Controlled automatically (locked) when Auto Breed Timer is on.', 'value', '30', null, "Core");
- createSetting('SpireBreedTimer', 'Spire Breed Timer', 'Set a different breed timer target for the Spire. Use -1 to disable this special setting.', 'value', -1, null, 'Core');
+ createSetting('ManualGather2', ['Manual Gather/Build', 'Auto Gather/Build', 'Auto Gather/Build #2', 'Science Research OFF'], 'Controls what YOU do. Manual does nothing
The Decision between AutoGather 1 or 2 is up to you, and they should be similar. Auto Gathering of Food,Wood,Metal(w/turkimp) & Science. Auto speed-Builds your build queue.
You can disable science researching for the achievement: Reach Z120 without using manual research.', 'multitoggle', 1, null, "Core");
+ createSetting('BuyUpgradesNew', ['Manual Upgrades', 'Buy All Upgrades', 'Upgrades no Coords'], 'Autobuys non-equipment upgrades (equipment is controlled in the Gear tab). The second option does NOT buy coordination (use this ONLY if you know what you\'re doing).', 'multitoggle', 1, null, "Core");
+ createSetting('TrapTrimps', 'Trap Trimps', 'Automatically trap trimps when needed, including building traps. (when you turn this off, you may aswell turn off the in-game autotraps button, think of the starving trimps that could eat that food!)', 'boolean', true, null, "Core");
+ createSetting('fastallocate', 'Fast Allocate', 'Turn on if your helium is above 500Qa. Not recommended for low amounts of helium. ', 'boolean', false, null, 'Core');
+ createSetting('AutoAllocatePerks', ['Auto Allocate Off', 'Auto Allocate On', 'Dump into Looting II'], 'Uses the AutoPerks ratio based preset system to automatically allocate your perks to spend whatever helium you have when you AutoPortal. Does not change Fixed Perks: siphonology, anticipation, meditation, relentlessness, range, agility, bait, trumps, packrat, capable. NEW: Dump into Looting II, dumps all loot gained from previous portal at specified zone', 'multitoggle', 0, null, 'Core');
+ createSetting('lootdumpz', 'Loot Dump Z', 'What zone to dump all earned helium from previous portal at. E.g; z230, will dump all helium from last run into looting II at zone 230.', 'value', -1, null, 'Core');
+ createSetting('lootdumpa', 'Loot Dump Amount', 'What amount of helium to dump into Looting II. E.g; 1000, will dump 1000 helium into looting II until you can no longer afford to.', 'value', -1, null, 'Core');
+
//Line2
- createSetting('AutoAllocatePerks', 'Auto Allocate Perks', 'Uses the AutoPerks ratio based preset system to automatically allocate your perks to spend whatever helium you have when you AutoPortal. ', 'boolean', false, null, 'Core');
- createSetting('AutoStartDaily', 'Auto Start Daily', 'With this on, the Auto Portal options will portal you into and auto-start the daily whenever available. Does Yesterday first, followed by Today. Falls back to selected challenge when both are complete.', 'boolean', false, null, 'Core');
- createSetting('AutoFinishDaily', 'Auto Finish Daily', 'With this on, the He/Hr Portal and Custom Auto Portal options will auto-finish the daily whenever they trigger and THEN portal you.', 'boolean', true, null, 'Core');
- createSetting('AutoFinishDailyZone', 'Finish Daily Zone Mod', 'Finish Daily by this # of zones earlier/later than your regular Custom AutoPortal zone or your Helium Dont Portal Before zone. When Auto Finish Daily is on. Tip: Tune your value of He/HrDontPortalBefore to suit the daily, and then tune this. Can accept negative numbers for earlier, ie: -7 means portal 7 zones earlier than normal. Can also use positive numbers to DELAY portaling for later. When used with He/Hr AutoPortal, the number of zones early does not FORCE end the daily at that zone, only ALLOW it to end that early: it will Always end when your HE/hr drops enough to trigger the portal. Use 0 to disable.', 'valueNegative', 0, null, 'Core');
- createSetting('FinishC2', 'Finish Challenge2', 'Finish / Abandon Challenge2 (any) when this zone is reached, if you are running one. For manual use. Recommended: Zones ending with 0 for most challenges. Disable with -1.', 'value', -1, null, 'Core');
- if (game.worldUnlocks.easterEgg)
- createSetting('AutoEggs', 'AutoEggs', 'Click easter egg if it exists, upon entering a new zone. Warning: Quite overpowered. Please solemnly swear that you are up to no good.', 'boolean', false, null, 'Core');
- createSetting('ManualCoords', 'Don\'t buy Coords', 'Enable it if you know what you\'re doing, disable it if you don\'t know what you\'re doing. For when manually handling coords means a lot on challenges like Trapper.', 'boolean', false, null, 'Core');
- //NewLine3
- document.getElementById('ManualCoords').parentNode.insertAdjacentHTML('afterend','
');
- createSetting('AutoPortal', 'Auto Portal', 'Automatically portal. Will NOT auto-portal if you have a challenge active, the challenge setting dictates which challenge it will select for the next run. All challenge settings will portal right after the challenge ends, regardless. Helium Per Hour only portals at cell 1 of the first level where your He/Hr went down even slightly compared to the current runs Best He/Hr. Take note, there is a Buffer option, which is like a grace percentage of how low it can dip without triggering. Setting a buffer will portal mid-zone if you exceed 5x of the buffer. CAUTION: Selecting He/hr may immediately portal you if its lower-(use Pause AutoTrimps button to pause the script first to avoid this)', 'dropdown', 'Off', ['Off', 'Helium Per Hour', 'Balance', 'Decay', 'Electricity', 'Life', 'Crushed', 'Nom', 'Toxicity', 'Watch', 'Lead', 'Corrupted', 'Custom'], "Core");
- //document.getElementById("AutoPortal").style="font-size: 1.0vw;"; //fit it on 1 line.
+ createSetting('AutoStartDaily', 'Auto Start Daily', 'With this on, the Auto Portal options will portal you into and auto-start the daily whenever available. Starts from the oldest available, and works forwards. Falls back to selected challenge when there are no more dailies available.', 'boolean', false, null, 'Core');
+ createSetting('AutoFinishDailyNew', 'Finish Daily Z Mod', 'The Helium Don\'t Portal Before and Custom AutoPortal settings will Auto-Finish the daily whenever they trigger and then portal you. This allows you to modify this # of zones ealier/later than your regular zone. Negative numbers mean you will portal EARLIER than normal. Positive numbers will DELAY portalling until a later zone. 0 does not mod your normal AutoPortal setting. When used with the He/Hr AutoPortal, this does not FORCE it to end early, only ALLOW it to if your He/Hr drops. To disable AutoPortal during a Daily, turn off the AutoPortal option or set this to 999!', 'valueNegative', 999, null, 'Core');
+ createSetting('FinishC2', 'Finish Challenge2', 'Finish / Abandon Challenge2 (any) when this zone is reached, if you are running one. For manual use. Recommended: Zones ending with 0 for most Challenge2. Disable with -1. Does not affect Non-Challenge2 runs.', 'value', -1, null, 'Core');
+ document.getElementById('FinishC2').parentNode.insertAdjacentHTML('afterend','
');
+
+
+ //NewLine3 For Autoportal, it would be nice to add a 5s countdown, like with magma spending.
+ createSetting('AutoPortal', 'AutoPortal', 'Automatically portal. Will NOT auto-portal if you have a challenge active, the challenge setting dictates which challenge it will select for the next run. All challenge settings will portal right after the challenge ends, regardless. Helium Per Hour only portals at cell 1 of the first level where your He/Hr went down even slightly compared to the current runs Best He/Hr. Take note, there is a Buffer option, which is like a grace percentage of how low it can dip without triggering. Setting a buffer will portal mid-zone if you exceed 5x of the buffer. CAUTION: Selecting He/hr may immediately portal you if its lower-(use Pause AutoTrimps button to pause the script first to avoid this)', 'dropdown', 'Off', ['Off', 'Helium Per Hour', 'Balance', 'Decay', 'Electricity', 'Life', 'Crushed', 'Nom', 'Toxicity', 'Watch', 'Lead', 'Corrupted', 'Custom'], "Core");
createSetting('HeliumHourChallenge', 'Portal Challenge', 'Automatically portal into this challenge when using helium per hour or custom autoportal. Custom portals after cell 100 of the zone specified. ', 'dropdown', 'None', ['None', 'Balance', 'Decay', 'Electricity', 'Life', 'Crushed', 'Nom', 'Toxicity', 'Watch', 'Lead', 'Corrupted'], "Core");
- //document.getElementById("HeliumHourChallengeLabel").innerHTML = "Portal Challenge:"; //fit it on 1 line.
+ document.getElementById("HeliumHourChallengeLabel").innerHTML = "Portal Challenge:"; //fit it on 1 line.
createSetting('CustomAutoPortal', 'Custom Portal', 'Automatically portal AFTER clearing this level.(ie: setting to 200 would portal when you first reach level 201)', 'value', '999', null, "Core");
createSetting('HeHrDontPortalBefore', 'Don\'t Portal Before', 'Do NOT allow Helium per Hour AutoPortal setting to portal BEFORE this level is reached. It is an additional check that prevents drops in helium/hr from triggering autoportal. Set to 0 or -1 to completely disable this check. (only shows up with Helium per Hour set)', 'value', '999', null, "Core");
createSetting('HeliumHrBuffer', 'He/Hr Portal Buffer %', 'IMPORTANT SETTING. When using the He/Hr Autoportal, it will portal if your He/Hr drops by this amount of % lower than your best for current run, default is 0% (ie: set to 5 to portal at 95% of your best). Now with stuck protection - Allows portaling midzone if we exceed set buffer amount by 5x. (ie a normal 2% buffer setting would now portal mid-zone you fall below 10% buffer).', 'value', '0', null, 'Core');
@@ -275,10 +273,9 @@ function initializeAllSettings() {
//Buildings
- createSetting('BuyStorage', 'Buy Storage', 'Will buy storage when resource is almost full. (like AutoStorage, even anticipates Jestimp)', 'boolean', true, null, "Buildings");
- createSetting('BuyBuildings', 'Buy Buildings', 'Will buy non storage buildings as soon as they are available', 'boolean', true, null, "Buildings");
+ createSetting('BuyBuildingsNew', ['Buy Neither','Buy Buildings & Storage', 'Buy Buildings', 'Buy Storage'], 'AutoBuys Storage when it is almost full (it even anticipates Jestimp) and Non-Storage Buildings (As soon as they are available). Takes cost efficiency into account before buying Non-Storage Buildings.', 'multitoggle', 1, null, "Buildings"); //This should replace the two below
createSetting('WarpstationCap', 'Warpstation Cap', 'Do not level Warpstations past Basewarp+DeltaGiga **. Without this, if a Giga wasnt available, it would level infinitely (wastes metal better spent on prestiges instead.) **The script bypasses this cap each time a new giga is bought, when it insta-buys as many as it can afford (since AT keeps available metal/gems to a low, overbuying beyond the cap to what is affordable at that first moment is not a bad thing). ', 'boolean', true, null, 'Buildings');
- createSetting('WarpstationCoordBuy', 'Buy Warp to Hit Coord', 'If we are very close to hitting the next coordination, and we can afford the warpstations it takes to do it, Do it! (even if we are over the Cap/Wall). Recommended with WarpCap/WarpWall. (has no point otherwise) ', 'boolean', true, null, 'Buildings');
+ createSetting('WarpstationCoordBuy', 'Buy Warp to Hit Coord', 'If we are very close to hitting the next coordination, and we can afford the warpstations it takes to do it, Do it! (even if we are over the Cap/Wall). Recommended with WarpCap/WarpWall. (has no point otherwise) ', 'boolean', true, null, 'Buildings'); //Can this just be removed? if it happens, its a good thing.
createSetting('MaxHut', 'Max Huts', 'Huts', 'value', '100', null, "Buildings");
createSetting('MaxHouse', 'Max Houses', 'Houses', 'value', '100', null, "Buildings");
createSetting('MaxMansion', 'Max Mansions', 'Mansions', 'value', '100', null, "Buildings");
@@ -288,42 +285,37 @@ function initializeAllSettings() {
createSetting('MaxGateway', 'Max Gateways', 'WARNING: Not recommended to raise above 25', 'value', '25', null, "Buildings");
createSetting('MaxWormhole', 'Max Wormholes', 'WARNING: Wormholes cost helium! Values below 0 do nothing.', 'value', '0', null, "Buildings");
createSetting('MaxCollector', 'Max Collectors', 'recommend: -1', 'value', '-1', null, "Buildings");
- createSetting('MaxGym', 'Max Gyms', 'Advanced. recommend: -1', 'value', '-1', null, "Buildings");
- createSetting('MaxTribute', 'Max Tributes', 'Advanced. recommend: -1 ', 'value', '-1', null, "Buildings");
- createSetting('GymWall', 'Gym Wall', 'Conserves Wood. Only buys 1 Gym when you can afford X gyms wood cost (at the first one\'s price, simple math). -1 or 0 to disable. In other words, only allows gyms that cost less than 1/nth your currently owned wood. (to save wood for nurseries for new z230+ Magma nursery strategy). Takes decimal numbers. (Identical to the Warpstation wall setting which is why its called that). Setting to 1 does nothing besides stopping gyms from being bought 2 at a time due to the mastery.', 'value', -1, null, 'Buildings');
+ createSetting('MaxGym', 'Max Gyms', 'Advanced. recommend: -1', 'value', '-1', null, "Buildings"); //Remove?
+ createSetting('MaxTribute', 'Max Tributes', 'Advanced. recommend: -1 ', 'value', '-1', null, "Buildings"); //Remove? (More gems is never a bad thing...)
+ createSetting('GymWall', 'Gym Wall', 'Conserves Wood. Only buys 1 Gym when you can afford X gyms wood cost (at the first one\'s price, simple math). -1 or 0 to disable. In other words, only allows gyms that cost less than 1/nth your currently owned wood. (to save wood for nurseries for new z230+ Magma nursery strategy). Takes decimal numbers. (Identical to the Warpstation wall setting which is why its called that). Setting to 1 does nothing besides stopping gyms from being bought 2 at a time due to the mastery.', 'value', -1, null, 'Buildings'); //remove?
//Line3
createSetting('FirstGigastation', 'First Gigastation', 'How many warpstations to buy before your first gigastation', 'value', '20', null, "Buildings");
createSetting('DeltaGigastation', 'Delta Gigastation', 'How many extra warpstations to buy for each gigastation. Supports decimal values. For example 2.5 will buy +2/+3/+2/+3...', 'value', '2', null, "Buildings");
createSetting('WarpstationWall3', 'Warpstation Wall', 'Conserves Metal. Only buys 1 Warpstation when you can afford X warpstations metal cost (at the first one\'s price, simple math). -1, 0, 1 = disable. In other words, only allows warps that cost less than 1/nth your currently owned metal. (to save metal for prestiges)', 'value', -1, null, 'Buildings');
createSetting('MaxNursery', 'Max Nurseries', 'Advanced. Recommend: -1 until you reach Magma (z230+)', 'value', '-1', null, "Buildings");
createSetting('NoNurseriesUntil', 'No Nurseries Until z', 'For Magma z230+ purposes. Nurseries get shut down, and wasting nurseries early on is probably a bad idea. Might want to set this to 230+ for now. Can use combined with the old Max Nurseries cap setting.', 'value', -1, null, 'Buildings');
- createSetting('PreSpireNurseries', 'Nurseries pre-Spire', 'Set the maximum number of Nurseries to build for Spires. Overrides No Nurseries Until z and Max Nurseries so you can keep them seperate! Will build nurseries before z200 for Spire 1, but only on the zone of Spires 2+ to avoid unnecessary burning. Disable with -1.', 'value', -1, null, 'Buildings');
-
//Jobs
- createSetting('BuyJobs', 'Buy Jobs', 'Buys jobs based on ratios configured below. CAUTION: you cannot manually assign jobs with this. Toggle if you need to.', 'boolean', true, null, "Jobs");
- createSetting('WorkerRatios', 'Auto Worker Ratios', 'Automatically changes worker ratios based on current progress. WARNING: overrides worker ratio settings. Settings: 1/1/1 up to 300k trimps, 3/3/5 up to 3mil trimps, then 3/1/4 above 3 mil trimps, then 1/1/10 above 1000 tributes, then 1/2/22 above 1500 tributes, then 1/12/12 above 3000 tributes.', 'boolean', true, null, "Jobs");
+ createSetting('BuyJobsNew', ['Don\'t Buy Jobs','Auto Worker Ratios', 'Manual Worker Ratios'], 'Manual Worker Ratios buys jobs for your trimps according to the ratios below. Auto Worker ratios automatically changes these ratios based on current progress, overriding your ratio settings.
AutoRatios: 1/1/1 up to 300k trimps, 3/3/5 up to 3mil trimps, then 3/1/4 above 3 mil trimps, then 1/1/10 above 1000 tributes, then 1/2/22 above 1500 tributes, then 1/12/12 above 3000 tributes.
CAUTION: You cannot manually assign jobs with this, turn it off if you have to', 'multitoggle', 1, null, "Jobs");
createSetting('AutoMagmamancers', 'Auto Magmamancers', 'Auto Magmamancer Management. Hires Magmamancers when the Current Zone time goes over 10 minutes. Does a one-time spend of at most 10% of your gem resources. Every increment of 10 minutes after that repeats the 10% hiring process. Magmamancery mastery is accounted for, with that it hires them at 5 minutes instead of 10. Disclaimer: May negatively impact Gem count.', 'boolean', true, null, 'Jobs');
- createSetting('FarmerRatio', 'Farmer Ratio', '', 'value', '1', null, "Jobs");
+ createSetting('FarmerRatio', 'Farmer Ratio', '', 'value', '1', null, "Jobs"); //realistically gems are not that useful by the time you have magmamancers... maybe just set it to only spend 50% of your gems at a time and leave it at that? 10% is kinda low anyway
createSetting('LumberjackRatio', 'Lumberjack Ratio', '', 'value', '1', null, "Jobs");
createSetting('MinerRatio', 'Miner Ratio', '', 'value', '1', null, "Jobs");
- createSetting('MaxScientists', 'Max Scientists', 'Enable or disable hiring of scientists or Cap your scientists. (This is NOT a ratio, it is an absolute number). Recommend: -1 (infinite cap, hiring controls itself). 0 means Dont Hire Scientists at all. Any other number sets the population cap, not the ratio. Scientist ratio can be controlled by internal variable: MODULES[\\"jobs\\"].scientistRatio = 25; Example Math Behind It: ScientistRatio=(FarmerRatio+LumberjackRatio+MinerRatio)/25.', 'value', '-1', null, "Jobs");
+ //createSetting('ScientistRatio', 'Scientist Ratio', 'Advanced. This will allow you to cap your scientist to worker ratio, as well as disable the hiring of scientists.
-1 Allows the ratio to be set automatically (Recommended)
0 Turns off Scientist hiring
\>0 Set a custom ratio.', 'value', '-1', null, "Jobs");
+ createSetting('MaxScientists', 'Max Scientists', 'Advanced. Cap your scientists (This is an absolute number not a ratio). recommend: -1 (infinite still controls itself)', 'value', '-1', null, "Jobs");
//Line2
- createSetting('MaxExplorers', 'Max Explorers', 'Advanced. Cap your explorers. recommend: -1', 'value', '-1', null, "Jobs");
- createSetting('MaxTrainers', 'Max Trainers', 'Advanced. Cap your trainers. recommend: -1', 'value', '-1', null, "Jobs");
- createSetting('TrainerCaptoTributes', 'Cap Trainers %', 'Only Buy a Trainer when its cost is LESS than X% of cost of a tribute. This setting can work in combination with the other one, or set the other one to -1 and this will take full control. Default: -1 (Disabled). 50% is close to the point where the cap does nothing. You can go as low as you want but recommended is 10% to 1%. (example: Trainer cost of 5001, Tribute cost of 100000, @ 5%, it would NOT buy the trainer.)', 'value', '-1', null, 'Jobs');
- createSetting('BreedFire', 'Breed Fire', 'OPTIONAL. Fire Lumberjacks and Miners to speed up breeding when needed. Basically trades wood/metal to cut the wait between deaths down. Disclaimer: May heavily negatively impact wood-gathering. ', 'boolean', false, null, 'Jobs');
+ createSetting('MaxExplorers', 'Max Explorers', 'Advanced. Cap your explorers (This is an absolute number not a ratio). recommend: -1', 'value', '-1', null, "Jobs"); //Explorers are important now! outdated setting tbh
+ createSetting('MaxTrainers', 'Max Trainers', 'Advanced. Cap your trainers (This is an absolute number not a ratio). recommend: -1', 'value', '-1', null, "Jobs"); //by the time that you stop needing block, food is abundant
+ createSetting('TrainerCaptoTributes', 'Cap Trainers %', 'Only Buy a Trainer when its cost is LESS than X% of cost of a tribute. This setting can work in combination with the other one, or set the other one to -1 and this will take full control. Default: -1 (Disabled). 50% is close to the point where the cap does nothing. You can go as low as you want but recommended is 10% to 1%. (example: Trainer cost of 5001, Tribute cost of 100000, @ 5%, it would NOT buy the trainer.)', 'value', '-1', null, 'Jobs'); //this is a bit unnecessary, resource management by the script is already sufficient.
//GEAR:
- createSetting('BuyArmor', 'Buy Armor Levels', 'Auto-Buy/Level-Up the most cost efficient armor available. ', 'boolean', true, null, "Gear");
- createSetting('BuyArmorUpgrades', 'Buy Armor Prestiges', '(Prestiges) & Gymystic. Will buy the most efficient armor upgrade available. ', 'boolean', true, null, "Gear");
- createSetting('BuyWeapons', 'Buy Weapon Levels', 'Auto-Buy/Level-Up the most cost efficient weapon available. ', 'boolean', true, null, "Gear");
- createSetting('BuyWeaponUpgrades', 'Buy Weapon Prestiges', '(Prestiges) Will buy the most efficient weapon upgrade available. ', 'boolean', true, null, "Gear");
+ createSetting('BuyArmorNew', ['Armor: Buy Neither','Armor: Buy Both', 'Armor: Prestiges', 'Armor: Levels'], 'AutoBuys Prestiges and Levels up the most cost efficient Armor available. Gymystic buying is controlled under this setting\'s prestige option', 'multitoggle', 1, null, "Gear"); //This should replace the two below
+ createSetting('BuyWeaponsNew', ['Weapons: Buy Neither','Weapons: Buy Both', 'Weapons: Prestiges', 'Weapons: Levels'], 'AutoBuys Prestiges and Levels up the most cost efficient Weapon available.', 'multitoggle', 1, null, "Gear"); //This should replace the two below
createSetting('CapEquip2', 'Cap Equip to', 'Do not level equipment past this number. Helps stop wasting metal when the script levels-up equip High, only to prestige right after. Recommended value: earlygame 10, lategame: 100. Disable with -1 or 0. NEW: Also sub-caps to 10% of your number during liquified or overkilled(under 25sec) zones. This does not mean the script always hits the cap. Your Equip will now always be leveled to at least 2 since its the most effective level. It will only be leveled however if you dont have enoughHealth or enoughDamage. But During Spire, everything will be leveled up to the cap.
Hidden var: MODULES[\\"equipment\\"].capDivisor = 10; //number to divide your normal cap by.', 'value', 10, null, 'Gear');
createSetting('DynamicPrestige2', 'Dynamic Prestige z', 'Dynamic Prestige: Set Target Zone number: Z #. (disable with 0 or -1)
Skip getting prestiges at first, and Gradually work up to the desired Prestige setting you have set (set the Prestige dropdown to the highest weapon you want to end up on at the target zone you set here). Runs with Dagger to save a significant amount of time until we need better gear, then starts increasing the prestige setting near the end of the run. Examines which prestiges you have, how many missing ones youd need to achieve the desired target and starts running maps every zone (more maps for higher settings), Until the target prestige is reached. ', 'value', -1, null, 'Gear');
createSetting('Prestige', 'Prestige', 'Acquire prestiges through the selected item (inclusive) as soon as they are available in maps. Forces equip first mode. Automap must be enabled. THIS IS AN IMPORTANT SETTING related to speed climbing and should probably always be on something. If you find the script getting stuck somewhere, particularly where you should easily be able to kill stuff, setting this to an option lower down in the list will help ensure you are more powerful at all times, but will spend more time acquiring the prestiges in maps.', 'dropdown', 'Polierarm', ['Off', 'Supershield', 'Dagadder', 'Bootboost', 'Megamace', 'Hellishmet', 'Polierarm', 'Pantastic', 'Axeidic', 'Smoldershoulder', 'Greatersword', 'Bestplate', 'Harmbalest', 'GambesOP'], "Gear");
@@ -336,8 +328,7 @@ function initializeAllSettings() {
};
//Line2:
createSetting('ForcePresZ', 'Force Prestige Z', 'On and after this zone is reached, always try to prestige for everything immediately, ignoring Dynamic Prestige settings and overriding that of Linear Prestige. Prestige Skip mode will exit this. Disable with -1.', 'value', -1, null, 'Gear');
- createSetting('PrestigeSkipMode', 'Prestige Skip Mode', 'If there are more than 2 Unbought Prestiges (besides Shield), ie: sitting in your upgrades window but you cant afford them, AutoMaps will not enter Prestige Mode, and/or will exit from it. The amount of unboughts can be configured with this variable MODULES[\\"maps\\"].SkipNumUnboughtPrestiges = 2;', 'boolean', false, null, "Gear");
- createSetting('PrestigeSkip2', 'Prestige Skip 2', 'If there are 2 or fewer Unobtained Weapon Prestiges in maps, ie: there are less than 2 types to run for, AutoMaps will not enter Prestige Mode, and/or will exit from it. For users who tends to not need the last few prestiges due to resource gain not keeping up. The amount of unboughts can be configured with MODULES.maps.UnearnedPrestigesRequired. If PrestigeSkipMode is enabled, both conditions need to be reached before exiting.', 'boolean', false, null, 'Gear');
+ createSetting('PrestigeSkip1_2', ['Prestige Skip Off','Prestige Skip 1 & 2', 'Prestige Skip 1', 'Prestige Skip 2'], 'Prestige Skip 1: If there are more than 2 Unbought Prestiges (besides Shield), ie: sitting in your upgrades window but you cant afford them, AutoMaps will not enter Prestige Mode, and/or will exit from it. The amount of unboughts can be configured with this variable MODULES[\\"maps\\"].SkipNumUnboughtPrestiges = 2;
Prestige Skip 2: If there are 2 or fewer Unobtained Weapon Prestiges in maps, ie: there are less than 2 types to run for, AutoMaps will not enter Prestige Mode, and/or will exit from it. For users who tends to not need the last few prestiges due to resource gain not keeping up. The amount of unboughts can be configured with MODULES.maps.UnearnedPrestigesRequired. If PrestigeSkipMode is enabled, both conditions need to be reached before exiting.', 'multitoggle', 0, null, "Gear");
createSetting('DelayArmorWhenNeeded', 'Delay Armor Prestige', 'Delays buying armor prestige-upgrades during Want More Damage or Farming automap-modes, Although if you need health AND damage, it WILL buy armor prestiges tho. NOTE: Applies to Prestiges only', 'boolean', false, null, 'Gear');
createSetting('BuyShieldblock', 'Buy Shield Block', 'Will buy the shield block upgrade. CAUTION: If you are progressing past zone 60, you probably don\'t want this :)', 'boolean', false, null, "Gear");
@@ -345,62 +336,80 @@ function initializeAllSettings() {
//AutoMaps + VoidMaps settings:
-//Could combine automaps and run unique maps into one 3 way toggle: Automaps on, Non-unique maps only, Automaps off.
- createSetting('AutoMaps', ["Auto Maps Off","Auto Maps","Auto Maps No Unique"], 'Recommended. Automatically run maps to progress. Very Important. Has multiple modes: Prestige, Voids, Want more Damage, Want more Health, Want Health & Damage, and Farming.Prestige takes precedence and does equal level maps until it gets what is needed as per Autotrimps Prestige dropdown setting. Voids is self explanatory: use the Void Difficulty Check setting to control the amount of farming. If \'want more damage\', it will only do 10 maps for 200% mapbonus damage bonus. If \'Farming\', it does maps beyond 10 if the displayed number is over >16x. \'Want more health[or and damage]\' is basically just a status message telling you need more health, theres not much that can be done besides tell AutoLevelEquipment to keep buying stuff. If you \'want health\' but your damage is OK to continue, invest in more HP perks.
Maps/Levels:
The Block - 12
The Wall - 16
Dimension of Anger - 21
Trimple Of Doom - 34
The Prison - 82
Bionic Wonderland (only during Crushed) @ 127
NOTE: This should generally be on.
NOTE: Run Bionic Before Spire prevents the setting of Unique.
NOTICE: This does NOT auto-run all your Bionics according to your lack of Robotrimp status or whether you pass a certain level (yet).', 'multitoggle', 1, null, "Maps");
- createSetting('DynamicSiphonology', 'Dynamic Siphonology', 'Recommended Always ON. Use the right level of siphonology based on your damage output. IE: Only uses siphonology if you are weak. With this OFF it means it ALWAYS uses the lowest siphonology map you can create. Siphonology is a perk you get at level 115-125ish, and means you receive map bonus stacks for running maps below your current zone - Up to 3 zones below (1 per perk level).', 'boolean', true, null, 'Maps');
- createSetting('PreferMetal', 'Prefer Metal Maps', 'ADVANCED: Always prefer metal maps, intended for manual use, such as pre-spire farming. Remember to turn it back off after you\'re done farming! Usually helps for pre-spire. Use on x90-x99 zones.', 'boolean', false, null, 'Maps');
+ createSetting('AutoMaps', ["Auto Maps Off","Auto Maps On","Auto Maps No Unique"], 'Automaps. The no unique setting will not run unique maps such as dimensions of anger. Recommended ON. ', 'multitoggle', 1, null, "Maps");
+ createSetting('DynamicSiphonology', 'Dynamic Siphonology', 'Recommended Always ON. Use the right level of siphonology based on your damage output. IE: Only uses siphonology if you are weak. With this OFF it means it ALWAYS uses the lowest siphonology map you can create. Siphonology is a perk you get at level 115-125ish, and means you receive map bonus stacks for running maps below your current zone - Up to 3 zones below (1 per perk level).', 'boolean', true, null, 'Maps'); //Should always be on?
+ createSetting('PreferMetal', 'Prefer Metal Maps', 'Always prefer metal maps, intended for manual use, such as pre-spire farming. Remember to turn it back off after you\'re done farming!', 'boolean', false, null, 'Maps'); //rarely better tbh
createSetting('MaxMapBonusAfterZone', 'Max MapBonus After', 'Always gets Max Map Bonus from this zone on. (inclusive and after).
NOTE: Set -1 to disable entirely (default). Set 0 to use it always.
Advanced:User can set a lower number than the default 10 maps with the AT hidden console command: MODULES[\\"maps\\"].maxMapBonusAfterZ = 9;', 'value', '-1', null, 'Maps');
createSetting('DisableFarm', 'Disable Farming', 'Disables the extended farming algorithm of the AutoMaps part of the script. Always returns to the world after reaching 10 map stacks. Use at your own risk. (No need to refresh anymore)', 'boolean', false, null, 'Maps');
createSetting('LowerFarmingZone', 'Lower Farming Zone', 'Lowers the zone used during Farming mode. Uses the dynamic siphonology code, to Find the minimum map level you can successfully one-shot, and uses this level for any maps done after the first 10 map stacks. The difference being it goes LOWER than what Siphonology gives you map-bonus for, but after 10 stacks you dont need bonus, you just want to do maps that you can one-shot. Goes as low as 10 below current zone if your damage is that bad, but this is extreme and indicates you should probably portal.', 'boolean', true, null, 'Maps');
+ createSetting('FarmWhenNomStacks7', 'Farm on >7 NOMstacks', 'Optional. If Improbability already has 5 NOMstacks, stack 30 Anticipation. If the Improbability has >7 NOMstacks on it, get +200% dmg from MapBonus. If we still cant kill it, enter Farming mode at 30 stacks, Even with DisableFarming On! (exits when we get under 10x). Farms if we hit 100 stacks in the world. If we ever hit (100) nomstacks in a map (likely a voidmap), farm, (exit the voidmap) and (prevent void from running, until situation is clear). Restarts any voidmaps if we hit 100 stacks. ', 'boolean', false, null, 'Maps');
+
//Line2
- createSetting('MaxStacksForSpire', 'Max Map Bonus for Spire', 'Get max map bonus before running the Spire.', 'boolean', false, null, 'Maps');
- createSetting('MinutestoFarmBeforeSpire', 'Farm Before Spire', 'Farm level 200/199(or BW) maps for X minutes before continuing onto attempting Spire.
NOTE: Set 0 to disable entirely (default).
Setting to -1/Infinite does not work here, set a very high number instead.', 'value', '0', null, 'Maps');
- createSetting('IgnoreSpiresUntil', 'Ignore Spires Until', 'Spire specific settings like end-at-cell are ignored until at least this zone is reached (0 to disable).
Does not work with Run Bionic Before Spire.', 'value', '200', null, 'Maps');
- createSetting('RunBionicBeforeSpire', 'Run Bionic Before Spire', 'CAUTION: Runs Bionic Wonderlands and repeatedly farms Bionic VI @ level 200 before attempting Spire, for the purpose of resource farming. Then it attempts the spire. The Minutes-Before-Spire timer runs concurrently to this, and needs to be set. If not set, it will exit without doing any Bionics... You can un-toggle it on the fly.
NOTE: Turning this on also mandates that AutoMaps + Unique Maps be on.
WARNING: These 100 square maps take ~3x longer than normal maps.
WARNING: If you dont have Bionic Magnet mastery, this will run the 5 pre-requisites and take longer.
NOTE: In fact, it may not be what you want at all.', 'boolean', false, null, 'Maps');
- createSetting('ExitSpireCell', 'Exit Spire After Cell', 'Optional/Rare. Exits the Spire early, after completing cell X. example: 40 for Row 4. (use 0 or -1 to disable)', 'value', '-1', null, 'Maps');
createSetting('CorruptionCalc', 'Corruption Farm Mode', 'Recommended. Enabling this will cause the Automaps routine to take amount of corruption in a zone into account, to decide whether it should do maps first for map bonus. ONLY in Zone 181+ (or Headstart 1,2,3 zone: 176,166,151) ', 'boolean', true, null, 'Maps');
- createSetting('FarmWhenNomStacks7', 'Farm on >7 NOMstacks', 'Optional. If Improbability already has 5 NOMstacks, stack 30 Anticipation. If the Improbability has >7 NOMstacks on it, get +200% dmg from MapBonus. If we still cant kill it, enter Farming mode at 30 stacks, Even with DisableFarming On! (exits when we get under 10x). Farms if we hit 100 stacks in the world. If we ever hit (100) nomstacks in a map (likely a voidmap), farm, (exit the voidmap) and (prevent void from running, until situation is clear). Restarts any voidmaps if we hit 100 stacks. ', 'boolean', false, null, 'Maps');
+ createSetting('MaxTox', 'Max Toxicity Stacks', 'Get maximum toxicity stacks before killing the improbability in each zone 60 and above. Generally only recommended for 1 run to maximize bone portal value. This setting will revert to disabled after a successful Max-Tox run + Toxicity Autoportal.', 'boolean', false, null, 'Maps');
+
//Line3
- createSetting('VoidMaps', 'Void Maps', 'The zone at which you want all your void maps to be cleared (Cell 96). 0 is off', 'value', '0', null, "Maps");
- createSetting('RunNewVoids', 'Run New Voids', 'Run new void maps acquired after the set void map zone. Runs them at Cell 95 by default, unless you set a decimal value indicating the cell, like: 187.75 CAUTION: May severely slow you down by trying to do too-high level voidmaps. Use the adjacent RunNewVoidsUntil setting to limit this.', 'boolean', false, null, 'Maps');
- createSetting('RunNewVoidsUntil', 'New Voids Until', 'Run New Voids Until: Put a cap on what zone new voids will run at, until this zone, inclusive. ', 'value', '-1', null, 'Maps');
+ createSetting('VoidMaps', 'Void Maps', '0 to disable The zone at which you want all your void maps to be cleared inclusive of the zone you type. Runs them at Cell 93 by default, unless you set a decimal value indicating the cell (example: 187.75). Use odd zones on Lead.
If Daily Void Zone Mod is active, your Finish Daily Z Mod will apply to this number when a Daily is active.', 'value', '0', null, "Maps");
+ createSetting('RunNewVoidsUntilNew', 'New Voids Mod', '0 to disable. Positive numbers are added to your Void Map zone. -1 for no cap. This allows you to run new Void Maps obtained after your Void Map zone by adding this number to your Void Map zone.
Example Void map zone=185.75 and This setting=10. New Voids run until 197.75).
This means that any new void maps gained until Z197, cell 75 will be run. CAUTION: May severely slow you down by trying to do too-high level void maps. Default 0 (OFF).', 'value', '0', null, 'Maps'); //Should replace the two below
//createSetting('VoidsPerZone', 'Voids per Zone', 'Run a max of this many Voids per zone, if you have a lot of Voids saved up. Then moves onto the next zone and does more voids.', 'value', '-1', null, 'Maps');
+ //-1 Autograbs your Finish Daily Z Mod
0 Disables this setting
Positive Numbers add to your normal void zone on a daily
Possible number input?
+ createSetting('DailyVoidMod', 'Daily Void Zone Mod', 'If this is on, your daily autoportal mod (Core) will also apply to Void maps on dailies. For example, if you have void maps and autoportal set to 200 on normal runs, and your daily mod is 15, you will do voids and portal 15 zones later on a daily.', 'boolean', true, null, 'Maps');
+ createSetting('PlusMapVoidToggle', 'Plus Maps for Voids', '-1/0 = Off
Max Value is 10!!!
If this is on, AT will grab a prestigious map X zones up, and run it once (to grab the dagger prestige). This is independent of the new special map mods button that Gen is testing. I cba to make this \'smart\' and actively calculate what zone to go for...
Values above 10 will NOT work at all. Advise 1-5.', 'value', '0', null, 'Maps');
createSetting('VoidCheck', 'Void Difficulty Check', 'How many hits to be able to take from a void map boss in X stance before we attempt the map. Higher values will get you stronger (by farming maps for health) before attempting. Disabling this with 0 or -1 translates into a default of surviving 2 hits. I recommend somewhere between 2 and 12 (default is now 6).', 'value', '6', null, 'Maps');
- createSetting('MaxTox', 'Max Toxicity Stacks', 'Get maximum toxicity stacks before killing the improbability in each zone 60 and above. Generally only recommended for 1 run to maximize bone portal value. This setting will revert to disabled after a successful Max-Tox run + Toxicity Autoportal.', 'boolean', false, null, 'Maps');
- createSetting('TrimpleZ', 'Trimple Z', 'I don\'t really think doing this automatically is a good idea. You might want to farm for a bit before this, but I\'m not sure if it\'s meaningful at all to make a \'farm X minutes before trimple\' parameter to go along with it. Set it to the zone you want and it will run Trimple of Doom for Ancient Treasure AFTER farming and getting map stacks. If it is a negative number, this will be disabled after a successful run so you can set it differently next time.', 'valueNegative', 0, null, 'Maps');
+ createSetting('TrimpleZ', 'Trimple Z', 'I don\'t really think doing this automatically is a good idea. You might want to farm for a bit before this, but I\'m not sure if it\'s meaningful at all to make a \'farm X minutes before trimple\' parameter to go along with it. Set it to the zone you want and it will run Trimple of Doom for Ancient Treasure AFTER farming and getting map stacks. If it is a negative number, this will be disabled after a successful run so you can set it differently next time.', 'valueNegative', 0, null, 'Maps'); //in reality this needs another setting to make it farm for a set number of minutes without spending anything. And I cba cause its a meh setting anyway. Advancing 2 zones more than doubles your income. Only useful for spire I, and IMO you may aswell actually play the game manually at SOME point.
createSetting('AdvMapSpecialModifier', 'Map Special Modifier', 'EXPERIMENTAL. Attempt to select the BEST map special attacks mod. With this on, this will replace the normal behavior. If bugs, please report as this will become more default soon.', 'boolean', false, null, 'Maps');
+//Spire
+ //Line 1
+ createSetting('MaxStacksForSpire', 'Max Map Bonus for Spire', 'Get max map bonus before running the Spire.', 'boolean', false, null, 'Spire'); //Does farm before spire not cover this fairly well anyway? grabbing +1 equips would make way more difference anyway
+ createSetting('MinutestoFarmBeforeSpire', 'Farm Before Spire', 'Farm level 200/199(or BW) maps for X minutes before continuing onto attempting Spire.
NOTE: Set 0 to disable entirely (default).
Setting to -1/Infinite does not work here, set a very high number instead.', 'value', '0', null, 'Spire');
+ createSetting('IgnoreSpiresUntil', 'Ignore Spires Until', 'Spire specific settings like end-at-cell are ignored until at least this zone is reached (0 to disable).
Does not work with Run Bionic Before Spire.', 'value', '200', null, 'Spire');
+ createSetting('RunBionicBeforeSpire', 'Run Bionic Before Spire', 'CAUTION: Runs Bionic Wonderlands and repeatedly farms Bionic VI @ level 200 before attempting Spire, for the purpose of resource farming. Then it attempts the spire. The Minutes-Before-Spire timer runs concurrently to this, and needs to be set. If not set, it will exit without doing any Bionics... You can un-toggle it on the fly.
NOTE: Turning this on also mandates that Run Unique Maps be on.
WARNING: These 100 square maps take ~3x longer than normal maps.
WARNING: If you dont have Bionic Magnet mastery, this will run the 5 pre-requisites and take longer.
NOTE: In fact, it may not be what you want at all.', 'boolean', false, null, 'Spire'); //OUTDATED!
+ createSetting('ExitSpireCell', 'Exit Spire After Cell', 'Optional/Rare. Exits the Spire early, after completing cell X. example: 40 for Row 4. (use 0 or -1 to disable)', 'value', '-1', null, 'Spire');
+ createSetting('SpireBreedTimer', 'Spire Breed Timer', 'Overrides the normal breed timer for the Spire (Affected by ignore spires until zone in Maps tab). Use -1 to disable this special setting.', 'value', -1, null, 'Spire');
+ createSetting('PreSpireNurseries', 'Nurseries pre-Spire', 'Set the maximum number of Nurseries to build for Spires. Overrides No Nurseries Until z and Max Nurseries so you can keep them seperate! Will build nurseries before z200 for Spire 1, but only on the zone of Spires 2+ to avoid unnecessary burning. Disable with -1.', 'value', -1, null, 'Spire');
+
+ //Line 2
+ createSetting('Praidingzone', 'P Raiding Z', 'Raids Maps for prestiges at zone specified. Example: 495, will raid Maps at 501. Once all gear is obtained from the map, it will revert back to regular farming. Extremely helpful for spire. Best used in poison zones.', 'value', -1, null, 'Spire');
+ createSetting('BWraid', 'BW Raiding', 'Raids BW at zone specified in BW Raiding min/max.', 'boolean', false, null, 'Spire');
+ createSetting('BWraidingz', 'Z to BW Raid', 'Raids BWs at zone specified. Example: 495, will raid all BWs for all gear starting from 495. Will skip lower BWs if you have enough damage. Once all gear is obtained, will return to regular farming.', 'value', -1, null, 'Spire');
+ createSetting('BWraidingmax', 'Max BW to raid', 'Raids BWs until zone specified. Example: 515, will raid all BWs for all gear until 515. Will skip lower BWs if you have enough damage. Once all gear is obtained, will return to regular farming.', 'value', -1, null, 'Spire');
+
+
+
+
//Combat
//Subsection1Line1
- createSetting('BetterAutoFight', ['Better AutoFight OFF', 'Better Auto Fight 1', 'Better Auto Fight 2'], '3-Way Button, Recommended. Will automatically handle fighting. The decision between BetterAutoFight 1 or 2 is up to your own discretion. The new BAF#2 does: A)Click fight anyway if we are dead and stuck in a loop due to Dimensional Generator and we can get away with adding time to it.(RemainingTime + ArmyAdd.Time < GeneTimer) and B) Clicks fight anyway if we are dead and have >=31 NextGroupTimer and deal with the consequences by firing genetecists afterwards. WARNING: If you autoportal with BetterAutoFight disabled, the game sits there doing nothing until you click FIGHT. (not good for afk) ', 'multitoggle', 1, null, "Combat");
- createSetting('AutoStance', ['Auto Stance OFF', 'Auto Stance 1', 'Auto Stance 2'], 'Automatically swap stances to avoid death. The decision between AutoStance 1 or 2 is up to your own discretion and they should be similar. ', 'multitoggle', 1, null, "Combat");
+ createSetting('BetterAutoFight', ['Better AutoFight OFF', 'Better Auto Fight 1', 'Better Auto Fight 2', 'Better Auto Fight 3'], '4-Way Button, Recommended. Will automatically handle fighting.
BAF1 = Old Algo (Fights if dead, new squad ready, new squad breed timer target exceeded, and if breeding takes under 0.5 seconds
BAF2 = Newer, As with BAF1, but also solves DimGen looping, sends trimps immediately when breed target met, and deals with the consequences by firing geneticists
BAF3 = Uses vanilla autofight, and force fights when dead except in VM and Spire.
WARNING: If you autoportal with BetterAutoFight disabled, the game may sit there doing nothing until you click FIGHT. (not good for afk) ', 'multitoggle', 3, null, "Combat");
+ createSetting('AutoStance', ['Auto Stance OFF', 'Auto Stance 1', 'Auto Stance 2', 'Auto Stance 3'], 'Automatically swap stances to avoid death. The decision between AutoStance 1 or 2 is up to your own discretion and they should be similar. AutoStance 3 is new and experimental for use after nature (z230), and will keep you in D stance unless you are windstacking (only useful if transfer is maxed out and wind empowerment is high. This feature is currently only a tweak added on request.', 'multitoggle', 1, null, "Combat");
+ createSetting('WindStackingMin', 'Windstack Min Zone', '-1 = Off
0 = Always On
For use with AutoStance 3, enables windstacking in zones above and inclusive of the zone set. (Get 200 windstacks then change to D, kill bad guy, then repeat). This is designed to force S use until you have 200 stacks in wind zones, overriding scryer settings.', 'value', '-1', null, 'Combat');
createSetting('IgnoreCrits', ['Safety First', 'Ignore Void Strength', 'Ignore All Crits'], 'No longer switches to B against corrupted precision and/or void strength. Basically we now treat \'crit things\' as regular in both autoStance and autoStance2. In fact it no longer takes precision / strength into account and will manage like a normal enemy, thus retaining X / D depending on your needs. If you\'re certain your block is high enough regardless if you\'re fighting a crit guy in a crit daily, use this! Alternatively, manage the stances yourself.', 'multitoggle', 0, null, 'Combat');
- createSetting('PowerSaving', ['Don\'t care', 'Power Saving', 'Only Rush Voids'], 'Avoid killing your army impatiently. Don\'t force abandon trimps when prestiging. Will still Die To Use Z and aggressively autostance to aid progression and anything else. Made for Empower daily, you might find it helpful if you\'re doing Workplace Safety feat. Then again with that I strongly recommend doing it fully manually. Anyway, don\'t blame me whatever happens. Only Rush Voids will allow considering abandoning, not force one. Note: AT will no longer be able to fix when your scryer gets stuck!', 'multitoggle', 0, null, 'Combat');
- createSetting('ForceAbandon', 'Auto Force-Abandon', '(Trimpicide). If a new fight group is available and anticipation stacks arent maxed, force abandon and grab a new group. Located in the geneticist management script.', 'boolean', true, null, 'Combat');
- createSetting('DynamicGyms', 'Dynamic Gyms', 'Designed to limit your block to slightly more than however much the enemy attack is. If MaxGyms is capped or GymWall is set, those will still work, and this will NOT override those (works concurrently), but it will further limit them. In the future it may override, but the calculation is not easy to get right so I dont want it undo-ing other things yet. ', 'boolean', false, null, 'Combat');
+ createSetting('PowerSaving', ['AutoAbandon', 'Don\'t Abandon', 'Only Rush Voids'], 'Autoabandon: Considers abandoning trimps for void maps/prestiges.
Don\'t Abandon: Will not abandon troops, but will still agressively autostance even if it will kill you (WILL NOT ABANDON TRIMPS TO DO VOIDS).
Only Rush Voids: Considers abandoning trimps for void maps, but not prestiges, still autostances aggressively.
Made for Empower daily, and you might find this helpful if you\'re doing Workplace Safety feat. Then again with that I strongly recommend doing it fully manually. Anyway, don\'t blame me whatever happens.
Note: AT will no longer be able to fix when your scryer gets stuck!', 'multitoggle', 0, null, 'Combat');
+ createSetting('ForceAbandon', 'Auto Force-Abandon', '(Trimpicide). If a new fight group is available and anticipation stacks aren\'t maxed, force abandon and grab a new group. Located in the geneticist management script.', 'boolean', true, null, 'Combat');
+ createSetting('DynamicGyms', 'Dynamic Gyms', 'Designed to limit your block to slightly more than however much the enemy attack is. If MaxGyms is capped or GymWall is set, those will still work, and this will NOT override those (works concurrently), but it will further limit them. In the future it may override, but the calculation is not easy to get right so I dont want it undo-ing other things yet. ', 'boolean', false, null, 'Combat'); //Does anybody actually use this?
createSetting('AutoRoboTrimp', 'AutoRoboTrimp', 'Use RoboTrimps ability starting at this level, and every 5 levels thereafter. (set to 0 to disable. default 60.) 60 is a good choice for mostly everybody.', 'value', '60', null, 'Combat');
//Scryer
- createSetting('UseScryerStance', 'Use Scryer Stance', 'MASTER BUTTON Stay in Scryer stance in z181 and above (Overrides Autostance). Falls back to regular Autostance when not in use (so leave that on). Get 2x resources or Dark Essence. All other buttons have no effect if this one is off.', 'boolean', true, null, 'Scryer');
- createSetting('ScryerUseWhenOverkill', 'Use When Overkill', 'Use when we can Overkill in S stance, for double loot with no speed penalty. Recommend this be on. NOTE: This being on, and being able to overkill in S will override ALL other settings (Except never use in spire). This is a boolean logic shortcut that disregards all the other settings including Min and Max Zone. If you ONLY want to use S during Overkill, as a workaround: turn this on and Min zone: to 9999 and everything else off(red). ', 'boolean', true, null, 'Scryer');
- createSetting('ScryerMinZone', 'Min Zone', 'Minimum zone to start using scryer in.(inclusive) Recommend:(60 or 181). This needs to be On & Valid for options other than Overkill to work. Tip: Use 9999 to disable all other Non-Overkill scryer usage.', 'value', '181', null, 'Scryer');
- createSetting('ScryerMaxZone', 'Max Zone', 'Zone to STOP using scryer at.(not inclusive) Recommend: Leave off (0 or -1 to disable: doesnt prevent options other than Overkill from working.) Positive numbers DO disable it past that zone. ', 'value', '230', null, 'Scryer');
- createSetting('ScryerUseinMaps2', ['Maybe Use in Maps', 'Force Use in Maps'], 'Maybe/Force Use in Maps. Overkill overrides this setting. Does not have to be on for Overkill Button to use S in maps. (Obeys zone settings)', 'multitoggle', 0, null, 'Scryer');
- createSetting('ScryerUseinVoidMaps2', ['Maybe Use in VoidMaps', 'Force Use in VoidMaps', 'Never Use in VoidMaps'], 'Maybe/Force/Never Use in Void Maps. Never WILL override the Overkill setting, and never use S in Void Maps. Maybe means default - treat Void Maps like any other cell (something else has to be ON to trigger Scryer). Force = Always use S.', 'multitoggle', 0, null, 'Scryer');
- createSetting('ScryerUseinSpire2', ['Maybe Use in Spire', 'Force Use in Spire', 'Never Use in Spire'], 'Maybe/Force/Never Use in Spire. Never WILL override the Overkill setting, and never use S in Spire. Maybe means default - treat Spire like any other cell (something else has to be ON to trigger Scryer). Force = Always use S.', 'multitoggle', 0, null, 'Scryer');
+ createSetting('UseScryerStance', 'Enable Scryer Stance', 'MASTER BUTTON Activates all other scrying settings, and overrides AutoStance when scryer conditions are met. Leave regular Autostance on while this is active. Scryer gives 2x Resources (Non-Helium/Nullifium) and a chance for Dark Essence. Once this is on, priority for Scryer decisions goes as such:
NEVER USE, FORCE USE, OVERKILL, MIN/MAX ZONE
NO OTHER BUTTONS WILL DO ANYTHING IF THIS IS OFF.', 'boolean', true, null, 'Scryer');
+ createSetting('ScryerUseWhenOverkill', 'Use When Overkill', 'Overrides the Min/Max zones. Does not override any NEVER settings. Toggles stance when we can Overkill in S, giving us double loot with no speed penalty! NOTE: This being on, and being able to overkill in S will override ALL other settings (Except never use in spire). This is a boolean logic shortcut that disregards all the other settings including Min and Max Zone. If you ONLY want to use S during Overkill, as a workaround: turn this on and Min zone: to 9999 and everything else off(red).
This has not been optimised for double overkill, and does not always produce the intended results, if you have problems, it may be worth turning off until it can be adjusted.', 'boolean', true, null, 'Scryer');
+ createSetting('ScryerMinZone', 'Min Zone', 'Minimum zone to start using scryer in.(inclusive) Recommend:(60 or 181). Overkill ignores this. This needs to be On & Valid for the MAYBE option on all other Scryer settings to do anything if Overkill is off. Tip: Use 9999 to disable all Non-Overkill, Non-Force, scryer usage.', 'value', '181', null, 'Scryer');
+ createSetting('ScryerMaxZone', 'Max Zone', '0 or -1 to disable (Recommended)
Overkill ignores this. Zone to STOP using scryer at (not inclusive). Turning this ON with a positive number stops MAYBE use of all other Scryer settings.', 'value', '230', null, 'Scryer');
+ createSetting('ScryerUseinMaps2', ['Maps: NEVER','Maps: FORCE', 'Maps: MAYBE'], 'NEVER means what it says!!!
FORCE means Scryer will ALWAYS activate in Void Maps
MAYBE means that Overkill and Min/Max use are allowed.
This setting requires use on Corrupteds to be on after corruption/magma.
Recommend MAYBE.', 'multitoggle', 2, null, 'Scryer');
+ createSetting('ScryerUseinVoidMaps2', ['VoidMaps: NEVER','VoidMaps: FORCE', 'VoidMaps: MAYBE'], 'NEVER means what it says!!!
FORCE means Scryer will ALWAYS activate in Void Maps
MAYBE means that Overkill and Min/Max use are allowed.
This setting requires use in Maps to be on, as well as use on Corrupteds (if above corruption/magma) to activate.
Recommend NEVER.', 'multitoggle', 0, null, 'Scryer');
+ createSetting('ScryerUseinSpire2', ['Spire: NEVER','Spire: FORCE','Spire: MAYBE'], 'NEVER means what it says!!!
FORCE means Scryer will ALWAYS activate in the Spire
MAYBE means that Overkill and Min/Max use are allowed.
This setting requires use on Corrupteds to be on for corrupted enemies.
Recommend NEVER.', 'multitoggle', 0, null, 'Scryer');
//Line2
- createSetting('ScryerSkipBoss2', ['Default on Cell 100', 'Never Use on Cell 100 above VoidLevel', 'Never Use on Cell 100 (ALL Levels)'], 'On cell 100: Default/Never Use(above VoidLevel)/Never Use(ALL Levels). Overkill overrides this setting. Doesnt use Scrying stance for world Improbabilities/Bosses (cell 100) if you are past the level you have your VoidMaps set to run at. (or all levels, if set.) Default treats cell 100 like any other cell.', 'multitoggle', 0, null, 'Scryer');
- createSetting('ScryerSkipCorrupteds2', ['Maybe Use S on Corrupteds', 'Dont Use S on Corrupteds'], 'Overkill overrides this setting, even on Dont Use. Turning this Green doesnt use S stance for corrupted cells UNLESS you can overkill them. Red/Maybe just means default (corrupteds are treated like normal cells), so something else has to be ON to trigger Scryer to be used. Magma maps and Corrupted Voidmaps are classified under this box as corrupted and Green-DontUse here will override the ForceMaps/ForceVoidmaps (for now)', 'multitoggle', 0, null, 'Scryer');
- createSetting('ScryerDieToUseS', 'Die To Use S', 'Turning this on will switch you back to S even when doing so would kill you. Happens in scenarios where you used Skip Corrupteds that took you into regular Autostance X/H stance, killed the corrupted and reached a non-corrupted enemy that you wish to use S on, but you havent bred yet and you are too low on health to just switch back to S. So youd rather die, wait to breed, then use S for the full non-corrupted enemy, to maximize DE. This feature was added for 1 person, use at your own risk.', 'boolean', false, null, 'Scryer');
- createSetting('ScryerDieZ', 'Scryer Suicide Z', 'You know, Die To Use S is helpful and all, but sometimes it doesn\'t matter in early zones. Don\'t you think so? That was a rhetorical question, don\'t answer it. Like Void Maps config, you can put a decimal value for cell, like 230.60 for after zone 230 for >= 60th cell.', 'value', 230.60, null, 'Scryer');
- //createSetting('ScryUseinPoison', ' Scry in Poison', ['Maybe Use in Poison', 'Force Use in Poison', 'Never Use in Poison']
-
+ createSetting('ScryerSkipBoss2', ['Boss: NEVER (All Levels)','Boss: NEVER (Above VoidLevel)','Boss: MAYBE'], 'NEVER (All Levels) will NEVER use S in cell 100 of the world!!!
NEVER (Above VoidLevel) will NEVER use S in cell 100 of the world ABOVE the zone that your void maps are set to run at (Maps).
MAYBE treats the cell no differently to any other, Overkill and Min/Max Scryer is allowed.
Recommend NEVER (There is little benefit to double NON-HELIUM resources and a small chance of DE).', 'multitoggle', 0, null, 'Scryer');
+ createSetting('ScryerSkipCorrupteds2', ['Corrupted: NEVER', 'Corrupted: FORCE','Corrupted: MAYBE'], 'NEVER means what it says!!!
FORCE means Scryer will ALWAYS activate against Corrupted enemies
MAYBE means that Overkill and Min/Max use are allowed.
Magma maps and Corrupted Voidmaps are currently classified as corrupted and NEVER here will override Maps and Voidmaps use of Scryer
Recommend MAYBE.', 'multitoggle', 2, null, 'Scryer');
+ createSetting('ScryerDieZ', 'Die To Use S','-1 to disable.
Turning this on will switch you back to S even when doing so would kill you. Happens in scenarios where you used Skip Corrupteds that took you into regular Autostance X/H stance, killed the corrupted and reached a non-corrupted enemy that you wish to use S on, but you havent bred yet and you are too low on health to just switch back to S. So you\'d rather die, wait to breed, then use S for the full non-corrupted enemy, to maximize DE. NOTE: Use at your own risk.
Use this input to set the minimum zone that scryer activates in (You can use decimal values to specify what cell this setting starts from)' , 'value', 230.60, null, 'Scryer');
+ createSetting('ScryUseinPoison', 'Scry in Poison','-1 to disable, any other number (including 0) sets a minimum zone to use S in Poison', 'value', -1, null, 'Scryer');
+ createSetting('ScryUseinWind', 'Scry in Wind','-1 to disable, any other number (including 0) sets a minimum zone to use S in Wind', 'value', -1, null, 'Scryer');
+ createSetting('ScryUseinIce', 'Scry in Ice','-1 to disable, any other number (including 0) sets a minimum zone to use S in Ice', 'value', -1, null, 'Scryer');
@@ -415,26 +424,22 @@ function initializeAllSettings() {
createSetting('AutoGen2Override', ['Override Final Only', 'Strong Override'], 'Overrides apply to the final mode (always use early mode), or also to early mode (will stop microtick etc). Normal will not change anything.', 'multitoggle', 1, null, 'Magma');
createSetting('AutoMagmiteSpender2', ['Spend Magmite OFF', 'Spend Magmite (Portal)', 'Spend Magmite Always'], 'Auto Spends any unspent Magmite immediately before portaling. (Or Always, if toggled). Part 1 buys any permanent one-and-done upgrades in order from most expensive to least. Part 2 then analyzes Efficiency vs Capacity for cost/benefit, and buys Efficiency if its BETTER than Capacity. If not, if the PRICE of Capacity is less than the price of Supply, it buys Capacity. If not, it buys Supply. And then it repeats itself until you run out of Magmite and cant buy anymore. For Magma z230+ purposes.', 'multitoggle', 1, null, 'Magma');
createSetting('SupplyWall', 'Throttle Supply (or Capacity)', 'Positive number NOT 1 e.g. 2.5: Consider Supply when its cost * 2.5 is < Capacity, instead of immediately when < Cap. Effectively throttles supply for when you don\'t need too many.
Negative number (-1 is ok) e.g. -2.5: Consider Supply if it costs < Capacity * 2.5, buy more supplys! Effectively throttling capacity instead.
Set to 1: DISABLE SUPPLY only spend magmite on Efficiency, Capacity and Overclocker. (For some end game players, supply is worth probably figuratively nothing.)
Set to 0: IGNORE SETTING and use old behaviour (will still try to buy overclocker)', 'valueNegative', 2, null, 'Magma');
- createSetting('OneTimeOnly', 'One Time / Overclock Only', 'Makes the magmite spending sequence only buy one time upgrades and overclock, ignoring Efficiency, Capacity and Supply. Intended for manual use. Does not disable itself.', 'boolean', false, null, 'Magma');
- createSetting('BuyOvclock', 'Buy Overclock', 'Turn this off to not buy anymore overclocks. Will still buy the first level if you don\'t already own it.', 'boolean', true, null, 'Magma');
+ createSetting('BuyOneTimeOC', ['Buy OneTime Only (No OC)', 'Maybe Buy OneTime & OC', 'Maybe Buy OneTime (No OC)', 'Buy OneTime & OC Only'], 'Buy OneTime Only (No OC) = ONLY BUYS ONE TIME UPGRADES, NOTHING ELSE.
Maybe Buy OneTime & OC = Normal spending, will consider Overclocker and One Time Upgrades
Maybe Buy OneTime (No OC) = Normal Spending, but will NOT Buy Overclocker (Will still buy the first level if you don\'t have it).
Buy OneTime & OC Only = Will Force spend magmite on these two only, ignoring Efficiency, Capacity and Supply.
Recommend Default (Maybe Buy OneTime & OC)', 'multitoggle', 1, null, 'Magma');
createSetting('MagmiteExplain', 'Magmite spending behaviour', '1. Buy one-and-done upgrades, expensive first, then consider 1st level of Overclocker;
2. Buy Overclocker IF AND ONLY IF we can afford it;
2.5. Exit if OneTimeOnly
3. Buy Efficiency if it is better than capacity;
4. Buy Capacity or Supply depending on which is cheaper, or based on SupplyWall', 'infoclick', 'MagmiteExplain', null, 'Magma');
//Heirloom Settings
- createSetting('AutoHeirlooms', 'Auto Heirlooms', 'Automatically evaluate and carry the best heirlooms, and recommend upgrades for equipped items. AutoHeirlooms will only change carried items when the heirlooms window is not open. Carried items will be compared and swapped with the types that are already carried. If a carry spot is empty, it will be filled with the best shield (if available). Evaluation is based ONLY on the following mods (listed in order of priority, high to low): Void Map Drop Chance/Trimp Attack, Crit Chance/Crit Damage, Miner Efficiency/Metal Drop, Gem Drop/Dragimp Efficiency, Farmer/Lumberjack Efficiency. For the purposes of carrying, rarity trumps all of the stat evaluations. Empty mod slots are valued at the average value of the best missing mod.', 'boolean', false, null, "Heirlooms");
- createSetting('AutoHeirlooms2', 'Auto Heirlooms2', 'IMPORTANT SETTING. New algorithm for Heirlooms. While enabled, the old AutoHeirlooms algorithm will be disabled (the button will stay lit or you can turn that one off). CAUTION: Turning this on will immediately re-sort your heirlooms according to the new algorithm, and turning it off again DOES revert to the original algorithm even though it may NOT have a visible result on your heirlooms. (fyi: This lack of action highlights one of the problems with the old one.) ', 'boolean', false, null, 'Heirlooms');
+ createSetting('AutoHeirloomsNew', ['AutoHeirlooms Off', 'AutoHeirlooms 1', 'AutoHeirlooms 2'], 'Use Autoheirlooms 2. It will keep heirlooms on portal. ', 'multitoggle', 0, null, 'Heirlooms');
createSetting('AutoUpgradeHeirlooms', 'Auto Upgrade Heirlooms', 'Automatically buys the upgrades the script advises for the Equipped shield and staff, until we are out of nullifium.', 'boolean', false, null, 'Heirlooms');
-
-
//Golden Upgrade Strategies:
createSetting('AutoGoldenUpgrades', 'AutoGoldenUpgrades', 'IMPORTANT SETTING. Automatically Buy the specified Golden Upgrades as they become available. Faster than vanilla. NOTE: Void setting unlocks more settings: goldStrat, goldAlternating, goldZone and goldNoBattle. New: Void also has a \\"Max then Helium\\" setting so you can get the perfect 60% Voids then Helium. More buttons will become visible when you make selections.', 'dropdown', 'Void', ["Off", "Helium", "Battle", "Void"], 'Golden');
createSetting('goldStrat', 'Strategy', 'VOID ONLY: After max Void golden upgrades, alternate between buying helium and battle upgrades. Or Choose a Zone to switch over completely at (zones lower than X will buy only battle, and zones higher than X only helium). Battle can be disabled completely with the goldNoBattle button. MAX THEN HELIUM setting so you can get the perfect 60% Voids then Helium', 'dropdown', 'Max then Helium', ["Off", "Alternating", "Zone", "Max then Helium"], 'Golden');
createSetting('goldAlternating', 'GU VOID: Alternating', 'Buy a helium upgrade after X-1 battle upgrades have been purchased', 'value', '2', null, 'Golden');
createSetting('goldZone', 'GU VOID: Zone', 'Buy a helium upgrade until zone X, then buy battle upgrades.', 'value', '200', null, 'Golden');
- createSetting('goldNoBattle', 'GU VOID: No Battle', 'Dont ever buy battle upgrades.', 'boolean', true, null, 'Golden');
+ createSetting('goldNoBattle', 'GU VOID: No Battle', 'Green = Do NOT buy Battle Upgrades
Red = Buy Battle Upgrades.', 'boolean', true, null, 'Golden');
@@ -443,7 +448,9 @@ function initializeAllSettings() {
createSetting('AutoPoison', 'Poison', 'Spend/convert Poison tokens', 'dropdown', 'Off', ['Off', 'Empowerment', 'Transfer', 'Convert to Wind', 'Convert to Ice', 'Convert to Both'], 'Nature');
createSetting('AutoWind', 'Wind', 'Spend/convert Wind tokens', 'dropdown', 'Off', ['Off', 'Empowerment', 'Transfer', 'Convert to Poison', 'Convert to Ice', 'Convert to Both'], 'Nature');
createSetting('AutoIce', 'Ice', 'Spend/convert Ice tokens', 'dropdown', 'Off', ['Off', 'Empowerment', 'Transfer', 'Convert to Poison', 'Convert to Wind', 'Convert to Both'], 'Nature');
-
+ if (!game.worldUnlocks.easterEgg.locked) {
+ createSetting('AutoEggs', 'AutoEggs', 'Click easter egg if it exists, upon entering a new zone. Warning: Quite overpowered. Please solemnly swear that you are up to no good.', 'boolean', false, null, 'Core');}
+
//Display settings:
@@ -453,9 +460,10 @@ function initializeAllSettings() {
document.getElementById('battleSideTitle').setAttribute('onclick','MODULES["performance"].EnableAFKMode()');
document.getElementById('battleSideTitle').setAttribute('onmouseover', "getZoneStats(event);this.style.cursor='pointer'");
createSetting('ChangeLog', 'Show Changelog', '(Action Button). Shows the changelog popup message that AT loads on startup again, in case you missed it. The blue color means this is not a settable setting, just a button.', 'action', 'printChangelog()', null, 'Display');
+ createSetting('ShowSettings', 'Show Extra Settings', 'Show/Hide settings that in my personal opinion, are rarely useful (HZE 470)', 'boolean', true, null, 'Display')
document.getElementById('Display').lastChild.insertAdjacentHTML('afterend','
');
-//SPAM settings:
+//SPAM settings:
//Subsection2Line1
createSetting('SpamGeneral', 'General Spam', 'General Spam = Notification Messages, Auto He/Hr', 'boolean', true, null, 'Display');
createSetting('SpamUpgrades', 'Upgrades Spam', 'Upgrades Spam', 'boolean', true, null, 'Display');
@@ -470,7 +478,7 @@ function initializeAllSettings() {
createSetting('SpamPerks', 'AutoPerks Spam', 'Everything in related to AutoPerks', 'boolean', true, null, 'Display');
-
+
// Export/Import/Default settings
createSetting('ImportAutoTrimps', 'Import AutoTrimps', 'Import your AutoTrimps Settings. Asks you to name it as a profile afterwards.', 'infoclick', 'ImportAutoTrimps', null, 'Import Export');
createSetting('ExportAutoTrimps', 'Export AutoTrimps', 'Export your AutoTrimps Settings as a output string text formatted in JSON.', 'infoclick', 'ExportAutoTrimps', null, 'Import Export');
@@ -481,16 +489,16 @@ function initializeAllSettings() {
//createSetting('ExportModuleVars', 'Export Custom Variables', 'Export your custom MODULES variables.', 'infoclick', 'ExportModuleVars', null, 'Import Export');
//createSetting('ImportModuleVars', 'Import Custom Variables', 'Import your custom MODULES variables (and save).', 'infoclick', 'ImportModuleVars', null, 'Import Export');
//createSetting('ResetModuleVars', 'Reset Custom Variables', 'Reset(Delete) your custom MODULES variables, and return the script to normal. ', 'infoclick', 'ResetModuleVars', null, 'Import Export');
-
+
//createSetting('PlayerLevel', 'PlayerLevel', 'PlayerLevel: Indicate around what level you are. noob, low, medium, high, spire, magma, expert, z450+, z500+, endgame and so on. Might be used to control which settings are visible in the future. ', 'dropdown', "Medium", ["Noob","Low","Medium","High","Spire","Magma","Expert","z450+","z500+","EndGame"], 'Display');
/*
createSetting('ATModuleListDropdown', 'Modules', 'AT Module List Dropdown: Lists all the individual modules (.js files) that have been auto-loaded. It might be possible to unload these or something in the future.', 'dropdown', ATmoduleList[0], ATmoduleList, 'Import Export');
document.getElementById('ATModuleListDropdown').multiple = true; //allow 4 multiple selections
document.getElementById('ATModuleListDropdown').size = 4;
- document.getElementById('ATModuleListDropdown').height = '5vw';
+ document.getElementById('ATModuleListDropdown').height = '5vw';
document.getElementById('ATModuleListDropdownLabel').style.verticalAlign = 'top';
document.getElementById('ATModuleListDropdownLabel').parentNode.style.width = null; //make the next stuff fit on 1 line.
- createSetting('ATModuleUnload', 'Unload Module', 'UnLoads a running module file this session', 'infoclick', 'ATModuleUnload', null, 'Import Export');
+ createSetting('ATModuleUnload', 'Unload Module', 'UnLoads a running module file this session', 'infoclick', 'ATModuleUnload', null, 'Import Export');
createSetting('ATModuleLoad', 'ReLoad Module', 'Load/Reloads a module file (.js) and runs it.', 'infoclick', 'ATModuleLoad', null, 'Import Export');
*/
}
@@ -799,15 +807,19 @@ function autoPlusSettingsMenu() {
function updateCustomButtons() {
//console.log("GUI: CustomButtons Updated");
- //Check for Theme Changed, and swap theme:
+ if (lastTheme && game.options.menu.darkTheme.enabled != lastTheme) {
if (typeof MODULES["graphs"] !== 'undefined')
MODULES["graphs"].themeChanged();
+ debug("Theme change - AutoTrimps styles updated.");
+ }
+ lastTheme = game.options.menu.darkTheme.enabled;
function toggleElem(elem, showHide) {
+ var $item = document.getElementById(elem);
+ if ($item == null) return;
var state = showHide ? '' : 'none';
var stateParent = showHide ? 'inline-block' : 'none';
- var item = document.getElementById(elem);
- item.style.display = state;
- item.parentNode.style.display = stateParent;
+ $item.style.display = state;
+ $item.parentNode.style.display = stateParent;
}
function turnOff(elem) {
toggleElem(elem, false);
@@ -823,7 +835,6 @@ function updateCustomButtons() {
var doDaily = game.challenges.Daily.filter();
(doDaily) ? turnOn("AutoStartDaily") : turnOff("AutoStartDaily");
(doDaily) ? turnOn("AutoFinishDaily") : turnOff("AutoFinishDaily");
- (doDaily && getPageSetting('AutoFinishDaily')) ? turnOn("AutoFinishDailyZone") : turnOff("AutoFinishDailyZone");
//if custom auto portal is not selected, remove the custom value settingsbox
(autoTrimpSettings.AutoPortal.selected == "Custom") ? turnOn("CustomAutoPortal") : turnOff("CustomAutoPortal");
//if HeHr is not selected, remove HeliumHourChallenge settingsbox
@@ -834,7 +845,34 @@ function updateCustomButtons() {
//if HeHr is not selected, remove HeHr buffer settingsbox
(heHr) ? turnOn("HeliumHrBuffer") : turnOff("HeliumHrBuffer");
//if ShieldBlock is for sure, remove ShieldBlock from settingsbox (achievement=12 means z100).
- (game.achievements.zones.finished < 12) ? turnOn("BuyShieldblock") : function(){turnOff("BuyShieldblock");setPageSetting("BuyShieldblock",false);}();
+ //(game.achievements.zones.finished < 12) ? turnOn("BuyShieldblock") : function(){turnOff("BuyShieldblock");setPageSetting("BuyShieldblock",false);}();
+ //if AS3 is not selected, remove Windstack settingsbox
+ getPageSetting('AutoStance')==3 ? turnOn("WindStackingMin"): turnOff("WindStackingMin");
+ getPageSetting('AutoStance')==3 ? turnOn("ScryUseinPoison"): turnOff("ScryUseinPoison");
+ getPageSetting('AutoStance')==3 ? turnOn("ScryUseinWind"): turnOff("ScryUseinWind");
+ getPageSetting('AutoStance')==3 ? turnOn("ScryUseinIce"): turnOff("ScryUseinIce");
+ getPageSetting('AutoStance')!=3 ? turnOn("IgnoreCrits") : turnOff("IgnoreCrits");
+ getPageSetting('AutoAllocatePerks')==2 ? turnOn("lootdumpa"): turnOff("lootdumpa");
+ getPageSetting('AutoAllocatePerks')==2 ? turnOn("lootdumpz"): turnOff("lootdumpz");
+ getPageSetting('BWraid')==true ? turnOn("BWraidingz"): turnOff("BWraidingz");
+ getPageSetting('BWraid')==true ? turnOn("BWraidingmax"): turnOff("BWraidingmax");
+ /*//Make Scryer settings a little more user friendly
+ if (getPageSetting('ScryerUseinVoidMaps2') !=0) { setPageSetting("ScryerUseinMaps2", "2"); }
+ if (getPageSetting('ScryerUseinSpire2') !=1 && isActiveSpireAT()) { setPageSetting("ScryerSkipCorrupteds2", "2"); } */
+ //Show and Hide useless settings to reduce UI clutter
+ var turnonofflist = [
+ "ManualGather2","BuyUpgradesNew","TrapTrimps","UsePatience",
+ "BuyBuildingsNew","WarpstationCap","WarpstationCoordBuy","MaxHut","MaxHouse","MaxMansion","MaxHotel","MaxResort","MaxGateway","MaxWormhole","MaxCollector","MaxGym","MaxTribute","GymWall","FirstGigastation","DeltaGigastation","WarpstationWall3",
+ "CapEquip2","DelayArmorWhenNeeded","BuyShieldblock",
+ "DynamicSiphonology","PreferMetal","LowerFarmingZone","FarmWhenNomStacks7","RunBionicBeforeSpire","CorruptionCalc","MaxTox","VoidCheck","TrimpleZ",
+ "DynamicGyms",
+ "SupplyWall","BuyOneTimeOC","MagmiteExplain",
+ "SpamGeneral","SpamUpgrades","SpamEquipment","SpamMaps","SpamOther","SpamBuilding","SpamJobs","SpamGraphs","SpamMagmite","SpamPerks",
+ ];
+ if (game.worldUnlocks.easterEgg)
+ turnonofflist.push("AutoEggs");
+ for (var i in turnonofflist)
+ getPageSetting('ShowSettings') ? turnOn(turnonofflist[i]) : turnOff(turnonofflist[i]);
//DROPDOWNS: updates dropdown selections. (ALL DROPDOWNS REQUIRE THIS BIT TO BE UPDATEY)
//todo check why this isnt possible to set automatically in the dropdown code.
@@ -926,10 +964,10 @@ function getDailyHeHrStats() {
function settingsProfileMakeGUI(){}; //blank on purpose, will be overwritten if necessary.
//controls the button skips 2 of the tri-state automaps button
-function toggleAutoMaps(){
+function toggleAutoMaps(){
if (getPageSetting('AutoMaps'))
setPageSetting('AutoMaps',0);
else
setPageSetting('AutoMaps',1);
document.getElementById("autoMapBtn").setAttribute("class", "noselect settingsBtn settingBtn" + autoTrimpSettings.AutoMaps.value);
-}
\ No newline at end of file
+}
diff --git a/docs/AutoPerks EfficiencyQueue.txt b/docs/AutoPerks EfficiencyQueue.txt
deleted file mode 100644
index 9a0337c6a..000000000
--- a/docs/AutoPerks EfficiencyQueue.txt
+++ /dev/null
@@ -1,29 +0,0 @@
-How AutoPerks Works:
-----------------------
-Get list of Ratio'ed Perks.
-Create an Efficiency queue of each of the 16 perks.
- - Current Level
- - Current Price @ that level
- - Current Stat Increase @ that Level.
- - Current Efficiency (price / stat increase).
-Then the list of 16 perks is sorted by Efficiency, and the 1st one on the list is purchased.
-Repeat ad nauseum 36 million iterations.
-
-for (var e in effQueue.array) { console.log("Effiency@ " + effQueue.array[e].efficiency + " Perk name: " + effQueue.array[e].name);}
-
-Effiency@ 30.00000000000003 Perk name: power
-Effiency@ 4.0000000000000036 Perk name: toughness
-Effiency@ 3.200000000000003e-9 Perk name: cunning
-Effiency@ 1.3333333333333346 Perk name: pheromones
-Effiency@ 1.0000000000000009 Perk name: motivation
-Effiency@ 0.36 Perk name: carpentry
-Effiency@ 0.13333333333333333 Perk name: artisanistry
-Effiency@ 0.08 Perk name: resilience
-Effiency@ 0.00030000000000000024 Perk name: power_II
-Effiency@ 0.00014999999999999682 Perk name: looting_II
-Effiency@ 0.00011333333333333333 Perk name: coordinated
-Effiency@ 0.00004000000000000004 Perk name: toughness_II
-Effiency@ 0.000008000000000000006 Perk name: motivation_II
-Effiency@ 0.000002249999999999952 Perk name: carpentry_II
-Effiency@ 0.000002 Perk name: resourceful
-Effiency@ 0.000001 Perk name: overkill
\ No newline at end of file
diff --git a/docs/SettingsTooltipDocumentation.txt b/docs/SettingsTooltipDocumentation.txt
deleted file mode 100644
index 289452cc1..000000000
--- a/docs/SettingsTooltipDocumentation.txt
+++ /dev/null
@@ -1,71 +0,0 @@
-Auto Gather/Build - Automatically gathers resources (and uses Turkimp on metal). Auto speed-builds your build queue and auto-researches science on demand.
-Better Auto Fight - Will automatically handle fighting. It gives you autofight before you get the Battle upgrade in Zone 1.. .CAUTION: If you autoportal with BetterAutoFight disabled, the game sits there doing nothing until you click FIGHT. (not good for afk)
-Auto Stance - Automatically swap stances to avoid death.
-Trap Trimps - Automatically trap trimps when needed, including building traps.
-Buy Storage - Will buy storage when resource is almost full. (like AutoStorage, even anticipates Jestimp)
-Buy Jobs - Buys jobs based on ratios configured below. CAUTION: you cannot manually assign jobs with this. Toggle if you need to.
-Buy Buildings - Will buy non storage buildings as soon as they are available
-Buy Upgrades - Autobuy non equipment Upgrades
-Buy Armor - Auto-Buy/Level-Up the most cost efficient armor available.
-Buy Armor Upgrades - (Prestiges) & Gymystic. Will buy the most efficient armor upgrade available.
-Buy Weapons - Auto-Buy/Level-Up the most cost efficient weapon available.
-Buy Weapon Upgrades - (Prestiges) Will buy the most efficient weapon upgrade available.
-Buy Shield Block - Will buy the shield block upgrade. CAUTION: If you are progressing past zone 60, you probably don't want this :)
-Run Unique Maps - Relies on AutoMaps to choose to run Unique maps. Required for AutoPortal. Also needed for challenges: Electricity, Mapocalypse, Meditate, and Crushed (etc). Needed to auto-run The Wall and Dimension of Anger.
-Auto Heirlooms - Automatically evaluate and carry the best heirlooms, and recommend upgrades for equipped items. AutoHeirlooms will only change carried items when the heirlooms window is not open. Carried items will be compared and swapped with the types that are already carried. If a carry spot is empty, it will be filled with the best shield (if available). Evaluation is based ONLY on the following mods (listed in order of priority, high to low): Void Map Drop Chance/Trimp Attack, Crit Chance/Crit Damage, Miner Efficiency/Metal Drop, Gem Drop/Dragimp Efficiency, Farmer/Lumberjack Efficiency. For the purposes of carrying, rarity trumps all of the stat evaluations. Empty mod slots are valued at the average value of the best missing mod.
-Hire Scientists - Enable or disable hiring of scientists. Math: ScientistRatio=(FarmerRatio+LumberjackRatio+MinerRatio)/25 and stops hiring scientists after 250k Farmers.
-Manage Breed Timer - Automatically manage the breed timer by purchasing Genetecists. Sets ideal anticpation stacks. If not using AutoStance, this will probably be undesirable... Picks appropriate times for various challenges (3.5s,11s,30s). Delays purchasing potency and nurseries if trying to raise the timer. EFFECTIVELY LOCKS THE BREED TIMER
-Geneticist Timer - Breed time in seconds to shoot for using geneticists. Disable with -1 (and Disable ManageBreedTimer) to disable the Hiring/Firing of genetecists (and potency upgrades). CANNOT CHANGE WITH MANAGE BREED TIMER OPTION ON
-Farmer Ratio -
-Lumberjack Ratio -
-Miner Ratio -
-Max Explorers - Map the planet!!
-Max Trainers - Fist bump me bro
-Max Huts -
-Max Houses -
-Max Mansions -
-Max Hotels -
-Max Resorts -
-Max Gateways - WARNING: Not recommended to raise above 25
-Max Wormholes - WARNING: Wormholes cost helium! Values below 0 do nothing.
-Max Collectors -
-First Gigastation - How many warpstations to buy before your first gigastation
-Delta Gigastation - How many extra warpstations to buy for each gigastation. Supports fractional values. For example 2.5 will buy +2/+3/+2/+3...
-Max Gyms -
-Max Tributes -
-Max Nurseries -
-Void Maps - The zone at which you want all your void maps to be cleared (Cell 96). 0 is off
-Prestige - Acquire prestiges through the selected item (inclusive) as soon as they are available in maps. Forces equip first mode. Automap must be enabled. THIS IS AN IMPORTANT SETTING related to speed climbing and should probably always be on something. If you find the script getting stuck somewhere, particularly where you should easily be able to kill stuff, setting this to an option lower down in the list will help ensure you are more powerful at all times, but will spend more time acquiring the prestiges in maps.
-Auto Portal - Automatically portal. Will NOT auto-portal if you have a challenge active, the challenge setting dictates which challenge it will select for the next run. All challenge settings will portal right after the challenge ends, regardless. Helium Per Hour portals at cell 1 of the first level where your He/Hr went down even slightly compared to the current runs Best He/Hr. Take note, there is a Buffer option in the genBTC settings, which is like a grace percentage of how low it can dip without triggering. CAUTION: Selecting He/hr may immediately portal you if its lower.
-Challenge for Helium per Hour and Custom - Automatically portal into this challenge when using helium per hour or custom autoportal. Custom portals after cell 100 of the zone specified.
-Custom Portal - Automatically portal AFTER clearing this level.(ie: setting to 200 would portal when you first reach level 201)
-Limit Equipment - Limit levels of equipment bought to:(level 11 - the prestige level). At or Above Prestige X (10), your equipment will remain at level 1. In other words, do not level equipment after ~level ~51, and only buy Prestiges. CAUTION: may reduce He/hr performance in many cases.
-Breed Fire - Fire Lumberjacks and Miners to speed up breeding when needed. (Not genetecists).
-Max Toxicity Stacks - Get maximum toxicity stacks before killing the improbability in each zone 60 and above. Generally only recommended for 1 run to maximize bone portal value. This setting will revert to disabled after a successful Max-Tox run + Toxicity Autoportal.
-Run New Voids - Run new void maps acquired after the set void map zone. Runs them at Cell 95 by default, unless you set a decimal value indicating the cell, like: 187.75 CAUTION: May severely slow you down by trying to do too-high level voidmaps. Use the adjacent RunNewVoidsUntil setting to limit this.
-Void Difficulty Check - How many hits to be able to take from a void map boss in dominance stance before we attempt the map. Higher values will get you stronger (by farming for health) before attempting. 2 should be fine.
-Disable Farming - Disables the farming section of the automaps algorithm. This will cause it to always return to the zone upon reaching 10 map stacks. TROUBLESHOOTING: Save and Refresh when you toggle this, if necessary. INFO: The new Trimps 3.22 map-buttons greatly eliminate the usefulness of this. ALSO: NO LONGER DISABLES SIPHONOLOGY.
-PauseAutoTrimps - PauseAutoTrimps(notincludingthegraphsmodule)
-Warpstation Cap - Do not level Warpstations past Basewarp+DeltaGiga **. Without this, if a Giga wasnt available, it would level infinitely (wastes metal better spent on prestiges instead.) **The script bypasses this cap each time a new giga is bought, when it insta-buys as many as it can afford (since AT keeps available metal/gems to a low, overbuying beyond the cap to what is affordable at that first moment is not a bad thing).
-Cap Equip to 10 - Do not level equipment past 10. Similar to LimitEquipment, Helps for early game when the script wants to level your tier2s to 40+, but unlike LimitEquipment, does not impact Zone 60+.
-Skip Gear Level 58&59 - Dont Buy Gear during level 58 and 59, wait till level 60, when cost drops down to 10%.
-Delay Armor - Delay buying armor prestige upgrades during Want More Damage or Farming automap-modes.
-Dynamic Siphonology - Use the right level of siphonology based on your damage output.
-Farm on >7 NomStacks - On Improbability(cell 100). Meant to be used with DisableFarming (otherwise farming would take care of this, but its slower). If Improbability already has 5 NomStacks, stack 30 Anticipation. If the Improbability has >7 NomStacks on it, get +200% dmg from MapBonus. If we still cant kill it, enter Farming mode at 30 stacks, Even with DisableFarming On! (exits when we get under 20x)
-AutoRoboTrimp - Use RoboTrimps ability starting at this level, and every 5 levels thereafter. (set to 0 to disable)
-He/Hr Portal Buffer % - When using the He/Hr Autoportal, it will portal if your He/Hr drops by this amount of % lower than your best for current run, default is 0% (ie: set to 5 to portal at 95% of your best)
-Run New Voids Until - Put a cap on what zone new voids will run at, until this zone, inclusive.
-Always Buy Lvl 2 Armor - Always Buy the 2nd point of Armor even if we dont need the HP. Its the most cost effective level, and the HP _need_ script isnt always adequate.
-Dynamic Prestige - EXPERIMENTAL: Skip getting prestiges at first, and Gradually work up to the desired Prestige setting you have set. Runs with Dagger to save a significant amount of time until we need better gear, then starts increasing the prestige setting near the end of the run. ---NEW ALGORITHM 7/23/2016--- Examines which prestiges you have, how many missing ones youd need to achieve the desired target and starts running 5 maps or 2 maps every zone, Until the target prestige is reached. Example: For mace, starts getting the prerequisite prestiges 10 zones away from max, then more and more, finally reaching the desired prestige by the last final zone (also goes for 9 mapbonus on the last zone). IMPORTANT NOTE PLEASE READ: Final Zone Number is inherently tied to the AutoPortal setting. When using the Helium per Hour setting, it uses the zone we portaled at last run (game.global.lastPortal). If the AutoPortal is set to a challenge, it will use the last zone of the challenge. CAUTION: EXPERIMENTAL, please come to Discord chat if you have problems.
-undefined - undefined
-Run Bionic Before Spire - Run the Bionic Wonderlands I through VI and then repeatedly farms VI(level 200) before attempting Spire, for the purpose of farming. WARNING: The point at which it stops farming has yet to be fully decided upon or set in stone, so it currently runs Bionic VI until it runs out of new prestige item rewards, then runs Bionic VII until it runs out of prestige items from that one, and then attempts the spire. This amounts to somewhere around 144 minutes. DO NOT USE WITH HE/HR PORTAL. Not meant to be used every time, He/Hr suffers.
-Cap Trainers to a % of Tributes - Only Buy a Trainer when its cost is LESS than X% of cost of a tribute. This setting can work in combination with the other one, or set the other one to -1 and this will take full control. Default: -1 (Disabled). 50% is close to the point where the cap does nothing. You can go as low as you want but recommended is 10% to 1%. (example: Trainer cost of 5001, Tribute cost of 100000, @ 5%, it would NOT buy the trainer.)
-PrestigeBackup - Acquire prestiges through the selected item (inclusive) as soon as they are available in maps. Forces equip first mode. Automap must be enabled. THIS IS AN IMPORTANT SETTING related to speed climbing and should probably always be on something. If you find the script getting stuck somewhere, particularly where you should easily be able to kill stuff, setting this to an option lower down in the list will help ensure you are more powerful at all times, but will spend more time acquiring the prestiges in maps.
-Auto Heirlooms2 - New algorithm for Heirlooms. While enabled, the old AutoHeirlooms algorithm will be disabled (the button will stay lit or you can turn that one off). CAUTION: Turning this on will immediately re-sort your heirlooms according to the new algorithm, and turning it off again DOES revert to the original algorithm even though it may NOT have a visible result on your heirlooms. (fyi: This lack of action highlights one of the problems with the old one.)
-AutoGoldenUpgrades - Automatically Buy the specified Golden Upgrades as they become available.
-Auto Upgrade Heirlooms - Automatically buy the upgrade the script advises for the Equipped shield and staff, until we are out of nullifium.
-Minutes to Farm Before Spire - Farm level 200 maps for X minutes before continuing to beat spire (0 to disable)
-Auto Maps - Automatically run maps to progress. Very Important.
-Auto Worker Ratios - Automatically changes worker ratios based on current progress. WARNING: overrides worker ratio settings. Settings: 1/1/1 up to 300k trimps, 3/3/5 up to 3mil trimps, then 3/1/4 above 3 mil trimps, then 1/1/10 above 1000 tributes, then 1/2/22 above 1500 tributes. Uses 1/40/8 in Spire since we get plenty of metal from that.
-Warpstation Wall - Do not level Warpstations if it costs over 1/4th of the current metal we own. (Experimental)
-Exit Spire After Cell - Exits the Spire after completing cell X. example: 40 for Row 4. (0 to disable)
\ No newline at end of file
diff --git a/docs/TODO.md b/docs/TODO.md
deleted file mode 100644
index 7bd8d4d26..000000000
--- a/docs/TODO.md
+++ /dev/null
@@ -1,136 +0,0 @@
-Document Code Structure: (for other developers): see main-doc.txt
-----------------
-Main-Documentation (main-doc.txt)
-TODO List (this file - TODO.md)
-Update README.md/changelog(.json?)/version # (manually for now)
-Code Comments (getting better)
-
-Near Future:
-------------------------
-WebSite https://autotrimps.site - even just a link to github, or link to tutorials on how to install.
--GRAPHS!
-TODO 1: Add notes or labels to graph runs. (to indicate which settings we used)
-TODO 1: HighCharts annotations module for "notes" comments to indicate which graph runs were what.
-TODO: IMPLEMENTING A STANDARD FOR CLOUD GRAPH STATISTICS:
- -now : Highest zone, helium, bones, Perk preset/ratios.
- -next: ATSettings, MODULES, which graphs were clicked on.
-
-
-new TODO LIST: 3/3/2018 and 3/4/2018 extended to 3/7 still working on it as of 3/20.
--------------------------------------
-XXXX: AutoPerks - background thread / web worker
-XXXX: AutoPerks - allocate speed improvement, shortcuts, (36 million iterations and 15 seconds @ 720Qa HE)
- - maybe slow due to OO structure and repeated resolutions for pass2.
-TODO: Perky - implement Altizar Perky new Perk manager interface
-TODO: SPAM tab - more granular settings. maybe every module could have its own toggle? - working on it.
-TODO: "Map Special Modifier": Special Modifiers, Perfect Sliders (way more fragments), Extra Zones (+0 to +10)
- with a save config option
- if you create a config with FA and +5 zones, and save it, next time you/the script creates a map, it will remember the setting
- so if you want you can use the script to create 3 setups (there are 3 slots to save your config)
- + maps should be only created at poison zones and when they will provide new equipment
- prestigious when you need prestiges, lmc when you need more lvls in your eq
- perfect sliders when you can afford it
- make perfect sliders like if you're able to afford 3x the cost of it in frags, just buy it. otherwise no. and it will be rarer that way but still useful
- another valid idea is burn out all your frags on perfect near the end i guess
-TODO: (from old TODO LIST: 8/17/2016) BionicW toggle that can let AT do Bionic Wonderland maps if they haven't ever been done before?
- (in the same vein, check for "Speed" achievements for unique maps and do them if they're not done yet and possible)
-TODO: for alfa166: "Bionic OverBurner" :smiley: Make it Configurable to run BW 470 one time at z480 to unlock and run BW485, (with the +5 map kit)
-TODO: Make a more configurable Auto Spend Nulli function for 2018
-TODO: Should invent a tool/script to plug in the version numbers, changelogs, docs.
-TODO: Instead of hard-coded changelog, Break changelog out into a seperate file and HTTPRequest it, parse it and run it through a standardized display function.
- Pull external .JSON Changelog and stuff from this site's API (obviously have to create a new server endpoint PHP script)
-TODO: Modular Structured load of the modules/*.js files is less than robust now. Check status of each loaded, tally a count, double check success.
- -FAR: In this way, the tracking and loading of modules can be timestamped and version controlled for itemization and aggregate cloud managed.
-FAR TODO: Cloud management of Save Files (already uploading save files and naming them. just need to download)
-FAR TODO: Cloud distributed graphs. Show similar users graphs? (STARTED)
- -Could just upload all the graphs after every run (how to detect full run?)
-FAR TODO: Theoretically the graphs database can be used as a pro-active future prediction model and conditions can be inferred from past runs.
- Example: If Helium per/hour is ABOUT to go down based on previous cached runs (during the ambiguity period of about a few zones), portal earlier.
- Think like Grace %% setting but automatic.
-FAR TODO: Analysis of the Userbase and custom settings, even make queries to ask server for better decision making based on global multi-client probability state
-TODO: Develop an internal utility for me to Scrape/Grep/Grok the .json analytics files already on the server.
-FAR TODO: Import/Export/Append Graphs. is delete working on refresh?
-FAR TODO: Graphs encoding vs. storage is wasteful of space. We need more. Compress data or RLE it
-TODO: Structure of Graphs.js is very wonky and can be re-sorted, nested somehow.
-TODO: GUI javascript warning message "Are you sure?" OK/cancel template.
-TODO: Bundle a newbie profile into the profiles-defaults.
-TODO: Keep generating content in this file very late at night, that nobody can see or care about - real smart use of my time.
-
-
-Bugs To Fix:
-----------------
-Last github pull request is from 2016 = needs to be cleared. Has useful code that could be imported into Settings file for version comparisons and settings migrations/in-place upgrades.
-All Issues from January to February have been resolved.
-Any Issues remaining from prior 2017 should be disregarded.
-BUG 1: Bone Portal messes with graphs / Importing a savedgame in progress produces bad graphs
-BUG 2: The graphs still can miss time and have gaps/skips and has zone innacuracies, additionally it can fail to track Trimps data entirely during background window Javascript AFK/idle/catchup mode.
-BUG 2: Overkill and certain graphs can skip progress and get mis-aligned if the script was paused or was backgrounded.
-
-
-Done Did:
-----------
-Done: Visible Version Status Number in UI / Startup popup messages
-Done: Essence graph
-Done: Renamed Module names: Some stuff is named auto, some stuff isnt. Its AutoTrimps so isn't everything auto? Redundant?
-Done: Renamed NewUI2.js as SettingsGUI - needs new name, some love.
-Done: Add autotrimps.site data json upload capability (thanks to Swiffy)
-Done: BUG 1: Liquification - the Auto-Skip-tons-of-zones-in-beginning - causes overkill graph to be off by a LOT.
-Not actually a thing: "Max Magmamancers By Zone #" so we can buy them at the start, to gain 5% attack for the first 10 minutes, usually for cases when the void zone which is the same as the portal zone, and you want to stack that level up with all you've got.
- -5% Attack is only given after 5 minutes. Misunderstanding.
-Done: AutoTrimps Presets dropdown list to name, save, reload different profiles
-Done: Partially: Split SettingsGUI.js up into front-end DOM+GUI, back-end functions for Settings/Modules/Profiles, and createSettings+descriptions.
-Done: Fluffy XP Graph
-Done: Pin the ATSettings Tab MenuBar + Minimize,Maximize,Close buttons.
-Done: TODO: Graphs, make 2 arrows to cycle sequentially through the graphs without using the dropdown everytime.
-Done: TODO: Put changelog show/hide popup Button into settings
-Done: PrintChangelog: print changelog function should be refactored: another function should be made to create a DOM element for all the changelog lines, scrape the API data into it, and then print tooltip with header/footer.
-
-Other Improvements:
-------------------
-AUTOMAPS:
-Rewrite the automaps way of deciding/picking/buying/running maps. (convo below)
----------------------------------------------------------------------------------
--: Decide whether map stacks can help speed you up or not:
-If you're more limited by you being dead and your lack of health, than damage output, its probably more likely to not be worth it.
-also if you don't have the overkill perk increasing damage can get inefficient when damage output is wasted
-so keeping a good "survivability to damage output" ratio is better than optimizing "damage output"
-keep a count of how long you were dead and how long you were doing damage
-if you're never dead, then the damage boost from map stacks is USUALLY worth it. (cant say for sure but im pretty sure)
-I still think you'd have to run 1 full map to know for sure if its worth it. then extrapolate that out times 10
--: Summary:
-never dead -> damage boost helps when not "early game when you're ripping through bad guys"
-almost never alive, frequently dead -> if more damage output than damage taken (and enough hp to react to fast guys), go on, otherwise farm
-occasionally dead and dies faster than breeding -> needs more damage
-occasionally dead and dies slower than breeding -> advance
-Also while doing this, determine more refined rules for entering the 3 modes: want dmg/want health/farming
-
--:230+ regular maps should really be treated differently from corruption
-they don't have block pierce, and no special abilities
--it doesnt go into the map bonus mode soon enough because of the fact that its gauging the zone on non-corrupted enemies
- //we will get at least 85 toxstacks from the 1st voidmap UNLESS we have overkill, then we dont get enough.
- //if a new fight group is available and anticipation stacks aren't 30, abandon and grab a new group
-
-
-VOIDMAPS:
-Void Map Farming - based on how much damage you do rather than your health/survival
----------------------------------------------------------------------------------
--:Voidmaps:
- //TODO: Account for magmated voidmaps. (not /2)
- //TODO: Account for daily.
--:On Voids Diff:
-if you have enough HP to survive poisonous without genetecists, i guess its easy
-poison is really bad before you get geneticists for example
-before you have geneticists poisonous is just awful
-if you block everything, heinous is awful
-if you almost block everything, destructive is awful
-and then the double hit is somewhere in the middle
-yeah i think they shift a lot depending on how strong you are
-if you're strong enough that doing voids at 190 is a joke but can't do them later after you finish corrupted for example
-for me right now I usually block close to 100% of the damage, which is why destruction and heinous are worst
-poison is completely trivial when the maps are already easy
-destruction = % damage, heinous = crit
-if you're trying to do the void maps before you're actually strong though poison is a killer
-yea thats a good point, people doing them at the challenge boundary vs at the end of their run
-I also thing the difficulty check should consider block, if it doesn't already do that
-i always found poison to be the most obnoxious of them early on because when you don't even have geneticists to fire to make breeding faster again it just takes sooo long
-for a large part of the game I only did VMs when I could completely block everything, which made them trivial
diff --git a/docs/dailymodifiers.txt b/docs/dailymodifiers.txt
deleted file mode 100644
index 951395309..000000000
--- a/docs/dailymodifiers.txt
+++ /dev/null
@@ -1,94 +0,0 @@
-badHealth = enemy, health
-badMapHealth = enemy, health
-badMapStrength = enemy, attack
-badStrength = enemy, attack
-bloodthirst = enemy, stacks
-bogged = self, health, drain
-crits = enemy, crit
-dedication = gathering
-dysfunctional = breeding
-evenTrimpBuff = self,+attack
-explosive = enemy, attack, drainy
-famine = gathering, loot
-karma = loot, stacks
-large = housing
-maxDamage = self,attack
-minDamage = self,attack
-oddTrimpNerf = self,-attack
-plague = -health, stacks
-rampage = self, +attack, stacks
-slippery= dodge
-toxic = breeding, stacks
-weakness= self, -attack, stacks
-
-Main.js @ line 5455
-var dailyModifiers =
-{
- minDamage: {
- description : "Trimp min damage reduced by X % (additive)."
- },
- maxDamage: {
- description : "Trimp max damage increased by X % (additive)."
- },
- plague: {
- //Half of electricity
- description : "Enemies stack a debuff with each attack, damaging Trimps for X% of total health per turn per stack, resets on Trimp death."
- },
- weakness: {
- description : "Enemies stack a debuff with each attack, reducing Trimp attack by X% per stack. Stacks cap at 9 and reset on Trimp death."
- },
- large: {
- description : "All housing can store X% fewer Trimps"
- },
- dedication: {
- description : "Gain X% more resources from gathering"
- },
- famine: {
- description : "Gain X% less Metal, Food, Wood, and Gems from all sources"
- },
- badStrength: {
- description : "Enemy attack increased by X%."
- },
- badHealth: {
- description : "Enemy health increased by X%."
- },
- badMapStrength: {
- description : "Enemy attack in maps increased by X%."
- },
- badMapHealth: {
- description : "Enemy health in maps increased by X%."
- },
- crits: {
- description : "Enemies have a 25% chance to crit for X% of normal damage"
- },
- bogged: {
- description : "Your Trimps lose X% of their max health after each attack."
- },
- dysfunctional: {
- description : "Your Trimps breed X% slower"
- },
- oddTrimpNerf: {
- description : "Trimps have X% less attack on odd numbered zones"
- },
- evenTrimpBuff: {
- description : "Trimps have X% more attack on even numbered zones"
- },
- karma: {
- description : 'Gain a stack after killing an enemy, increasing all non Helium loot by X%. Stacks cap at Y, and reset after clearing a zone.'
- },
- toxic: {
- description : "Gain a stack after killing an enemy, reducing breed speed by X% (compounding). Stacks cap at Y, and reset after clearing a zone."
- },
- bloodthirst: {
- description : "Enemies gain a stack of Bloodthirst whenever Trimps die.Every X stacks, enemies will heal to full and gain an additive 50 % attack.Stacks cap at Y, and reset after killing an enemy."
- },
- explosive: {
- description : " Enemies instantly deal % of their attack damage when killed if (str > 15) UNLESS your block is as high as your maximum health "
- },
- slippery: {
- description : " Enemies have a % chance to dodge your attacks on odd ? / ?even zones."
- },
- rampage: {
- description : "Gain a stack after killing an enemy, increasing Trimp attack by % (additive). Stacks cap at ? , and reset when your Trimps die."
- },
-}
diff --git a/docs/main-doc.txt b/docs/main-doc.txt
deleted file mode 100644
index 6a3cb24b1..000000000
--- a/docs/main-doc.txt
+++ /dev/null
@@ -1,283 +0,0 @@
-AutoTrimps - A Highly Extensive Idle Clicker Game Script
-
-Code Execution Structure,Behavior/Explanation:
-==============================================
-A script bootstrap file userscript "install.user.js" is ran by Tampermonkeyed/Greasemonkeyed and installed into permanence on the browser extension. This loads AutoTrimps2.js. First it loads utils.js for some tools, then it loads the Settings UI and then it Loads the Graphs, This loads all the 17 submodules *.js files in the modules/ dir, in a particular order as listed. From that point, a timeout/interval loop is set up to launch the Main Game and Re-run the "Main Loop" every 100ms (10x a second) in sync with the Game Loop. Also the Graphs has its own identical tick count and loop. Each module function is called during the "Main Loop" generally one by one, sequentially, in a particular order, each cycle. There is no future state, just current. The past state is limited to anything we explicitly choose to keep around like in the graphs db or other variables.
-The main files are: AutoTrimps2.js, SettingsGUI.js, Graphs.js - Keep reading for details. The separate modules are documented below.
-
-MODULES (2018):
-===============
-battlecalc.js
-breedtimer.js
-buildings.js
-client-server.js
-dimgen.js (not used anymore?)
-dynprestige.js
-equipment.js
-fight.js
-gather.js
-heirlooms.js
-import-export.js
-jobs.js
-magmite.js
-maps.js
-other.js
-perks.js
-portal.js
-query.js
-scryer.js
-stance.js
-upgrades.js
-utils.js
-
-EXTERNAL FILES:
-================
-FastPriorityQueue.js - AutoPerks - uses a 3rd party library for data queues
-HighCharts.js - Graphs - uses a 3rd party library to draw the graphs...
-tabs.css - User Interface - mandatory css styles for the settings tab or to rewrite or style the UI
-dark-graph.css - Graphs - needed some tweaks to work for dark theme.
-
-GUI:
-=====
-Consists of SettingsGUI.js is the Settings section + styles of tabs.css
-
-SETTINGS:
-=========
-AlwaysArmorLvl2
-AutoFight
-AutoGoldenUpgrades
-AutoHeirlooms
-AutoHeirlooms2
-AutoMaps
-AutoPortal
-AutoRoboTrimp
-AutoStance
-AutoUpgradeHeirlooms
-BreedFire
-BuyArmor
-BuyArmorUpgrades
-BuyBuildings
-BuyJobs
-BuyShieldblock
-BuyStorage
-BuyUpgrades
-BuyWeapons
-BuyWeaponUpgrades
-CapEquip
-CorruptionCalc
-CustomAutoPortal
-DefaultAutoTrimps
-DelayArmorWhenNeeded
-DeltaGigastation
-DisableFarm
-DynamicPrestige
-DynamicSiphonology
-ExitSpireCell
-ExportAutoTrimps
-FarmerRatio
-FarmWhenNomStacks7
-FirstGigastation
-GeneticistTimer
-HeliumHourChallenge
-HeliumHrBuffer
-HireScientists
-ImportAutoTrimps
-LimitEquipment
-LumberjackRatio
-ManageBreedtimer
-ManualGather
-MaxCollector
-MaxExplorers
-MaxGateway
-MaxGym
-MaxHotel
-MaxHouse
-MaxHut
-MaxMansion
-MaxNursery
-MaxResort
-MaxTox
-MaxTrainers
-MaxTribute
-MaxWormhole
-MinerRatio
-MinutestoFarmBeforeSpire
-PauseScript
-Prestige
-RunBionicBeforeSpire
-RunNewVoids
-RunNewVoidsUntil
-RunUniqueMaps
-ScryerMaxZone
-ScryerMinZone
-ScryerSkipBoss2
-ScryerSkipCorrupteds2
-ScryerUseinMaps2
-ScryerUseinSpire2
-ScryerUseinVoidMaps2
-ScryerUseWhenOverkill
-TrainerCaptoTributes
-TrapTrimps
-UseScryerStance
-VoidCheck
-VoidMaps
-WaitTill60
-WarpstationCap
-WarpstationWall
-WorkerRatios
-
-GRAPHS - Graphs.js is the graphs section: + dark-graph.css (maybe need to darkify the css on the perks too window)
-=======
-HeliumPerHour
-Helium
-HeliumPerHour Instant
-HeliumPerHour Delta
-HeHr % / LifetimeHe
-He % / LifetimeHe
-Clear Time
-Cumulative Clear Time
-Run Time
-Map Bonus
-Void Maps
-Void Map History
-Loot Sources
-Coords
-Gigas
-UnusedGigas
-Lastwarp
-Trimps
-Nullifium Gained
-DarkEssence
-DarkEssencePerHour
-OverkillCells
-Magmite
-Magmamancers
-
-AutoTrimps2.js Detailed Main Function Documentation (from 2016):
-===================================================
-The main loop consists of the following subroutines, all of which are enable-able/disable-able by their buttons.:
- workerRatios(); //"Auto Worker Ratios"
- buyUpgrades(); //"Buy Upgrades"
- autoGoldenUpgrades(); //"AutoGoldenUpgrades" (genBTC settings area)
- buyStorage(); //"Buy Storage"
- buyBuildings(); //"Buy Buildings"
- buyJobs(); //"Buy Jobs"
- manualLabor(); //"Auto Gather/Build"
- autoMap(); //"Auto Maps"
- manageGenes(); //"Genetecist Timer" / "Manage Breed Timer"
- autoPortal(); //"Auto Portal" (hidden until level 60)
- autoHeirlooms2(); or autoHeirlooms(); //"Auto Heirlooms 2" (genBTC settings area) or //"Auto Heirlooms"
- toggleAutoTrap(); //"Trap Trimps"
- autoRoboTrimp(); //"AutoRoboTrimp" (genBTC settings area)
- autoNull(); //"Auto Upgrade Heirlooms" (genBTC settings area)
- autoLevelEquipment(); //"Buy Armor", "Buy Armor Upgrades", "Buy Weapons","Buy Weapons Upgrades"
- autoStance(); //"Auto Stance"
- betterAutoFight(); //"Better Auto Fight"
- prestigeChanging2(); //"Dynamic Prestige" (genBTC settings area)
- userscripts(); //Runs any user provided scripts - by copying and pasting a function named userscripts() into the Chrome Dev console. (F12)
-
-
-Version Numbered Files (files needing version string during minor upgrades):
-======================
-.user.js
-user.js
-install.user.js
-AutoTrimps2.js
-Graphs.js
-TODO: Should invent a tool/script to advance the version numbers, generate changelogs, auto-link docs.
-
-HOWTO = Become an AutoTrimps developer
-======================================
-The script is setup to be able to be bootstrapped from Tampermonkey/Greasemonkey.
-If you paste the AutoTrimps2.js into your Tampermonkey window directly, you can attempt to run a local developer copy and edit it in the tampermonkey edit window. This pulls from a repo and loads all the sub-modules .js files.
-The point to understand is HTTPS and SSL is required. It has to be served over an actual HTTPS web-server so chrome can successfully load the secure content resources since https://trimps.github.io is technically the origin and any non-secure javascript resources will be flagged,denied and not-executed...
-Simply, You can fork the project on github, find&replace my github URL with yours and upload all your changes to your own repo. And every time you make a change you will have to re-upload / defeat caching / reload to host the file. But this is non-ideal from a "agile" or "live" developer POV.
-A better way is to set up a local HTTPS server, mirror my github repo to a local folder, and tell the webserver to run out of that folder, serving it up on https://localhost:4443 or some port number.
-So instead of downloading Apache or a full complicated webserver or something, download python - or most computers these days have Python installed. You can use python to be a simple HTTP server with the following scripts, applicable to either Python2.x or Python3.x.
-There are multiple ways to achieve the webserver, but this is the best way i've found (if it doesnt do HTTPS it wont work).
-These scripts let you open a folder, double click the script, and start serving files out of that local dir instantly over HTTPS.
-//(make sure you generate a self-signed .PEM cert to serve.) - this Cert is what provides the necessary SSL functionality
-
-# generate the cert with the following command (should be an openssl binary exe somewhere on the system)
-# openssl req -new -x509 -keyout AutoTrimps.pem -out AutoTrimps.pem -days 365 -nodes
-# run as follows:
-# python https.py
-# then in your browser, visit:
-# https://localhost:4443
-#
-
-Choose the right version of https.py for your System:
-----------------------------------------
-https.py = HTTPS Localhost Self serve - With Python 2:
-----------------------------------------
-import BaseHTTPServer, SimpleHTTPServer
-import ssl
-httpd = BaseHTTPServer.HTTPServer(('localhost', 4443), SimpleHTTPServer.SimpleHTTPRequestHandler)
-httpd.socket = ssl.wrap_socket (httpd.socket, certfile='./AutoTrimps.pem', server_side=True)
-httpd.serve_forever()
-
-----------------------------------------
-https.py = HTTPS Localhost Self serve - With Python 3:
-----------------------------------------
-import logging
-import os
-import sys
-import http.server
-import socketserver
-import ssl
-logging.info('Server running...')
-httpd = socketserver.TCPServer(('localhost', 4443), http.server.SimpleHTTPRequestHandler)
-httpd.socket = ssl.wrap_socket(httpd.socket, certfile='./AutoTrimps.pem', server_side=True)
-httpd.serve_forever()
-
-//(make sure you generate a self-signed .PEM cert to serve.) - this Cert is what provides the necessary SSL functionality
-
-Make this batch script to double click to easily run the .py file from windows explorer without going to command line (mac/linux make a .sh file im sure you know how):
---------------------
-SIMPLEHTTPSERVER.BAT
---------------------
-@echo off
-cd C:\Users\EOFL\Documents\GitHub\AutoTrimps
-rem Infinite loop, counting from 1 to 10 with increment of 0. (just makes it restart on errors)
-for /L %%n in (1,0,10) do (
- C:\Python36\python.exe https.py
-)
-
-
-HOWTO = Add A Button
-=====================
-All the buttons are created in SettingsGUI.js @ line 410 - with a function createSetting():
-This function takes 7 parameters and can make about 6 types of buttons: (boolean, value, valueNegative, dropdown, infoclick, multitoggle). The visual style will match similar. First determine the type of button, then copy a similar button. This explains the parameters:
-function createSetting(id, name, description, type, defaultValue, list, container)
-id = settings variable name
-name = text on the button
-description = tooltip when hovering inside the button.
-type = boolean, value, valueNegative, dropdown, infoclick, multitoggle
-defaultValue = pick the most common desirable setting
-list = Only for dropdowns, the list of choices in ["one", "two", "three"] form
-container = IMPORTANT: this will position the button in any of the tabbable sections "Main, Gear, Maps, Settings, Scryer" etc.
-
- These container tabs are what we will learn next:
-
-HOWTO = Add a New Tab (to the settings area.)
-=============================================
-All the tabs are created in SettingsGUI.js @ line 143 - the function is: initializeAllTabs():
-Inside there, follow the existing pattern and create a new line in the form of:
- createTabs("Tab Name", "Tab Sub Heading");
-
-Then you can use this new "Tab Name" as the container variable when you createSetting() and the button will go in there.
-
-HOWTO = Add a New Script Module
-===============================
-AutoTrimps2.js is the module loader. Line 32:
-var ATmodules = ['query', 'import-export', 'upgrades', 'heirlooms', 'buildings', 'jobs', 'equipment', 'gather', 'stance', 'battlecalc', 'maps', 'breedtimer', 'dynprestige', 'fight', 'scryer', 'magmite', 'portal', 'other', 'client-server', 'perks'];
-They refer to .js files of the same name in the "modules" directory.
-All you have to do is create a new file in modules/ named something.js and add ,'something' to the end of that list.
-The script will then load it on startup, so it either has to run itself self-sufficiently, or you need to use ATs userscripts functionality to run it, something like this:
-function userscripts()
-{
- runModuleWhatever.FunctionFromThatModuleFile();
-}
-Any function named userscripts will execute 10 times per second at the final portion of each game cycle.
-This way means you can add your own code without contaminating AutoTrimps files directly.
-Some Files contain/require game-code overwrites that need to be periodically checked and maintained. These are undocumented. Some are for the GUI and some are in utils.js maybe some for the heirlooms, and also graph loot...
\ No newline at end of file
diff --git a/docs/v2.1.5.1 b/docs/v2.1.5.1
deleted file mode 100644
index 1600aadd9..000000000
--- a/docs/v2.1.5.1
+++ /dev/null
@@ -1,72 +0,0 @@
-v2.1.5.1 - 12/23/2016
-AutoTrimps2.js:
-internals: fix module load order bug
-move automaps re-enable after portal to mainCleanup
-NEW: make AT use betterautofight on Zone 1 before Battle upgrade even when better autofight is disabled
-internals: Change ATrunning variable
-
-docs/TODO.md:
-Add a conversation about Void map difficulty so I dont forget
-
-Graphs.js
-NEW: Add Magmite Graph
-dont push updates if the game is paused. fix import on pause Clear Time problem
-Change Loot Sources graph to 60 datapoints, every 15 seconds.
-internals: refactor time graph functions
-Change Dark Essence graph to be Total owned, not gained that run.
-internals: refactor code for Dark Essence per Hour graph, adjust 0's zone alignment
-internals: tried to change Loot Sources from having 0.5 tick lengths on the x-axis but failed.
-
-Autofight.js - Refactor;
-betterAutoFight2 use lowLevelFight when scientist 1 is incomplete, not complete.
-IMPORTANT: betterAutoFight2 dont use #3 when VoidMap is first ran (so it waits and loads your full Anticipation stacks)
-
-Automaps.js
-add MODULE variable for SpireFarm199Maps
-NEW: add a more efficient health check to make sure you can in fact kill the enemy on that specific cell you're on and you arent stuck on it due to it being fast and lack of health etc.
-TODO: Account for magmated voidmaps.
-TODO: Account for dailymods in voidmaps.
-NEW: Change entire system of map sliders:
- fixed bug where it was picking Metal maps at low level.
- start all map sliders on 9/9/9 and decrement cost if needed based on priority that is assigned based on which situation.
-
-Autostance.js
-Fix rare case when your enemyHealth == baseDamage
-Fix some bugs in Autostance2 with Crit
-Start fixing the scryer checkOnly thing but didnt finish.
-NEW: (mentioned in automaps) autoStanceCheck now handles individual cell health checks that follow all the autostance rules (for automap)
-
-Battlecalc.js
-Allow functions to be called with variables to disable stance correction and min/max damage range fluctuation.
-
-Buildings 1 & 2.js
-Fix Green highlighting
-NEW: Delay buying Gyms if we NEED gymystic
-
-Equipment.js
-NEW: Skip buying shields (w/ shieldblock) if we NEED gymystic
-Uncap Equipment levels during Metal Challenge
-
-Gather.js
-Change Trapping Behavior, make it identical between gather1 and gather2.
-Make sure watch challenge doesnt get stuck.
-
-Jobs.js
-Only try to buy jobs (and therefore print message) if we can afford them. (reduce spam)
-Add Auto Worker Ratios for Metal Challenge (acts somewhat weird but better than nothing)
-
-Other.js
-TODO: coding the Auto Dimensional Generator (determined which functions to use)
-TODO: start coding for Overclocker upgrade (need help/advice)
-
-Portal.js
-NEW: AutoFinishDailyZone : Finish Daily by this # of zones earlier/later than your regular Custom AutoPortal zone or your Helium Dont Portal Before zone
-
-Utils.js
-moved to mainLoop in AutoTrimps2.js
-
-SettingsGUI.js
-Change wording to "Better" Auto Fight
-AutoFinishDailyZone
-TODO: Start coding the importModuleVars stuff for "Import your custom MODULES variables "
-Create a way to make negative value boxes.
\ No newline at end of file
diff --git a/index.html b/index.html
index fc7de85e1..ae613e88e 100644
--- a/index.html
+++ b/index.html
@@ -18,13 +18,13 @@
Automation for the idle incremental game 'Trimps'
-View the Project on GitHub genbtc/AutoTrimps
+View the Project on GitHub genbtc/AutoTrimps