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 0.0.10
  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. getLocalisationKey = (text) => {
  124. const list = []
  125. for (const key in loadedLangJson) {
  126. for (const identifier in loadedLangJson[key]) {
  127. if (loadedLangJson[key][identifier] === text) {
  128. list.push({key: key, identifier: identifier});
  129. }
  130. }
  131. }
  132. return list;
  133. }
  134. snippet.end();
  135.  
  136. //////////////////
  137. //MasteryBars.js//
  138. //////////////////
  139. snippet.name = 'MasteryBars.js';
  140. snippet.start();
  141. // Add Mastery Bars
  142. setInterval(() => {
  143. for (const id in SKILLS) {
  144. if (SKILLS[id].hasMastery) {
  145. if ($(`#skill-nav-mastery-${id} .progress-bar`)[0]) {
  146. $(`#skill-nav-mastery-${id} .progress-bar`)[0].style.width =
  147. (MASTERY[id].pool / getMasteryPoolTotalXP(id)) * 100 + '%';
  148. if (MASTERY[id].pool < getMasteryPoolTotalXP(id)) {
  149. $(`#skill-nav-mastery-${id}`)[0].style.setProperty('background', 'rgb(76,80,84)', 'important');
  150. $(`#skill-nav-mastery-${id} .progress-bar`)[0].className = 'progress-bar bg-warning';
  151. } else {
  152. $(`#skill-nav-mastery-${id}`)[0].style.setProperty('background', 'rgb(48,199,141)', 'success');
  153. $(`#skill-nav-mastery-${id} .progress-bar`)[0].className = 'progress-bar bg-success';
  154. }
  155. const tip = $(`#skill-nav-mastery-${id}`)[0]._tippy;
  156. tip.setContent((Math.min(1, MASTERY[id].pool / getMasteryPoolTotalXP(id)) * 100).toFixed(2) + '%');
  157. } else {
  158. const skillItem = $(`#skill-nav-name-${id}`)[0].parentNode;
  159. skillItem.style.flexWrap = 'wrap';
  160. skillItem.style.setProperty('padding-top', '.25rem', 'important');
  161. const progress = document.createElement('div');
  162. const progressBar = document.createElement('div');
  163. progress.id = `skill-nav-mastery-${id}`;
  164. progress.className = 'progress active pointer-enabled';
  165. progress.style.height = '6px';
  166. progress.style.width = '100%';
  167. progress.style.margin = '.25rem 0rem';
  168. if (MASTERY[id].pool < getMasteryPoolTotalXP(id)) {
  169. progress.style.setProperty('background', 'rgb(76,80,84)', 'important');
  170. progressBar.className = 'progress-bar bg-warning';
  171. } else {
  172. progress.style.setProperty('background', 'rgb(48,199,141)', 'success');
  173. progressBar.className = 'progress-bar bg-success';
  174. }
  175. progressBar.style.width = (MASTERY[id].pool / getMasteryPoolTotalXP(id)) * 100 + '%';
  176. progress.appendChild(progressBar);
  177. skillItem.appendChild(progress);
  178. tippy($(`#skill-nav-mastery-${id}`)[0], {
  179. placement: 'right',
  180. content: ((MASTERY[id].pool / getMasteryPoolTotalXP(id)) * 100).toFixed(2) + '%',
  181. });
  182. }
  183. }
  184. }
  185. }, 5000);
  186. snippet.end();
  187.  
  188. ///////////////////
  189. //MasteryBuyer.js//
  190. ///////////////////
  191. snippet.name = 'MasteryBuyer.js';
  192. snippet.start();
  193. // methods to buy base mastery levels
  194. window.masteryBuyer = {
  195. poolXpPerItem: 500000,
  196. };
  197.  
  198. masteryBuyer.availXp = (skillID, minPercent = 95) => {
  199. let minPool = MASTERY[skillID].xp.length * masteryBuyer.poolXpPerItem * minPercent / 100;
  200. return MASTERY[skillID].pool - minPool;
  201. }
  202.  
  203. masteryBuyer.currentBase = (skillID) => {
  204. return Math.min(...MASTERY[skillID].xp.map((_, masteryID) => getMasteryLevel(skillID, masteryID)));
  205. }
  206.  
  207. masteryBuyer.maxAffordableBase = (skillID, minPercent = 95) => {
  208. let xp = masteryBuyer.availXp(skillID, minPercent);
  209. // make bins with mastery levels
  210. let bins = [];
  211. for (let i = 0; i < 100; i++) {
  212. bins[i] = [];
  213. }
  214. MASTERY[skillID].xp.forEach((_, masteryID) => {
  215. let level = getMasteryLevel(skillID, masteryID);
  216. bins[level].push(masteryID);
  217. });
  218. // level one at a time
  219. let maxBase = 0;
  220. bins.forEach((x, i) => {
  221. if (i >= 99) {
  222. return;
  223. }
  224. if (x.length === 0) {
  225. return;
  226. }
  227. let xpRequired = (exp.level_to_xp(i + 1) - exp.level_to_xp(i)) * x.length;
  228. xp -= xpRequired;
  229. if (xp >= 0) {
  230. maxBase = i + 1;
  231. x.forEach(y => bins[i + 1].push(y));
  232. }
  233. });
  234. maxBase = maxBase > 99 ? 99 : maxBase;
  235. return maxBase;
  236. }
  237.  
  238. masteryBuyer.increaseBase = (skillID, minPercent = 95, levelCap = 99) => {
  239. // buy until goal
  240. let goal = masteryBuyer.maxAffordableBase(skillID, minPercent);
  241. if (goal === 0) {
  242. goal = masteryBuyer.currentBase(skillID);
  243. }
  244. if (goal > levelCap) {
  245. goal = levelCap;
  246. }
  247. MASTERY[skillID].xp.forEach((_, masteryID) => {
  248. let level = getMasteryLevel(skillID, masteryID);
  249. if (level >= goal) {
  250. return;
  251. }
  252. masteryPoolLevelUp = goal - level;
  253. levelUpMasteryWithPool(skillID, masteryID);
  254. });
  255. // spend remainder on goal + 1
  256. const xpRequired = exp.level_to_xp(goal + 1) - exp.level_to_xp(goal);
  257. let count = Math.floor(masteryBuyer.availXp(skillID, minPercent) / xpRequired);
  258. masteryPoolLevelUp = 1;
  259. MASTERY[skillID].xp.forEach((_, masteryID) => {
  260. if (count === 0) {
  261. return;
  262. }
  263. let level = getMasteryLevel(skillID, masteryID);
  264. if (level > goal || level >= levelCap) {
  265. return;
  266. }
  267. count--;
  268. levelUpMasteryWithPool(skillID, masteryID);
  269. });
  270. // update total mastery
  271. updateTotalMastery(skillID);
  272. }
  273.  
  274. masteryBuyer.overview = (minPercent = 95) => {
  275. Object.getOwnPropertyNames(SKILLS).forEach(skillID => {
  276. const skill = SKILLS[skillID];
  277. if (!skill.hasMastery) {
  278. return;
  279. }
  280. const maxBase = masteryBuyer.maxAffordableBase(skillID, minPercent);
  281. if (maxBase === 0) {
  282. return;
  283. }
  284. const currentBase = masteryBuyer.currentBase(skillID);
  285. console.log(`${skill.name}: ${currentBase} -> ${maxBase}`);
  286. });
  287. }
  288.  
  289. masteryBuyer.remaining = (skillID, target = 99) => {
  290. let xp = 0;
  291. let xpTarget = exp.level_to_xp(target);
  292. MASTERY[skillID].xp.forEach(masteryXp => {
  293. xp += Math.max(0, xpTarget - masteryXp);
  294. });
  295. xp = Math.round(xp)
  296. console.log(formatNumber(xp))
  297. return xp
  298. }
  299. snippet.end();
  300.  
  301. ///////////////////////
  302. //PrintSynergyList.js//
  303. ///////////////////////
  304. snippet.name = 'PrintSynergyList.js';
  305. snippet.start();
  306. // functions to print synergies per category (cb vs non-cb)
  307. printSynergy = (x, y) => console.log('- [ ]',
  308. x.summoningID,
  309. parseInt(y),
  310. items[x.itemID].name,
  311. items[summoningItems[y].itemID].name,
  312. SUMMONING.Synergies[x.summoningID][y].description,
  313. SUMMONING.Synergies[x.summoningID][y].modifiers
  314. );
  315.  
  316. printCombatSynergyList = () => {
  317. // get combat synergies
  318. summoningItems.filter(x => items[x.itemID].summoningMaxHit).map(x => {
  319. for (y in SUMMONING.Synergies[x.summoningID]) {
  320. printSynergy(x, y);
  321. }
  322. });
  323. }
  324.  
  325. printNonCombatSynergyList = () => {
  326. // get non-combat synergies
  327. summoningItems.filter(x => !items[x.itemID].summoningMaxHit).map(x => {
  328. for (y in SUMMONING.Synergies[x.summoningID]) {
  329. printSynergy(x, y);
  330. }
  331. });
  332. }
  333. snippet.end();
  334.  
  335. /////////////////////
  336. //QuickEquipCape.js//
  337. /////////////////////
  338. snippet.name = 'QuickEquipCape.js';
  339. snippet.start();
  340. // Quick Equip Max/Comp Cape
  341. quickEquipSkillcape = (skill) => {
  342. const capes = [
  343. Items.Cape_of_Completion,
  344. Items.Max_Skillcape,
  345. skillcapeItems[skill],
  346. ];
  347. for (let i = 0; i < capes.length; i++) {
  348. const capeId = capes[i];
  349. if (player.equipment.checkForItemID(capeId)) {
  350. notifyPlayer(skill, `${items[capeId].name} is already equipped.`, "info");
  351. return;
  352. }
  353. const bankId = getBankId(capeId);
  354. if (bankId === -1) {
  355. continue;
  356. }
  357. if (!player.equipItem(capeId, player.selectedEquipmentSet)) {
  358. continue;
  359. }
  360. notifyPlayer(skill, `${items[capeId].name} Equipped.`, "success");
  361. if (skill === 0) {
  362. updateWCRates();
  363. }
  364. return;
  365. }
  366. notifyPlayer(skill, "There's no " + setToUppercase(Skills[skill]) + " Skillcape in your bank *shrug*", "danger");
  367. }
  368. snippet.end();
  369.  
  370. /////////////////////
  371. //RemoveElements.js//
  372. /////////////////////
  373. snippet.name = 'RemoveElements.js';
  374. snippet.start();
  375. // remove various elements
  376. // combat
  377. document.getElementById('offline-combat-alert').remove();
  378.  
  379. // summoning marks
  380. // green
  381. document.getElementById('summoning-category-0').children[0].children[0].children[2].remove();
  382. // orange and red
  383. document.getElementById('summoning-category-0').children[0].children[0].children[1].remove();
  384.  
  385. // summoning tablets
  386. document.getElementById('summoning-category-1').children[0].children[0].children[0].remove()
  387.  
  388. // alt. magic
  389. document.getElementById('magic-container').children[0].children[1].remove();
  390.  
  391. // cloud saving
  392. document.getElementById('header-cloud-save-time').remove();
  393. document.getElementById('header-cloud-save-btn-connected').remove();
  394.  
  395. // minibar-max-cape
  396. document.getElementById('minibar-max-cape').remove();
  397. snippet.end();
  398.  
  399. ///////////////////
  400. //RerollSlayer.js//
  401. ///////////////////
  402. snippet.name = 'RerollSlayer.js';
  403. snippet.start();
  404. //reroll slayer task until desired task is met
  405. window.rerollSlayerTask = (monsterIDs, tier, extend = true) => {
  406. if (window.stopRerolling) {
  407. return;
  408. }
  409. const task = combatManager.slayerTask;
  410. const taskID = task.monster.id;
  411. const taskName = MONSTERS[taskID].name;
  412. if (!combatManager.slayerTask.taskTimer.active) {
  413. // only do something if slayer task timer is not running
  414. if (!combatManager.slayerTask.active || !monsterIDs.includes(taskID)) {
  415. // roll task if we don't have one, or if it has the wrong monster
  416. console.log(`rerolling ${taskName} for tier ${tier} task ${monsterIDs.map(monsterID => MONSTERS[monsterID].name).join(', ')}`);
  417. combatManager.slayerTask.selectTask(tier, true, true, false);
  418. } else if (extend && !task.extended) {
  419. // extend task if it is the right monster
  420. console.log(`extending ${taskName}`);
  421. combatManager.slayerTask.extendTask();
  422. }
  423. }
  424. setTimeout(() => rerollSlayerTask(monsterIDs, tier, extend), 1000);
  425. }
  426. snippet.end();
  427.  
  428. /////////////////
  429. //ShardsUsed.js//
  430. /////////////////
  431. snippet.name = 'ShardsUsed.js';
  432. snippet.start();
  433. // compute total shards used
  434. shardsUsed = () => {
  435. // compute amount of gp spent on summoning shards that have been used (for summoning or agility obstacles)
  436. items.map((x, i) => [x, i])
  437. .filter(x => x[0].type === 'Shard' && x[0].category === 'Summoning')
  438. .map(x => x[1])
  439. .map(x => (itemStats[x].stats[0] - getBankQty(x) - itemStats[x].stats[1]) * items[x].buysFor)
  440. .reduce((a, b) => a + b, 0);
  441. }
  442. snippet.end();
  443.  
  444. ///////////////////
  445. //SpawnAhrenia.js//
  446. ///////////////////
  447. snippet.name = 'SpawnAhrenia.js';
  448. snippet.start();
  449. // spawn Ahrenia
  450. window.spawnAhrenia = (phaseToSpawn = 1) => {
  451. // run
  452. combatManager.runCombat();
  453. // set respawn to 0
  454. if (!petUnlocked[0]) {
  455. unlockPet(0);
  456. }
  457. PETS[0].modifiers.decreasedMonsterRespawnTimer = 0;
  458. player.computeAllStats();
  459. PETS[0].modifiers.decreasedMonsterRespawnTimer = 3000 - TICK_INTERVAL - player.modifiers.decreasedMonsterRespawnTimer + player.modifiers.increasedMonsterRespawnTimer;
  460. player.computeAllStats();
  461. // unlock itm
  462. dungeonCompleteCount[Dungeons.Fire_God_Dungeon] = Math.max(
  463. dungeonCompleteCount[Dungeons.Fire_God_Dungeon],
  464. 1,
  465. );
  466. skillLevel[Skills.Slayer] = Math.max(
  467. skillLevel[Skills.Slayer],
  468. 90,
  469. );
  470. // skip to desired phase
  471. combatManager.selectDungeon(15);
  472. combatManager.dungeonProgress = 19 + phaseToSpawn;
  473. combatManager.loadNextEnemy();
  474. }
  475. snippet.end();
  476.  
  477. ////////////////////
  478. //UnlimitedPool.js//
  479. ////////////////////
  480. snippet.name = 'UnlimitedPool.js';
  481. snippet.start();
  482. // don't cap pool xp
  483. eval(addMasteryXPToPool.toString()
  484. .replace('MASTERY[skill].pool>getMasteryPoolTotalXP(skill)', 'false')
  485. .replace(/^function (\w+)/, "window.$1 = function")
  486. );
  487.  
  488. // don't cap token claiming
  489. eval(claimToken.toString()
  490. .replace('qty>=tokensToFillPool', 'false')
  491. .replace(/^function (\w+)/, "window.$1 = function")
  492. );
  493. snippet.end();
  494.  
  495. // footer start
  496. }
  497.  
  498. function loadScript() {
  499. if (typeof isLoaded !== typeof undefined && isLoaded) {
  500. // Only load script after game has opened
  501. clearInterval(scriptLoader);
  502. startSnippets();
  503. }
  504. }
  505.  
  506. const scriptLoader = setInterval(loadScript, 200);
  507. });