Created
April 14, 2016 18:04
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//1-(Defense of Plainswood) | |
this.buildXY('fence',40,52);this.buildXY('fence',40,20); | |
//2-(Winding Trail) | |
this.moveXY(36,60);this.moveXY(37,12);this.buildXY('fence',72,25); | |
//3-(Thumb Biter) | |
this.say('a');this.say('b');this.say('c'); | |
//4-(Burl Beets Booleans) | |
this.say(false);this.say(true);this.say(false);this.say(true);this.say(true); | |
//5-(Gems or Death) | |
this.moveXY(15,40);this.moveXY(25,15);var e=this.findNearestEnemy();this.attack(e);this.moveXY(55,25); | |
//6-(Patrol Buster) | |
while(true){if(this.findNearestEnemy()){this.attack(this.findNearestEnemy());}} | |
//7-(Village Guard) | |
while(true){this.moveXY(35,34);var e=this.findNearestEnemy();if(e){this.attack(e);this.attack(e);}this.moveXY(60,31);e=this.findNearestEnemy();if(e){this.attack(e);this.attack(e);}} | |
/********Warning: Next levels are randomized********/ | |
//8-(Back to Back) | |
while(true){var e=this.findNearestEnemy();while(e){this.attack(e);e=this.findNearestEnemy();}this.moveXY(40,34);} | |
//9-(Ogre Encampment) | |
while(true){this.attack(this.findNearestEnemy()?this.findNearestEnemy():'Chest');} | |
//10-(Woodland Cleaver) | |
this.moveXY(23, 23);while(true){var e = this.findNearestEnemy();this.isReady('cleave')?this.cleave(e):this.attack(e);} | |
//11-(Backwoods Standoff) | |
var t=this;function k(){if(t.findNearestEnemy()){t.attack(t.findNearestEnemy());}}while(true){var e=t.findNearestEnemy();t.isReady('cleave')?t.cleave(e):k();} | |
//12-(Shield Rush) | |
while(true){while(!this.isReady('cleave')){this.shield();}this.cleave(this.findNearestEnemy());} | |
//13-(Peasant Protection) | |
var t=0;while(true){var e=this.findNearestEnemy();if(this.distanceTo(e)<10){this.attack(e);t=0;}t++;if(t>4){this.moveXY(40,37);}} | |
//14-(Forest Fire Dancing) | |
while(true){var e=this.findNearestItem();if(e){var p=e.pos;(p.x == 34)?this.moveXY(46,22):this.moveXY(34,22);}else{this.moveXY(40,22);}} | |
//15-(Stillness in Motion) | |
while(true){var e=this.findNearestEnemy();if(e){var d=this.distanceTo(e);if(d<5){this.attack(e);}else{this.shield();}}else{this.moveXY(40, 34);}} | |
//16-(The Agrippa Defense) | |
while(true){var e=this.findNearestEnemy();if(e){if(this.distanceTo(e)<5){this.isReady('cleave')?this.cleave(e):this.attack(e);}}} | |
//17-(Munchkin Swarm) | |
var t=this;function c(){t.attack('Chest');}while(true){var e=this.findNearestEnemy();if(e){if(this.distanceTo(e)<10){this.isReady('cleave')?this.cleave(e):this.attack(e);}else{c();}}else{c();}} | |
//this.c=function(){this.attack('Chest');}while(true){var e=this.findNearestEnemy();if(e){if(this.distanceTo(e)<10){this.isReady('cleave')?this.cleave(e):this.attack(e);}else{this.c();}}else{this.c();}} | |
//18-(Village Rover) | |
var t=this;function a(){if(t.findNearestEnemy()){t.attack(t.findNearestEnemy());}}while(true){this.moveXY(35,34);a();this.moveXY(60,31);a();} | |
/********Buy HARDENED STEEL GLASSES********/ | |
//19-(Friend and Foe) | |
while(true){var e=this.findNearest(this.findFriends());if(e){this.say(e.id+'.');}e=this.findNearest(this.findEnemies());if(e){this.say(e.id+'.');}} | |
//20-(The Agrippa Defense A) | |
var t=this;function a(){t.isReady('cleave')?t.cleave(e):t.attack(e);}while(true){var e=this.findNearest(this.findEnemies());if(e){var d=this.distanceTo(e);if(d<5)a(e);}} | |
//21-(The Agrippa Defense B) | |
var t=this;function a(){t.isReady('cleave')&&t.distanceTo(e)<5?t.cleave(e):t.attack(e);}while(true){var e=this.findNearest(this.findEnemies());if(e){var d=this.distanceTo(e);if(d<5)a(e);}} | |
//22-(Deja Brew) | |
var a=10;var s=1;while(true) {this.say(a+' potions of health on the wall!');this.say(a+' potions of health!');this.say('Take '+s+' down, pass it around!');a-=s;this.say(a+' potions of health on the wall.');} | |
//23-(Coinucopia) | |
while(true){var f=this.findFlag();if(f)this.pickUpFlag(f);} | |
//24-(Copper Meadows) | |
while(true){var f=this.findFlag();var i=this.findNearest(this.findItems());while(i){this.moveXY(i.pos.x,i.pos.y);i=this.findNearest(this.findItems());}if(f){this.pickUpFlag(f);}} | |
//25-(Drop the Flag) | |
/********With BASIC FLAGS********/ | |
while(true){var f=this.findFlag();if(f){this.buildXY("fire-trap",f.pos.x,f.pos.y);}else{var i=this.findNearest(this.findItems());if(i)this.moveXY(i.pos.x,i.pos.y);}} | |
/********With DYNAMIC FLAGS********/ | |
while(true){var f=this.findFlag();if(f){this.buildXY("fire-trap",f.pos.x,f.pos.y);this.removeFlag(f);}else{var i=this.findNearest(this.findItems());if(i)this.moveXY(i.pos.x,i.pos.y);}} | |
//26-(Mind the Trap) | |
var d=5; | |
//while(true){var f=this.findFlag();if(f){var a1=Math.atan2(-(f.pos.y-this.pos.y),f.pos.x-this.pos.x);var a2={x:Math.cos(a1)*d,y:-(Math.sin(a1)*d)};this.moveXY(this.pos.x-a2.x,this.pos.y-a2.y);}} | |
while(true){var f=this.findFlag();var e=this.findNearest(this.findEnemies());if(f){if(this.distanceTo(f)<d){var a1=Math.atan2(-(f.pos.y-this.pos.y),f.pos.x-this.pos.x);var a2={x:Math.cos(a1)*d,y:-(Math.sin(a1)*d)};this.moveXY(this.pos.x-a2.x,this.pos.y-a2.y);}}if(e){if(this.distanceTo(e)<20)this.attack(e);}} | |
//27-(Signal Corpse) | |
var t=this;function a(){t.isReady('cleave')&&t.distanceTo(e)<5?t.cleave(e):t.attack(e);}while(true){var f=t.findFlag();var e=t.findNearest(t.findEnemies());if(f){t.pickUpFlag(f);}if(e){if(t.distanceTo(e)<20)a();}} | |
//28-(Hold the Forest Pass) | |
var t=this;function a(){if(t.distanceTo(e)<4){t.isReady('cleave')&&t.distanceTo(e)<5?t.cleave(e):t.attack(e);}}while(true){var f=t.findFlag();var e=t.findNearest(t.findEnemies());if(f){t.pickUpFlag(f);}if(e){if(t.distanceTo(e)<20)a();}} | |
//29-(Rich Forager) | |
var t=this;function a(){t.isReady('cleave')&&t.distanceTo(e)<5?t.cleave(e):t.attack(e);}while(true){var f=t.findFlag();var e=t.findNearest(t.findEnemies());var i=t.findNearest(t.findItems());if(f){t.pickUpFlag(f);}else if(e){a();}else if(i){t.moveXY(i.pos.x,i.pos.y);}} | |
//30-(Backswood Treasure) | |
var t=this;function a(){t.isReady('cleave')&&t.distanceTo(e)<5?t.cleave(e):t.attack(e);}while(true){var f=t.findFlag();var e=t.findNearest(t.findEnemies());var i=t.findNearest(t.findItems());if(f){t.pickUpFlag(f);}else if(e){a();}else if(i){t.moveXY(i.pos.x,i.pos.y);}} | |
//(The Wizards Door) | |
this.moveXY(30,13);var A=this.findNearestFriend().getA();var B=A;this.moveXY(17,26);A+=7;this.say(A);this.moveXY(30,39);A=A%4;this.say(A);this.moveXY(43,26);A*=B;this.say(A); | |
//(Siege of Stonehold) | |
var t=this;function a(){if(t.distanceTo(e)<10){t.isReady('cleave')&&t.distanceTo(e)<5?t.cleave(e):t.attack(e);}else{if(t.isReady('power-up'))t.powerUp();}}while(true){var f=t.findFlag();var e=t.findNearest(t.findEnemies());if(f){t.pickUpFlag(f);}if(e){if(t.distanceTo(e)<20)a();}} |
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