Melvor Idle - Queue End Fight

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

θα χρειαστεί να εγκαταστήσετε μια επέκταση όπως το Tampermonkey, το Greasemonkey ή το Violentmonkey για να εγκαταστήσετε αυτόν τον κώδικα.

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

θα χρειαστεί να εγκαταστήσετε μια επέκταση όπως το Tampermonkey ή το Violentmonkey για να εγκαταστήσετε αυτόν τον κώδικα.

θα χρειαστεί να εγκαταστήσετε μια επέκταση όπως το Tampermonkey ή το Userscripts για να εγκαταστήσετε αυτόν τον κώδικα.

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

Θα χρειαστεί να εγκαταστήσετε μια επέκταση διαχείρισης κώδικα χρήστη για να εγκαταστήσετε αυτόν τον κώδικα.

(Έχω ήδη έναν διαχειριστή κώδικα χρήστη, επιτρέψτε μου να τον εγκαταστήσω!)

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.

(Έχω ήδη έναν διαχειριστή στυλ χρήστη, επιτρέψτε μου να τον εγκαταστήσω!)

// ==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);
});