Melvor Snippets

Collection of various snippets

当前为 2021-12-23 提交的版本,查看 最新版本

  1. // ==UserScript==
  2. // @name Melvor Snippets
  3. // @namespace http://tampermonkey.net/
  4. // @version 0.0.8
  5. // @description Collection of various snippets
  6. // @grant none
  7. // @author GMiclotte
  8. // @include https://melvoridle.com/*
  9. // @include https://*.melvoridle.com/*
  10. // @exclude https://melvoridle.com/index.php
  11. // @exclude https://*.melvoridle.com/index.php
  12. // @exclude https://wiki.melvoridle.com*
  13. // @exclude https://*.wiki.melvoridle.com*
  14. // @inject-into page
  15. // @noframes
  16. // @grant none
  17. // ==/UserScript==
  18.  
  19. ((main) => {
  20. const script = document.createElement('script');
  21. script.textContent = `try { (${main})(); } catch (e) { console.log(e); }`;
  22. document.body.appendChild(script).parentNode.removeChild(script);
  23. })(() => {
  24.  
  25. function startSnippets() {
  26.  
  27. const snippet = {
  28. name: '',
  29. log: (...args) => console.log('Snippets:', ...args),
  30. start: () => snippet.log(`Loading ${snippet.name}.`),
  31. end: () => snippet.log(`Loaded ${snippet.name}.`),
  32. };
  33.  
  34. // header end
  35.  
  36. /////////////////////////////////////
  37. //AgilityObstacleBuildsRemaining.js//
  38. /////////////////////////////////////
  39. snippet.name = 'AgilityObstacleBuildsRemaining.js';
  40. snippet.start();
  41. // show agility obstacles that have been built less than 10 times
  42. listObstaclesWithFewerThanTenBuilds = () => {
  43. agilityObstacleBuildCount.map((_, i) => i)
  44. .filter(i => agilityObstacleBuildCount[i] < 10)
  45. .map(i => agilityObstacles[i])
  46. .map(x => [x.category + 1, x.name]);
  47. }
  48. snippet.end();
  49.  
  50. //////////////////
  51. //DefensePure.js//
  52. //////////////////
  53. snippet.name = 'DefensePure.js';
  54. snippet.start();
  55. // Various Defense Pure Calculations
  56. window.defensePure = {};
  57.  
  58. defensePure.defLvlToHPLvl = def => {
  59. const hpXP = exp.level_to_xp(10) + 1;
  60. const minDefXP = exp.level_to_xp(def) + 1;
  61. const maxDefXP = exp.level_to_xp(def + 1);
  62. const minHpXP = hpXP + minDefXP / 3;
  63. const maxHpXP = hpXP + maxDefXP / 3;
  64. const minHp = exp.xp_to_level(minHpXP) - 1;
  65. const maxHp = exp.xp_to_level(maxHpXP) - 1;
  66. return {min: minHp, max: maxHp};
  67. }
  68.  
  69. defensePure.defLvlToCbLvl = def => {
  70. const hp = defensePure.defLvlToHPLvl(def);
  71. const att = 1, str = 1, ran = 1, mag = 1, pray = 1;
  72. const minBase = (def + hp.min + Math.floor(pray / 2)) / 4;
  73. const maxBase = (def + hp.max + Math.floor(pray / 2)) / 4;
  74. const melee = (att + str) * 1.3 / 8;
  75. const ranged = Math.floor(1.5 * ran) * 1.3 / 8;
  76. const magic = Math.floor(1.5 * mag) * 1.3 / 8;
  77. const best = Math.max(melee, ranged, magic);
  78. return {min: minBase + best, max: maxBase + best};
  79. }
  80.  
  81. defensePure.lastHitOnly = (skillID, maxLevel = 1) => {
  82. if (skillXP[skillID] >= exp.level_to_xp(maxLevel + 1) - 1) {
  83. combatManager.stopCombat();
  84. return;
  85. }
  86. // swap weapon based on hp left
  87. let itemID;
  88. if (combatManager.enemy.hitpoints > 1) {
  89. if (skillID === Skills.Magic) {
  90. itemID = Items.Normal_Shortbow;
  91. } else {
  92. // melee or ranged
  93. itemID = Items.Staff_of_Air;
  94. }
  95. } else {
  96. if (skillID === Skills.Ranged) {
  97. itemID = Items.Iron_Throwing_Knife;
  98. } else if (skillID === Skills.Magic) {
  99. itemID = Items.Staff_of_Air;
  100. } else {
  101. // melee
  102. itemID = -1;
  103. }
  104. }
  105. if (player.equipment.slots.Weapon.item.id !== itemID) {
  106. if (itemID === -1) {
  107. player.unequipItem(0, 'Weapon');
  108. } else {
  109. player.equipItem(itemID, 0);
  110. }
  111. }
  112. // loop
  113. setTimeout(() => defensePure.lastHitOnly(skillID, maxLevel), 1000);
  114. }
  115. snippet.end();
  116.  
  117. /////////////////////////
  118. //GetLocalisationKey.js//
  119. /////////////////////////
  120. snippet.name = 'GetLocalisationKey.js';
  121. snippet.start();
  122. // Get Localisation Key for a given string
  123. for (const key in loadedLangJson) {
  124. for (const identifier in loadedLangJson[key]) {
  125. if (loadedLangJson[key][identifier] === 'Minigame') {
  126. snippet.log(key, identifier)
  127. }
  128. }
  129. }snippet.end();
  130.  
  131. //////////////////
  132. //MasteryBars.js//
  133. //////////////////
  134. snippet.name = 'MasteryBars.js';
  135. snippet.start();
  136. // Add Mastery Bars
  137. setInterval(() => {
  138. for (const id in SKILLS) {
  139. if (SKILLS[id].hasMastery) {
  140. if ($(`#skill-nav-mastery-${id} .progress-bar`)[0]) {
  141. $(`#skill-nav-mastery-${id} .progress-bar`)[0].style.width =
  142. (MASTERY[id].pool / getMasteryPoolTotalXP(id)) * 100 + '%';
  143. if (MASTERY[id].pool < getMasteryPoolTotalXP(id)) {
  144. $(`#skill-nav-mastery-${id}`)[0].style.setProperty('background', 'rgb(76,80,84)', 'important');
  145. $(`#skill-nav-mastery-${id} .progress-bar`)[0].className = 'progress-bar bg-warning';
  146. } else {
  147. $(`#skill-nav-mastery-${id}`)[0].style.setProperty('background', 'rgb(48,199,141)', 'success');
  148. $(`#skill-nav-mastery-${id} .progress-bar`)[0].className = 'progress-bar bg-success';
  149. }
  150. const tip = $(`#skill-nav-mastery-${id}`)[0]._tippy;
  151. tip.setContent((Math.min(1, MASTERY[id].pool / getMasteryPoolTotalXP(id)) * 100).toFixed(2) + '%');
  152. } else {
  153. const skillItem = $(`#skill-nav-name-${id}`)[0].parentNode;
  154. skillItem.style.flexWrap = 'wrap';
  155. skillItem.style.setProperty('padding-top', '.25rem', 'important');
  156. const progress = document.createElement('div');
  157. const progressBar = document.createElement('div');
  158. progress.id = `skill-nav-mastery-${id}`;
  159. progress.className = 'progress active pointer-enabled';
  160. progress.style.height = '6px';
  161. progress.style.width = '100%';
  162. progress.style.margin = '.25rem 0rem';
  163. if (MASTERY[id].pool < getMasteryPoolTotalXP(id)) {
  164. progress.style.setProperty('background', 'rgb(76,80,84)', 'important');
  165. progressBar.className = 'progress-bar bg-warning';
  166. } else {
  167. progress.style.setProperty('background', 'rgb(48,199,141)', 'success');
  168. progressBar.className = 'progress-bar bg-success';
  169. }
  170. progressBar.style.width = (MASTERY[id].pool / getMasteryPoolTotalXP(id)) * 100 + '%';
  171. progress.appendChild(progressBar);
  172. skillItem.appendChild(progress);
  173. tippy($(`#skill-nav-mastery-${id}`)[0], {
  174. placement: 'right',
  175. content: ((MASTERY[id].pool / getMasteryPoolTotalXP(id)) * 100).toFixed(2) + '%',
  176. });
  177. }
  178. }
  179. }
  180. }, 5000);
  181. snippet.end();
  182.  
  183. ///////////////////
  184. //MasteryBuyer.js//
  185. ///////////////////
  186. snippet.name = 'MasteryBuyer.js';
  187. snippet.start();
  188. // methods to buy base mastery levels
  189. window.masteryBuyer = {
  190. poolXpPerItem: 500000,
  191. };
  192.  
  193. masteryBuyer.availXp = (skillID, minPercent = 95) => {
  194. let minPool = MASTERY[skillID].xp.length * masteryBuyer.poolXpPerItem * minPercent / 100;
  195. return MASTERY[skillID].pool - minPool;
  196. }
  197.  
  198. masteryBuyer.currentBase = (skillID) => {
  199. return Math.min(...MASTERY[skillID].xp.map((_, masteryID) => getMasteryLevel(skillID, masteryID)));
  200. }
  201.  
  202. masteryBuyer.maxAffordableBase = (skillID, minPercent = 95) => {
  203. let xp = masteryBuyer.availXp(skillID, minPercent);
  204. // make bins with mastery levels
  205. let bins = [];
  206. for (let i = 0; i < 100; i++) {
  207. bins[i] = [];
  208. }
  209. MASTERY[skillID].xp.forEach((_, masteryID) => {
  210. let level = getMasteryLevel(skillID, masteryID);
  211. bins[level].push(masteryID);
  212. });
  213. // level one at a time
  214. let maxBase = 0;
  215. bins.forEach((x, i) => {
  216. if (i >= 99) {
  217. return;
  218. }
  219. if (x.length === 0) {
  220. return;
  221. }
  222. let xpRequired = (exp.level_to_xp(i + 1) - exp.level_to_xp(i)) * x.length;
  223. xp -= xpRequired;
  224. if (xp >= 0) {
  225. maxBase = i + 1;
  226. x.forEach(y => bins[i + 1].push(y));
  227. }
  228. });
  229. maxBase = maxBase > 99 ? 99 : maxBase;
  230. return maxBase;
  231. }
  232.  
  233. masteryBuyer.increaseBase = (skillID, minPercent = 95, levelCap = 99) => {
  234. // buy until goal
  235. let goal = masteryBuyer.maxAffordableBase(skillID, minPercent);
  236. if (goal === 0) {
  237. goal = masteryBuyer.currentBase(skillID);
  238. }
  239. if (goal > levelCap) {
  240. goal = levelCap;
  241. }
  242. MASTERY[skillID].xp.forEach((_, masteryID) => {
  243. let level = getMasteryLevel(skillID, masteryID);
  244. if (level >= goal) {
  245. return;
  246. }
  247. masteryPoolLevelUp = goal - level;
  248. levelUpMasteryWithPool(skillID, masteryID);
  249. });
  250. // spend remainder on goal + 1
  251. const xpRequired = exp.level_to_xp(goal + 1) - exp.level_to_xp(goal);
  252. let count = Math.floor(masteryBuyer.availXp(skillID, minPercent) / xpRequired);
  253. masteryPoolLevelUp = 1;
  254. MASTERY[skillID].xp.forEach((_, masteryID) => {
  255. if (count === 0) {
  256. return;
  257. }
  258. let level = getMasteryLevel(skillID, masteryID);
  259. if (level > goal || level >= levelCap) {
  260. return;
  261. }
  262. count--;
  263. levelUpMasteryWithPool(skillID, masteryID);
  264. });
  265. // update total mastery
  266. updateTotalMastery(skillID);
  267. }
  268.  
  269. masteryBuyer.overview = (minPercent = 95) => {
  270. Object.getOwnPropertyNames(SKILLS).forEach(skillID => {
  271. const skill = SKILLS[skillID];
  272. if (!skill.hasMastery) {
  273. return;
  274. }
  275. const maxBase = masteryBuyer.maxAffordableBase(skillID, minPercent);
  276. if (maxBase === 0) {
  277. return;
  278. }
  279. const currentBase = masteryBuyer.currentBase(skillID);
  280. console.log(`${skill.name}: ${currentBase} -> ${maxBase}`);
  281. });
  282. }
  283.  
  284. masteryBuyer.remaining = (skillID, target = 99) => {
  285. let xp = 0;
  286. let xpTarget = exp.level_to_xp(target);
  287. MASTERY[skillID].xp.forEach(masteryXp => {
  288. xp += Math.max(0, xpTarget - masteryXp);
  289. });
  290. xp = Math.round(xp)
  291. console.log(formatNumber(xp))
  292. return xp
  293. }
  294. snippet.end();
  295.  
  296. ///////////////////////
  297. //PrintSynergyList.js//
  298. ///////////////////////
  299. snippet.name = 'PrintSynergyList.js';
  300. snippet.start();
  301. // functions to print synergies per category (cb vs non-cb)
  302. printSynergy = (x, y) => console.log('- [ ]',
  303. x.summoningID,
  304. parseInt(y),
  305. items[x.itemID].name,
  306. items[summoningItems[y].itemID].name,
  307. SUMMONING.Synergies[x.summoningID][y].description,
  308. SUMMONING.Synergies[x.summoningID][y].modifiers
  309. );
  310.  
  311. printCombatSynergyList = () => {
  312. // get combat synergies
  313. summoningItems.filter(x => items[x.itemID].summoningMaxHit).map(x => {
  314. for (y in SUMMONING.Synergies[x.summoningID]) {
  315. printSynergy(x, y);
  316. }
  317. });
  318. }
  319.  
  320. printNonCombatSynergyList = () => {
  321. // get non-combat synergies
  322. summoningItems.filter(x => !items[x.itemID].summoningMaxHit).map(x => {
  323. for (y in SUMMONING.Synergies[x.summoningID]) {
  324. printSynergy(x, y);
  325. }
  326. });
  327. }
  328. snippet.end();
  329.  
  330. /////////////////////
  331. //QuickEquipCape.js//
  332. /////////////////////
  333. snippet.name = 'QuickEquipCape.js';
  334. snippet.start();
  335. // Quick Equip Max/Comp Cape
  336. quickEquipSkillcape = (skill) => {
  337. const capes = [
  338. Items.Cape_of_Completion,
  339. Items.Max_Skillcape,
  340. skillcapeItems[skill],
  341. ];
  342. for (let i = 0; i < capes.length; i++) {
  343. const capeId = capes[i];
  344. if (player.equipment.checkForItemID(capeId)) {
  345. notifyPlayer(skill, `${items[capeId].name} is already equipped.`, "info");
  346. return;
  347. }
  348. const bankId = getBankId(capeId);
  349. if (bankId === -1) {
  350. continue;
  351. }
  352. if (!player.equipItem(capeId, player.selectedEquipmentSet)) {
  353. continue;
  354. }
  355. notifyPlayer(skill, `${items[capeId].name} Equipped.`, "success");
  356. if (skill === 0) {
  357. updateWCRates();
  358. }
  359. return;
  360. }
  361. notifyPlayer(skill, "There's no " + setToUppercase(Skills[skill]) + " Skillcape in your bank *shrug*", "danger");
  362. }
  363. snippet.end();
  364.  
  365. /////////////////////
  366. //RemoveElements.js//
  367. /////////////////////
  368. snippet.name = 'RemoveElements.js';
  369. snippet.start();
  370. // remove various elements
  371. // combat
  372. document.getElementById('offline-combat-alert').remove();
  373.  
  374. // summoning marks
  375. // green
  376. document.getElementById('summoning-category-0').children[0].children[0].children[2].remove();
  377. // orange and red
  378. document.getElementById('summoning-category-0').children[0].children[0].children[1].remove();
  379.  
  380. // summoning tablets
  381. document.getElementById('summoning-category-1').children[0].children[0].children[0].remove()
  382.  
  383. // alt. magic
  384. document.getElementById('magic-container').children[0].children[1].remove();
  385.  
  386. // cloud saving
  387. document.getElementById('header-cloud-save-time').remove();
  388. document.getElementById('header-cloud-save-btn-connected').remove();
  389.  
  390. // minibar-max-cape
  391. document.getElementById('minibar-max-cape').remove();
  392. snippet.end();
  393.  
  394. ///////////////////
  395. //RerollSlayer.js//
  396. ///////////////////
  397. snippet.name = 'RerollSlayer.js';
  398. snippet.start();
  399. //reroll slayer task until desired task is met
  400. window.rerollSlayerTask = (monsterIDs, tier, extend = true) => {
  401. if (window.stopRerolling) {
  402. return;
  403. }
  404. const task = combatManager.slayerTask;
  405. const taskID = task.monster.id;
  406. const taskName = MONSTERS[taskID].name;
  407. if (!combatManager.slayerTask.taskTimer.active) {
  408. // only do something if slayer task timer is not running
  409. if (!combatManager.slayerTask.active || !monsterIDs.includes(taskID)) {
  410. // roll task if we don't have one, or if it has the wrong monster
  411. console.log(`rerolling ${taskName} for tier ${tier} task ${monsterIDs.map(monsterID => MONSTERS[monsterID].name).join(', ')}`);
  412. combatManager.slayerTask.selectTask(tier, true, true, false);
  413. } else if (extend && !task.extended) {
  414. // extend task if it is the right monster
  415. console.log(`extending ${taskName}`);
  416. combatManager.slayerTask.extendTask();
  417. }
  418. }
  419. setTimeout(() => rerollSlayerTask(monsterIDs, tier, extend), 1000);
  420. }
  421. snippet.end();
  422.  
  423. /////////////////
  424. //ShardsUsed.js//
  425. /////////////////
  426. snippet.name = 'ShardsUsed.js';
  427. snippet.start();
  428. // compute total shards used
  429. shardsUsed = () => {
  430. // compute amount of gp spent on summoning shards that have been used (for summoning or agility obstacles)
  431. items.map((x, i) => [x, i])
  432. .filter(x => x[0].type === 'Shard' && x[0].category === 'Summoning')
  433. .map(x => x[1])
  434. .map(x => (itemStats[x].stats[0] - getBankQty(x) - itemStats[x].stats[1]) * items[x].buysFor)
  435. .reduce((a, b) => a + b, 0);
  436. }
  437. snippet.end();
  438.  
  439. ///////////////////
  440. //SpawnAhrenia.js//
  441. ///////////////////
  442. snippet.name = 'SpawnAhrenia.js';
  443. snippet.start();
  444. // spawn Ahrenia
  445. window.spawnAhrenia = (phaseToSpawn = 1) => {
  446. // run
  447. combatManager.runCombat();
  448. // set respawn to 0
  449. if (!petUnlocked[0]) {
  450. unlockPet(0);
  451. }
  452. PETS[0].modifiers.decreasedMonsterRespawnTimer = 0;
  453. player.computeAllStats();
  454. PETS[0].modifiers.decreasedMonsterRespawnTimer = 3000 - TICK_INTERVAL - player.modifiers.decreasedMonsterRespawnTimer + player.modifiers.increasedMonsterRespawnTimer;
  455. player.computeAllStats();
  456. // unlock itm
  457. dungeonCompleteCount[Dungeons.Fire_God_Dungeon] = Math.max(
  458. dungeonCompleteCount[Dungeons.Fire_God_Dungeon],
  459. 1,
  460. );
  461. skillLevel[Skills.Slayer] = Math.max(
  462. skillLevel[Skills.Slayer],
  463. 90,
  464. );
  465. // skip to desired phase
  466. combatManager.selectDungeon(15);
  467. combatManager.dungeonProgress = 19 + phaseToSpawn;
  468. combatManager.loadNextEnemy();
  469. }
  470. snippet.end();
  471.  
  472. ////////////////////
  473. //UnlimitedPool.js//
  474. ////////////////////
  475. snippet.name = 'UnlimitedPool.js';
  476. snippet.start();
  477. // don't cap pool xp
  478. eval(addMasteryXPToPool.toString()
  479. .replace('MASTERY[skill].pool>getMasteryPoolTotalXP(skill)', 'false')
  480. .replace(/^function (\w+)/, "window.$1 = function")
  481. );
  482.  
  483. // don't cap token claiming
  484. eval(claimToken.toString()
  485. .replace('qty>=tokensToFillPool', 'false')
  486. .replace(/^function (\w+)/, "window.$1 = function")
  487. );
  488. snippet.end();
  489.  
  490. // footer start
  491. }
  492.  
  493. function loadScript() {
  494. if (typeof isLoaded !== typeof undefined && isLoaded) {
  495. // Only load script after game has opened
  496. clearInterval(scriptLoader);
  497. startSnippets();
  498. }
  499. }
  500.  
  501. const scriptLoader = setInterval(loadScript, 200);
  502. });