Melvor Idle - Queue End Fight

Adds a button to the combat interface to leave combat after defeating the current enemy or dungeon.

K instalaci tototo skriptu si budete muset nainstalovat rozšíření jako Tampermonkey, Greasemonkey nebo Violentmonkey.

You will need to install an extension such as Tampermonkey to install this script.

K instalaci tohoto skriptu si budete muset nainstalovat rozšíření jako Tampermonkey nebo Violentmonkey.

K instalaci tohoto skriptu si budete muset nainstalovat rozšíření jako Tampermonkey nebo Userscripts.

You will need to install an extension such as Tampermonkey to install this script.

K instalaci tohoto skriptu si budete muset nainstalovat manažer uživatelských skriptů.

(Už mám manažer uživatelských skriptů, nechte mě ho nainstalovat!)

You will need to install an extension such as Stylus to install this style.

You will need to install an extension such as Stylus to install this style.

You will need to install an extension such as Stylus to install this style.

You will need to install a user style manager extension to install this style.

You will need to install a user style manager extension to install this style.

You will need to install a user style manager extension to install this style.

(Už mám manažer uživatelských stylů, nechte mě ho nainstalovat!)

// ==UserScript==
// @name        Melvor Idle - Queue End Fight
// @namespace   http://tampermonkey.net/
// @version     0.13
// @description Adds a button to the combat interface to leave combat after defeating the current enemy or dungeon.
// @author      Seil#1780
// @license     MIT
// @match       https://melvoridle.com/*
// @match       https://*.melvoridle.com/*
// @exclude     https://wiki.melvoridle.com/*
// @exclude     https://*.wiki.melvoridle.com/*
// @icon        https://www.google.com/s2/favicons?sz=64&domain=melvoridle.com
// @grant       none
// ==/UserScript==

((main) => {
    const script = document.createElement('script');
    script.textContent = `try { (${main})(); } catch (e) { console.log(e); }`;
    document.body.appendChild(script).parentNode.removeChild(script);
})(() => {

    function queueEndFight() {
        var runQueued = false;
        var _oldOnEnemyDeath = combatManager.onEnemyDeath;

        let queueRunButton = '<button type="button" id="queueRunButton" class="btn btn-sm btn-success m-1 w-100">Queue Leave Encounter</button>';

        let combatButtons = document.querySelector("#combat-enemy-options").parentNode;

        combatButtons.children[0].className = "col-4";
        combatButtons.children[1].className = "col-4";
        combatButtons.children[1].insertAdjacentHTML("afterend", '<div class="col-4"></div>');
        combatButtons.children[2].innerHTML += queueRunButton;

        document.getElementById("queueRunButton").addEventListener("click", toggleQueue);

        function toggleQueue() {
            if(runQueued) {
                document.getElementById("queueRunButton").className = "btn btn-sm btn-success m-1 w-100";
                document.getElementById("queueRunButton").textContent = "Queue Leave Encounter";
                runQueued = false;
            } else {
                document.getElementById("queueRunButton").className = "btn btn-sm btn-danger m-1 w-100";
                document.getElementById("queueRunButton").textContent = "Cancel Queued Action";
                runQueued = true;
            }
        }

        combatManager.onEnemyDeath = function onEnemyDeath() {
            var encounterCompleted = false;
            var dungeonCompleted = this.dungeonProgress+1==this.areaData.monsters.length;

            _oldOnEnemyDeath.apply(this);
            if(runQueued) {
                if(this.areaData.type==="Dungeon"&&!dungeonCompleted) {
                    encounterCompleted = false;
                } else {
                    encounterCompleted = true;
                    this.stopCombat();
                    toggleQueue();
                }
            } else {
                if(this.areaData.type==="Dungeon"&&dungeonCompleted&&!autoRestartDungeon) {
                    encounterCompleted = true;
                    this.stopCombat();
                }
            }

            return encounterCompleted;
        }
    }

    function loadScript() {
        if (typeof isLoaded !== typeof undefined && isLoaded) {
            // Only load script after game has opened
            clearInterval(scriptLoader);
            queueEndFight();
        }
    }

    const scriptLoader = setInterval(loadScript, 200);
});