您需要先安装一个扩展,例如 篡改猴、Greasemonkey 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 Userscripts ,之后才能安装此脚本。
您需要先安装一款用户脚本管理器扩展,例如 Tampermonkey,才能安装此脚本。
您需要先安装用户脚本管理器扩展后才能安装此脚本。
Press X for Upgrade All / go to settings...
// ==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 }) }