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SettingsGUI.js
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6508 lines (5789 loc) · 373 KB
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function automationMenuSettingsInit() {
const settingsRow = document.getElementById('settingsRow');
const settingsHere = document.getElementById('settingsHere');
const settingsTable = document.getElementById('settingsTable');
if (settingsHere && settingsTable) {
settingsRow.insertBefore(settingsHere, settingsTable);
}
const autoSettings = document.createElement('DIV');
autoSettings.id = 'autoSettings';
autoSettings.style.display = 'none';
autoSettings.style.maxHeight = '92.5vh';
autoSettings.style.overflow = 'auto';
autoSettings.classList.add('niceScroll');
settingsRow.insertBefore(autoSettings, settingsRow.childNodes[1]);
}
function initialiseAllTabs() {
const addTabsDiv = document.createElement('div');
const addtabsUL = document.createElement('ul');
addtabsUL.id = 'autoTrimpsTabBarMenu';
addtabsUL.className = 'tab';
addtabsUL.style.display = 'none';
const settingsRow = document.getElementById('settingsRow');
settingsRow.insertBefore(addtabsUL, settingsRow.childNodes[2]);
const tabs = [
['Core', 'Core - Main Controls for the script'],
['Jobs', 'Geneticassist Settings'],
['Buildings', 'Building Settings'],
['Equipment', 'Equipment Settings'],
['Combat', 'Combat Settings'],
['Maps', 'Maps - Auto Maps Settings'],
['Portal', 'Portal - Settings for Auto Portaling'],
['Heirloom', 'Heirloom Settings'],
['Challenges', 'Challenges - Settings for Challenges'],
['One Off', 'One Off - Settings for One Off and Max Completion Challenges'],
['C2', 'C2 - Settings for C2s'],
['Daily', 'Dailies - Settings for Dailies'],
['Spire', 'Spire - Settings for Spires. HD Ratio and Hits Survived calculations for the Spire will be based off your Exit After Cell if set.'],
['Magma', 'Dimensional Generator & Magmite Settings'],
['Nature', 'Nature Settings'],
['Fluffy', 'Fluffy Evolution Settings'],
['Spire Assault', `Spire Assault - Settings to automate clearing Spire Assault levels and farming equipment levels.`],
['Time Warp', 'Time Warp (offline time) Settings'],
['Display', 'Display & Spam Settings'],
['Import Export', 'Import & Export Settings'],
['Help', 'Helpful information (hopefully)'],
['Test', 'Basic testing functions - Should never be seen by users'],
['Beta', "Beta features - Should never be seen by users as they aren't user ready"]
];
tabs.forEach(([tabName, tabDescription]) => _createTab(tabName, tabDescription, addTabsDiv, addtabsUL));
_createControlTab('x', 'autoToggle', 'Exit', addtabsUL);
_createControlTab('+', '_maximizeAllTabs', 'Maximize all tabs', addtabsUL);
_createControlTab('-', '_minimizeAllTabs', 'Minimize all tabs', addtabsUL);
document.getElementById('autoSettings').appendChild(addTabsDiv);
document.getElementById('Core').style.display = 'block';
document.getElementsByClassName('tablinks')[0].className += ' active';
}
function _createTab(tabName, tabDescription, addTabsDiv, addtabsUL) {
const tabItem = document.createElement('li');
const tabLink = document.createElement('a');
tabLink.className = 'tablinks noselect pointerCursor';
tabLink.setAttribute('onclick', `_toggleTab(event, '${tabName}')`);
tabLink.appendChild(document.createTextNode(tabName));
tabItem.id = 'tab' + tabName;
tabItem.appendChild(tabLink);
addtabsUL.appendChild(tabItem);
const tabContent = document.createElement('div');
tabContent.className = 'tabcontent';
tabContent.id = tabName;
const contentHeader = document.createElement('h4');
contentHeader.style.margin = '0.25vw 1vw';
contentHeader.style.fontSize = '1.2vw';
contentHeader.appendChild(document.createTextNode(tabDescription));
tabContent.appendChild(contentHeader);
addTabsDiv.appendChild(tabContent);
}
function _createControlTab(icon, action, tooltipText, addtabsUL) {
const controlItem = document.createElement('li');
const controlLink = document.createElement('a');
controlLink.className = `tablinks ${action} noselect pointerCursor`;
controlLink.setAttribute('onclick', `${action}();`);
controlLink.appendChild(document.createTextNode(icon));
controlItem.appendChild(controlLink);
controlItem.style.float = 'right';
controlItem.setAttribute('onmouseover', `tooltip("${tooltipText}", "customText", event, "${tooltipText} all of the settings tabs.")`);
controlItem.setAttribute('onmouseout', 'tooltip("hide")');
addtabsUL.appendChild(controlItem);
}
function _toggleTab(event, tabName) {
const target = event.currentTarget;
const tab = document.getElementById(tabName);
if (target.classList.contains('active')) {
tab.style.display = 'none';
target.classList.remove('active');
} else {
tab.style.display = 'block';
target.classList.add('active');
}
}
function _minimizeAllTabs() {
const tabs = document.getElementsByClassName('tabcontent');
const links = document.getElementsByClassName('tablinks');
for (const tab of tabs) {
tab.style.display = 'none';
}
for (const link of links) {
link.classList.remove('active');
}
}
function _maximizeAllTabs() {
const tabs = document.getElementsByClassName('tabcontent');
const links = document.getElementsByClassName('tablinks');
const ignoreTabs = ['test', 'beta'];
for (const link of links) {
const parentNode = link.parentNode;
if (!parentNode.id) continue;
const tabName = parentNode.id.split('tab')[1].toLowerCase();
if (ignoreTabs.includes(tabName)) continue;
if (parentNode.style.display === 'none') {
ignoreTabs.push(tabName);
continue;
}
link.style.display = 'block';
if (!link.classList.contains('active')) {
link.classList.add('active');
}
}
for (const tab of tabs) {
if (!tab.id || ignoreTabs.includes(tab.id.toLowerCase())) continue;
tab.style.display = 'block';
}
}
// prettier-ignore
function initialiseAllSettings() {
const displayCore = true;
atConfig.initialise.settingsTab = 'Core';
if (displayCore) {
createSetting('gatherType',
function () { return (['Auto Gather: Off', 'Auto Gather: On', 'Auto Gather: Mining Only', 'Auto Gather: No Science']) },
function () {
let description = "<p>Lets the script control what you gather and build.</p>";
description += "<p><b>Auto Gather: Off</b><br>Disables this setting.</p>";
description += "<p><b>Auto Gather: On</b><br>Automatically switch your gathering between resources and the building queue depending on what the script deems necessary.</p>";
description += "<p><b>Auto Gather: Mining Only</b><br>Sets gather to <b>Mining</b> unless buildings are in the queue then it will prioritise building them.<br>Only use this if you are past the early stages of the game and have <b>Foremany</b> unlocked.</p>";
description += "<p><b>Auto Gather: No Science</b><br>Works the same as <b>Auto Gather: On</b> but stops <b>Science</b> from being gathered.</p>";
description += "<p><b>Recommended:</b> Auto Gather: On</p>";
return description;
}, 'multitoggle', 1, null, [1, 2]);
createSetting('upgradeType',
function () { return (['Buy Upgrades: Off', 'Buy Upgrades: On', 'Buy Upgrades: No Coords']) },
function () {
let description = `<p>Lets the script control what upgrades are purchased.<br>Equipment upgrades (prestiges) are controlled by settings in the <b>Equipment</b> tab</p>`;
description += "<p><b>Buy Upgrades: Off</b><br>Disables this setting.</p>";
description += "<p><b>Buy Upgrades: On</b><br>Purchases upgrades depending on what the script deems necessary. Certain upgrades such as speedbooks can take priority and delay other upgrades from being purchased.</p>";
description += "<p><b>Buy Upgrades: No Coords</b><br>Works the same as <b>Buy Upgrades: On</b> but stops <b>Coordination</b> upgrades from being purchased.</p>";
description += "<p><b>Recommended:</b> Buy Upgrades: On</p>";
if (atConfig.settingUniverse === 1) {
description += "<p>When running the <b>Scientist</b> challenge the following upgrades will be purchased: ";
if (game.global.sLevel === 0) description += "Battle, Miners, Coordination x9, Megamace, Bestplate.</p>";
if (game.global.sLevel === 1) description += "Battle, Miners, Coordination x8, Bestplate.</p>";
if (game.global.sLevel === 2) description += "Battle, Miners, Coordination x3, Speedminer.</p>";
if (game.global.sLevel === 3) description += "Battle, Miners.</p>";
if (game.global.sLevel >= 4) description += "Battle, Miners, Coordination x3, Speedminer, Egg.</p>";
}
return description;
}, 'multitoggle', 1, null, [1, 2]);
createSetting('trapTrimps',
function () { return ('Trap Trimps') },
function () {
let description = "<p>Automatically builds and traps for Trimps when needed.</p>";
description += "<p>The <b>Auto Gather</b> setting must <b>not</b> be set to <b>Off</b> for this to work.</p>";
description += "<p><b>Recommended:</b> On whilst highest zone is below 30.</p>";
return description;
}, 'boolean', true, null, [1, 2]);
createSetting('autoGoldenSettings',
function () { return ('Golden Upgrade Settings') },
function () {
let description = "<p>Here you can select the golden upgrades you would like to purchase during your runs.</p>";
description += "<p>If needed, the <b>Help</b> button at the bottom left of the popup window has information for all of the inputs.</p>";
description += "<p><b>Click to adjust settings.</b></p>";
return description;
}, 'mazArray', [], 'importExportTooltip("mapSettings", "Auto Golden")', [1, 2],
function () { return (game.stats.goldenUpgrades.valueTotal > 0) });
createSetting('pauseScript',
function () { return ('Pause AutoTrimps') },
function () {
let description = "<p>Pauses the AutoTrimps script.</p>";
description += "<p><b>Graphs will continue tracking data while paused.</b></p>";
return description;
}, 'boolean', null, null, [0]);
let $pauseScript = document.getElementById('pauseScript');
$pauseScript.parentNode.style.setProperty('float', 'right');
$pauseScript.parentNode.style.setProperty('margin-right', '0.6vw');
$pauseScript.parentNode.style.setProperty('margin-left', '0');
createSetting('autoHeirlooms',
function () { return ('Auto Allocate Heirlooms') },
function () {
let description = "<p>Uses the <b>Heirloom</b> calculator to identify optimal nullifium distribution for your equipped and carried heirlooms when portaling.</p>";
description += "<p>There are inputs you can alter in the <b>Heirlooms</b> window to adjust how it distributes nullifium.</p>";
description += "<p>Will <b>only</b> allocate nullifium on heirlooms that you have bought an upgrade or swapped modifiers on.</p>";
description += "<p><b>Recommended:</b> On</p>";
return description;
}, 'boolean', false, null, [1, 2],
function () { return (game.global.totalPortals > 0) });
createSetting('autoPerks',
function () { return ('Auto Allocate Perks') },
function () {
const calcName = atConfig.settingUniverse === 2 ? "Surky" : "Perky";
let description = "<p>Uses the <b>" + calcName + "</b> calculator to identify optimal perk distribution when Auto Portaling.</p>";
description += "<p>There are inputs you can alter in the <b>Portal</b> or <b>View Perks</b> windows to adjust how it distributes perks.</p>";
description += "<p><b>Recommended:</b> On</p>";
return description;
}, 'boolean', false, null, [1, 2]);
createSetting('presetSwap',
function () { return ('Perk Preset Swapping') },
function () {
const calcName = atConfig.settingUniverse === 2 ? 'Surky' : 'Perky';
const fillerPreset = atConfig.settingUniverse === 2 ? 'Easy Radon Challenge' : 'most appropriate zone progression';
const dailyPreset = atConfig.settingUniverse === 2 ? 'Difficult Radon Challenge' : 'most appropriate zone progression';
const c2Preset = atConfig.settingUniverse === 2 ? 'Push/C3/Mayhem' : 'Other c²';
const universeChallenges = [];
if (atConfig.settingUniverse === 1){
const hze = game.stats.highestLevel.valueTotal();
universeChallenges.push('Metal');
if (hze >= 60) universeChallenges.push('Trimp');
if (hze >= 120) universeChallenges.push('Coordinate');
if (hze >= 600) universeChallenges.push('Experience');
}
if (atConfig.settingUniverse === 2) {
const hze = game.stats.highestRadLevel.valueTotal();
universeChallenges.push('Downsize');
if (hze >= 45) universeChallenges.push('Duel');
if (hze >= 115) universeChallenges.push('Berserk');
if (hze >= 155) universeChallenges.push('Alchemy');
if (hze >= 200) universeChallenges.push('Smithless');
}
let description = `<p>Will automatically swap <b>${calcName}</b> presets when Auto Portaling into runs.</p>`;
description += `<p>Fillers (${_getPrimaryResourceInfo().name.toLowerCase()} challenges) will load the <b>${fillerPreset}</b> preset.</p>`;
description += `<p>Daily challenges will load the <b>${dailyPreset}</b> preset.</p>`;
description += `One Off, Max Completion and ${_getSpecialChallengeDescription(true)} will load the <b>${c2Preset}</b> preset.</p>`;
description += `Challenges that have a dedicated preset (<b>${universeChallenges.join(', ')}</b>) will load their preset when starting that challenge.</p>`;
description += `<p><b>Recommended:</b> On</p>`;
return description;
}, 'boolean', false, null, [1, 2],
function () { return (getPageSetting('autoPerks', atConfig.settingUniverse)) });
createSetting('presetCombatRespec',
function () {
const trimple = atConfig.settingUniverse === 1 ? "Trimple" : "Atlantrimp";
return ([`${trimple} Respec: Off`, `${trimple} Respec: Popup`, `${trimple} Respec: Force`])
},
function () {
const calcName = atConfig.settingUniverse === 2 ? "Surky" : "Perky";
const trimple = atConfig.settingUniverse === 1 ? "<b>Trimple Of Doom</b>" : "<b>Atlantrimp</b>";
const trimpleShortened = atConfig.settingUniverse === 1 ? "Trimple" : "Atlantrimp";
let respecName = !trimpStats.isC3 && !trimpStats.isOneOff ? "Radon " : "" + "Combat Respec";
if (atConfig.settingUniverse === 1) respecName = 'Spire';
let description = '';
if (atConfig.settingUniverse === 1) {
description += "<p>Will only run during the highest Spire you have reached and will respec into the Perky <b>Spire</b> preset to maximise your combat stats during it.</p>";
}
if (atConfig.settingUniverse === 2) {
description += `<p>Will respec into the <b>${respecName}</b> preset when running One Off, Max Completion or ${_getSpecialChallengeDescription(true)} <b>OR</b> you have more golden battle than golden radon upgrades. Otherwise it will assume it's a radon run and respec into the <b>Radon Combat Respec</b> preset.</p>`;
}
description += `<p><b>${trimpleShortened} Respec: Off</b><br>Disables this setting.</p>`;
description += `<p><b>${trimpleShortened} Respec: Popup</b><br>Will display a popup after completing ${trimple} asking whether you would like to respec into the preset listed above.</p>`;
description += `<p><b>${trimpleShortened} Respec: Force</b><br>4 seconds after completing ${trimple} the script will respec you into the <b>${calcName}</b> preset listed above to maximise combat stats. This has a popup that allows you to disable the respec.</p>`;
description += `<p>I'd recommend only using this with both the <b>Auto Allocate Perks</b> and <b>Void Map Liquification</b> settings enabled. Without these you will go into your next run in a suboptimal perk setup.</p>`;
if (atConfig.settingUniverse === 1) {
description += `<p>Has an additional setting (<b>Spire Respec Cell</b>) which has a <b>5</b> second delay after toggling this setting before it will function.</p>`;
}
description += `<p><b>Recommended:</b> ${trimpleShortened} Respec: Off</p>`;
return description;
},
'multitoggle', [0], null, [1, 2],
function () { return (game.stats.highestLevel.valueTotal() >= 170 || atConfig.settingUniverse === 2) });
createSetting('presetCombatRespecCell',
function () { return ('Spire Respec Cell') },
function () {
const trimple = atConfig.settingUniverse === 1 ? "<b>Trimple Of Doom</b>" : "<b>Atlantrimp</b>";
const trimpleShortened = atConfig.settingUniverse === 1 ? "Trimple" : "Atlantrimp";
let description = "<p>An override for the " + trimple + " requirement for the <b>" + trimpleShortened + " Respec</b> setting. Will either give you a popup or automatically respec depending on your <b>" + trimpleShortened + " Respec</b> setting when you reach this cell and don't have any mapping to do on it.</p>";
description += "<p>Will only function on your <b>highest Spire reached.</b></p>";
description += "<p>Set to <b>0 or below</b> to disable this way to Spire respec.</p>";
description += "<p><b>Recommended:</b> cell after your farming has finished.</p>";
return description;
}, 'value', -1, null, [1],
function () { return (getPageSetting('presetCombatRespec', atConfig.settingUniverse) > 0 && game.stats.highestLevel.valueTotal() >= 170) });
createSetting('presetSwapMutators',
function () { return ('Preset Swap Mutators') },
function () {
let mutatorObj = JSON.parse(localStorage.getItem('mutatorPresets'));
if (!mutatorObj || !mutatorObj.titles) mutatorObj = _mutatorDefaultObj()
const titles = mutatorObj.titles;
let description = "<p>Will automatically load the preset that corresponds to your run type when portaling.</p>";
description += `<p>Preset 1${titles[0] !== 'Preset 1' ? " (" + titles[0] + ")" : ''} will be loaded when portaling into <b>Filler</b> (${_getPrimaryResourceInfo().name.toLowerCase()}) challenges.</p>`;
description += `<p>Preset 2${titles[1] !== 'Preset 2' ? " (" + titles[1] + ")" : ''} will be loaded when portaling into <b>Daily</b> challenges.</p>`;
description += `<p>Preset 3${titles[2] !== 'Preset 3' ? " (" + titles[2] + ")" : ''} will be loaded when portaling into <b>One Off, Max Completion, or ${_getSpecialChallengeDescription(true)}</b>.</p>`;
description += `<p>Preset 4${titles[3] !== 'Preset 4' ? " (" + titles[3] + ")" : ''} will be loaded when portaling into <b>Wither</b> if the <b>W: Mutator Preset</b> setting is enabled.</p>`;
description += `<p>Preset 5${titles[4] !== 'Preset 5' ? " (" + titles[4] + ")" : ''} will be loaded when portaling into <b>Desolation</b> if the <b>D: Mutator Preset</b> setting is enabled.</p>`;
description += `<p>Preset 6${titles[5] && titles[5] !== 'Preset 6' ? " (" + titles[5] + ")" : ''} will be loaded when portaling into <b>Daily</b> challenges that have the <b>Plagued</b> modifier if the <b>D: Plagued Mutator Preset</b> setting is enabled.</p>`;
description += "<p><b>Recommended:</b> On</p>";
return description;
}, 'boolean', false, null, [2],
function () { return (game.stats.highestRadLevel.valueTotal() >= 201) });
createSetting('universeSetting',
function () {
let portalOptions = ['Universe Settings: 1'];
if (Fluffy.checkU2Allowed()) portalOptions.push('Universe Settings: 2');
return portalOptions;
},
function () { return ('Switch between settings for universes you have unlocked.') },
'multitoggle', 0, null, [0]);
let $universeSetting = document.getElementById('universeSetting');
$universeSetting.parentNode.style.setProperty('float', 'right');
$universeSetting.parentNode.style.setProperty('margin-right', '0.6vw');
$universeSetting.parentNode.style.setProperty('margin-left', '0');
createSetting('autoEggs',
function () { return ('Auto Eggs') },
function () {
let description = "<p>Clicks easter eggs when they are active in the world.</p>";
description += "<p><b>Recommended:</b> On</p>";
return description;
}, 'boolean', false, null, [0],
function () { return (!game.worldUnlocks.easterEgg.locked) });
}
const displayEquipment = true;
atConfig.initialise.settingsTab = 'Equipment';
if (displayEquipment) {
createSetting('equipOn',
function () { return ('Auto Equip') },
function () {
let description = "<p>Master switch for whether the script will purchase equipment levels or prestiges.</p>";
description += "<p>The <b>Highlight Efficient Equipment</b> setting in the <b>Display</b> tab will highlight the equipment the script is planning to purchase next.</p>";
description += "<p><b>Recommended:</b> On</p>";
return description;
}, 'boolean', true, null, [1, 2]);
createSetting('equipPortal',
function () { return ('Auto Equip Portal') },
function () {
let description = "<p>Will ensure Auto Equip is enabled after portaling.</p>";
description += "<p><b>Recommended:</b> On</p>";
return description;
}, 'boolean', false, null, [1, 2]);
createSetting('equipCutOffHD',
function () { return ('AE: HD Cut-off') },
function () {
let description = "<p>If your HD (enemyHealth/trimpDamage) ratio is above this value it will override your equip <b>Percent</b> inputs when looking at " + (atConfig.settingUniverse !== 2 ? "weapon" : "equipment") + " purchases and set your spending percentage to 100% of resources available.</p>";
description += "<p>Goal with this setting is to have it purchase equipment when you slow down in world.<br></p>";
description += "<p>Your HD ratio can be seen in either the <b>Auto Maps Status tooltip</b> or the AutoTrimp settings <b>Help</b> tab.</p>";
description += "<p>If set to <b>0 or below</b> it will disable this setting and only override your equip <b>Percent</b> inputs when running <b>HD Farm</b>.</p>";
description += "<p><b>Recommended:</b> 1</p>";
return description;
}, 'value', 1, null, [1, 2],
function () { return (getPageSetting('equipOn', atConfig.settingUniverse)) });
createSetting('equipCutOffHS',
function () { return ('AE: HS Cut-off') },
function () {
let description = "<p>If your Hits Survived (trimpHealth/enemyDamage) ratio is below this value it will override your equip <b>Percent</b> inputs when looking at armor purchases and set your spending percentage to 100% of resources available.</p>";
description += "<p>Goal with this setting is to have it purchase equipment when you slow down in world.<br></p>";
description += "<p>Your Hits Survived ratio can be seen in either the <b>Auto Maps Status tooltip</b> or the AutoTrimp settings <b>Help</b> tab.</p>";
description += "<p>If set to <b>0 or below</b> it will disable this setting and only override your equip <b>Percent</b> inputs when <b>Hits Survived</b> farming.</p>";
description += "<p><b>Recommended:</b> 2.5</p>";
return description;
}, 'value', 2.5, null, [1, 2],
function () { return (getPageSetting('equipOn', atConfig.settingUniverse)) });
createSetting('equipWeight',
function () { return ('AE: Equip Weight') },
function () {
let description = `<p>When purchasing equipment this will help you lean more towards attack or health equips by increasing the cost of one of them.</p>`;;
description += `<p>Inputs below 1 will divide the base cost of the most efficient health equip by this value to prioritise purchasing attack equipment.<br></p>`;
description += `<p>Alternatively, inputs above 1 will multiply the base cost of the most efficient atack equip by this value to prioritise purchasing health equipment.<br></p>`;
description += `<p>So if you have a value of 0.01 it would mean you have an attack:health weight of 100:1 and a value of 2 would be 1:2.<br></p>`;
description += `<p>This settings value is capped at 10 and if set to <b>below 0</b> it will disable this setting spend on all equip types equally.</p>`;
description += `<p><b>Recommended:</b> ${atConfig.settingUniverse === 2 && game.stats.highestRadLevel.valueTotal() >= 200 ? '1-(inequality/1000)': '1'}</p>`
return description;
}, 'value', 1, null, [1, 2],
function () { return (getPageSetting('equipOn', atConfig.settingUniverse)) });
createSetting('equipZone',
function () { return ('AE: Zone') },
function () {
let description = "<p>What zone to stop caring about what percentage of resources you're spending and buy as many prestiges and equipment as possible.</p>";
description += "<p>Can input multiple zones such as <b>200,231,251</b>, doing this will spend all your resources purchasing equipment and prestiges on each zone input.</p>";
description += "<p>You are able to enter a zone range, this can be done by using a decimal point between number ranges e.g. <b>23.120</b> which will cause the zone check to set your purchasing percentage to 100% between zones 23 and 120. <b>This can be used in conjunction with other zones too, just seperate inputs with commas!</b></p>";
description += "<p>If inside one of these zones it will override your equip <b>Percent</b> inputs and set your spending percentage to 100% of resources available. It will also set your health and attack equipment caps to Infinity.</p>"
description += "<p><b>Recommended:</b> 999</p>";
return description;
}, 'multiValue', [-1], null, [1, 2],
function () { return (getPageSetting('equipOn', atConfig.settingUniverse)) });
createSetting('equip2',
function () { return ('AE: 2') },
function () {
let description = "<p>This will make the script always purchase a second level of weapons and armor regardless of efficiency.</p>";
description += "<p><b>Recommended:</b> On</p>";
return description;
}, 'boolean', true, null, [1, 2],
function () { return (getPageSetting('equipOn', atConfig.settingUniverse)) });
createSetting('equipPrestige',
function () {
const trimpleShortened = atConfig.settingUniverse === 1 ? "Trimple" : "Atlantrimp";
return [`AE: Prestige: Maybe`, `AE: Prestige: ${trimpleShortened}`, `AE: Prestige: Always`];
},
function () {
const trimple = atConfig.settingUniverse === 1 ? "<b>Trimple Of Doom</b>" : "<b>Atlantrimp</b>";
const trimpleShortened = atConfig.settingUniverse === 1 ? "Trimple" : "Atlantrimp";
let description = `<p>Will control how equipment levels and prestiges are purchased.</p>`;
description += `<p>Equipment levels are capped at <b>9</b> when a prestige is available for that equip to ensure the script doesn't unnecessarily spend resources on them when prestiges would be more efficient.</p>`;
description += `<p><b>AE: Prestige: Maybe</b><br>Will only purchase prestiges when they are more efficient than leveling the piece of equipment further.</p>`;
description += `<p><b>AE: Prestige: ${trimpleShortened}</b><br>Overrides the need for levels in your current equips before a prestige will be purchased. Will purchase equipment levels again when you have run ${trimple}.`;
description += `<br>If <b>${trimple}</b> has been run it will buy any prestiges that cost less than what you have input in the <b>AE: Prestige Pct</b> setting then spend your remaining resources on equipment levels.</p>`;
description += `<p><b>AE: Prestige: Always</b><br>Always buys weapons and armor prestiges regardless of efficiency when they're available.</p>`;
description += `<p><b>Recommended:</b> AE: Prestige: ${trimpleShortened}</p>`;
return description;
}, 'multitoggle', 2, null, [1, 2],
function () { return (getPageSetting('equipOn', atConfig.settingUniverse)) });
createSetting('equipPrestigeTypes',
function () { return ('AE: Prestige Types') },
function () {
const trimple = atConfig.settingUniverse === 1 ? "<b>Trimple Of Doom</b>" : "<b>Atlantrimp</b>";
const trimpleShortened = atConfig.settingUniverse === 1 ? "Trimple" : "Atlantrimp";
let description = `When enabled, equipment prestiges will only be purchased if you have no prestiges remaning.</p>`;
description += `This is only active when <b>AE: Prestige: ${trimpleShortened}</b> or <b>AE: Prestige: Always</b> is selected.</p>`;
description += "<p><b>Recommended:</b> 6</p>";
return description;
}, 'boolean', false, null, [1, 2],
function () { return (getPageSetting('equipOn', atConfig.settingUniverse) && [1, 2].includes(getPageSetting('equipPrestige', atConfig.settingUniverse))) });
createSetting('equipPrestigePct',
function () { return ('AE: Prestige Pct') },
function () {
const trimple = atConfig.settingUniverse === 1 ? "<b>Trimple Of Doom</b>" : "<b>Atlantrimp</b>";
const trimpleShortened = atConfig.settingUniverse === 1 ? "Trimple" : "Atlantrimp";
let description = `Once you have run <b>${trimple}</b> prestiges will only be purchased if they cost less than this percentage of your metal or wood.</p>`;
description += `This is only active when <b>AE: Prestige: ${trimpleShortened}</b> is selected.</p>`;
description += "<p><b>Recommended:</b> 6</p>";
return description;
}, 'value', 6, null, [1, 2],
function () { return (getPageSetting('equipOn', atConfig.settingUniverse) && getPageSetting('equipPrestige', atConfig.settingUniverse) === 1) });
createSetting('equipShieldBlock',
function () { return ('Buy Shieldblock') },
function () {
let description = "<p>Will allow the purchase of the <b>Shieldblock</b> upgrade through the <b>Buy Upgrades</b> setting.</p>";
description += "<p><b>When this setting is enabled it will cause the script to automatically run <b>The Block</b> unique map when it gets unlocked.</b></p>";
description += "<p><b>Recommended:</b> On until you can reach zone 40</p>";
return description;
}, 'boolean', 55 > game.stats.highestLevel.valueTotal(), null, [1]);
}
const displayBuildings = true;
atConfig.initialise.settingsTab = 'Buildings';
if (displayBuildings) {
createSetting('warpstation',
function () { return ('Warpstations') },
function () {
let description = "<p>Enable this to allow Warpstation and Gigastation purchasing.</p>";
description += "<p>You must have the scripts <b>AT Auto Structure</b> setting enabled for <b>Warpstations</b> to be purchased.</p>";
description += "<p>You must have the scripts <b>Buy Upgrades</b> setting enabled for <b>Gigastations</b> to be purchased.</p>";
description += "<p><b>Recommended:</b> On</p>";
return description;
}, 'boolean', false, null, [1],
function () { return (game.stats.highestLevel.valueTotal() >= 60) });
createSetting('warpstationPct',
function () { return ('Warpstation Percent') },
function () {
let description = "<p>What percentage of resources to spend on Warpstations.</p>";
description += "<p>You must have the scripts <b>AT Auto Structure</b> setting enabled for <b>Warpstations</b> to be purchased.</p>";
description += "<p><b>Recommended:</b> 25</p>";
return description;
}, 'value', 25, null, [1],
function () { return (autoTrimpSettings.warpstation.enabled) });
createSetting('gigastationPct',
function () { return ('Gigastation Percent') },
function () {
let description = "<p>What percentage of resources to spend on Gigastations.</p>";
description += "<p>If set <b>below 0</b> it will set the spending percentage to 100%.</p>";
description += "<p>When set to <b>0</b> it will not purchase any Gigastations.</p>";
description += "<p><b>Recommended:</b> 80</p>";
return description;
}, 'value', 80, null, [1],
function () { return (autoTrimpSettings.warpstation.enabled) });
createSetting('firstGigastation',
function () { return ('First Gigastation') },
function () {
let description = "<p>The amount of Warpstations to purchase before your first Gigastation.</p>";
description += "<p>You must have the scripts upgrade setting enabled for <b>Gigastations</b> to be purchased.</p>";
description += "<p><b>Recommended:</b> 20</p>";
return description;
}, 'value', 20, null, [1],
function () { return (autoTrimpSettings.warpstation.enabled) });
createSetting('deltaGigastation',
function () { return ('Delta Gigastation') },
function () {
let description = "<p>How many extra Warpstations to buy for each Gigastation.</p>";
description += "<p>Supports decimal values. For example 2.5 will buy +2/+3/+2/+3...</p>";
description += "<p><b>Recommended:</b> 2</p>";
return description;
}, 'value', 2, null, [1],
function () { return (autoTrimpSettings.warpstation.enabled) }
);
createSetting('autoGigas',
function () { return ('Auto Gigastations') },
function () {
let description = "<p>Settings to automatically calculate your <b>First Gigastation</b> and <b>Delta Gigastation</b> values.</p>";
description += "<p>The script will still purchase Gigastations even if this setting is disabled!</p>";
description += "<p>If enabled, the script will only buy your first Gigastation if:<br>";
description += "a) You have purchased at least 2 Warpstations &<br>";
description += "b) Can't afford more Coords (or are in a Spire) & <br>";
description += "c) (only if <b>Custom Delta Factor</b> is above 20) Lacking health or damage & <br>";
description += "d) (only if <b>Custom Delta Factor</b> is above 20) Has run at least 1 map stack.</p>";
description += "<p>Then, it'll calculate your ideal <b>First & Delta Gigastation</b> values and set them based on your <b>Custom Target Zone</b>, <b>Custom Delta Factor</b>, and your current runs portal zone.</p>";
description += "<p>Once your first Gigastation of a run has been purchased your Gigastation settings won't be adjusted again until your next run.</p>";
description += "<p>You must have the scripts upgrade setting enabled for <b>Gigastations</b> to be purchased.</p>";
description += "<p><b>Recommended:</b> On</p>";
return description;
}, 'boolean', 'true', null, [1],
function () { return (autoTrimpSettings.warpstation.enabled) });
createSetting('autoGigaTargetZone',
function () { return ('Custom Target Zone') },
function () {
let description = "<p>The zone you would like to target when Auto Gigastations calculates your <b>First & Delta Gigastation</b> values.</p>";
description += "<p>Values below 60 will be discarded.</p>";
description += "<p><b>Recommended:</b> Current challenge end zone</p>";
return description;
}, 'value', -1, null, [1],
function () { return (autoTrimpSettings.warpstation.enabled && autoTrimpSettings.autoGigas.enabled) });
createSetting('autoGigaDeltaFactor',
function () { return ('Custom Delta Factor') },
function () {
let description = "<p>This setting is used to calculate a better Delta. Think of this setting as how long your target zone takes to complete divided by the zone you bought your first giga in.</p>";
description += "<p>Basically, a higher number means a higher delta.</p>";
description += "<p>Values below 1 will default to 10.</p>";
description += "<p><b>Recommended:</b> 1-2 for very quick runs. 5-10 for regular runs where you slow down at the end. 20-100+ for very pushy runs</p>";
return description;
}, 'value', -1, null, [1],
function () { return (autoTrimpSettings.warpstation.enabled && autoTrimpSettings.autoGigas.enabled) });
createSetting('autoGigaForceUpdate',
function () { return ('Update Auto Gigastations') },
function () {
let description = "<p>Run Auto Gigastations and update your <b>First Gigastation</b> and <b>Delta Gigastation</b> settings without needing to portal.</p>";
description += "<p>Will only run if you have <b>two or more</b> Warpstations.</p>";
return description;
}, 'action', null, 'firstGiga()', [1],
function () { return (autoTrimpSettings.warpstation.enabled && autoTrimpSettings.autoGigas.enabled) });
createSetting('advancedNurseries',
function () { return ('Advanced Nurseries') },
function () {
let description = "<p>Will only buy nurseries if you need more health and you have already <b>Hits Survived</b> farmed on your current zone <b>OR</b> have equal to or more map bonus stacks than the <b>Map Bonus Health</b> setting.</p>"
description += "<p>The amount of nurseries that this setting can purchase doesn't have a cap so if necessary it will purchase all available nurseries.</p>"
description += "<p>Requires nurseries to be enabled in the <b>AT Auto Structure</b> setting.</p>"
description += "<p>When enabled, this setting will only buy nurseries if at or past the <b>From Z</b> input. It allows setting the <b>Up To</b> input to 0 without buying as many nurseries as possible, but it doesn't stop <b>AT Auto Structure</b> from also purchasing nurseries.</p>"
description += "<p><b>Recommended:</b> On. Nurseries enabled and set to <b>Up To: 0</b> and <b>From: 230</b></p>";
return description;
}, 'boolean', true, null, [1],
function () { return (game.stats.highestLevel.valueTotal() >= 230) });
createSetting('advancedNurseriesMapCap',
function () { return ('AN: Hits Survived Maps') },
function () {
let description = "<p>The amount of <b>Hits Survived</b> maps to complete before starting to buy nurseries.</p>"
description += "<p>If your <b>Hits Survived</b> map cap value is lower than this settings input it will use that value instead.</p>";
description += "<p>This setting is useful to ensure you don't farm for an excessive amount of time to reach your <b>Hits Survived</b> target.</p>";
description += "<p><b>Recommended:</b> 3</p>";
return description;
}, 'value', -1, null, [1],
function () { return (game.stats.highestLevel.valueTotal() >= 230 && autoTrimpSettings.advancedNurseries.enabled) });
createSetting('advancedNurseriesAmount',
function () { return ('AN: Amount') },
function () {
let description = "<p>The amount of Nurseries that the script will attempt to purchase everytime you need additional health from <b>Advanced Nurseries</b>.</p>"
description += "<p><b>Recommended:</b> 2</p>";
return description;
}, 'value', 2, null, [1],
function () { return (game.stats.highestLevel.valueTotal() >= 230 && autoTrimpSettings.advancedNurseries.enabled) });
createSetting('advancedNurseriesIce',
function () { return (['AN: Buy In Ice', "AN: Disable In Ice", 'AN: Disable In Ice (Spire)']) },
function () {
let description = "<p>How you would like Nursery purchasing to be handled during Ice empowerment zones.</p>";
description += "<p><b>AN: Buy In Ice</b><br>Will purchase Nurseries regardless of if you're in an Ice empowerment zone.</p>";
description += "<p><b>AN: Disable In Ice</b><br>Will stop <b>Advanced Nurseries</b> from purchasing nurseries during Ice empowerment zones.</p>";
description += "<p><b>AN: Disable In Ice (Spire)</b><br>Works the same as <b>AN: Disable In Ice</b> except this setting will still purchase nurseries when inside of Spires.</p>";
description += "<p><b>Recommended:</b> AN: Buy In Ice</p>";
return description;
}, 'multitoggle', 0, null, [1],
function () { return (game.stats.highestLevel.valueTotal() >= 236 && autoTrimpSettings.advancedNurseries.enabled) });
}
const displayJobs = true;
atConfig.initialise.settingsTab = 'Jobs';
if (displayJobs) {
createSetting('geneAssist',
function () { return ('Gene Assist') },
function () {
let description = "<p>Master switch for whether the script will do any form of Geneticist purchasing.</p>";
description += "<p>Additional settings appear when enabled.</p>";
description += "<p>The <b>GA: Timer</b> setting must be set otherwise all of the <b>Gene Assist</b> settings won't work.</p>";
description += "<p><b>Will disable the ingame Geneticistassist setting.</b></p>";
description += "<p><b>Recommended:</b> On</p>";
return description;
}, 'boolean', false, null, [1]);
createSetting('geneAssistPercent',
function () { return ('GA: Gene Assist %') },
function () {
let description = "<p>Gene Assist will only hire geneticists if they cost less than this value.</p>";
description += "<p>If this setting is 1 it will only buy geneticists if they cost less than 1% of your food.</p>";
description += "<p>Setting this to <b>0 or below</b> will disable all of the <b>Gene Assist</b> settings.</p>";
description += "<p><b>Recommended:</b> 1</p>";
return description;
}, 'value', 1, null, [1],
function () { return (autoTrimpSettings.geneAssist.enabled) });
createSetting('geneAssistTimer',
function () { return ('GA: Timer') },
function () {
let description = "<p>This is the default time your gene assist settings will use.</p>";
description += "<p>Setting this to <b>0 or below</b> will disable all of the <b>Gene Assist</b> settings.</p>";
description += "<p><b>Recommended:</b> 10</p>";
return description;
}, 'value', -1, null, [1],
function () { return (autoTrimpSettings.geneAssist.enabled) });
createSetting('geneAssistTimerHard',
function () { return ('GA: Hard Chall Timer') },
function () {
let description = "<p>Gene Assist will use the value set here when running challenges that are considered hard (Nom, Toxicity, Lead). </p>";
description += "<p>Set to <b>0 or below</b> will disable this setting.</p>";
description += "<p>This setting is disabled if you have the <b>Angelic</b> mastery.</p>";
description += "<p>Overwrites <b>GA: Timer</b>, <b>GA: Before Z</b> and <b>GA: After Z</b> settings.</p>";
description += "<p><b>Recommended:</b> 8</p>";
return description;
}, 'value', 8, null, [1],
function () { return (autoTrimpSettings.geneAssist.enabled) });
createSetting('geneAssistTimerBleedVoids',
function () { return ('GA: Bleed Voids') },
function () {
let description = "<p>Gene Assist will use the value set here when you don't have a Void Hits Survived value of Infinity and you're running bleed void maps. </p>";
description += "<p>Set to <b>0 or below</b> will disable this setting.</p>";
description += "<p>Overwrites <b>GA: Timer</b>, <b>GA: Before Z</b> and <b>GA: After Z</b> settings.</p>";
description += "<p><b>Recommended:</b> 6</p>";
return description;
}, 'value', -1, null, [1],
function () { return (autoTrimpSettings.geneAssist.enabled) });
createSetting('geneAssistTimerElectricity',
function () { return ('GA: Electricity Timer') },
function () {
let description = "<p>Gene Assist will use the value set here when running the Electricity challenge. </p>";
description += "<p>Set to <b>0 or below</b> will disable this setting.</p>";
description += "<p>This also overwrites your breed timer in the <b>Mapocalypse</b> challenge.</p>";
description += "<p>Overwrites <b>GA: Timer</b>, <b>GA: Before Z</b> and <b>GA: After Z</b> settings.</p>";
description += "<p><b>Recommended:</b> 2.5</p>";
return description;
}, 'value', 2.5, null, [1],
function () { return (autoTrimpSettings.geneAssist.enabled) });
createSetting('geneAssistTimerSpire',
function () { return ('GA: Spire Timer') },
function () {
let description = "<p>Gene Assist will use the value set here when inside of active Spires.</p>";
description += "<p>Set to <b>0 or below</b> will disable this setting.</p>";
description += "<p>Overwrites <b>GA: Timer</b>, <b>GA: Before Z</b> and <b>GA: After Z</b> settings.</p>";
return description;
}, 'value', -1, null, [1],
function () { return (autoTrimpSettings.geneAssist.enabled) });
createSetting('geneAssistZoneBefore',
function () { return ('GA: Before Z') },
function () {
let description = "<p>Gene Assist will use the value set in <b>GA: Before Z Timer</b> when below this zone.</p>";
description += "<p>Set to <b>0 or below</b> will disable this setting.</p>";
description += "<p><b>Recommended:</b> The zone where you stop 1 shotting in a new portal</p>";
return description;
}, 'value', -1, null, [1],
function () { return (autoTrimpSettings.geneAssist.enabled) });
createSetting('geneAssistTimerBefore',
function () { return ('GA: Before Z Timer') },
function () {
let description = "<p>Gene Assist will use the value set here when below the zone in <b>GA: Before Z Timer</b>.</p>";
description += "<p>Set to <b>0 or below</b> will disable this setting.</p>";
description += "<p><b>Recommended:</b> 2</p>";
return description;
}, 'value', -1, null, [1],
function () { return (autoTrimpSettings.geneAssist.enabled) });
createSetting('geneAssistZoneAfter',
function () { return ('GA: After Z') },
function () {
let description = "<p>Gene Assist will use the value set in <b>GA: After Z Timer</b> when after this zone.</p>";
description += "<p>Set to <b>0 or below</b> will disable this setting.</p>";
description += "<p><b>Recommended:</b> The zone where you stop 1 shotting after using your <b>GA: Timer</b> setting in a new portal</p>";
return description;
}, 'value', -1, null, [1],
function () { return (autoTrimpSettings.geneAssist.enabled) });
createSetting('geneAssistTimerAfter',
function () { return ('GA: After Z Timer') },
function () {
let description = "<p>Gene Assist will use the value set here when below the zone in <b>GA: After Z Timer</b>.</p>";
description += "<p>Set to <b>0 or below</b> will disable this setting.</p>";
description += "<p><b>Recommended:</b> Your <b>Anticipation</b> perk timer</p>";
return description;
}, 'value', -1, null, [1],
function () { return (autoTrimpSettings.geneAssist.enabled) });
createSetting('geneAssistTimerOneOff',
function () { return ('GA: One Off Timer') },
function () {
let description = "<p>Gene Assist will use the value set here when running One Off and Max Completion challenges.</p>";
description += "<p>Set to <b>0 or below</b> will disable this setting.</p>";
description += "<p>Overwrites <b>GA: Timer</b>, <b>GA: Before Z</b> and <b>GA: After Z</b> settings.</p>";
description += "<p><b>Recommended:</b> Use regular Gene Assist settings instead of this</p>";
return description;
}, 'value', -1, null, [1],
function () { return (autoTrimpSettings.geneAssist.enabled) });
createSetting('geneAssistTimerSpireOneOff',
function () { return ('GA: One Off Spire Timer') },
function () {
let description = "<p>Gene Assist will use the value set here when inside of active Spires during One Off and Max Completion challenges.</p>";
description += "<p>Set to <b>0 or below</b> will disable this setting.</p>";
description += "<p>Overwrites <b>GA: Timer</b>, <b>GA: Before Z</b> and <b>GA: After Z</b> settings.</p>";
description += "<p><b>Recommended:</b> Your <b>Anticipation</b> perk timer</p>";
return description;
}, 'value', -1, null, [1],
function () { return (autoTrimpSettings.geneAssist.enabled && game.stats.highestLevel.valueTotal() >= 170) });
createSetting('geneAssistTimerC2',
function () { return ('GA: ' + _getChallenge2Info() + ' Timer') },
function () {
let description = "<p>Gene Assist will use the value set here when running " + _getChallenge2Info() + "s.</p>";
description += "<p>Set to <b>0 or below</b> will disable this setting.</p>";
description += "<p>Overwrites <b>GA: Timer</b>, <b>GA: Before Z</b> and <b>GA: After Z</b> settings.</p>";
description += "<p><b>Recommended:</b> Use regular Gene Assist settings instead of this</p>";
return description;
}, 'value', -1, null, [1],
function () { return (autoTrimpSettings.geneAssist.enabled) });
createSetting('geneAssistTimerSpireC2',
function () { return ('GA: ' + _getChallenge2Info() + ' Spire Timer') },
function () {
let description = "<p>Gene Assist will use the value set here when inside of active Spires diroing " + _getChallenge2Info() + "s.</p>";
description += "<p>Set to <b>0 or below</b> will disable this setting.</p>";
description += "<p>Overwrites <b>GA: Timer</b>, <b>GA: Before Z</b> and <b>GA: After Z</b> settings.</p>";
description += "<p><b>Recommended:</b> Your <b>Anticipation</b> perk timer</p>";
return description;
}, 'value', -1, null, [1],
function () { return (autoTrimpSettings.geneAssist.enabled && game.stats.highestLevel.valueTotal() >= 170) });
createSetting('geneAssistTimerDaily',
function () { return ('GA: Daily Timer') },
function () {
let description = "<p>Gene Assist will use the value set here when running dailies. </p>";
description += "<p>Set to <b>0 or below</b> will disable this setting.</p>";
description += "<p>Overwrites <b>GA: Timer</b>, <b>GA: Before Z</b> and <b>GA: After Z</b> settings.</p>";
description += "<p><b>Recommended:</b> 2</p>";
return description;
}, 'value', -1, null, [1],
function () { return (autoTrimpSettings.geneAssist.enabled && game.stats.highestLevel.valueTotal() >= 100) });
createSetting('geneAssistTimerDailyHard',
function () { return ('GA: Daily Timer Hard') },
function () {
let description = "<p>Gene Assist will use the value set here when running dailies that are considered hard (Plagued, Bogged). </p>";
description += "<p>Set to <b>0 or below</b> will disable this setting.</p>";
description += "<p>This setting won't do anything on Bogged dailies if you have the <b>Angelic</b> mastery.</p>";
description += "<p>Overwrites <b>GA: Timer</b>, <b>GA: Before Z</b> and <b>GA: After Z</b> settings.</p>";
description += "<p><b>Recommended:</b> 2</p>";
return description;
}, 'value', -1, null, [1],
function () { return (autoTrimpSettings.geneAssist.enabled && game.stats.highestLevel.valueTotal() >= 100) });
createSetting('geneAssistTimerSpireDaily',
function () { return ('GA: Daily Spire Timer') },
function () {
let description = "<p>Gene Assist will use the value set here when inside of active Spires during dailies.</p>";
description += "<p>Set to <b>0 or below</b> will disable this setting.</p>";
description += "<p>Overwrites <b>GA: Timer</b>, <b>GA: Before Z</b> and <b>GA: After Z</b> settings.</p>";
description += "<p><b>Recommended:</b> Your <b>Anticipation</b> perk timer</p>";
return description;
}, 'value', -1, null, [1],
function () { return (autoTrimpSettings.geneAssist.enabled && game.stats.highestLevel.valueTotal() >= 170) });
}
const displayCombat = true;
atConfig.initialise.settingsTab = 'Combat';
if (displayCombat) {
createSetting('autoFight',
function () { return (['Better Auto Fight: Off', 'Better Auto Fight: On', 'Better Auto Fight: Vanilla']) },
function () {
let description = "<p>Controls how combat is handled by the script.</p>";
description += "<p><b>Better Auto Fight: Off</b><br>Disables this setting.</p>";
description += "<p><b>Better Auto Fight: On</b><br>Sends a new army to fight if the current army is dead and your trimps have fully bred.</p>";
description += "<p><b>Better Auto Fight: Vanilla</b><br>Will make sure the games AutoFight setting is enabled at all times and ensures you start fighting on portal until you get the Bloodlust upgrade.</p>";
description += "<p><b>Recommended:</b> Better Auto Fight: On</p>";
return description;
}, 'multitoggle', 1, null, [1, 2]);
createSetting('autoAbandon',
function () { return (['Auto Abandon: Never', 'Auto Abandon: Always', 'Auto Abandon: Smart']) },
function () {
let description = "<p>Controls whether to force abandon trimps for mapping.</p>";
description += "<p><b>Auto Abandon: Never</b><br>Never abandons trimps.</p>";
description += "<p><b>Auto Abandon: Always</b><br>Always abandons trimps.</p>";
description += "<p><b>Auto Abandon: Smart</b><br>Abandons trimps when the next group of trimps is ready, or when (0 + overkill) cells away from cell 100.</p>";
description += "<p><b>Recommended:</b> Auto Abandon: Smart</p>";
return description;
}, 'multitoggle', 2, null, [1, 2]);
createSetting('ignoreCrits',
function () { return (['Ignore Crits: None', 'Ignore Crits: Void Strength', 'Ignore Crits: All']) },
function () {
const universeSetting = atConfig.settingUniverse === 1 ? 'Stance' : 'Equality'
let description = `<p>Enabling this setting will cause <b>Hits Survived</b> and <b>Auto ${universeSetting}</b> to ignore enemy crits.</p>`;
description += "<p><b>Ignore Crits: None</b><br>Disables this setting.</p>";
description += "<p><b>Ignore Crits: Void Strength</b><br>Will ignore the crit chance buff from enemies in Heinous void maps.</p>";
description += "<p><b>Ignore Crits: All</b><br>Will ignore crits from enemies in challenges, daily modifiers or void maps.</p>";
description += "<p><b>Recommended:</b> Ignore Crits: Void Strength</p>";
return description;
}, 'multitoggle', 1, null, [1, 2],
function () { return (game.global.totalPortals > 0) });
createSetting('autoRoboTrimp',
function () { return ('Auto Robotrimp') },
function () {
let description = "<p>Use the Robotrimp ability starting at this level, and every 5 levels thereafter.</p>";
description += "<p>Set to <b>0 or below</b> to disable this setting.</p>";
description += "<p><b>Recommended:</b> 60</p>";
return description;
}, 'value', 60, null, [1],
function () { return (game.global.roboTrimpLevel > 0) });
createSetting('forceAbandon',
function () { return ('Trimpicide') },
function () {
let description = "<p>If a new army is available to send and anticipation stacks aren't maxed this will suicide your current army and send a new one.</p>";
description += "<p><b>Will not suicide armies in Spires.</b></p>";
description += "<p>This setting will abandon your army regardless of what your <b>Auto Abandon</b> setting is set to.</p>";
description += "<p><b>Recommended:</b> On</p>";
return description;
}, 'boolean', true, null, [1],
function () { return (!game.portal.Anticipation.locked) });
createSetting('floorCritCalc',
function () { return ('Calc: Never Crit') },
function () {
let description = "<p>When doing trimp damage calculations this will floor your crit chance to make the script assume you will never crit.</p>";
description += "<p><b>Recommended:</b> Off</p>";
return description;
}, 'boolean', false, null, [1, 2]);
createSetting('45stacks',
function () { return ('Calc: Anticipation Stacks') },
function () {
let description = "<p>Will force any damage calculations to assume you have max anticipation stacks.</p>";
description += "<p><b>Recommended:</b> On</p>";
return description;
}, 'boolean', true, null, [1],
function () { return (!game.portal.Anticipation.locked) });
createSetting('addPoison',
function () { return ('Calc: Poison Debuff') },
function () {
let description = "<p>Adds poison stack damage to any trimp damage calculations.</p>";
description += "<p>May improve your poison zone speed.</p>";
description += "<p><b>Recommended:</b> On</p>";
return description;
}, 'boolean', true, null, [1],
function () { return (game.stats.highestLevel.valueTotal() >= 236) });
createSetting('fullIce',
function () { return ('Calc: Ice Debuff') },
function () {
let description = "<p>Always calculates your ice to be a consistent level instead of going by the enemy debuff. Primary use is to ensure your HD (enemyHealth:trimpDamage) ratios aren't all over the place.</p>";
description += "<p><b>Recommended:</b> On</p>";
return description;
}, 'boolean', true, null, [1],
function () { return (game.stats.highestLevel.valueTotal() >= 236) });
createSetting('gammaBurstCalc',
function () { return ('Calc: Gamma Burst') },
function () {
let description = "<p>Factors Gamma Burst damage into your HD (enemyHealth:trimpDamage) Ratio.</p>";
description += "<p>Be warned, the script will assume that you have a gamma burst ready to trigger for every attack if enabled so your HD Ratio might be 1 but you'd need to multiply that value by your gamma burst proc count to get the actual value.</p>";
description += "<p><b>Recommended:</b> On</p>";
return description;
}, 'boolean', true, null, [1, 2],
function () { return (game.stats.highestRadLevel.valueTotal() > 10) });
createSetting('frenzyCalc',
function () { return ('Calc: Frenzy Uptime') },
function () {
let description = "<p>Adds the Frenzy perk to trimp damage calculations.</p>";
description += "<p>Be warned, the script will not farm as much with this on as it assumes 100% frenzy uptime.</p>";
description += "<p><b>Recommended:</b> On</p>";
return description;
}, 'boolean', true, null, [2],
function () { return (!game.portal.Frenzy.radLocked && !autoBattle.oneTimers.Mass_Hysteria.owned) });
createHeading('autoStanceDescription', 'Stance Settings')
createSetting('autoStance',
function () {
const hze = game.stats.highestLevel.valueTotal();
const stanceOptions = ['Auto Stance: Off', 'Auto Stance: On'];
if (atConfig.settingUniverse === 1 && hze >= 70) stanceOptions.push('Auto Stance: Dominance');
return stanceOptions;
},
function () {
const hze = game.stats.highestLevel.valueTotal();
let description = "<p>Enabling this setting will allow the script to swap stances to stop you having to do it manually.</p>";
description += "<p><b>Auto Stance: Off</b><br>Disables this setting.</p>";
description += "<p><b>Auto Stance: On</b><br>Automatically swap stances to avoid death. Prioritises damage when you have enough health to survive.</p>";
if (atConfig.settingUniverse === 1 && hze >= 70) description += "<p><b>Auto Stance: Dominance</b><br>Keeps you in Dominance stance regardless of your armies health.</p>";
description += "<p><b>Recommended:</b> Auto Stance</p>";
return description;
}, 'multitoggle', 1, null, [1],
function () { return (game.stats.highestLevel.valueTotal() >= 60) });
createSetting('autoLevelScryer',
function () { return ('Auto Level Scryer') },
function () {
let description = `<p>Allows the Auto Level system to use Scryer ${game.empowerments.Wind.getLevel() >= 50 ? "and Wind stances" : "stance"}.</p>`;
description += "<p>If Scryer stance has been unlocked then when the most optimal stance to use during a map is Scryer this will override all other stance settings when mapping with <b>Auto Maps</b> enabled.</p>";
description += "<p><b>Recommended:</b> On</p>";
return description;
}, 'boolean', false, null, [1],
function () { return (game.stats.highestLevel.valueTotal() >= 180) });
createSetting('scryerVoidMaps',
function () { return ('Auto Stance: Void Scryer') },