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August 29, 2015 14:23
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A script just to handle wormhole propagation clumsily.
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//Declare variables. | |
var $worm = jQuery('#abilityitem_26'); | |
var $time = jQuery('#abilityitem_27'); | |
var $gold = jQuery('#abilityitem_22'); | |
var _interval; | |
//Set an interval to click the worm. | |
var _MHTH = setInterval(function() { | |
//Clear old intervals. | |
clearInterval(_interval); | |
//Return false if not level ending in 00. | |
if ((window.g_Minigame.m_CurrentScene.m_rgGameData.level + 1) % 100 !== 0) return doClear(); | |
//Set another interval. | |
_interval = setInterval(function() { | |
//Click worm. | |
clickWorm(); | |
}, Math.floor((Math.random() * 206) + 48)); | |
}, 406); | |
//Abstract. | |
function clickTime() { | |
//Return false if not level ending in 00. | |
if ((window.g_Minigame.m_CurrentScene.m_rgGameData.level + 1) % 100 !== 0) return doClear(); | |
//If time exists and has no active class. | |
if ($time.length && !$time.hasClass('active')) { | |
//Set a timeout. | |
setTimeout(function() { | |
//Click. | |
$time.children('a').click(); | |
console.log('Than Human!'); | |
//Click Worm. | |
clickWorm(); | |
}, Math.floor((Math.random() * 115) * 51)); | |
} | |
} | |
//Abstract. | |
function clickWorm() { | |
//Return false if not level ending in 00. | |
if ((window.g_Minigame.m_CurrentScene.m_rgGameData.level + 1) % 100 !== 0) return doClear(); | |
//If worm exists and worm has no active class. | |
if ($worm.length && !$worm.hasClass('active')) { | |
//Click. | |
$worm.children('a').click(); | |
console.log('More Human!'); | |
} else { | |
//Click time. | |
clickTime(); | |
} | |
//Piggy back to click on treasure, just for kicks. | |
if ($gold.length && !$gold.hasClass('active')) { | |
//Click. | |
$gold.children('a').click(); | |
} | |
} | |
//Abstract. | |
function doClear() { | |
//Clear old intervals. | |
clearInterval(_interval); | |
//Return false. | |
return false; | |
} |
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