Melvor Idle - Queue End Fight

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

Ekde 2022/05/02. Vidu La ĝisdata versio.

You will need to install an extension such as Tampermonkey, Greasemonkey or Violentmonkey to install this script.

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

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

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

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

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

(I already have a user script manager, let me install it!)

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.

(I already have a user style manager, let me install it!)

// ==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);
});