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May 2nd, 2014
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  1. var rarities = [ItemRarity.COMMON, ItemRarity.UNCOMMON, ItemRarity.RARE, ItemRarity.EPIC, ItemRarity.LEGENDARY];
  2. var monsters = [MonsterRarity.COMMON, MonsterRarity.RARE, MonsterRarity.ELITE, MonsterRarity.BOSS];
  3. var mercs    = ['footman', 'cleric', 'commander', 'mage', 'thief', 'warlock'];
  4. var maxMonster = 2;
  5.  
  6. function efficiency() {
  7.   return mercs.map(function(m){return {name : m.toUpperCase(), efficiency : game.mercenaryManager[m + 'Price'] / parseFloat(game.mercenaryManager.getGps().replace(/,/g,'')) + game.mercenaryManager[m + 'Price'] / game.mercenaryManager.getMercenariesGps(m.toUpperCase())}}).sort(function(a,b){return a.efficiency > b.efficiency});
  8. }
  9.  
  10. var autoSell = setInterval(function(){
  11.   game.inventory.slots.forEach(function(i,x){
  12.     if (i != null) {
  13.       var equipped = game.equipment.slots.filter(function(e){return e != null && e.type == i.type})[0];
  14.       if (equipped == null || i.maxDamage > equipped.maxDamage || (i.maxDamage == equipped.maxDamage && i.goldGain > equipped.goldGain) || (i.maxDamage == equipped.maxDamage && i.goldGain == equipped.goldGain && i.itemRarity > equipped.itemRarity) || (i.maxDamage == equipped.maxDamage && i.goldGain == equipped.goldGain && i.itemRarity == equipped.itemRarity && i.sellValue > equipped.sellValue)) {
  15.         game.equipment.equipItem(i, x);
  16.       } else {
  17.         game.inventory.sellItem(x);
  18.       }
  19.     }
  20.   });
  21. },0);
  22.  
  23. var autoFight = setInterval(function() {
  24.   if (game.player.health * 2 >= game.player.getMaxHealth()) {
  25.     attackButtonClick();
  26.   }
  27. },0);
  28.  
  29. var autoBuy = setInterval(function() {
  30.   var bestPurchase = efficiency()[0];
  31.   if (game.player.gold > game.mercenaryManager[bestPurchase.name.toLowerCase() + "Price"]) {
  32.     game.mercenaryManager.purchaseMercenary(bestPurchase.name);
  33.   }
  34. }, 0);
  35.  
  36. var autoFlee = setInterval(function() {
  37.   if (monsters.indexOf(game.monster.rarity) > maxMonster) {
  38.     game.leaveBattle();
  39.     game.enterBattle();
  40.   }
  41. }, 0);
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