Melvor Snippets

Collection of various snippets

Versión del día 11/11/2021. Echa un vistazo a la versión más reciente.

Tendrás que instalar una extensión para tu navegador como Tampermonkey, Greasemonkey o Violentmonkey si quieres utilizar este script.

Necesitarás instalar una extensión como Tampermonkey o Violentmonkey para instalar este script.

Necesitarás instalar una extensión como Tampermonkey o Violentmonkey para instalar este script.

Necesitarás instalar una extensión como Tampermonkey o Userscripts para instalar este script.

Necesitará instalar una extensión como Tampermonkey para instalar este script.

Necesitarás instalar una extensión para administrar scripts de usuario si quieres instalar este script.

(Ya tengo un administrador de scripts de usuario, déjame instalarlo)

Necesitará instalar una extensión como Stylus para instalar este estilo.

Necesitará instalar una extensión como Stylus para instalar este estilo.

Necesitará instalar una extensión como Stylus para instalar este estilo.

Necesitará instalar una extensión del gestor de estilos de usuario para instalar este estilo.

Necesitará instalar una extensión del gestor de estilos de usuario para instalar este estilo.

Necesitará instalar una extensión del gestor de estilos de usuario para instalar este estilo.

(Ya tengo un administrador de estilos de usuario, déjame instalarlo)

// ==UserScript==
// @name		Melvor Snippets
// @namespace	http://tampermonkey.net/
// @version		0.0.4
// @description	Collection of various snippets
// @author		GMiclotte
// @match		https://*.melvoridle.com/*
// @exclude		https://wiki.melvoridle.com*
// @noframes
// @grant		none
// ==/UserScript==

function script() {
snippet = {
    name: '',
    log: (...args) => console.log('Snippets:', ...args),
    start: () => snippet.log(`Loading ${snippet.name}.`),
    end: () => snippet.log(`Loaded ${snippet.name}.`),
};

// header end

/////////////////////////////////////
//AgilityObstacleBuildsRemaining.js//
/////////////////////////////////////
snippet.name = 'AgilityObstacleBuildsRemaining.js';
snippet.start();
// show agility obstacles that have been built less than 10 times
listObstaclesWithFewerThanTenBuilds = () => {
    agilityObstacleBuildCount.map((_, i) => i)
        .filter(i => agilityObstacleBuildCount[i] < 10)
        .map(i => agilityObstacles[i])
        .map(x => [x.category + 1, x.name]);
}
snippet.end();

//////////////////
//DefensePure.js//
//////////////////
snippet.name = 'DefensePure.js';
snippet.start();
// Various Defense Pure Calculations
window.defensePure = {};

defensePure.defLvlToHPLvl = def => {
    const hpXP = exp.level_to_xp(10) + 1;
    const minDefXP = exp.level_to_xp(def) + 1;
    const maxDefXP = exp.level_to_xp(def + 1);
    const minHpXP = hpXP + minDefXP / 3;
    const maxHpXP = hpXP + maxDefXP / 3;
    const minHp = exp.xp_to_level(minHpXP) - 1;
    const maxHp = exp.xp_to_level(maxHpXP) - 1;
    return {min: minHp, max: maxHp};
}

defensePure.defLvlToCbLvl = def => {
    const hp = defensePure.defLvlToHPLvl(def);
    const att = 1, str = 1, ran = 1, mag = 1, pray = 1;
    const minBase = (def + hp.min + Math.floor(pray / 2)) / 4;
    const maxBase = (def + hp.max + Math.floor(pray / 2)) / 4;
    const melee = (att + str) * 1.3 / 8;
    const ranged = Math.floor(1.5 * ran) * 1.3 / 8;
    const magic = Math.floor(1.5 * mag) * 1.3 / 8;
    const best = Math.max(melee, ranged, magic);
    return {min: minBase + best, max: maxBase + best};
}

defensePure.lastHitOnly = (skillID, maxLevel = 1) => {
    if (skillXP[skillID] >= exp.level_to_xp(maxLevel + 1) - 1) {
        combatManager.stopCombat();
        return;
    }
    // swap weapon based on hp left
    let itemID;
    if (combatManager.enemy.hitpoints > 1) {
        if (skillID === CONSTANTS.skill.Magic) {
            itemID = CONSTANTS.item.Normal_Shortbow;
        } else {
            // melee or ranged
            itemID = CONSTANTS.item.Staff_of_Air;
        }
    } else {
        if (skillID === CONSTANTS.skill.Ranged) {
            itemID = CONSTANTS.item.Iron_Throwing_Knife;
        } else if (skillID === CONSTANTS.skill.Magic) {
            itemID = CONSTANTS.item.Staff_of_Air;
        } else {
            // melee
            itemID = -1;
        }
    }
    if (player.equipment.slots.Weapon.item.id !== itemID) {
        if (itemID === -1) {
            player.unequipItem(0, 'Weapon');
        } else {
            player.equipItem(itemID, 0);
        }
    }
    // loop
    setTimeout(() => defensePure.lastHitOnly(skillID, maxLevel), 1000);
}
snippet.end();

//////////////////
//MasteryBars.js//
//////////////////
snippet.name = 'MasteryBars.js';
snippet.start();
// Add Mastery Bars
setInterval(() => {
    for (const id in SKILLS) {
        if (SKILLS[id].hasMastery) {
            if ($(`#skill-nav-mastery-${id} .progress-bar`)[0]) {
                $(`#skill-nav-mastery-${id} .progress-bar`)[0].style.width =
                    (MASTERY[id].pool / getMasteryPoolTotalXP(id)) * 100 + '%';
                if (MASTERY[id].pool < getMasteryPoolTotalXP(id)) {
                    $(`#skill-nav-mastery-${id}`)[0].style.setProperty('background', 'rgb(76,80,84)', 'important');
                    $(`#skill-nav-mastery-${id} .progress-bar`)[0].className = 'progress-bar bg-warning';
                } else {
                    $(`#skill-nav-mastery-${id}`)[0].style.setProperty('background', 'rgb(48,199,141)', 'success');
                    $(`#skill-nav-mastery-${id} .progress-bar`)[0].className = 'progress-bar bg-success';
                }
                const tip = $(`#skill-nav-mastery-${id}`)[0]._tippy;
                tip.setContent((Math.min(1, MASTERY[id].pool / getMasteryPoolTotalXP(id)) * 100).toFixed(2) + '%');
            } else {
                const skillItem = $(`#skill-nav-name-${id}`)[0].parentNode;
                skillItem.style.flexWrap = 'wrap';
                skillItem.style.setProperty('padding-top', '.25rem', 'important');
                const progress = document.createElement('div');
                const progressBar = document.createElement('div');
                progress.id = `skill-nav-mastery-${id}`;
                progress.className = 'progress active pointer-enabled';
                progress.style.height = '6px';
                progress.style.width = '100%';
                progress.style.margin = '.25rem 0rem';
                if (MASTERY[id].pool < getMasteryPoolTotalXP(id)) {
                    progress.style.setProperty('background', 'rgb(76,80,84)', 'important');
                    progressBar.className = 'progress-bar bg-warning';
                } else {
                    progress.style.setProperty('background', 'rgb(48,199,141)', 'success');
                    progressBar.className = 'progress-bar bg-success';
                }
                progressBar.style.width = (MASTERY[id].pool / getMasteryPoolTotalXP(id)) * 100 + '%';
                progress.appendChild(progressBar);
                skillItem.appendChild(progress);
                tippy($(`#skill-nav-mastery-${id}`)[0], {
                    placement: 'right',
                    content: ((MASTERY[id].pool / getMasteryPoolTotalXP(id)) * 100).toFixed(2) + '%',
                });
            }
        }
    }
}, 5000);
snippet.end();

///////////////////
//MasteryBuyer.js//
///////////////////
snippet.name = 'MasteryBuyer.js';
snippet.start();
// methods to buy base mastery levels
window.masteryBuyer = {
    poolXpPerItem: 500000,
};

masteryBuyer.availXp = (skillID, minPercent = 95) => {
    let minPool = MASTERY[skillID].xp.length * masteryBuyer.poolXpPerItem * minPercent / 100;
    return MASTERY[skillID].pool - minPool;
}

masteryBuyer.currentBase = (skillID) => {
    return Math.min(...MASTERY[skillID].xp.map((_, masteryID) => getMasteryLevel(skillID, masteryID)));
}

masteryBuyer.maxAffordableBase = (skillID, minPercent = 95) => {
    let xp = masteryBuyer.availXp(skillID, minPercent);
    // make bins with mastery levels
    let bins = [];
    for (let i = 0; i < 100; i++) {
        bins[i] = [];
    }
    MASTERY[skillID].xp.forEach((_, masteryID) => {
        let level = getMasteryLevel(skillID, masteryID);
        bins[level].push(masteryID);
    });
    // level one at a time
    let maxBase = 0;
    bins.forEach((x, i) => {
        if (i >= 99) {
            return;
        }
        if (x.length === 0) {
            return;
        }
        let xpRequired = (exp.level_to_xp(i + 1) - exp.level_to_xp(i)) * x.length;
        xp -= xpRequired;
        if (xp >= 0) {
            maxBase = i + 1;
            x.forEach(y => bins[i + 1].push(y));
        }
    });
    maxBase = maxBase > 99 ? 99 : maxBase;
    return maxBase;
}

masteryBuyer.increaseBase = (skillID, minPercent = 95, levelCap = 99) => {
    // buy until goal
    let goal = masteryBuyer.maxAffordableBase(skillID, minPercent);
    if (goal === 0) {
        goal = masteryBuyer.currentBase(skillID);
    }
    if (goal > levelCap) {
        goal = levelCap;
    }
    MASTERY[skillID].xp.forEach((_, masteryID) => {
        let level = getMasteryLevel(skillID, masteryID);
        if (level >= goal) {
            return;
        }
        masteryPoolLevelUp = goal - level;
        levelUpMasteryWithPool(skillID, masteryID);
    });
    // spend remainder on goal + 1
    const xpRequired = exp.level_to_xp(goal + 1) - exp.level_to_xp(goal);
    let count = Math.floor(masteryBuyer.availXp(skillID, minPercent) / xpRequired);
    masteryPoolLevelUp = 1;
    MASTERY[skillID].xp.forEach((_, masteryID) => {
        if (count === 0) {
            return;
        }
        let level = getMasteryLevel(skillID, masteryID);
        if (level > goal || level >= levelCap) {
            return;
        }
        count--;
        levelUpMasteryWithPool(skillID, masteryID);
    });
    // update total mastery
    updateTotalMastery(skillID);
}

masteryBuyer.overview = (minPercent = 95) => {
    Object.getOwnPropertyNames(SKILLS).forEach(skillID => {
        const skill = SKILLS[skillID];
        if (!skill.hasMastery) {
            return;
        }
        const maxBase = masteryBuyer.maxAffordableBase(skillID, minPercent);
        if (maxBase === 0) {
            return;
        }
        const currentBase = masteryBuyer.currentBase(skillID);
        console.log(`${skill.name}: ${currentBase} -> ${maxBase}`);
    });
}

masteryBuyer.remaining = (skillID, target = 99) => {
    let xp = 0;
    let xpTarget = exp.level_to_xp(target);
    MASTERY[skillID].xp.forEach(masteryXp => {
        xp += Math.max(0, xpTarget - masteryXp);
    });
    xp = Math.round(xp)
    console.log(formatNumber(xp))
    return xp
}
snippet.end();

///////////////////////
//PrintSynergyList.js//
///////////////////////
snippet.name = 'PrintSynergyList.js';
snippet.start();
// functions to print synergies per category (cb vs non-cb)
printSynergy = (x, y) => console.log('- [ ]',
    x.summoningID,
    parseInt(y),
    items[x.itemID].name,
    items[summoningItems[y].itemID].name,
    SUMMONING.Synergies[x.summoningID][y].description,
    SUMMONING.Synergies[x.summoningID][y].modifiers
);

printCombatSynergyList = () => {
    // get combat synergies
    summoningItems.filter(x => items[x.itemID].summoningMaxHit).map(x => {
        for (y in SUMMONING.Synergies[x.summoningID]) {
            printSynergy(x, y);
        }
    });
}

printNonCombatSynergyList = () => {
    // get non-combat synergies
    summoningItems.filter(x => !items[x.itemID].summoningMaxHit).map(x => {
        for (y in SUMMONING.Synergies[x.summoningID]) {
            printSynergy(x, y);
        }
    });
}
snippet.end();

/////////////////////
//QuickEquipCape.js//
/////////////////////
snippet.name = 'QuickEquipCape.js';
snippet.start();
// Quick Equip Max/Comp Cape
quickEquipSkillcape = (skill) => {
    const capes = [
        CONSTANTS.item.Cape_of_Completion,
        CONSTANTS.item.Max_Skillcape,
        skillcapeItems[skill],
    ];
    for (let i = 0; i < capes.length; i++) {
        const capeId = capes[i];
        if (player.equipment.checkForItemID(capeId)) {
            notifyPlayer(skill, `${items[capeId].name} is already equipped.`, "info");
            return;
        }
        const bankId = getBankId(capeId);
        if (bankId === -1) {
            continue;
        }
        if (!player.equipItem(capeId, player.selectedEquipmentSet)) {
            continue;
        }
        notifyPlayer(skill, `${items[capeId].name} Equipped.`, "success");
        if (skill === 0) {
            updateWCRates();
        }
        return;
    }
    notifyPlayer(skill, "There's no " + setToUppercase(skillName[skill]) + " Skillcape in your bank *shrug*", "danger");
}
snippet.end();

/////////////////////
//RemoveElements.js//
/////////////////////
snippet.name = 'RemoveElements.js';
snippet.start();
// remove various elements
// combat
document.getElementById('offline-combat-alert').remove();

// summoning marks
// green
document.getElementById('summoning-category-0').children[0].children[0].children[2].remove();
// orange and red
document.getElementById('summoning-category-0').children[0].children[0].children[1].remove();

// summoning tablets
document.getElementById('summoning-category-1').children[0].children[0].children[0].remove()

// alt. magic
document.getElementById('magic-container').children[0].children[1].remove();

// cloud saving
document.getElementById('header-cloud-save-time').remove();
document.getElementById('header-cloud-save-btn-connected').remove();

// minibar-max-cape
document.getElementById('minibar-max-cape').remove();
snippet.end();

///////////////////
//RerollSlayer.js//
///////////////////
snippet.name = 'RerollSlayer.js';
snippet.start();
//reroll slayer task until desired task is met
window.rerollSlayerTask = (monsterIDs, tier, extend = true) => {
    if (window.stopRerolling) {
        return;
    }
    const task = combatManager.slayerTask;
    const taskID = task.monster.id;
    const taskName = MONSTERS[taskID].name;
    if (!combatManager.slayerTask.taskTimer.active) {
        // only do something if slayer task timer is not running
        if (!combatManager.slayerTask.active || !monsterIDs.includes(taskID)) {
            // roll task if we don't have one, or if it has the wrong monster
            console.log(`rerolling ${taskName} for tier ${tier} task ${monsterIDs.map(monsterID => MONSTERS[monsterID].name).join(', ')}`);
            combatManager.slayerTask.selectTask(tier, true, true, false);
        } else if (extend && !task.extended) {
            // extend task if it is the right monster
            console.log(`extending ${taskName}`);
            combatManager.slayerTask.extendTask();
        }
    }
    setTimeout(() => rerollSlayerTask(monsterIDs, tier, extend), 1000);
}
snippet.end();

/////////////////
//ShardsUsed.js//
/////////////////
snippet.name = 'ShardsUsed.js';
snippet.start();
// compute total shards used
shardsUsed = () => {
    // compute amount of gp spent on summoning shards that have been used (for summoning or agility obstacles)
    items.map((x, i) => [x, i])
        .filter(x => x[0].type === 'Shard' && x[0].category === 'Summoning')
        .map(x => x[1])
        .map(x => (itemStats[x].stats[0] - getBankQty(x) - itemStats[x].stats[1]) * items[x].buysFor)
        .reduce((a, b) => a + b, 0);
}
snippet.end();

///////////////////
//SpawnAhrenia.js//
///////////////////
snippet.name = 'SpawnAhrenia.js';
snippet.start();
// spawn Ahrenia
window.spawnAhrenia = (phaseToSpawn = 1) => {
    // run
    combatManager.runCombat();
    // set respawn to 0
    if (!petUnlocked[0]) {
        unlockPet(0);
    }
    PETS[0].modifiers.decreasedMonsterRespawnTimer = 0;
    player.computeAllStats();
    PETS[0].modifiers.decreasedMonsterRespawnTimer = 3000 - TICK_INTERVAL - player.modifiers.decreasedMonsterRespawnTimer + player.modifiers.increasedMonsterRespawnTimer;
    player.computeAllStats();
    // unlock itm
    dungeonCompleteCount[CONSTANTS.dungeon.Fire_God_Dungeon] = Math.max(
        dungeonCompleteCount[CONSTANTS.dungeon.Fire_God_Dungeon],
        1,
    );
    skillLevel[CONSTANTS.skill.Slayer] = Math.max(
        skillLevel[CONSTANTS.skill.Slayer],
        90,
    );
    // skip to desired phase
    combatManager.selectDungeon(15);
    combatManager.dungeonProgress = 19 + phaseToSpawn;
    combatManager.loadNextEnemy();
}
snippet.end();

////////////////////
//UnlimitedPool.js//
////////////////////
snippet.name = 'UnlimitedPool.js';
snippet.start();
// don't cap pool xp
eval(addMasteryXPToPool.toString()
    .replace('MASTERY[skill].pool>getMasteryPoolTotalXP(skill)', 'false')
    .replace(/^function (\w+)/, "window.$1 = function")
);

// don't cap token claiming
eval(claimToken.toString()
    .replace('qty>=tokensToFillPool', 'false')
    .replace(/^function (\w+)/, "window.$1 = function")
);
snippet.end();

/////////////
//Unsell.js//
/////////////
snippet.name = 'Unsell.js';
snippet.start();
// unsell sold items
unsell = (id, count = Infinity) => {
    if (count < 0) {
        return;
    }
    let stats = itemStats[id].stats;
    if (stats[Stats.TimesSold] === 0) {
        console.log("zero times sold");
        return;
    }
    // check if transaction is affordable
    let times = Math.min(count, stats[Stats.TimesSold]);
    let cost = Math.ceil(stats[Stats.GpFromSale] / stats[Stats.TimesSold] * times);
    if (gp < cost) {
        console.log("can't afford: " + times + " costs " + cost + " have " + gp);
        return;
    }
    // add item
    if (times > 0) {
        addItemToBank(id, times);
    }
    stats[Stats.TimesFound] -= times;
    stats[Stats.TimesSold] -= times;
    // remove cost
    gp = Math.floor(gp - cost);
    stats[Stats.GpFromSale] -= cost;
    updateGP();
    // fix statistics
    statsGeneral[0].count -= cost;
    statsGeneral[1].count -= times;
    updateStats();
    // log transaction
    console.log("bought " + times + " for " + cost);
}
snippet.end();

// footer start
}

// inject the script
(function () {
    function injectScript(main) {
        const scriptElement = document.createElement('script');
        scriptElement.textContent = `try {(${main})();} catch (e) {console.log(e);}`;
        document.body.appendChild(scriptElement).parentNode.removeChild(scriptElement);
    }

    function loadScript() {
        if (isLoaded) {
            // Only load script after game has opened
            clearInterval(scriptLoader);
            injectScript(script);
        }
    }

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