uid: obj.fromTick.uid
});
}
}
})
}
window.UpgradeAll = function() {
var entities = Game.currentGame.world.entities;
for(var uid in entities) {
if(!entities.hasOwnProperty(uid)) continue;
var obj = entities[uid];
if(obj.fromTick.model !== "GoldStash") {
Game.currentGame.network.sendRpc({
name: "UpgradeBuilding",
uid: obj.fromTick.uid
});
}
}
}
window.UpgradeStash = function() {
var entities = Game.currentGame.world.entities;
for(var uid in entities) {
if(!entities.hasOwnProperty(uid)) continue;
var obj = entities[uid];
if(obj.fromTick.model == "GoldStash") {
Game.currentGame.network.sendRpc({
name: "UpgradeBuilding",
uid: obj.fromTick.uid
});
}
}
}
window.sellpets = function() {
var entities = Game.currentGame.world.entities;
for (var uid in entities) {
if (!entities.hasOwnProperty(uid)) continue;
var obj = entities[uid];
if (obj.fromTick.model == "PetMiner") {
Game.currentGame.network.sendRpc({
name: "DeleteBuilding",
uid: obj.fromTick.uid
})
}
}
var entities2 = Game.currentGame.world.entities;
for (var uid2 in entities2) {
if (!entities2.hasOwnProperty(uid2)) continue;
var obj2 = entities2[uid2];
if (obj2.fromTick.model == "PetCARL") {
Game.currentGame.network.sendRpc({
name: "DeleteBuilding",
uid: obj2.fromTick.uid
})
}
}
}
window.Refuel = function() {
var entities = Game.currentGame.world.entities;
for(var uid in entities) {
if(!entities.hasOwnProperty(uid)) continue;
var obj = entities[uid];
if(obj.fromTick.model == "Harvester") {
let e = Game.currentGame.world.getEntityByUid(obj.fromTick.uid).getTargetTick();
let i = Math.floor(e.depositMax);
Game.currentGame.network.sendRpc({
name: "AddDepositToHarvester",
uid: obj.fromTick.uid,
deposit: i
});
}
}
}
let sellBombs = () => {
const entities = Game.currentGame.world.entities
for(const uid in entities) {
if(!entities.hasOwnProperty(uid)) continue
const obj = entities[uid]
if(obj.fromTick.model == "BombTower") {
Game.currentGame.network.sendRpc({
"name": "DeleteBuilding",
"uid": obj.fromTick.uid
})
}
}
},
upgradeBombs = () => {
const entities = Game.currentGame.world.entities
for(const uid in entities) {
if(!entities.hasOwnProperty(uid)) continue
const obj = entities[uid]
if(obj.fromTick.model == "BombTower") {
Game.currentGame.network.sendRpc({
"name": "UpgradeBuilding",
"uid": obj.fromTick.uid
})
}
}
}
window.Collect = function() {
var entities = Game.currentGame.world.entities;
for(var uid in entities) {
if(!entities.hasOwnProperty(uid)) continue;
var obj = entities[uid];
if(obj.fromTick.model == "Harvester") {
Game.currentGame.network.sendRpc({
name: "CollectHarvester",
uid: obj.fromTick.uid
});
}
}
}
//
var button21 = document.getElementById("UPP");
button21.addEventListener("click", startUPP);
button21.addEventListener("click", stopUPP);
var UPP = null;
function startUPP() {
clearInterval(UPP);
if (UPP !== null) {
UPP = null;
} else {
UPP = setInterval(function() {
UpgradeAll();
UpgradeStash();
}, 35);
}
}
function stopUPP() {
var trade = document.getElementById("UPP");
if (trade.innerHTML == "Enable Upgrade All") {
trade.innerHTML = "Disable Upgrade All";
} else {
trade.innerHTML = "Enable Upgrade All";
}
}
//
var button20 = document.getElementById("SSL");
button20.addEventListener("click", startSSL);
button20.addEventListener("click", stopSSL);
var SSL = null;
function startSSL() {
clearInterval(SSL);
if (SSL !== null) {
SSL = null;
} else {
SSL = setInterval(function() {
Accepton();
}, 0);
}
}
function stopSSL() {
var trade = document.getElementById("SSL");
if (trade.innerHTML == "Enable Accept All") {
trade.innerHTML = "Disable Accept All";
} else {
trade.innerHTML = "Enable Accept All";
}
}
//
var button212 = document.getElementById("SSL4");
button212.addEventListener("click", startSSL4);
button212.addEventListener("click", stopSSL4);
var SSL4 = null;
function startSSL4() {
clearInterval(SSL4);
if (SSL4 !== null) {
SSL4 = null;
} else {
SSL4 = setInterval(function() {
aito()
}, 0)
}
}
function stopSSL4() {
var trade = document.getElementById("SSL4");
if (trade.innerHTML == "Enable aito") {
trade.innerHTML = "Disable aito";
} else {
trade.innerHTML = "Enable aito";
}
}
//
var button22 = document.getElementById("AHRC");
button22.addEventListener("click", startAHRC);
button22.addEventListener("click", stopAHRC);
var AHRC = null;
function startAHRC() {
clearInterval(AHRC);
if (AHRC !== null) {
AHRC = null;
} else {
AHRC = setInterval(function() {
Collect();
Refuel();
}, 1000);
}
}
function stopAHRC() {
var trade = document.getElementById("AHRC");
if (trade.innerHTML == "Enable AHRC") {
trade.innerHTML = "Disable AHRC";
} else {
trade.innerHTML = "Enable AHRC";
}
}
//AutoBow
var button25 = document.getElementById("bow");
button25.addEventListener("click", startbow);
button25.addEventListener("click", stopbow);
var bow = null;
function startbow() {
clearInterval(bow);
if (bow !== null) {
bow = null;
} else {
if(Game.currentGame.ui.inventory.Bow) {
Game.currentGame.network.sendRpc({
name: "EquipItem",
itemName: "Bow",
tier: Game.currentGame.ui.inventory.Bow.tier
})
bow = setInterval(function() {
Game.currentGame.inputPacketScheduler.scheduleInput({
space: 1
})
Game.currentGame.inputPacketScheduler.scheduleInput({
space: 0
})
Game.currentGame.inputPacketScheduler.scheduleInput({
space: 0
})
}, 0);
}
}
}
function stopbow() {
var trade = document.getElementById("bow");
if (trade.innerHTML == "Enable Autobow") {
trade.innerHTML = "Disable Autobow";
} else {
trade.innerHTML = "Enable Autobow";
}
}
//
var button211 = document.getElementById("SSL3");
button211.addEventListener("click", startSSL3);
button211.addEventListener("click", stopSSL3);
var SSL3 = null;
var f4=500;
$("Fe4").addEventListener("click", function() {
f4 = $("F4").value;
});
function startSSL3() {
clearInterval(SSL3);
if (SSL3 !== null) {
SSL3 = null;
} else {
SSL3 = setInterval(function() {
spellHP()
}, f4)
}
}
function stopSSL3() {
var trade = document.getElementById("SSL3");
if (trade.innerHTML == "Enable Tower Heal") {
trade.innerHTML = "Disable Tower Heal";
} else {
trade.innerHTML = "Enable Tower Heal";
}
}
var button215 = document.getElementById("SSL5");
button215.addEventListener("click", startSSL5);
button215.addEventListener("click", stopSSL5);
var SSL5 = null;
var f=1000;
$("Fe").addEventListener("click", function() {
f = $("F").value;
});
function startSSL5() {
clearInterval(SSL5);
if (SSL5 !== null) {
SSL5 = null;
} else {
SSL5 = setInterval(function() {
MB()
}, f)
}
}
function stopSSL5() {
var trade = document.getElementById("SSL5");
if (trade.innerHTML == "Enable Defense Base") {
trade.innerHTML = "Disable Defense Base";
} else {
trade.innerHTML = "Enable Defense Base";
}
}
var button216 = document.getElementById("SSL6");
button216.addEventListener("click", startSSL6);
button216.addEventListener("click", stopSSL6);
var SSL6 = null;
var f2=700;
$("Fe2").addEventListener("click", function() {
f2 = $("F2").value;
});
function startSSL6() {
clearInterval(SSL6);
if (SSL6 !== null) {
SSL6 = null;
} else {
SSL6 = setInterval(function() {
TH()
}, f2)
}
}
function stopSSL6() {
var trade = document.getElementById("SSL6");
if (trade.innerHTML == "Enable gold generator") {
trade.innerHTML = "Disable gold generator";
} else {
trade.innerHTML = "Enable gold generator";
}
}
var button218 = document.getElementById("SSL6");
button218.addEventListener("click", startSSL8);
button218.addEventListener("click", stopSSL8);
var SSL8 = null;
function startSSL8() {
clearInterval(SSL8);
if (SSL8 !== null) {
SSL8 = null;
} else {
SSL8 = setInterval(function() {
ee()
}, 25)
}
}
function stopSSL8() {
var trade = document.getElementById("SSL8");
if (trade.innerHTML == "Enable gold generator") {
trade.innerHTML = "Disable gold generator";
} else {
trade.innerHTML = "Enable gold generator";
}
}
var button219 = document.getElementById("SSL9");
button219.addEventListener("click", startSSL9);
button219.addEventListener("click", stopSSL9);
var SSL9 = null;
function startSSL9() {
clearInterval(SSL9);
if (SSL9 !== null) {
SSL9 = null;
} else {
SSL9 = setInterval(function() {
Accepton();
document.getElementsByClassName("hud-member-kick")[1].click()
document.getElementsByClassName("hud-member-kick")[2].click()
document.getElementsByClassName("hud-member-kick")[3].click()
}, 0)
}
}
function stopSSL9() {
var trade = document.getElementById("SSL9");
if (trade.innerHTML == "Enable kick all") {
trade.innerHTML = "Disable kick all";
} else {
trade.innerHTML = "Enable kick all";
}
}
var button217 = document.getElementById("SSL7");
button217.addEventListener("click", startSSL7);
button217.addEventListener("click", stopSSL7);
var SSL7 = null;
var f3=500;
$("Fe3").addEventListener("click", function() {
f3 = $("F3").value;
});
function startSSL7() {
clearInterval(SSL7);
if (SSL7 !== null) {
SSL7 = null;
} else {
SSL7 = setInterval(function() {
Game.currentGame.network.sendRpc({
name:"CastSpell",
spell: "HealTowersSpell",
x: Math.round(Game.currentGame.ui.playerTick.position.x + Game.currentGame.ui.mousePosition.x + -550),
y: Math.round(Game.currentGame.ui.playerTick.position.y + Game.currentGame.ui.mousePosition.y + -450),
tier: 1
})
}, f3)
}
}
function stopSSL7() {
var trade = document.getElementById("SSL7");
if (trade.innerHTML == "Heal towers by using mouse position") {
trade.innerHTML = "Unheal towers by using mouse position";
} else {
trade.innerHTML = "Heal towers by using mouse position";
}
}
function heal() {
Game.currentGame.network.sendRpc({
"name": "BuyItem",
"itemName": "HealthPotion",
"tier": 1
})
Game.currentGame.network.sendRpc({
"name": "EquipItem",
"itemName": "HealthPotion",
"tier": 1
})
Game.currentGame.network.sendRpc({
"name": "BuyItem",
"itemName": "PetHealthPotion",
"tier": 1
})
Game.currentGame.network.sendRpc({
"name": "EquipItem",
"itemName": "PetHealthPotion",
"tier": 1
})
}