Melvor Snippets

Collection of various snippets

当前为 2021-12-06 提交的版本,查看 最新版本

  1. // ==UserScript==
  2. // @name Melvor Snippets
  3. // @namespace http://tampermonkey.net/
  4. // @version 0.0.7
  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. //MasteryBars.js//
  119. //////////////////
  120. snippet.name = 'MasteryBars.js';
  121. snippet.start();
  122. // Add Mastery Bars
  123. setInterval(() => {
  124. for (const id in SKILLS) {
  125. if (SKILLS[id].hasMastery) {
  126. if ($(`#skill-nav-mastery-${id} .progress-bar`)[0]) {
  127. $(`#skill-nav-mastery-${id} .progress-bar`)[0].style.width =
  128. (MASTERY[id].pool / getMasteryPoolTotalXP(id)) * 100 + '%';
  129. if (MASTERY[id].pool < getMasteryPoolTotalXP(id)) {
  130. $(`#skill-nav-mastery-${id}`)[0].style.setProperty('background', 'rgb(76,80,84)', 'important');
  131. $(`#skill-nav-mastery-${id} .progress-bar`)[0].className = 'progress-bar bg-warning';
  132. } else {
  133. $(`#skill-nav-mastery-${id}`)[0].style.setProperty('background', 'rgb(48,199,141)', 'success');
  134. $(`#skill-nav-mastery-${id} .progress-bar`)[0].className = 'progress-bar bg-success';
  135. }
  136. const tip = $(`#skill-nav-mastery-${id}`)[0]._tippy;
  137. tip.setContent((Math.min(1, MASTERY[id].pool / getMasteryPoolTotalXP(id)) * 100).toFixed(2) + '%');
  138. } else {
  139. const skillItem = $(`#skill-nav-name-${id}`)[0].parentNode;
  140. skillItem.style.flexWrap = 'wrap';
  141. skillItem.style.setProperty('padding-top', '.25rem', 'important');
  142. const progress = document.createElement('div');
  143. const progressBar = document.createElement('div');
  144. progress.id = `skill-nav-mastery-${id}`;
  145. progress.className = 'progress active pointer-enabled';
  146. progress.style.height = '6px';
  147. progress.style.width = '100%';
  148. progress.style.margin = '.25rem 0rem';
  149. if (MASTERY[id].pool < getMasteryPoolTotalXP(id)) {
  150. progress.style.setProperty('background', 'rgb(76,80,84)', 'important');
  151. progressBar.className = 'progress-bar bg-warning';
  152. } else {
  153. progress.style.setProperty('background', 'rgb(48,199,141)', 'success');
  154. progressBar.className = 'progress-bar bg-success';
  155. }
  156. progressBar.style.width = (MASTERY[id].pool / getMasteryPoolTotalXP(id)) * 100 + '%';
  157. progress.appendChild(progressBar);
  158. skillItem.appendChild(progress);
  159. tippy($(`#skill-nav-mastery-${id}`)[0], {
  160. placement: 'right',
  161. content: ((MASTERY[id].pool / getMasteryPoolTotalXP(id)) * 100).toFixed(2) + '%',
  162. });
  163. }
  164. }
  165. }
  166. }, 5000);
  167. snippet.end();
  168.  
  169. ///////////////////
  170. //MasteryBuyer.js//
  171. ///////////////////
  172. snippet.name = 'MasteryBuyer.js';
  173. snippet.start();
  174. // methods to buy base mastery levels
  175. window.masteryBuyer = {
  176. poolXpPerItem: 500000,
  177. };
  178.  
  179. masteryBuyer.availXp = (skillID, minPercent = 95) => {
  180. let minPool = MASTERY[skillID].xp.length * masteryBuyer.poolXpPerItem * minPercent / 100;
  181. return MASTERY[skillID].pool - minPool;
  182. }
  183.  
  184. masteryBuyer.currentBase = (skillID) => {
  185. return Math.min(...MASTERY[skillID].xp.map((_, masteryID) => getMasteryLevel(skillID, masteryID)));
  186. }
  187.  
  188. masteryBuyer.maxAffordableBase = (skillID, minPercent = 95) => {
  189. let xp = masteryBuyer.availXp(skillID, minPercent);
  190. // make bins with mastery levels
  191. let bins = [];
  192. for (let i = 0; i < 100; i++) {
  193. bins[i] = [];
  194. }
  195. MASTERY[skillID].xp.forEach((_, masteryID) => {
  196. let level = getMasteryLevel(skillID, masteryID);
  197. bins[level].push(masteryID);
  198. });
  199. // level one at a time
  200. let maxBase = 0;
  201. bins.forEach((x, i) => {
  202. if (i >= 99) {
  203. return;
  204. }
  205. if (x.length === 0) {
  206. return;
  207. }
  208. let xpRequired = (exp.level_to_xp(i + 1) - exp.level_to_xp(i)) * x.length;
  209. xp -= xpRequired;
  210. if (xp >= 0) {
  211. maxBase = i + 1;
  212. x.forEach(y => bins[i + 1].push(y));
  213. }
  214. });
  215. maxBase = maxBase > 99 ? 99 : maxBase;
  216. return maxBase;
  217. }
  218.  
  219. masteryBuyer.increaseBase = (skillID, minPercent = 95, levelCap = 99) => {
  220. // buy until goal
  221. let goal = masteryBuyer.maxAffordableBase(skillID, minPercent);
  222. if (goal === 0) {
  223. goal = masteryBuyer.currentBase(skillID);
  224. }
  225. if (goal > levelCap) {
  226. goal = levelCap;
  227. }
  228. MASTERY[skillID].xp.forEach((_, masteryID) => {
  229. let level = getMasteryLevel(skillID, masteryID);
  230. if (level >= goal) {
  231. return;
  232. }
  233. masteryPoolLevelUp = goal - level;
  234. levelUpMasteryWithPool(skillID, masteryID);
  235. });
  236. // spend remainder on goal + 1
  237. const xpRequired = exp.level_to_xp(goal + 1) - exp.level_to_xp(goal);
  238. let count = Math.floor(masteryBuyer.availXp(skillID, minPercent) / xpRequired);
  239. masteryPoolLevelUp = 1;
  240. MASTERY[skillID].xp.forEach((_, masteryID) => {
  241. if (count === 0) {
  242. return;
  243. }
  244. let level = getMasteryLevel(skillID, masteryID);
  245. if (level > goal || level >= levelCap) {
  246. return;
  247. }
  248. count--;
  249. levelUpMasteryWithPool(skillID, masteryID);
  250. });
  251. // update total mastery
  252. updateTotalMastery(skillID);
  253. }
  254.  
  255. masteryBuyer.overview = (minPercent = 95) => {
  256. Object.getOwnPropertyNames(SKILLS).forEach(skillID => {
  257. const skill = SKILLS[skillID];
  258. if (!skill.hasMastery) {
  259. return;
  260. }
  261. const maxBase = masteryBuyer.maxAffordableBase(skillID, minPercent);
  262. if (maxBase === 0) {
  263. return;
  264. }
  265. const currentBase = masteryBuyer.currentBase(skillID);
  266. console.log(`${skill.name}: ${currentBase} -> ${maxBase}`);
  267. });
  268. }
  269.  
  270. masteryBuyer.remaining = (skillID, target = 99) => {
  271. let xp = 0;
  272. let xpTarget = exp.level_to_xp(target);
  273. MASTERY[skillID].xp.forEach(masteryXp => {
  274. xp += Math.max(0, xpTarget - masteryXp);
  275. });
  276. xp = Math.round(xp)
  277. console.log(formatNumber(xp))
  278. return xp
  279. }
  280. snippet.end();
  281.  
  282. ///////////////////////
  283. //PrintSynergyList.js//
  284. ///////////////////////
  285. snippet.name = 'PrintSynergyList.js';
  286. snippet.start();
  287. // functions to print synergies per category (cb vs non-cb)
  288. printSynergy = (x, y) => console.log('- [ ]',
  289. x.summoningID,
  290. parseInt(y),
  291. items[x.itemID].name,
  292. items[summoningItems[y].itemID].name,
  293. SUMMONING.Synergies[x.summoningID][y].description,
  294. SUMMONING.Synergies[x.summoningID][y].modifiers
  295. );
  296.  
  297. printCombatSynergyList = () => {
  298. // get combat synergies
  299. summoningItems.filter(x => items[x.itemID].summoningMaxHit).map(x => {
  300. for (y in SUMMONING.Synergies[x.summoningID]) {
  301. printSynergy(x, y);
  302. }
  303. });
  304. }
  305.  
  306. printNonCombatSynergyList = () => {
  307. // get non-combat synergies
  308. summoningItems.filter(x => !items[x.itemID].summoningMaxHit).map(x => {
  309. for (y in SUMMONING.Synergies[x.summoningID]) {
  310. printSynergy(x, y);
  311. }
  312. });
  313. }
  314. snippet.end();
  315.  
  316. /////////////////////
  317. //QuickEquipCape.js//
  318. /////////////////////
  319. snippet.name = 'QuickEquipCape.js';
  320. snippet.start();
  321. // Quick Equip Max/Comp Cape
  322. quickEquipSkillcape = (skill) => {
  323. const capes = [
  324. Items.Cape_of_Completion,
  325. Items.Max_Skillcape,
  326. skillcapeItems[skill],
  327. ];
  328. for (let i = 0; i < capes.length; i++) {
  329. const capeId = capes[i];
  330. if (player.equipment.checkForItemID(capeId)) {
  331. notifyPlayer(skill, `${items[capeId].name} is already equipped.`, "info");
  332. return;
  333. }
  334. const bankId = getBankId(capeId);
  335. if (bankId === -1) {
  336. continue;
  337. }
  338. if (!player.equipItem(capeId, player.selectedEquipmentSet)) {
  339. continue;
  340. }
  341. notifyPlayer(skill, `${items[capeId].name} Equipped.`, "success");
  342. if (skill === 0) {
  343. updateWCRates();
  344. }
  345. return;
  346. }
  347. notifyPlayer(skill, "There's no " + setToUppercase(Skills[skill]) + " Skillcape in your bank *shrug*", "danger");
  348. }
  349. snippet.end();
  350.  
  351. /////////////////////
  352. //RemoveElements.js//
  353. /////////////////////
  354. snippet.name = 'RemoveElements.js';
  355. snippet.start();
  356. // remove various elements
  357. // combat
  358. document.getElementById('offline-combat-alert').remove();
  359.  
  360. // summoning marks
  361. // green
  362. document.getElementById('summoning-category-0').children[0].children[0].children[2].remove();
  363. // orange and red
  364. document.getElementById('summoning-category-0').children[0].children[0].children[1].remove();
  365.  
  366. // summoning tablets
  367. document.getElementById('summoning-category-1').children[0].children[0].children[0].remove()
  368.  
  369. // alt. magic
  370. document.getElementById('magic-container').children[0].children[1].remove();
  371.  
  372. // cloud saving
  373. document.getElementById('header-cloud-save-time').remove();
  374. document.getElementById('header-cloud-save-btn-connected').remove();
  375.  
  376. // minibar-max-cape
  377. document.getElementById('minibar-max-cape').remove();
  378. snippet.end();
  379.  
  380. ///////////////////
  381. //RerollSlayer.js//
  382. ///////////////////
  383. snippet.name = 'RerollSlayer.js';
  384. snippet.start();
  385. //reroll slayer task until desired task is met
  386. window.rerollSlayerTask = (monsterIDs, tier, extend = true) => {
  387. if (window.stopRerolling) {
  388. return;
  389. }
  390. const task = combatManager.slayerTask;
  391. const taskID = task.monster.id;
  392. const taskName = MONSTERS[taskID].name;
  393. if (!combatManager.slayerTask.taskTimer.active) {
  394. // only do something if slayer task timer is not running
  395. if (!combatManager.slayerTask.active || !monsterIDs.includes(taskID)) {
  396. // roll task if we don't have one, or if it has the wrong monster
  397. console.log(`rerolling ${taskName} for tier ${tier} task ${monsterIDs.map(monsterID => MONSTERS[monsterID].name).join(', ')}`);
  398. combatManager.slayerTask.selectTask(tier, true, true, false);
  399. } else if (extend && !task.extended) {
  400. // extend task if it is the right monster
  401. console.log(`extending ${taskName}`);
  402. combatManager.slayerTask.extendTask();
  403. }
  404. }
  405. setTimeout(() => rerollSlayerTask(monsterIDs, tier, extend), 1000);
  406. }
  407. snippet.end();
  408.  
  409. /////////////////
  410. //ShardsUsed.js//
  411. /////////////////
  412. snippet.name = 'ShardsUsed.js';
  413. snippet.start();
  414. // compute total shards used
  415. shardsUsed = () => {
  416. // compute amount of gp spent on summoning shards that have been used (for summoning or agility obstacles)
  417. items.map((x, i) => [x, i])
  418. .filter(x => x[0].type === 'Shard' && x[0].category === 'Summoning')
  419. .map(x => x[1])
  420. .map(x => (itemStats[x].stats[0] - getBankQty(x) - itemStats[x].stats[1]) * items[x].buysFor)
  421. .reduce((a, b) => a + b, 0);
  422. }
  423. snippet.end();
  424.  
  425. ///////////////////
  426. //SpawnAhrenia.js//
  427. ///////////////////
  428. snippet.name = 'SpawnAhrenia.js';
  429. snippet.start();
  430. // spawn Ahrenia
  431. window.spawnAhrenia = (phaseToSpawn = 1) => {
  432. // run
  433. combatManager.runCombat();
  434. // set respawn to 0
  435. if (!petUnlocked[0]) {
  436. unlockPet(0);
  437. }
  438. PETS[0].modifiers.decreasedMonsterRespawnTimer = 0;
  439. player.computeAllStats();
  440. PETS[0].modifiers.decreasedMonsterRespawnTimer = 3000 - TICK_INTERVAL - player.modifiers.decreasedMonsterRespawnTimer + player.modifiers.increasedMonsterRespawnTimer;
  441. player.computeAllStats();
  442. // unlock itm
  443. dungeonCompleteCount[Dungeons.Fire_God_Dungeon] = Math.max(
  444. dungeonCompleteCount[Dungeons.Fire_God_Dungeon],
  445. 1,
  446. );
  447. skillLevel[Skills.Slayer] = Math.max(
  448. skillLevel[Skills.Slayer],
  449. 90,
  450. );
  451. // skip to desired phase
  452. combatManager.selectDungeon(15);
  453. combatManager.dungeonProgress = 19 + phaseToSpawn;
  454. combatManager.loadNextEnemy();
  455. }
  456. snippet.end();
  457.  
  458. ////////////////////
  459. //UnlimitedPool.js//
  460. ////////////////////
  461. snippet.name = 'UnlimitedPool.js';
  462. snippet.start();
  463. // don't cap pool xp
  464. eval(addMasteryXPToPool.toString()
  465. .replace('MASTERY[skill].pool>getMasteryPoolTotalXP(skill)', 'false')
  466. .replace(/^function (\w+)/, "window.$1 = function")
  467. );
  468.  
  469. // don't cap token claiming
  470. eval(claimToken.toString()
  471. .replace('qty>=tokensToFillPool', 'false')
  472. .replace(/^function (\w+)/, "window.$1 = function")
  473. );
  474. snippet.end();
  475.  
  476. // footer start
  477. }
  478.  
  479. function loadScript() {
  480. if (typeof isLoaded !== typeof undefined && isLoaded) {
  481. // Only load script after game has opened
  482. clearInterval(scriptLoader);
  483. startSnippets();
  484. }
  485. }
  486.  
  487. const scriptLoader = setInterval(loadScript, 200);
  488. });