try to take over the world!
// ==UserScript==
// @name AITO
// @namespace http://tampermonkey.net/
// @version 0.1
// @description try to take over the world!
// @author You
// @match http://zombs.io/
// @grant none
// ==/UserScript==
window.onload = function() {
const $ = function(className) {
var elem = document.getElementsByClassName(className)
if (elem.length > 1) return elem
return elem[0]
}
setInterval(() => {
$("hud-spell-icon")[1].click()
}, 50)
setTimeout(function() {
$("btn btn-green hud-intro-play").click()
}, 50)
setInterval(() => {
Observer.observe($("hud-ticker-bar"), {
attributes: true,
attributeFilter: ['style']
})
})
var Observer = new MutationObserver(function(mutations) {
mutations.forEach(function(mutation) {
if ($("hud-ticker-bar").style.backgroundPosition === "-2.65417px 0px") {
console.log("changed!")
window.location.reload()
console.error(window.sessionStorage.force);
}
if ($("hud-ticker-bar").style.backgroundPosition === "-13.4875px 0px") {
console.log("changed!")
window.location.reload()
console.error(window.sessionStorage.force);
}
})
}, 50)
}
// Tower freeze
function keyDown(e) {
switch (e.keyCode) {
case 88:
startUPP();
stopUPP();
break;
case 45:
SellAll();
break;
case 46:
SellStash();
break;
case 82:
heal();
break;
case 90:
startbow();
stopbow();
break;
case 219:
leave();
break;
case 221:
join();
break;
case 222:
join2();
break;
case 191:
join3();
break;
case 85:
startSSL();
stopSSL();
break;
}
}
setInterval(function () {
if (document.querySelectorAll(".hud-chat .hud-chat-input:focus")[0]) {
window.removeEventListener("keydown", keyDown);
} else {
window.addEventListener("keydown", keyDown);
}
}, 0);
let Settings = ''
Settings += `
<button class="btn btn-blue" style="width: 45%;" onclick="SellStash();">Sell Stash!</button>
<button class="btn btn-blue" style="width: 45%;" onclick="SellAll();">Sell All!</button>
<button class="btn btn-blue" style="width: 45%;" onclick="sellWalls();">Sell Walls!</button>
<button class="btn btn-blue" style="width: 45%;" onclick="sellDoors();">Sell Doors!</button>
<button id="UPP" class="btn btn-red" style="width: 45%; height: 50px;">Enable Upgrade All</button>
<button id="AHRC" class="btn btn-red" style="width: 45%; height: 50px;">Enable AHRC</button>
<button id="bow" class="btn btn-red" style="width: 45%; height: 50px;">Enable Autobow</button>
<button id="SSL" class="btn btn-red" style="width: 45%; height: 50px;">Enable Accept All</button>
<button id="SSL4" class="btn btn-red" style="width: 45%; height: 50px;">Enable aito</button>
<button id="SSL3" class="btn btn-red" style="width: 45%; height: 50px;">Enable Tower Heal</button>
`
document.getElementsByClassName("hud-settings-grid")[0].innerHTML = Settings;
//Join Party
Settings += `
<hr />
<h3>Join Parties</h3>
<hr />
<input type="text" maxlength="20" placeholder="share key" id="myKey">
<button onclick="join();">Join</button>
<br><br>
<input type="text" maxlength="20" placeholder="share key" id="myKey2">
<button onclick="join2();">Join</button>
<br><br>
<input type="text" maxlength="20" placeholder="share key" id="myKey3">
<button onclick="join3();">Join</button>
`
document.getElementsByClassName('hud-settings-grid')[0].innerHTML = Settings
window.join = function() {
let partyKey = myKey.value
Game.currentGame.network.sendRpc({
name: "JoinPartyByShareKey",
partyShareKey: partyKey
})
}
window.join2 = function() {
let partyKey = myKey2.value
Game.currentGame.network.sendRpc({
name: "JoinPartyByShareKey",
partyShareKey: partyKey
})
}
window.join3 = function() {
let partyKey = myKey3.value
Game.currentGame.network.sendRpc({
name: "JoinPartyByShareKey",
partyShareKey: partyKey
})
}
Settings += `
<hr />
<h3>Tower Heal</h3>
<hr />
<input type="text" maxlength="50" placeholder="x" id="x">
<input type="text" maxlength="50" placeholder="y" id="y">
<button onclick="ss();">heal towers</button>
<button onclick="se();">unheal towers</button>
`
window.ss = function() {
let X = x.value
let Y = y.value
let i = setInterval(() => {
Game.currentGame.network.sendRpc({
name:"CastSpell",
spell:"HealTowersSpell",
x: Math.round(X),
y: Math.round(Y),
tier: 1
})
}, 2000)
window.se = function() {
clearInterval(i);
}
}
//Auto Build
Settings += `
<hr />
<h3>Auto Build</h3>
<hr />
<button onclick="BSB();">Bryan Smith Base</button>
<button onclick="TB();">Thing Base</button>
<button onclick="MB();">Defense Base</button>
<button onclick="XBase();">X Base</button>
<button onclick="TH();">Enable gold generator</button>
<button onclick="D1();">Disable gold generator</button>
<br><br>
`
document.getElementsByClassName('hud-settings-grid')[0].innerHTML = Settings
//Auto Build Script
function $(classname) {
let element = document.getElementsByClassName(classname)
if (element.length === 1) {
return element[0]
} else {
return element
}
}
Storage.prototype.setObject = function(key, value) {
this.setItem(key, JSON.stringify(value));
}
Storage.prototype.getObject = function(key) {
let value = this.getItem(key);
return value && JSON.parse(value);
}
let Auto = {}
let Auto2 = {}
let EXTREME = {}
Auto.GetGoldStash = function() {
let entities = Game.currentGame.ui.buildings
for (let uid in entities) {
if (!entities.hasOwnProperty(uid)) {
continue
}
let obj = entities[uid]
if (obj.type == "GoldStash") {
return obj
}
}
}
EXTREME.GetGoldStash = function() {
let entities = Game.currentGame.ui.buildings
for (let uid in entities) {
if (!entities.hasOwnProperty(uid)) {
continue
}
let obj = entities[uid]
if (obj.type == "GoldStash") {
return obj
}
}
}
Auto2.GetGoldStash = function() {
let entities = Game.currentGame.ui.buildings
for (let uid in entities) {
if (!entities.hasOwnProperty(uid)) {
continue
}
let obj = entities[uid]
if (obj.type == "GoldStash") {
return obj
}
}
}
Auto.PlaceBuilding = function(x, y, building, yaw) {
Game.currentGame.network.sendRpc({
name: "MakeBuilding",
x: x,
y: y,
type: building,
yaw: yaw
})
}
Auto.PlaceBulding = function(x, y, building, yaw) {
Game.currentGame.network.sendRpc({
name: "MakeBuilding",
x: x,
y: y,
type: building,
yaw: yaw
})
}
EXTREME.PlaceBuilding = function(x, y, building, yaw) {
Game.currentGame.network.sendRpc({
name: "MakeBuilding",
x: x,
y: y,
type: building,
yaw: yaw
})
}
Auto2.PlaceBuilding = function(x, y, building, yaw) {
Game.currentGame.network.sendRpc({
name: "MakeBuilding",
x: x,
y: y,
type: building,
yaw: yaw
})
sellBombs()
upgradeBombs()
}
Auto2.GoldGenerator = function() {
let waitForGoldStash = setInterval(function() {
if (document.querySelectorAll("[data-building]")[10].classList[1] == "is-disabled") {
let stash = Auto2.GetGoldStash();
if (stash == undefined) return
let stashPosition = {
x: stash.x,
y: stash.y
}
Auto2.PlaceBuilding(stashPosition.x + 0, stashPosition.y + 96, "BombTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 0, stashPosition.y + -96, "BombTower", 0)
Auto2.PlaceBuilding(stashPosition.x + -96, stashPosition.y + 0, "BombTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 0, "BombTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 56778, "ArrowTower", 0)
Auto2.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 56778, "ArrowTower", 0)
}
},700)
var waitForGoldStash2 = setInterval(function() {
upgradeBombs()
},25)
window.D1 = function() {
clearInterval(waitForGoldStash);
clearInterval(waitForGoldStash2);
}
}
EXTREME.BuildMyBase = function() {
var waitForGoldStash = setInterval(function() {
if (document.querySelectorAll("[data-building]")[10].classList[1] == "is-disabled") {
var stash = EXTREME.GetGoldStash();
if (stash == undefined) return
var stashPosition = {
x: stash.x,
y: stash.y
}
clearInterval(waitForGoldStash);
EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + 96, "BombTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + -96, "BombTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -96, stashPosition.y + 0, "BombTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 0, "BombTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 0, "GoldMine", 0)
EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + 192, "GoldMine", 0)
EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + -192, "GoldMine", 0)
EXTREME.PlaceBuilding(stashPosition.x + -192, stashPosition.y + 0, "GoldMine", 0)
EXTREME.PlaceBuilding(stashPosition.x + -96, stashPosition.y + 96, "GoldMine", 0)
EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 96, "GoldMine", 0)
EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + -96, "GoldMine", 0)
EXTREME.PlaceBuilding(stashPosition.x + -96, stashPosition.y + -96, "GoldMine", 0)
EXTREME.PlaceBuilding(stashPosition.x + -96, stashPosition.y + 192, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 192, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + -192, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -96, stashPosition.y + -192, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -192, stashPosition.y + 96, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 96, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + -96, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -192, stashPosition.y + -96, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -192, stashPosition.y + 192, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 192, "ArrowTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + -192, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -192, stashPosition.y + -192, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + 288, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 288, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -288, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + -288, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + 192, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 192, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -192, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + -192, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -192, stashPosition.y + 288, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 288, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + -288, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -192, stashPosition.y + -288, "MagicTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -96, stashPosition.y + 288, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 288, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + -288, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -96, stashPosition.y + -288, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + 96, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 96, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -96, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + -96, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + 0, "BombTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + -0, "BombTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 0, "BombTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -0, "BombTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + 288, "BombTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + -288, "BombTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -0, stashPosition.y + 288, "BombTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + -288, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -0, stashPosition.y + 288, "BombTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -288, stashPosition.y + -288, "CannonTower", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + 0, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + 24, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + 72, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + 120, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + 168, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + 216, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + 264, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + 312, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + 360, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -360, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -312, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -264, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -216, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -168, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -120, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -72, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -24, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -0, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 24, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 72, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 120, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 168, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 216, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 264, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 312, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 360, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + 408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + 360, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + 312, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + 264, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + 216, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + 168, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + 120, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + 72, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + 24, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + 0, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + -360, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + -312, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + -264, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + -216, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + -168, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + -120, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + -72, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + -24, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + -0, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 408, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 360, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 312, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 264, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 216, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 168, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 120, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 72, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 24, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -360, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -312, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -264, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -216, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -168, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -120, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -72, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -24, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -0, stashPosition.y + -408, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + -0, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + -72, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + -24, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + -120, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + -168, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + -216, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + -264, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + -312, "Door", 0)
EXTREME.PlaceBuilding(stashPosition.x + -408, stashPosition.y + -360, "Door", 0)
}
}, 100)
}
EXTREME.BuildXBase = function() {
var waitForGoldStash = setInterval(function() {
if (document.querySelectorAll("[data-building]")[10].classList[1] == "is-disabled") {
var stash = EXTREME.GetGoldStash();
if (stash == undefined) return
var stashPosition = {
x: stash.x,
y: stash.y
}
clearInterval(waitForGoldStash)
Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + 192, 'GoldMine', 0)
Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + 192, 'GoldMine', 0)
Auto.PlaceBulding(stashPosition.x + -192, stashPosition.y + 48, 'GoldMine', 0)
Auto.PlaceBulding(stashPosition.x + -192, stashPosition.y + -48, 'GoldMine', 0)
Auto.PlaceBulding(stashPosition.x + 192, stashPosition.y + 48, 'GoldMine', 0)
Auto.PlaceBulding(stashPosition.x + 192, stashPosition.y + -48, 'GoldMine', 0)
Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + -192, 'GoldMine', 0)
Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + -192, 'GoldMine', 0)
Auto.PlaceBulding(stashPosition.x + -24, stashPosition.y + -120, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 24, stashPosition.y + -120, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 120, stashPosition.y + -24, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 120, stashPosition.y + 24, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -24, stashPosition.y + 120, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 24, stashPosition.y + 120, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -120, stashPosition.y + 24, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -120, stashPosition.y + -24, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + -192, 'Harvester', 0)
Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + -192, 'Harvester', 0)
Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + 192, 'Harvester', 0)
Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + 192, 'Harvester', 0)
Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + -288, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + -384, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + -480, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + -480, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + -384, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + -288, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + -576, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + -576, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + 0, stashPosition.y + -672, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + -576, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + -240, stashPosition.y + -528, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + -336, stashPosition.y + -480, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + -336, stashPosition.y + -384, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + -240, stashPosition.y + -432, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + -480, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + -384, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + -288, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + -264, stashPosition.y + -360, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -216, stashPosition.y + -360, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -216, stashPosition.y + -312, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -216, stashPosition.y + -264, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + -576, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + 240, stashPosition.y + -528, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + 336, stashPosition.y + -480, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + 336, stashPosition.y + -384, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + 240, stashPosition.y + -432, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + -480, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + -384, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + -288, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + 264, stashPosition.y + -360, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 216, stashPosition.y + -360, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 216, stashPosition.y + -312, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -480, stashPosition.y + -336, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + -528, stashPosition.y + -240, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + -576, stashPosition.y + -144, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + -576, stashPosition.y + -48, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + -672, stashPosition.y + 0, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + -432, stashPosition.y + -240, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + -336, stashPosition.y + -240, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + -480, stashPosition.y + -144, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + -384, stashPosition.y + -144, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + -288, stashPosition.y + -144, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + -480, stashPosition.y + -48, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + -480, stashPosition.y + 48, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + -576, stashPosition.y + 48, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + -384, stashPosition.y + -48, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + -384, stashPosition.y + 48, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + -288, stashPosition.y + 48, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + -288, stashPosition.y + -48, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + -312, stashPosition.y + 120, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -312, stashPosition.y + 168, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -264, stashPosition.y + 168, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -264, stashPosition.y + 120, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -264, stashPosition.y + 216, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -216, stashPosition.y + 120, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -432, stashPosition.y + 240, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + -384, stashPosition.y + 336, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + -480, stashPosition.y + 336, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + -528, stashPosition.y + 240, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + -696, stashPosition.y + 72, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -648, stashPosition.y + 72, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -648, stashPosition.y + 168, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -744, stashPosition.y + -24, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -744, stashPosition.y + 24, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -696, stashPosition.y + -120, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -696, stashPosition.y + -72, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -648, stashPosition.y + -72, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -648, stashPosition.y + -120, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -648, stashPosition.y + -168, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 288, stashPosition.y + -48, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + 288, stashPosition.y + -144, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + 384, stashPosition.y + -48, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + 480, stashPosition.y + -48, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + 384, stashPosition.y + 48, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + 480, stashPosition.y + 48, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + 480, stashPosition.y + 144, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + 264, stashPosition.y + 24, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 264, stashPosition.y + 72, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 312, stashPosition.y + 72, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 312, stashPosition.y + 24, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 288, stashPosition.y + 144, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + 384, stashPosition.y + 144, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + 336, stashPosition.y + 240, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + 432, stashPosition.y + 240, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + 384, stashPosition.y + 336, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + 480, stashPosition.y + 336, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + 528, stashPosition.y + 240, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + 552, stashPosition.y + 24, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 552, stashPosition.y + 72, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 552, stashPosition.y + 120, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 552, stashPosition.y + 168, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -648, stashPosition.y + 120, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -696, stashPosition.y + 120, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -576, stashPosition.y + 144, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + -480, stashPosition.y + 144, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + -384, stashPosition.y + 144, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + -336, stashPosition.y + 240, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + 600, stashPosition.y + 120, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 600, stashPosition.y + 168, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 648, stashPosition.y + 168, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 600, stashPosition.y + 216, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 600, stashPosition.y + 264, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 648, stashPosition.y + 216, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 648, stashPosition.y + 120, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 696, stashPosition.y + 120, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 696, stashPosition.y + 72, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 696, stashPosition.y + 24, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 624, stashPosition.y + 48, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + 576, stashPosition.y + -48, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + 672, stashPosition.y + -48, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + 576, stashPosition.y + -144, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + 528, stashPosition.y + -240, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + 480, stashPosition.y + -336, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + 432, stashPosition.y + -240, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + 336, stashPosition.y + -240, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + 480, stashPosition.y + -144, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + 384, stashPosition.y + -144, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + 288, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + 288, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + 288, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + 288, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + 384, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + 384, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + 384, 'BombTower', 0)
Auto.PlaceBulding(stashPosition.x + 240, stashPosition.y + 432, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + 480, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + 480, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + 480, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + 576, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + 576, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + 576, 'ArrowTower', 0)
Auto.PlaceBulding(stashPosition.x + 240, stashPosition.y + 528, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + 336, stashPosition.y + 480, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + 384, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + 480, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + -240, stashPosition.y + 432, 'CannonTower', 0)
Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + 576, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + -240, stashPosition.y + 528, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + -336, stashPosition.y + 480, 'MagicTower', 0)
Auto.PlaceBulding(stashPosition.x + -168, stashPosition.y + 648, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -120, stashPosition.y + 648, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -72, stashPosition.y + 648, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -24, stashPosition.y + 648, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 24, stashPosition.y + 648, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 72, stashPosition.y + 648, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 120, stashPosition.y + 648, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 168, stashPosition.y + 648, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 120, stashPosition.y + 696, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 72, stashPosition.y + 696, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 24, stashPosition.y + 696, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -24, stashPosition.y + 696, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -72, stashPosition.y + 696, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -120, stashPosition.y + 696, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 600, stashPosition.y + -216, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 648, stashPosition.y + -216, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 648, stashPosition.y + -168, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 648, stashPosition.y + -120, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 696, stashPosition.y + -120, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 744, stashPosition.y + -72, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 744, stashPosition.y + -24, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -168, stashPosition.y + -648, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -120, stashPosition.y + -648, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -120, stashPosition.y + -696, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -72, stashPosition.y + -696, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -72, stashPosition.y + -648, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -24, stashPosition.y + -744, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 24, stashPosition.y + -744, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 72, stashPosition.y + -696, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 72, stashPosition.y + -648, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 120, stashPosition.y + -648, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 168, stashPosition.y + -648, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 216, stashPosition.y + -600, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + 216, stashPosition.y + -648, 'Wall', 0)
Auto.PlaceBulding(stashPosition.x + -216, stashPosition.y + -120, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 216, stashPosition.y + 120, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 216, stashPosition.y + -120, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 264, stashPosition.y + -216, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 216, stashPosition.y + 264, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 216, stashPosition.y + 360, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 264, stashPosition.y + 360, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + 216, stashPosition.y + 312, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -264, stashPosition.y + 360, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -216, stashPosition.y + 360, 'Door', 0)
Auto.PlaceBulding(stashPosition.x + -216, stashPosition.y + 312, 'Door', 0)
}
}, 100)
}
Auto.BuildBryanSmithBase = function() {
let waitForGoldStash = setInterval(function() {
if (document.querySelectorAll("[data-building]")[10].classList[1] == "is-disabled") {
let stash = Auto.GetGoldStash();
if (stash == undefined) return
let stashPosition = {
x: stash.x,
y: stash.y
}
clearInterval(waitForGoldStash)
Auto.PlaceBuilding(stashPosition.x + 0, stashPosition.y + 0, 'GoldStash', 0);
Auto.PlaceBuilding(stashPosition.x + -192, stashPosition.y + -48, 'GoldMine', 0);
Auto.PlaceBuilding(stashPosition.x + -192, stashPosition.y + 48, 'GoldMine', 0);
Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + -192, 'GoldMine', 0);
Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + -192, 'GoldMine', 0);
Auto.PlaceBuilding(stashPosition.x + 192, stashPosition.y + -48, 'GoldMine', 0);
Auto.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 48, 'GoldMine', 0);
Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + 192, 'GoldMine', 0);
Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + 192, 'GoldMine', 0);
Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + 288, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + 288, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + 288, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + 288, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + -288, stashPosition.y + -48, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + -288, stashPosition.y + 48, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + -288, stashPosition.y + 144, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + -288, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + -288, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -144, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -48, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 48, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 144, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 384, stashPosition.y + 144, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y + 144, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 240, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 432, stashPosition.y + 240, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 384, stashPosition.y + 336, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + 384, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + 480, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + 576, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 432, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + -288, stashPosition.y + -144, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + -384, stashPosition.y + -144, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + -480, stashPosition.y + -144, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + -432, stashPosition.y + -240, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + -336, stashPosition.y + -240, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + -336, stashPosition.y + 240, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + 384, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + -240, stashPosition.y + 432, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + -288, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + -384, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + -480, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + -240, stashPosition.y + -432, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + -336, stashPosition.y + -384, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + -288, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + -384, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + -480, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + 240, stashPosition.y + -432, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + 336, stashPosition.y + -384, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + 336, stashPosition.y + -240, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + 432, stashPosition.y + -240, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + 528, stashPosition.y + -240, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y + -144, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + 576, stashPosition.y + -144, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + 384, stashPosition.y + -144, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + 384, stashPosition.y + -48, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + 384, stashPosition.y + 48, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y + -48, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y + 48, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + 576, stashPosition.y + -48, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + 576, stashPosition.y + 48, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + 528, stashPosition.y + 240, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y + 336, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 528, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + 576, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + 384, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + 384, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + 480, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + 480, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + 576, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + 480, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + 576, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -240, stashPosition.y + 528, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -336, stashPosition.y + 480, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -384, stashPosition.y + -48, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + -384, stashPosition.y + 48, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + -384, stashPosition.y + 144, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + -480, stashPosition.y + -48, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + -480, stashPosition.y + 48, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + -480, stashPosition.y + 144, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + -432, stashPosition.y + 240, 'CannonTower', 0);
Auto.PlaceBuilding(stashPosition.x + -384, stashPosition.y + 336, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 480, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -480, stashPosition.y + 336, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -528, stashPosition.y + 240, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y + -336, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + -480, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + -384, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + -384, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + -480, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + -576, 'BombTower', 0);
Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + -576, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + 240, stashPosition.y + -528, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + 336, stashPosition.y + -480, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + -576, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + -576, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -240, stashPosition.y + -528, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -336, stashPosition.y + -480, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -576, stashPosition.y + 48, 'ArrowTower', 0);
Auto.PlaceBuilding(stashPosition.x + -576, stashPosition.y + 144, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -576, stashPosition.y + -48, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -576, stashPosition.y + -144, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -528, stashPosition.y + -240, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -480, stashPosition.y + -336, 'MagicTower', 0);
Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + -192, 'Harvester', 0);
Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + -192, 'Harvester', 0);
Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + 192, 'Harvester', 0);
Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + 192, 'Harvester', 0);
Auto.PlaceBuilding(stashPosition.x + -648, stashPosition.y + -168, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -648, stashPosition.y + -120, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -648, stashPosition.y + -72, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -648, stashPosition.y + -24, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -648, stashPosition.y + 24, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -648, stashPosition.y + 72, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -648, stashPosition.y + 120, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -648, stashPosition.y + 168, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -696, stashPosition.y + -120, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -696, stashPosition.y + -72, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -696, stashPosition.y + -24, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -696, stashPosition.y + 24, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -696, stashPosition.y + 72, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -696, stashPosition.y + 120, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 600, stashPosition.y + 120, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + 552, stashPosition.y + 120, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + 552, stashPosition.y + 168, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + 600, stashPosition.y + 168, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + 648, stashPosition.y + -168, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 648, stashPosition.y + -120, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 648, stashPosition.y + -72, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 648, stashPosition.y + -24, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 648, stashPosition.y + 24, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 648, stashPosition.y + 72, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 648, stashPosition.y + 120, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 648, stashPosition.y + 168, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 696, stashPosition.y + -120, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 696, stashPosition.y + -72, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 696, stashPosition.y + -24, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 696, stashPosition.y + 24, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 696, stashPosition.y + 72, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 696, stashPosition.y + 120, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -168, stashPosition.y + -648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -120, stashPosition.y + -648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -72, stashPosition.y + -648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -24, stashPosition.y + -648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 24, stashPosition.y + -648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 72, stashPosition.y + -648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 120, stashPosition.y + -648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 168, stashPosition.y + -648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -120, stashPosition.y + -696, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -72, stashPosition.y + -696, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -24, stashPosition.y + -696, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 24, stashPosition.y + -696, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 72, stashPosition.y + -696, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 120, stashPosition.y + -696, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -168, stashPosition.y + 648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -120, stashPosition.y + 648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -72, stashPosition.y + 648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -24, stashPosition.y + 648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 24, stashPosition.y + 648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 72, stashPosition.y + 648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 120, stashPosition.y + 648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 168, stashPosition.y + 648, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -120, stashPosition.y + 696, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -72, stashPosition.y + 696, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + -24, stashPosition.y + 696, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 24, stashPosition.y + 696, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 72, stashPosition.y + 696, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 120, stashPosition.y + 696, 'Wall', 0);
Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + 312, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + 360, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + 264, stashPosition.y + 360, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + -120, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + -216, stashPosition.y + -120, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + -216, stashPosition.y + 120, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + 120, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + -312, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + -360, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + 264, stashPosition.y + -360, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + -216, stashPosition.y + -360, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + -216, stashPosition.y + -312, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + -264, stashPosition.y + -360, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + -216, stashPosition.y + 312, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + -216, stashPosition.y + 360, 'Door', 0);
Auto.PlaceBuilding(stashPosition.x + -264, stashPosition.y + 360, 'Door', 0);
}
}, 100)
}
Auto.BuildThingBase = function() {
let waitForGoldStash = setInterval(function() {
if (document.querySelectorAll("[data-building]")[10].classList[1] == "is-disabled") {
let stash = Auto.GetGoldStash();
if (stash == undefined) return
let stashPosition = {
x: stash.x,
y: stash.y
}
clearInterval(waitForGoldStash)
Auto.PlaceBuilding(stashPosition.x + 96, stashPosition.y, "GoldMine", 0)
Auto.PlaceBuilding(stashPosition.x, stashPosition.y + 96, "GoldMine", 0)
Auto.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 144, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x, stashPosition.y + 192, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 240, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 192, stashPosition.y, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 96, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 192, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 336, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 192, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y, "GoldMine", 0)
Auto.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 96, "GoldMine", 0)
Auto.PlaceBuilding(stashPosition.x + 432, stashPosition.y + 192, "GoldMine", 0)
Auto.PlaceBuilding(stashPosition.x, stashPosition.y + 288, "GoldMine", 0)
Auto.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 336, "GoldMine", 0)
Auto.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 432, "GoldMine", 0)
Auto.PlaceBuilding(stashPosition.x, stashPosition.y + 384, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 432, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 528, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 384, stashPosition.y, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 432, stashPosition.y + 96, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 528, stashPosition.y + 192, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 336, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 432, stashPosition.y + 432, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 480, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y + 288, "ArrowTower", 0)
Auto.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 528, "CannonTower", 0)
Auto.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 624, "CannonTower", 0)
Auto.PlaceBuilding(stashPosition.x + 528, stashPosition.y + 96, "CannonTower", 0)
Auto.PlaceBuilding(stashPosition.x + 624, stashPosition.y + 192, "CannonTower", 0)
Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x + 576, stashPosition.y, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x + 624, stashPosition.y + 96, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x + 720, stashPosition.y + 192, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x + 672, stashPosition.y + 288, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x, stashPosition.y + 480, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x, stashPosition.y + 576, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 624, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 720, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 672, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x + 384, stashPosition.y + 672, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y + 624, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y + 528, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 576, "BombTower", 0)
Auto.PlaceBuilding(stashPosition.x + 576, stashPosition.y + 288, "BombTower", 0)
Auto.PlaceBuilding(stashPosition.x + 384, stashPosition.y + 576, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x + 264, stashPosition.y + 312, "Door", 0)
Auto.PlaceBuilding(stashPosition.x + 264, stashPosition.y + 360, "Door", 0)
Auto.PlaceBuilding(stashPosition.x + 264, stashPosition.y + 408, "Door", 0)
Auto.PlaceBuilding(stashPosition.x + 312, stashPosition.y + 408, "Door", 0)
Auto.PlaceBuilding(stashPosition.x + 360, stashPosition.y + 456, "Door", 0)
Auto.PlaceBuilding(stashPosition.x + 360, stashPosition.y + 504, "Door", 0)
Auto.PlaceBuilding(stashPosition.x + 408, stashPosition.y + 504, "Door", 0)
Auto.PlaceBuilding(stashPosition.x + 360, stashPosition.y + 408, "Door", 0)
Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 768, "CannonTower", 0)
Auto.PlaceBuilding(stashPosition.x + 768, stashPosition.y + 288, "CannonTower", 0)
Auto.PlaceBuilding(stashPosition.x + 672, stashPosition.y + 384, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x + 624, stashPosition.y + 480, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x + 576, stashPosition.y + 384, "MagicTower", 0)
Auto.PlaceBuilding(stashPosition.x + 744, stashPosition.y + 360, "Door", 0)
Auto.PlaceBuilding(stashPosition.x + 696, stashPosition.y + 456, "Door", 0)
Auto.PlaceBuilding(stashPosition.x + 456, stashPosition.y + 696, "Door", 0)
Auto.PlaceBuilding(stashPosition.x + 360, stashPosition.y + 744, "Door", 0)
}
}, 100)
}
window.BSB = function() {
Auto.BuildBryanSmithBase()
}
window.TB = function() {
Auto.BuildThingBase()
}
window.TH = function() {
Auto2.GoldGenerator()
}
window.MB = function() {
EXTREME.BuildMyBase()
}
window.XBase = function () {
EXTREME.BuildXBase()
}
//Leave Parties
Settings += `
<hr />
<h3>Leave Parties</h3>
<hr />
<button onclick="leave();">Leave</button>
`
document.getElementsByClassName('hud-settings-grid')[0].innerHTML = Settings
window.leave = function() {
Game.currentGame.network.sendRpc({
name: "LeaveParty"
})
}
//Auto Raid
Settings += `
<hr />
<h3>Auto Raid</h3>
<hr />
<input type="text" class="TFkey" placeholder="share key">
<input type="text" maxlength="4" placeholder="speed" id="e">
<button class="TFvalidKey">Valid Key</button>
<button class="TFbtn">Freeze Towers</button>
`
document.getElementsByClassName('hud-settings-grid')[0].innerHTML = Settings
$("TFbtn").addEventListener("click", FREEZE);
var TowerFreeze = null;
var key;
var speed;
$("TFvalidKey").addEventListener("click", function() {
key = $("TFkey").value;
speed = e.value;
});
function FREEZE() {
if ($("TFbtn").innerText == "Freeze Towers") {
$("TFbtn").innerText = "Unfreeze Towers";
} else {
$("TFbtn").innerText = "Freeze Towers";
}
if (TowerFreeze == null) {
TowerFreeze = setInterval(function() {
Game.currentGame.network.sendRpc({
name: "JoinPartyByShareKey",
partyShareKey: key
});
Game.currentGame.network.sendRpc({
name: "LeaveParty"
})
}, speed);
} else {
clearInterval(TowerFreeze);
TowerFreeze = null;
}
}
window.SellStash = function() {
var entities = Game.currentGame.world.entities;
for (var uid in entities) {
if (!entities.hasOwnProperty(uid)) continue;
var obj = entities[uid];
if (obj.fromTick.model == "GoldStash") {
Game.currentGame.network.sendRpc({
name: "DeleteBuilding",
uid: obj.fromTick.uid
})
}
}
}
window.spellHP = function() {
Game.currentGame.network.sendRpc({
name:"CastSpell",
spell:"HealTowersSpell",
x: Math.round(Game.currentGame.ui.playerTick.position.x),
y: Math.round(Game.currentGame.ui.playerTick.position.y),
tier: 1
})
}
function Accepton() {
let confirm = document.getElementsByClassName('btn btn-green hud-confirmation-accept');
for (var i = 0; i < confirm.length; i++) {
var accept = confirm[i];
accept.click();
}
}
function aito() {
document.getElementsByClassName("hud-spell-icon")[1].click();
}
window.sellWalls = function() {
var entities = Game.currentGame.world.entities;
for (var uid in entities) {
if (!entities.hasOwnProperty(uid)) continue;
var obj = entities[uid];
if (obj.fromTick.model == "Wall") {
Game.currentGame.network.sendRpc({
name: "DeleteBuilding",
uid: obj.fromTick.uid
})
}
}
}
window.sellDoors = function() {
var entities = Game.currentGame.world.entities;
for (var uid in entities) {
if (!entities.hasOwnProperty(uid)) continue;
var obj = entities[uid];
if (obj.fromTick.model == "Door") {
Game.currentGame.network.sendRpc({
name: "DeleteBuilding",
uid: obj.fromTick.uid
})
}
}
}
window.SellAll = function() {
var entities = Game.currentGame.world.entities;
for(var uid in entities) {
if(!entities.hasOwnProperty(uid)) continue;
var obj = entities[uid];
if(obj.fromTick.model !== "GoldStash") {
Game.currentGame.network.sendRpc({
name: "DeleteBuilding",
uid: obj.fromTick.uid
});
}
}
}
window.UpgradeAll = function() {
var entities = Game.currentGame.world.entities;
for(var uid in entities) {
if(!entities.hasOwnProperty(uid)) continue;
var obj = entities[uid];
if(obj.fromTick.model !== "GoldStash") {
Game.currentGame.network.sendRpc({
name: "UpgradeBuilding",
uid: obj.fromTick.uid
});
}
}
}
window.UpgradeStash = function() {
var entities = Game.currentGame.world.entities;
for(var uid in entities) {
if(!entities.hasOwnProperty(uid)) continue;
var obj = entities[uid];
if(obj.fromTick.model == "GoldStash") {
Game.currentGame.network.sendRpc({
name: "UpgradeBuilding",
uid: obj.fromTick.uid
});
}
}
}
window.Refuel = function() {
var entities = Game.currentGame.world.entities;
for(var uid in entities) {
if(!entities.hasOwnProperty(uid)) continue;
var obj = entities[uid];
if(obj.fromTick.model == "Harvester") {
let e = Game.currentGame.world.getEntityByUid(obj.fromTick.uid).getTargetTick();
let i = Math.floor(e.depositMax);
Game.currentGame.network.sendRpc({
name: "AddDepositToHarvester",
uid: obj.fromTick.uid,
deposit: i
});
}
}
}
let sellBombs = () => {
const entities = Game.currentGame.world.entities
for(const uid in entities) {
if(!entities.hasOwnProperty(uid)) continue
const obj = entities[uid]
if(obj.fromTick.model == "BombTower") {
Game.currentGame.network.sendRpc({
"name": "DeleteBuilding",
"uid": obj.fromTick.uid
})
}
}
},
upgradeBombs = () => {
const entities = Game.currentGame.world.entities
for(const uid in entities) {
if(!entities.hasOwnProperty(uid)) continue
const obj = entities[uid]
if(obj.fromTick.model == "BombTower") {
Game.currentGame.network.sendRpc({
"name": "UpgradeBuilding",
"uid": obj.fromTick.uid
})
}
}
}
window.Collect = function() {
var entities = Game.currentGame.world.entities;
for(var uid in entities) {
if(!entities.hasOwnProperty(uid)) continue;
var obj = entities[uid];
if(obj.fromTick.model == "Harvester") {
Game.currentGame.network.sendRpc({
name: "CollectHarvester",
uid: obj.fromTick.uid
});
}
}
}
//
var button21 = document.getElementById("UPP");
button21.addEventListener("click", startUPP);
button21.addEventListener("click", stopUPP);
var UPP = null;
function startUPP() {
clearInterval(UPP);
if (UPP !== null) {
UPP = null;
} else {
UPP = setInterval(function() {
UpgradeAll();
UpgradeStash();
}, 20);
}
}
function stopUPP() {
var trade = document.getElementById("UPP");
if (trade.innerHTML == "Enable Upgrade All") {
trade.innerHTML = "Disable Upgrade All";
} else {
trade.innerHTML = "Enable Upgrade All";
}
}
//
var button20 = document.getElementById("SSL");
button20.addEventListener("click", startSSL);
button20.addEventListener("click", stopSSL);
var SSL = null;
function startSSL() {
clearInterval(SSL);
if (SSL !== null) {
SSL = null;
} else {
SSL = setInterval(function() {
Accepton();
}, 0);
}
}
function stopSSL() {
var trade = document.getElementById("SSL");
if (trade.innerHTML == "Enable Accept All") {
trade.innerHTML = "Disable Accept All";
} else {
trade.innerHTML = "Enable Accept All";
}
}
//
var button212 = document.getElementById("SSL4");
button212.addEventListener("click", startSSL4);
button212.addEventListener("click", stopSSL4);
var SSL4 = null;
function startSSL4() {
clearInterval(SSL4);
if (SSL4 !== null) {
SSL4 = null;
} else {
SSL4 = setInterval(function() {
aito()
}, 0)
}
}
function stopSSL4() {
var trade = document.getElementById("SSL4");
if (trade.innerHTML == "Enable aito") {
trade.innerHTML = "Disable aito";
} else {
trade.innerHTML = "Enable aito";
}
}
//
var button22 = document.getElementById("AHRC");
button22.addEventListener("click", startAHRC);
button22.addEventListener("click", stopAHRC);
var AHRC = null;
function startAHRC() {
clearInterval(AHRC);
if (AHRC !== null) {
AHRC = null;
} else {
AHRC = setInterval(function() {
Collect();
Refuel();
}, 1000);
}
}
function stopAHRC() {
var trade = document.getElementById("AHRC");
if (trade.innerHTML == "Enable AHRC") {
trade.innerHTML = "Disable AHRC";
} else {
trade.innerHTML = "Enable AHRC";
}
}
//AutoBow
var button25 = document.getElementById("bow");
button25.addEventListener("click", startbow);
button25.addEventListener("click", stopbow);
var bow = null;
function startbow() {
clearInterval(bow);
if (bow !== null) {
bow = null;
} else {
if(Game.currentGame.ui.inventory.Bow) {
Game.currentGame.network.sendRpc({
name: "EquipItem",
itemName: "Bow",
tier: Game.currentGame.ui.inventory.Bow.tier
})
bow = setInterval(function() {
Game.currentGame.inputPacketScheduler.scheduleInput({
space: 1
})
Game.currentGame.inputPacketScheduler.scheduleInput({
space: 0
})
Game.currentGame.inputPacketScheduler.scheduleInput({
space: 0
})
}, 0);
}
}
}
function stopbow() {
var trade = document.getElementById("bow");
if (trade.innerHTML == "Enable Autobow") {
trade.innerHTML = "Disable Autobow";
} else {
trade.innerHTML = "Enable Autobow";
}
}
//
var button211 = document.getElementById("SSL3");
button211.addEventListener("click", startSSL3);
button211.addEventListener("click", stopSSL3);
var SSL3 = null;
function startSSL3() {
clearInterval(SSL3);
if (SSL3 !== null) {
SSL3 = null;
} else {
SSL3 = setInterval(function() {
spellHP()
},0)
}
}
function stopSSL3() {
var trade = document.getElementById("SSL3");
if (trade.innerHTML == "Enable Tower Heal") {
trade.innerHTML = "Disable Tower Heal";
} else {
trade.innerHTML = "Enable Tower Heal";
}
}
function heal() {
Game.currentGame.network.sendRpc({
"name": "BuyItem",
"itemName": "HealthPotion",
"tier": 1
})
Game.currentGame.network.sendRpc({
"name": "EquipItem",
"itemName": "HealthPotion",
"tier": 1
})
Game.currentGame.network.sendRpc({
"name": "BuyItem",
"itemName": "PetHealthPotion",
"tier": 1
})
Game.currentGame.network.sendRpc({
"name": "EquipItem",
"itemName": "PetHealthPotion",
"tier": 1
})
}