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Time Clickers Auto Farming Script

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Apr 10th, 2016
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  1. #NoEnv
  2. #Warn
  3. SendMode Input
  4. SetWorkingDir %A_ScriptDir%
  5. ;_______________________________
  6. ; Global Usage
  7. ;_______________________________
  8.  
  9.  
  10. ; Date of last update: April 10th, 2016
  11. ;Added the extra clicks needed at reset
  12. ;Added starting weapons 3000 and 3500
  13. ;Added weapons 5500 - 6500 for longer runs
  14.  
  15.  
  16.  
  17. global Player = 666
  18. global count = 0
  19. global Colour = 0
  20. global BRed = 0x000040
  21. global BBlack = 0x000000
  22. global BOrange = 0x007BFF
  23. global BBlue = 0xFF6700
  24. global DBlue = 0x401A00
  25. global BGreen = 0x00FF29
  26. global BGreen2 = 0x00E525
  27. global DGreen2 = 0x004029
  28. global DGreen = 0x00400A
  29. global DRed = 0x000020
  30. global DBlack = 0x000001 ;need to fix
  31. global DOrange = 0x001F40
  32. global Times_Restarted = 0
  33. global Reset = 0
  34. global Weapon_Level = 100
  35. global SlowDown = 0
  36. global SlowItEvenMore = 0
  37. global Display_Weapon_Name = 0
  38. global Set_Colour = 0
  39. global Set_Weapon = 0
  40. global X = 0
  41. global Y = 0
  42. global Temp = 0
  43. global Colour_Fail = 0
  44. global Reset_Ticks = 0
  45. global Highest_SlowDown = 0
  46. global Lowest_SlowDown = 0
  47. global Total_SlowDown = 0
  48. global Number_of_SlowDowns = 0
  49. global Total_SpeedUps = 0
  50. global Number_of_SpeedUps = 0
  51. global Training = 0
  52. global Training_Is_Set = 0
  53. global First_Skip = 0
  54. global Red_Count = 0
  55. global Is_Black = 0
  56. global Red_First_Pass = 0
  57. global Red_Second_Pass = 0
  58. global Skip = 0
  59. global First_Stall = 0
  60. global Starting_weapon_choice = 0
  61. global Red_Wait = 0
  62. global Wait_After_Start = 0
  63. global Ignore_Reset = 0
  64. global Resets_Ignored = 0
  65. global Trigger_Reset = 0
  66. global Activate_Minimize_Mode = 0
  67. global Sanity_Mode = 0
  68. global How_Sane_Do_You_Want_To_Be = 0
  69. global Extra_OverPowered_Delay = 0
  70. global Stop_Weapon_Upgrade = 0
  71. global Set_Weapon_Stop_Level = 0
  72. global Set_Weapon_Delay_Time = 0
  73. CoordMode, Pixel , Window ; added this to fix issue of other users not getting the right colour
  74. ;------------------------------------------------------------------------------------------------------------
  75. ;---------------------------------------------------------------------------------------------------
  76. ;-------------------------------------------------------------------------------------
  77. ;-----------------------------------------------------------------------
  78. ; Update Log
  79.  
  80.  
  81. ; added weapon levels 4500 - 5500 for longer runs before auto reset.
  82. ; added a usre options area, user will be able to quickly make any changes they need from one location now.
  83. ; added a control to change the delay before entering training rounds.
  84. ; added a control to set delay option for players whos starting gold would put them early training levels.
  85. ; added a control to add extra ignore reset commands so it will ignore more than just the OP start if player wants.
  86. ; added a control for reset value into user opitons area.
  87. ; added a control to turn on or off the minimize feature
  88. ; added "Sanity Mode" as a control
  89. ; added control to stop a weapon upgrade at a level for a short time.
  90. ; Pause has been changed to Ctrl+z
  91. ; ExitApp has been changed to Ctrl+x
  92.  
  93.  
  94. ; Next update will feature
  95. ; A way to skip a weapon if you upgrade yourself by mistake
  96. ; All the new short cut keys will be added to replace all the clicks but the reset clicks.
  97. ; Not sure what else at the moment, if you have any ideas on what you would like to see let me know.
  98.  
  99. ;--------------------------------------------------------------------------------------------------------------------
  100.  
  101.  
  102. Starting_weapon_choice = 500 ; <<<<<<<<<<<<----------- change this number <<<<<<<<<<<
  103.  
  104. ;----------------------------
  105. ;----------------------------
  106. ; This will buy your stating weapon level to 100, 500, 1000, 1500, 2000, 2500, 3000, or 3500.
  107. ; This will speed up the first few mins of the game.
  108. ; change the value of "Starting_weapon_choice" to 100, 500, 1000, 1500, 2000, 2500, 3000, or 3500.
  109. ; Make sure you have the gold to do your weapon level choice! <<<<----- All 5 Weapons!!!!!!!!
  110.  
  111. ;158/200 = 3000 weapons
  112. ;195/200 = 3500 weapons
  113.  
  114. ;-----------------------------------------------------------------------------------------------------
  115.  
  116.  
  117. Red_Wait = 4 ; <<<<<<<<<<<<<<<<-------------------------- Change This Number <<<<<<<<<<<<<<<<<<<<
  118.  
  119. ;--------------------
  120. ;---------------------
  121. ; sets a delay before entering traing levels
  122. ; lets you build up gold to buy deeper into the training levels
  123. ; uses up extra DPS before the slow down of training
  124. ; values are 0 - 7
  125. ; 0 = no delay
  126. ; 1 = 30 sec delay
  127. ; 2 = 1 min delay
  128. ; 3 = 2 min delay
  129. ; 4 = 3 min delay <--------------- default recomended for first few runs
  130. ; 5 = 4 min delay
  131. ; 6 = 5 min delay
  132. ; 7 = 6 min delay
  133.  
  134. ;----------------------------------------------------------------------------------------------------------------
  135.  
  136. Wait_After_Start = 0 ; <<<<<<<<<<<<----------- change this number <<<<<<<<<<<
  137.  
  138. ;--------------------
  139. ;---------------------
  140. ; This sets a wait time for right after you buy your starting weapon level
  141. ; This is only used if your starting weapon level is just before a traing level (i.e 500, 1500, 2500)
  142. ; Only use this if your DPS is much higher than it needs to be
  143. ; This will allow you to keep your weapon speed maxed out for a few mins before buying into training
  144. ; If your starting gold can buy you to the last training level leave this at "0"
  145. ; A value greater that 0 will disable "Stop_Weapon_Upgrade". <<<<<<----------------- Important Info
  146. ; values are 0 - 5
  147. ; 0 = no delay <<<<<------- use as default
  148. ; 1 = 2 min delay
  149. ; 2 = 4 min delay
  150. ; 3 = 6 min delay
  151. ; 4 = 8 min delay
  152. ; 5 = 10 min delay
  153.  
  154.  
  155. ;--------------------------------------------------------------------------------------------------------------------
  156.  
  157. Ignore_Reset = 3 ; <<<<<<<<<<<<----------- change this number <<<<<<<<<<<
  158.  
  159. ;---------------------
  160. ;-----------------------
  161. ; Sets the number of times the conditions for a game reset are ignored
  162. ; (Reset is based on number of times a weapon fails to be fully upgraded from one lvl to the next)
  163. ; Ignoring a reset for is needed for OP Mode <<<<<<---------------------------------- important info
  164. ; Usefull for preventing a reset caused by Rainbow balls
  165. ; 2 - 4 reset ignores are the recomended amount <------------ Do This
  166. ; values are 0 - 100,000,000,000,000,000,000,000,000,000,000 <--- Be smart about this
  167.  
  168. ;----------------------------------------------------------------------------------------------------------------------------------------
  169.  
  170.  
  171. Trigger_Reset = 4 ; <<<<<<<<<<<<----------- change this number <<<<<<<<<<<
  172.  
  173. ;---------------------
  174. ;-----------------------
  175. ; Sets how many times a weapon can fail to be fully upgraded before a game reset is triggerd
  176. ; If Ignore_Reset's are remaining the reset is ignored
  177. ; Play around with different values after every few runs to try to find the value that gets you the most TC/min.
  178. ; The value of this should be between 3 - 5 (Recomended) <------------Do This
  179. ; values are 1 - 100,000,000,000,000,000,000,000,000,000,000 <--- Be smart about this
  180.  
  181. ;---------------------------------------------------------------------------------------------------------------------------------------------
  182.  
  183.  
  184. Activate_Minimize_Mode = 0 ; <<<<<<<<<<<<----------- change this number <<<<<<<<<<<
  185.  
  186. ;---------------------
  187. ;-----------------------
  188. ; Turns on or off the function to minimize the game after each failed atempt to buy a weapon.
  189. ; Works well for users that want to do other things on thier computer other than watch the bot buy thier weapons.
  190. ; *Warning* Game will pop open when you are not expecting it to, if you are typing, there is the risk that you will buy a weapon upgrade when it does.
  191. ; Feature works well with "Sanity_Mode"
  192. ; Not needed for when away from computer.
  193. ; Values are
  194. ; 0 = Off (window stays on game) <<<<------- use as default
  195. ; 1 = On (window opens and closes as needed)
  196.  
  197.  
  198.  
  199. ;------------------------------------------------------------------------------------------------------------------------------------------------
  200.  
  201. Sanity_Mode = 0 ; <<<<<<<<<<<<----------- change this number <<<<<<<<<<<
  202.  
  203. ;---------------------
  204. ;-----------------------
  205. ; Turns on or off a "extra delay" for after a weapon upgrade fail.
  206. ; Ment to be used with Activate_Minimize_Mode turned on.
  207. ; Game will remain minimized for longer.
  208. ; *Warning* Will reduce the number of TC/min earned, but you keep more of you sanity :) <<<<------- Important Info
  209. ; Turn Off if you are not going to be at your computer, or if Minimize Mode is turned off.
  210. ; Values are.
  211. ; 0 = Off. <<<<<-------- use as default
  212. ; 1 = On.
  213.  
  214. ;----------------------------------------------------------------------------------------------------------------------------------------------------
  215.  
  216. How_Sane_Do_You_Want_To_Be = 1 ; <<<<<<<<<<<<----------- change this number <<<<<<<<<<<
  217.  
  218. ;---------------------
  219. ;-----------------------
  220. ; Sets how long the "extra delay" after a weapon upgrade fail will be.
  221. ; Only works if Saintiy_Mode is turned on.
  222. ; This will keep the game minimized longer.
  223. ; *Warning* This will reduce your TC/min. <<<<------- Important Info
  224. ; Values are:
  225. ; 1 = 30 seconds
  226. ; 2 = 1 min
  227. ; 3 = 1 min, 30 seconds
  228. ; 4 = 2 mins
  229. ; 5 = 3 mins
  230.  
  231. ;--------------------------------------------------------------------------------------------------------------------------------------------------
  232.  
  233.  
  234. Extra_OverPowered_Delay = 3 ; <<<<<<<<<<<<----------- change this number <<<<<<<<<<<
  235.  
  236. ;---------------------
  237. ;-----------------------
  238. ; Sets a "extra delay" for when in over Powered mode at the begining of a run.
  239. ; Once OP is over the delay cuts off.
  240. ; Is additive with Sanity Mode. <<<<------- Important Info
  241. ; Is not needed if Minimize Game is turned off.
  242. ; The values are:
  243. ; 0 = no delay <<<------- use as default
  244. ; 1 = 1 min
  245. ; 2 = 2 min
  246. ; 3 = 3 min
  247.  
  248.  
  249. ;-------------------------------------------------------------------------------------------------------------------------------------------------
  250.  
  251.  
  252. Stop_Weapon_Upgrade = 0 ; <<<<<<<<<<<<----------- change this number <<<<<<<<<<<
  253.  
  254. ;---------------------
  255. ;-----------------------
  256. ; Turns on or off a delay at the begining of a run
  257. ; This is related to your starting gold.
  258. ; Once a set weapon has reached your preset level (See below) it will turn on a one time delay before upgrading again.
  259. ; Usefull to keep weapon sets at max speed (Full Upgrade Level) for longer
  260. ; Best used to keep Pulse Pistol, Flak Cannon, and Spread Shot Maxed.
  261. ; Only use if DPS is high.
  262. ; Intended for "NON" training levels. <<<<<------- DUH
  263. ; If you have set a delay in "Wait_After_Start" greater that 0, this delay will be disabled <<<<<------ Important Info
  264. ; Weapon level to stop at is set below this control.
  265. ; Values are:
  266. ; 0 = Off. <<<<------- Use as default
  267. ; 1 = On.
  268.  
  269. ;---------------------------------------------------------------------------------------------------------------------------------------------
  270.  
  271. Set_Weapon_Stop_Level = 2100 ; <<<<<<<<<<<<----------- change this number <<<<<<<<<<<
  272.  
  273. ;---------------------
  274. ;-----------------------
  275. ; Sets the last weapon set that will be upgraded before the delay.
  276. ; Works with "Stop_Weapon_Upgrade" turned 'On' and "Wait_After_Start" turned 'Off'.
  277. ; Example: if you set 2700 every weapon will get upgraded to 2700 and then the delay will kick in.
  278. ; Make sure you can buy the full set of weapons that you pick or this is pointless. <<<<<------ Important Info
  279. ; Levels are:
  280. ; If you don't know what this does by now, just leave it alone... <<<------ This
  281.  
  282. ;----------------------------------------------------------------------------------------------------------------------------------------------
  283.  
  284. Set_Weapon_Delay_Time = 0 ; <<<<<<<<<<<<----------- change this number <<<<<<<<<<<
  285.  
  286. ;---------------------
  287. ;-----------------------
  288. ; Sets the delay time for "Set_Weapon_Stop_Level".
  289. ; Be sure you have checked approx how much time there is from game start and when you need to start upgrading again. <<<<<------ Important Info
  290. ; Values are:
  291. ; 0 = no delay. <<<<-------- default
  292. ; 1 = 2 min
  293. ; 2 = 4 min
  294. ; 3 = 6 min
  295. ; 4 = 8 min
  296. ; 5 = 10 min
  297. ; 6 = 15 min
  298.  
  299.  
  300.  
  301. Weapon_Delay()
  302. {
  303. ;temp = Weapon_Set_
  304. if(Wait_After_Start==0&&Stop_Weapon_Upgrade==1)
  305. {
  306.  
  307. if(Weapon_Level==Set_Weapon_Stop_Level&&Set_Weapon==6)
  308. {
  309. if(Set_Weapon_Delay_Time==0)
  310. {
  311. ;MsgBox, ,Demo ,0 min delay is working , 5
  312. }
  313. if(Set_Weapon_Delay_Time==1)
  314. {
  315. Close_Time_Clickers()
  316. ;MsgBox, ,Demo ,2 min delay is working , 5
  317. Sleep, 120000
  318. }
  319. if(Set_Weapon_Delay_Time==2)
  320. {
  321. Close_Time_Clickers()
  322. ;MsgBox, ,Demo ,4 min delay is working , 5
  323. Sleep, 240000
  324. }
  325. if(Set_Weapon_Delay_Time==3)
  326. {
  327. Close_Time_Clickers()
  328. ;MsgBox, ,Demo ,6 min delay is working , 5
  329. Sleep, 360000
  330. }
  331. if(Set_Weapon_Delay_Time==4)
  332. {
  333. Close_Time_Clickers()
  334. ;MsgBox, ,Demo ,8 min delay is working , 5
  335. Sleep, 480000
  336. }
  337. if(Set_Weapon_Delay_Time==5)
  338. {
  339. Close_Time_Clickers()
  340. ;MsgBox, ,Demo ,10 min delay is working , 5
  341. Sleep, 600000
  342. }
  343. if(Set_Weapon_Delay_Time==6)
  344. {
  345. Close_Time_Clickers()
  346. ;MsgBox, ,Demo ,10 min delay is working , 5
  347. Sleep, 900000
  348. }
  349. }
  350. }
  351. }
  352.  
  353.  
  354.  
  355. Over_Powered_Delay()
  356. {
  357. if(Extra_OverPowered_Delay==1)
  358. {
  359. ;MsgBox, ,Demo ,over powered delay is working , 5
  360. Sleep, 60000
  361. }
  362. if(Extra_OverPowered_Delay==2)
  363. {
  364. Sleep, 120000
  365. }
  366. if(Extra_OverPowered_Delay==3)
  367. {
  368. Sleep, 180000
  369. }
  370. }
  371.  
  372.  
  373.  
  374.  
  375. Im_Going_Insane()
  376. {
  377. if(Sanity_Mode==1)
  378. {
  379. if(How_Sane_Do_You_Want_To_Be==1)
  380. {
  381. ;MsgBox, ,Demo ,Sanity delay is working , 5
  382. Sleep, 30000
  383. }
  384. if(How_Sane_Do_You_Want_To_Be==2)
  385. {
  386. Sleep, 60000
  387. }
  388. if(How_Sane_Do_You_Want_To_Be==3)
  389. {
  390. Sleep, 90000
  391. }
  392. if(How_Sane_Do_You_Want_To_Be==4)
  393. {
  394. Sleep, 120000
  395. }
  396. if(How_Sane_Do_You_Want_To_Be==5)
  397. {
  398. Sleep, 180000
  399. }
  400. }
  401. }
  402.  
  403.  
  404.  
  405.  
  406.  
  407. Set_Starting_Weapons()
  408. {
  409. break_out = 0
  410. if(Starting_weapon_choice==100)
  411. {
  412. Weapon_Level = 100
  413. Buy_Promotion()
  414. Buy_Max()
  415. send, a
  416. Sleep_Short()
  417. send, s
  418. Sleep_Short()
  419. send, d
  420. Sleep_Short()
  421. send, f
  422. Sleep_Short()
  423. send, g
  424. Sleep_Short()
  425. break_out = 1
  426. }
  427. if(Starting_weapon_choice==500)
  428. {
  429. Weapon_Level = 500
  430. Buy_Promotion()
  431. Buy_Max()
  432. Loop 10
  433. {
  434. send, a
  435. Sleep_Short()
  436. send, s
  437. Sleep_Short()
  438. send, d
  439. Sleep_Short()
  440. send, f
  441. Sleep_Short()
  442. send, g
  443. Sleep_Short()
  444. }
  445. break_out = 1
  446. }
  447. if(Starting_weapon_choice==1000)
  448. {
  449. Weapon_Level = 1000
  450. Buy_Max()
  451. send, a
  452. Sleep_Short()
  453. send, s
  454. Sleep_Short()
  455. send, d
  456. Sleep_Short()
  457. send, f
  458. Sleep_Short()
  459. send, g
  460. Sleep_Short()
  461. Buy_Promotion()
  462. break_out = 1
  463. }
  464. if(Starting_weapon_choice==1500)
  465. {
  466. Weapon_Level = 1500
  467. Buy_Max()
  468. send, a
  469. Sleep_Short()
  470. send, s
  471. Sleep_Short()
  472. send, d
  473. Sleep_Short()
  474. send, f
  475. Sleep_Short()
  476. send, g
  477. Sleep_Short()
  478. Buy_Promotion()
  479. Loop 10
  480. {
  481. send, a
  482. Sleep_Short()
  483. send, s
  484. Sleep_Short()
  485. send, d
  486. Sleep_Short()
  487. send, f
  488. Sleep_Short()
  489. send, g
  490. Sleep_Short()
  491. }
  492. break_out = 1
  493. }
  494. if(Starting_weapon_choice==2000)
  495. {
  496. Weapon_Level = 2000
  497. Buy_Max()
  498. Loop 3
  499. {
  500. send, a
  501. Sleep_Short()
  502. send, s
  503. Sleep_Short()
  504. send, d
  505. Sleep_Short()
  506. send, f
  507. Sleep_Short()
  508. send, g
  509. Sleep_Short()
  510. }
  511. Buy_Promotion()
  512. break_out = 1
  513. }
  514. if(Starting_weapon_choice==2500)
  515. {
  516. Weapon_Level = 2500
  517. Buy_Max()
  518. Loop 3
  519. {
  520. send, a
  521. Sleep_Short()
  522. send, s
  523. Sleep_Short()
  524. send, d
  525. Sleep_Short()
  526. send, f
  527. Sleep_Short()
  528. send, g
  529. Sleep_Short()
  530. }
  531. Buy_Promotion()
  532. Loop 10
  533. {
  534. send, a
  535. Sleep_Short()
  536. send, s
  537. Sleep_Short()
  538. send, d
  539. Sleep_Short()
  540. send, f
  541. Sleep_Short()
  542. send, g
  543. Sleep_Short()
  544. }
  545. break_out = 1
  546. }
  547. if(Starting_weapon_choice==3000)
  548. {
  549. Weapon_Level = 3000
  550. Buy_Max()
  551. Loop 5
  552. {
  553. send, a
  554. Sleep_Short()
  555. send, s
  556. Sleep_Short()
  557. send, d
  558. Sleep_Short()
  559. send, f
  560. Sleep_Short()
  561. send, g
  562. Sleep_Short()
  563. }
  564. Buy_Promotion()
  565. break_out = 1
  566. }
  567. if(Starting_weapon_choice==3500)
  568. {
  569. Weapon_Level = 3000
  570. Buy_Max()
  571. Loop 5
  572. {
  573. send, a
  574. Sleep_Short()
  575. send, s
  576. Sleep_Short()
  577. send, d
  578. Sleep_Short()
  579. send, f
  580. Sleep_Short()
  581. send, g
  582. Sleep_Short()
  583. }
  584. Buy_Promotion()
  585. Loop 10
  586. {
  587. send, a
  588. Sleep_Short()
  589. send, s
  590. Sleep_Short()
  591. send, d
  592. Sleep_Short()
  593. send, f
  594. Sleep_Short()
  595. send, g
  596. Sleep_Short()
  597. }
  598. break_out = 1
  599. }
  600. if(break_out==0)
  601. {
  602. MsgBox, ,Starting level fail ,You need to enter a starting weapon level , 5
  603. }
  604.  
  605. }
  606.  
  607.  
  608. Red_Delay()
  609. {
  610. if(Red_Wait==0)
  611. {
  612. ;You Are Dumb For Picking No Wait Time
  613. }
  614. if(Red_Wait==1)
  615. {
  616. Sleep, 30000
  617. }
  618. if(Red_Wait==2)
  619. {
  620. Sleep, 60000
  621. }
  622. if(Red_Wait==3)
  623. {
  624. Sleep, 120000
  625. }
  626. if(Red_Wait==4)
  627. {
  628. Sleep, 180000
  629. }
  630. if(Red_Wait==5)
  631. {
  632. Sleep, 240000
  633. }
  634. if(Red_Wait==6)
  635. {
  636. Sleep, 300000
  637. }
  638. if(Red_Wait==7)
  639. {
  640. Sleep, 360000
  641. }
  642. }
  643.  
  644. Game_Start_Delay()
  645. {
  646. if(Wait_After_Start==1)
  647. {
  648. ;MsgBox, ,Demo ,2 min start delay is working , 5
  649. Sleep, 120000
  650. }
  651. if(Wait_After_Start==2)
  652. {
  653. Sleep, 240000
  654. }
  655. if(Wait_After_Start==3)
  656. {
  657. Sleep, 360000
  658. }
  659. if(Wait_After_Start==4)
  660. {
  661. Sleep, 480000
  662. }
  663. if(Wait_After_Start==5)
  664. {
  665. Sleep, 600000
  666. }
  667. }
  668.  
  669.  
  670.  
  671.  
  672.  
  673.  
  674.  
  675. ;_______________________________
  676. ; Functions (PRIMARY)
  677. ;_______________________________
  678.  
  679. Open_Time_Clickers()
  680. {
  681. WinActivate, Time Clickers ahk_class UnityWndClass
  682. ;WinActivate, Time Clickers
  683. Sleep, 1000
  684. }
  685. Close_Time_Clickers()
  686. {
  687. if(Activate_Minimize_Mode==1)
  688. {
  689. WinMinimize, Time Clickers ahk_class UnityWndClass
  690. ;Click 750 730
  691. Sleep_Short()
  692. }
  693. }
  694. Sleep_Long()
  695. {
  696. Sleep, 20000
  697. }
  698. Sleep_Short()
  699. {
  700. Sleep, 500
  701. }
  702. Sleep_Pause()
  703. {
  704. Sleep, 250
  705. }
  706. Sleep_1k()
  707. {
  708. Sleep, 1000
  709. }
  710. Buy_Pistol_Upgrades()
  711. {
  712. Loop 12
  713. {
  714. Click 1200 250
  715. Sleep_Short()
  716. }
  717. }
  718. Buy_Abilities_Upgrades()
  719. {
  720. Loop 10
  721. {
  722. Click 1200 350
  723. Sleep_Short()
  724. }
  725. }
  726. Set_Idle()
  727. {
  728. Click 875 700
  729. Sleep_Short()
  730. Click 375 700
  731. Sleep_Short()
  732. send, w
  733. Sleep_Short()
  734. }
  735. Buy_Max()
  736. {
  737. Click 50 700
  738. Sleep_Short()
  739. }
  740. Buy_Promotion()
  741. {
  742. Loop 3
  743. {
  744. Click 50 700
  745. Sleep_Short()
  746. }
  747. }
  748. Activate_Abilities()
  749. {
  750. send, {SPACE}
  751. Sleep_Short()
  752. Send, 7
  753. Sleep_Short()
  754. Send, 0
  755. Sleep_Short()
  756. }
  757.  
  758. Weapon_Colour_X_Y()
  759. {
  760. if(Set_Weapon==1) ;Pulse Pistol
  761. {
  762. X = 23
  763. Y = 260
  764. }
  765. if(Set_Weapon==2) ;Flak Cannon
  766. {
  767. X = 23
  768. Y = 340
  769. }
  770. if(Set_Weapon==3) ;Spread Rifle
  771. {
  772. X = 23
  773. Y = 450
  774. }
  775. if(Set_Weapon==4) ;Rocket Launcher
  776. {
  777. X = 23
  778. Y = 540
  779. }
  780. if(Set_Weapon==5) ;Particle Ball
  781. {
  782. X = 23
  783. Y = 630
  784. }
  785. }
  786. Set_Weapon_Name()
  787. {
  788. if(Set_Weapon==1) ;Pulse Pistol
  789. {
  790. Display_Weapon_Name := "Pulse Pistol"
  791. }
  792. if(Set_Weapon==2) ;Flak Cannon
  793. {
  794. Display_Weapon_Name := "Flak Cannon"
  795. }
  796. if(Set_Weapon==3) ;Spread Rifle
  797. {
  798. Display_Weapon_Name := "Spread Rifle"
  799. }
  800. if(Set_Weapon==4) ;Rocket Launcher
  801. {
  802. Display_Weapon_Name := "Rocket Launcher"
  803. }
  804. if(Set_Weapon==5) ;Particle Ball
  805. {
  806. Display_Weapon_Name := "Particle Ball"
  807. }
  808. }
  809. Send_Weapon_Buy()
  810. {
  811. if(Set_Weapon==1) ;Pulse Pistol
  812. {
  813. send, a
  814. Sleep, 500
  815. }
  816. if(Set_Weapon==2) ;Flak Cannon
  817. {
  818. send, s
  819. Sleep, 500
  820. }
  821. if(Set_Weapon==3) ;Spread Rifle
  822. {
  823. send, d
  824. Sleep, 500
  825. }
  826. if(Set_Weapon==4) ;Rocket Launcher
  827. {
  828. send, f
  829. Sleep, 500
  830. }
  831. if(Set_Weapon==5) ;Particle Ball
  832. {
  833. send, g
  834. Sleep, 500
  835. }
  836. }
  837. CoordMode, Pixel , Window
  838. Set_The_Colour_Of_Weapon()
  839. {
  840. break_out = 0
  841. loop_count = 0
  842. Loop
  843. {
  844. if(break_out==0)
  845. {
  846. colour1 = 0
  847. colour2 = 0
  848. colour3 = 0
  849. colour4 = 0
  850. colour5 = 0
  851. colour6 = 0
  852. colour7 = 0
  853. colour8 = 0
  854. colour9 = 0
  855. colour10 = 0
  856. colour11 = 0
  857. Open_Time_Clickers()
  858. Weapon_Colour_X_Y()
  859. Set_Weapon_Name()
  860. Loop 25
  861. {
  862. PixelGetColor,Colour,X,Y,
  863.  
  864. if(Colour==BGreen)
  865. {
  866. colour1 += 1
  867. }
  868. if(Colour==BGreen2)
  869. {
  870. colour2 += 1
  871. }
  872. if(Colour==DGreen)
  873. {
  874. colour3 += 1
  875. }
  876. if(Colour==DGreen2)
  877. {
  878. colour4 += 1
  879. }
  880. if(Colour==BBlue)
  881. {
  882. colour5 += 1
  883. }
  884. if(Colour==DBlue)
  885. {
  886. colour6 += 1
  887. }
  888. if(Colour==BRed)
  889. {
  890. colour7 += 1
  891. }
  892. if(Colour==DRed)
  893. {
  894. colour8 += 1
  895. }
  896. if(Colour==BOrange)
  897. {
  898. colour9 += 1
  899. }
  900. if(Colour==DOrange)
  901. {
  902. colour10 += 1
  903. }
  904. if(Colour==BBlack)
  905. {
  906. colour11 += 1
  907. }
  908. }
  909.  
  910. if(colour1>15)
  911. {
  912. Set_Colour = BGreen
  913. break_out = 1
  914. }
  915. if(colour2>15)
  916. {
  917. Set_Colour = BGreen2
  918. break_out = 1
  919. }
  920. if(colour3>15)
  921. {
  922. Set_Colour = DGreen
  923. break_out = 1
  924. }
  925. if(colour4>15)
  926. {
  927. Set_Colour = DGreen2
  928. break_out = 1
  929. }
  930. if(colour5>15)
  931. {
  932. Set_Colour = BBlue
  933. break_out = 1
  934. }
  935. if(colour6>15)
  936. {
  937. Set_Colour = DBlue
  938. break_out = 1
  939. }
  940. if(colour7>15)
  941. {
  942. Set_Colour = BRed
  943. break_out = 1
  944. }
  945. if(colour8>15)
  946. {
  947. Set_Colour = DRed
  948. break_out = 1
  949. }
  950. if(colour9>15)
  951. {
  952. Set_Colour = BOrange
  953. break_out = 1
  954. }
  955. if(colour10>15)
  956. {
  957. Set_Colour = DOrange
  958. break_out = 1
  959. }
  960. if(colour11>15)
  961. {
  962. Set_Colour = BBlack
  963. break_out = 1
  964. }
  965. loop_count += 1
  966. }
  967. if(break_out==1)
  968. {
  969. Colour_Fail += (loop_count-1)
  970. break
  971. }
  972. }
  973. ;MsgBox, , %Set_Colour%, The Colour of %Display_Weapon_Name% is Bright Blue The count is %colour1%, 5
  974. }
  975.  
  976.  
  977.  
  978. Game_Start_Setup()
  979. {
  980. ;MsgBox, ,Demo ,Script is about to run game setup , 5
  981. Open_Time_Clickers()
  982. Set_Starting_Weapons()
  983. Set_Idle()
  984. Buy_Pistol_Upgrades()
  985. Buy_Abilities_Upgrades()
  986. Activate_Abilities()
  987. Close_Time_Clickers()
  988. Game_Start_Delay()
  989. ;MsgBox, ,Demo ,Setup is done , 5
  990. }
  991.  
  992. Reset_Game()
  993. {
  994. Sleep, 10000
  995. Skip = 0
  996. Reset = 0
  997. First_Stall = 0
  998. Resets_Ignored = 0
  999. MsgBox, , GAME OVER, Game is about to reset, 10
  1000. Open_Time_Clickers()
  1001. Click 1230 350
  1002. Sleep_Short()
  1003. Click 500 555
  1004. Sleep, 7000
  1005. Click 1200 350
  1006. Sleep, 11000
  1007. }
  1008.  
  1009.  
  1010.  
  1011. ; Weapon Functions
  1012. ;______________________________
  1013.  
  1014. Weapons_100_500()
  1015. {
  1016. break_out = 0
  1017. Open_Time_Clickers()
  1018. Set_weapon = 0
  1019. Loop 20
  1020. {
  1021. if(Skip==0)
  1022. {
  1023. Green_Weapons()
  1024. }
  1025. }
  1026. Red_First_Pass = 0
  1027. Red_Second_Pass = 0
  1028. }
  1029.  
  1030. Weapons_500_1000()
  1031. {
  1032. break_out = 0
  1033. Close_Time_Clickers()
  1034. if(Starting_weapon_choice!=500)
  1035. {
  1036. Red_Delay()
  1037. }
  1038. Open_Time_Clickers()
  1039. Set_weapon = 0
  1040. Loop 5
  1041. {
  1042. if(Skip==0)
  1043. {
  1044. Red_Phaze1()
  1045. }
  1046. }
  1047. Loop 20
  1048. {
  1049. if(skip==0)
  1050. {
  1051. Red_Phaze2()
  1052. }
  1053. }
  1054. }
  1055.  
  1056. Weapons_1000_1500()
  1057. {
  1058. break_out = 0
  1059. Open_Time_Clickers()
  1060. Set_weapon = 0
  1061. Loop 25
  1062. {
  1063. if(Skip==0)
  1064. {
  1065. Green_Weapons()
  1066. }
  1067. }
  1068. Red_First_Pass = 0
  1069. Red_Second_Pass = 0
  1070. }
  1071.  
  1072. Weapons_1500_2000()
  1073. {
  1074. break_out = 0
  1075. Close_Time_Clickers()
  1076. if(Starting_weapon_choice!=1500)
  1077. {
  1078. Red_Delay()
  1079. }
  1080. Open_Time_Clickers()
  1081. Set_weapon = 0
  1082. Loop 5
  1083. {
  1084. if(Skip==0)
  1085. {
  1086. Red_Phaze1()
  1087. }
  1088. }
  1089. Loop 20
  1090. {
  1091. if(skip==0)
  1092. {
  1093. Red_Phaze2()
  1094. }
  1095. }
  1096. }
  1097.  
  1098. Weapons_2000_2500()
  1099. {
  1100. ;MsgBox, ,Demo ,Script is about to start buying`nWeapon levels 2000 to 2500 , 5
  1101. break_out = 0
  1102. Open_Time_Clickers()
  1103. Set_weapon = 0
  1104. Loop 25
  1105. {
  1106. if(Skip==0)
  1107. {
  1108. Green_Weapons()
  1109. }
  1110. }
  1111. Red_First_Pass = 0
  1112. Red_Second_Pass = 0
  1113. }
  1114.  
  1115. Weapons_2500_3000()
  1116. {
  1117. ;MsgBox, ,Demo ,Script is about to start buying`nWeapon levels 2000 to 2500 , 5
  1118. break_out = 0
  1119. Close_Time_Clickers()
  1120. if(Starting_weapon_choice!=2500)
  1121. {
  1122. Red_Delay()
  1123. }
  1124. Open_Time_Clickers()
  1125. Set_weapon = 0
  1126. Loop 5
  1127. {
  1128. if(Skip==0)
  1129. {
  1130. Red_Phaze1()
  1131. }
  1132. }
  1133. Loop 20
  1134. {
  1135. if(skip==0)
  1136. {
  1137. Red_Phaze2()
  1138. }
  1139. }
  1140. }
  1141.  
  1142. Weapons_3000_3500()
  1143. {
  1144. ;MsgBox, ,Demo ,Script is about to start buying`nWeapon levels 2000 to 2500 , 5
  1145. break_out = 0
  1146. Open_Time_Clickers()
  1147. Set_weapon = 0
  1148. Loop 25
  1149. {
  1150. if(Skip==0)
  1151. {
  1152. Green_Weapons()
  1153. }
  1154. }
  1155. Red_First_Pass = 0
  1156. Red_Second_Pass = 0
  1157. }
  1158.  
  1159. Weapons_3500_4000()
  1160. {
  1161. break_out = 0
  1162. Close_Time_Clickers()
  1163. Red_Delay()
  1164. Open_Time_Clickers()
  1165. Set_weapon = 0
  1166. Loop 5
  1167. {
  1168. if(Skip==0)
  1169. {
  1170. Red_Phaze1()
  1171. }
  1172. }
  1173. Loop 20
  1174. {
  1175. if(skip==0)
  1176. {
  1177. Red_Phaze2()
  1178. }
  1179. }
  1180. }
  1181.  
  1182. Weapons_4000_4500()
  1183. {
  1184. break_out = 0
  1185. Open_Time_Clickers()
  1186. Set_weapon = 0
  1187. Loop 25
  1188. {
  1189. if(Skip==0)
  1190. {
  1191. Green_Weapons()
  1192. }
  1193. }
  1194. Red_First_Pass = 0
  1195. Red_Second_Pass = 0
  1196. }
  1197.  
  1198. Weapons_4500_5000()
  1199. {
  1200. break_out = 0
  1201. Close_Time_Clickers()
  1202. Red_Delay()
  1203. Open_Time_Clickers()
  1204. Set_weapon = 0
  1205. Loop 5
  1206. {
  1207. if(Skip==0)
  1208. {
  1209. Red_Phaze1()
  1210. }
  1211. }
  1212. Loop 20
  1213. {
  1214. if(skip==0)
  1215. {
  1216. Red_Phaze2()
  1217. }
  1218. }
  1219. }
  1220.  
  1221. Weapons_5000_5500()
  1222. {
  1223. break_out = 0
  1224. Open_Time_Clickers()
  1225. Set_weapon = 0
  1226. Loop 25
  1227. {
  1228. if(Skip==0)
  1229. {
  1230. Green_Weapons()
  1231. }
  1232. }
  1233. Red_First_Pass = 0
  1234. Red_Second_Pass = 0
  1235. }
  1236.  
  1237. Weapons_5500_6000()
  1238. {
  1239. break_out = 0
  1240. Close_Time_Clickers()
  1241. Red_Delay()
  1242. Open_Time_Clickers()
  1243. Set_weapon = 0
  1244. Loop 5
  1245. {
  1246. if(Skip==0)
  1247. {
  1248. Red_Phaze1()
  1249. }
  1250. }
  1251. Loop 20
  1252. {
  1253. if(skip==0)
  1254. {
  1255. Red_Phaze2()
  1256. }
  1257. }
  1258. }
  1259.  
  1260. Weapons_6000_6500()
  1261. {
  1262. break_out = 0
  1263. Open_Time_Clickers()
  1264. Set_weapon = 0
  1265. Loop 25
  1266. {
  1267. if(Skip==0)
  1268. {
  1269. Green_Weapons()
  1270. }
  1271. }
  1272. Red_First_Pass = 0
  1273. Red_Second_Pass = 0
  1274. }
  1275.  
  1276.  
  1277.  
  1278.  
  1279.  
  1280.  
  1281. Green_Weapons()
  1282. {
  1283. Set_Weapon += 1
  1284. Weapon_Delay() ; adds Set_Weapon_Stop_Level values
  1285. if(Set_Weapon==6)
  1286. {
  1287. Set_Weapon = 1
  1288. }
  1289. break_out = 0
  1290. first_pass = 0
  1291. Open_Time_Clickers()
  1292. Activate_Abilities()
  1293. Loop 60
  1294. {
  1295. if(Reset==Trigger_Reset&&First_Stall==2)
  1296. {
  1297. Resets_Ignored += 1
  1298. }
  1299. if(Resets_Ignored>Ignore_Reset)
  1300. {
  1301. break_out = 1
  1302. Skip = 1
  1303. }
  1304. if(break_out==0)
  1305. {
  1306. if(first_pass==0)
  1307. {
  1308. Set_The_Colour_Of_Weapon()
  1309. Sleep, 500
  1310. if(%Set_Colour%==BGreen||%Set_Colour%==BGreen2||%Set_Colour%==BBlack)
  1311. {
  1312. Send_Weapon_Buy()
  1313. Send_Weapon_Buy()
  1314. first_pass = 1
  1315. }
  1316.  
  1317. Set_The_Colour_Of_Weapon()
  1318. Sleep, 500
  1319. if(%Set_Colour%==BGreen||%Set_Colour%==BGreen2||%Set_Colour%==DGreen||%Set_Colour%==DGreen2||%Set_Colour%==BRed||%Set_Colour%==DRed)
  1320. {
  1321. SlowDown -= 1
  1322. break_out = 1
  1323. if(First_Stall = 1)
  1324. {
  1325. First_Stall = 2
  1326. Resets_Ignored += 1
  1327. }
  1328. Reset = 0
  1329. ;MsgBox, ,Demo ,Script Has bought this weapons upgrade without any need to delay , 5
  1330. }
  1331. if(break_out==0)
  1332. {
  1333. if(first_pass==0)
  1334. {
  1335. Activate_Abilities()
  1336. Close_Time_Clickers()
  1337. if(First_Stall==0)
  1338. {
  1339. First_Stall = 1
  1340. }
  1341. if(First_Stall==1)
  1342. {
  1343. Over_Powered_Delay()
  1344. }
  1345. Sleep, 30000
  1346. Im_Going_Insane()
  1347. Open_Time_Clickers()
  1348. Activate_Abilities()
  1349. Reset += 1
  1350. Reset_Ticks += 1
  1351. ;MsgBox, ,Demo ,This is a major problem likely caused by too much starting gold or too high of a starting wave , 5
  1352. if(Reset==3)
  1353. {
  1354. ;MsgBox, ,Reset Alert!!!!! ,Reset has hit a value of 3!!!`n`n`nThis is in the Green weapons`n`n`nThis is also in first pass = 0 , 200
  1355. }
  1356. }
  1357. }
  1358. }
  1359. if(first_pass==1)
  1360. {
  1361. if(break_out==0)
  1362. {
  1363. if(First_Stall==0)
  1364. {
  1365. First_Stall = 1
  1366. }
  1367. ;MsgBox, ,Demo ,Not enough gold to buy full level`n`nScript will wait 30 seconds and try again , 5
  1368. Activate_Abilities()
  1369. Close_Time_Clickers()
  1370. if(First_Stall==1)
  1371. {
  1372. Over_Powered_Delay()
  1373. }
  1374. Im_Going_Insane()
  1375. Sleep, 30000
  1376. Open_Time_Clickers()
  1377. Activate_Abilities()
  1378. Reset += 1
  1379. Reset_Ticks += 1
  1380. if(Reset==3)
  1381. {
  1382. ;MsgBox, ,Reset Alert!!!!! ,Reset has hit a value of 3!!!`n`n`nThis is in the Green weapons`n`n`nThis is also in first pass = 1 , 200
  1383. }
  1384. Loop 2
  1385. {
  1386. if(break_out==0)
  1387. {
  1388. Set_The_Colour_Of_Weapon()
  1389. Sleep, 500
  1390. if(%Set_Colour%==BBlue||%Set_Colour%==DBlue||%Set_Colour%==BOrange||%Set_Colour%==DOrange)
  1391. {
  1392. Send_Weapon_Buy()
  1393. SlowDown += 1
  1394. }
  1395. if(%Set_Colour%==BGreen||%Set_Colour%==BGreen2||%Set_Colour%==DGreen||%Set_Colour%==DGreen2||%Set_Colour%==BRed||%Set_Colour%==DRed)
  1396. {
  1397. ;MsgBox, ,Demo ,Script Has bought this weapons upgrade with a short delay , 5
  1398. break_out = 1
  1399. if(First_Stall==1)
  1400. {
  1401. First_Stall = 2
  1402. Resets_Ignored += 1
  1403. }
  1404. Reset = 0
  1405. }
  1406. }
  1407. }
  1408. }
  1409. }
  1410.  
  1411.  
  1412. }
  1413. if(break_out==1)
  1414. {
  1415. if(Set_Weapon==1)
  1416. {
  1417. Weapon_Level += 100
  1418. }
  1419. break
  1420. }
  1421. }
  1422.  
  1423. }
  1424.  
  1425.  
  1426. Red_Phaze1()
  1427. {
  1428. Set_Weapon += 1
  1429. Weapon_Delay() ; adds Set_Weapon_Stop_Level values
  1430. if(Set_Weapon==6)
  1431. {
  1432. Set_Weapon = 1
  1433. }
  1434. break_out = 0
  1435. first_pass = 0
  1436. Open_Time_Clickers()
  1437. Activate_Abilities()
  1438. Loop 60
  1439. {
  1440. if(Reset==Trigger_Reset&&First_Stall==2)
  1441. {
  1442. Resets_Ignored += 1
  1443. }
  1444. if(Resets_Ignored==Ignore_Reset)
  1445. {
  1446. break_out = 1
  1447. Skip = 1
  1448. }
  1449. if(break_out==0)
  1450. {
  1451. if(Red_First_Pass==0)
  1452. {
  1453. Set_Weapon = 2
  1454. Red_First_Pass = 1
  1455. }
  1456. if(first_pass==0)
  1457. {
  1458. Set_The_Colour_Of_Weapon()
  1459. Sleep, 500
  1460. if(%Set_Colour%==BRed)
  1461. {
  1462. Send_Weapon_Buy()
  1463. Send_Weapon_Buy()
  1464. first_pass = 1
  1465. Set_The_Colour_Of_Weapon()
  1466. Sleep, 500
  1467. if(%Set_Colour%==BRed)
  1468. {
  1469. Send_Weapon_Buy()
  1470. ;MsgBox, ,Demo ,Script Has bought this weapons upgrade without any need to delay , 5
  1471. SlowDown -= 1
  1472. break_out = 1
  1473. Reset = 0
  1474. if(First_Stall==1)
  1475. {
  1476. First_Stall = 2
  1477. Resets_Ignored += 1
  1478. }
  1479. }
  1480. }
  1481. if(first_pass==0)
  1482. {
  1483. if(First_Stall==0)
  1484. {
  1485. First_Stall = 1
  1486. }
  1487. if(First_Stall==2)
  1488. {
  1489. ;MsgBox, ,Error ,This Early Draft Has No Soloution To This Problem Yet`n`n`n`nRestart The Game And Script To Fix , 5000
  1490. }
  1491. Activate_Abilities()
  1492. Close_Time_Clickers()
  1493. if(First_Stall==1)
  1494. {
  1495. Over_Powered_Delay()
  1496. }
  1497. Im_Going_Insane()
  1498. Sleep, 30000
  1499. Open_Time_Clickers()
  1500. Activate_Abilities()
  1501. Reset += 1
  1502. Reset_Ticks += 1
  1503. if(Reset==3)
  1504. {
  1505. ;MsgBox, ,Reset Alert!!!!! ,Reset has hit a value of 3!!!`n`n`nThis is in Red Phaze1`n`n`nThis is also in first pass = 0 , 200
  1506. }
  1507. }
  1508.  
  1509. }
  1510. if(first_pass==1)
  1511. {
  1512. if(break_out==0)
  1513. {
  1514. ;MsgBox, ,Demo ,Not enough gold to buy full level`n`nScript will wait 30 seconds and try again , 5
  1515. Activate_Abilities()
  1516. Close_Time_Clickers()
  1517. if(First_Stall==0)
  1518. {
  1519. First_Stall = 1
  1520. }
  1521. if(First_Stall==1)
  1522. {
  1523. Over_Powered_Delay()
  1524. }
  1525. Im_Going_Insane()
  1526. Sleep, 30000
  1527. Open_Time_Clickers()
  1528. Activate_Abilities()
  1529. Reset += 1
  1530. Reset_Ticks += 1
  1531. if(Reset==3)
  1532. {
  1533. ;MsgBox, ,Reset Alert!!!!! ,Reset has hit a value of 3!!!`n`n`nThis is in Red Phaze1`n`n`nThis is also in first pass = 1 , 200
  1534. }
  1535. Loop 2
  1536. {
  1537. if(break_out==0)
  1538. {
  1539. Set_The_Colour_Of_Weapon()
  1540. Sleep, 500
  1541. if(%Set_Colour%==BRed)
  1542. {
  1543. Send_Weapon_Buy()
  1544. ;MsgBox, ,Demo ,Script Has bought this weapons upgrade with a short delay , 5
  1545. SlowDown -= 1
  1546. break_out = 1
  1547. Reset = 0
  1548. if(First_Stall==1)
  1549. {
  1550. First_Stall = 2
  1551. Resets_Ignored += 1
  1552. }
  1553. }
  1554. if(break_out==0)
  1555. {
  1556. Set_The_Colour_Of_Weapon()
  1557. Sleep, 500
  1558. if(%Set_Colour%==BBlue||%Set_Colour%==DBlue)
  1559. {
  1560. Send_Weapon_Buy()
  1561. SlowDown += 1
  1562. }
  1563. }
  1564. }
  1565. }
  1566. }
  1567. }
  1568. }
  1569. if(break_out==1)
  1570. {
  1571. if(Set_Weapon==1)
  1572. {
  1573. Weapon_Level += 100
  1574. }
  1575. break
  1576. }
  1577. }
  1578. }
  1579.  
  1580. Red_Phaze2()
  1581. {
  1582. Set_Weapon += 1
  1583. Weapon_Delay() ; adds Set_Weapon_Stop_Level values
  1584. if(Set_Weapon==6)
  1585. {
  1586. Set_Weapon = 1
  1587. }
  1588. break_out = 0
  1589. first_pass = 0
  1590. Open_Time_Clickers()
  1591. Activate_Abilities()
  1592. Loop 60
  1593. {
  1594. if(Reset==Trigger_Reset&&First_Stall==2)
  1595. {
  1596. Resets_Ignored += 1
  1597. }
  1598. if(Resets_Ignored==Ignore_Reset)
  1599. {
  1600. break_out = 1
  1601. Skip = 1
  1602. }
  1603. if(break_out==0)
  1604. {
  1605. if(Red_Second_Pass==0)
  1606. {
  1607. Red_Second_Pass = 1
  1608. Set_Weapon = 1
  1609. }
  1610. if(first_pass==0)
  1611. {
  1612. Set_The_Colour_Of_Weapon()
  1613. Sleep, 500
  1614. if(%Set_Colour%==BBlue)
  1615. {
  1616. Send_Weapon_Buy()
  1617. first_pass = 1
  1618. Set_The_Colour_Of_Weapon()
  1619. Sleep, 500
  1620. if(%Set_Colour%==BRed)
  1621. {
  1622. Send_Weapon_Buy()
  1623. ;MsgBox, ,Demo ,Script Has bought this weapons upgrade without any need to delay , 5
  1624. SlowDown -= 1
  1625. break_out = 1
  1626. Reset = 0
  1627. if(First_Stall==1)
  1628. {
  1629. First_Stall = 2
  1630. Resets_Ignored += 1
  1631. }
  1632. }
  1633. if(%Set_Colour%==BBlack)
  1634. {
  1635. SlowDown -= 1
  1636. break_out = 1
  1637. Reset = 0
  1638. if(First_Stall==1)
  1639. {
  1640. First_Stall = 2
  1641. Resets_Ignored += 1
  1642. }
  1643. }
  1644. }
  1645. if(first_pass==0)
  1646. {
  1647. ;MsgBox, ,Demo ,This is a major problem likely caused by too much starting gold or too high of a starting wave , 5
  1648. Activate_Abilities()
  1649. Close_Time_Clickers()
  1650. if(First_Stall==0)
  1651. {
  1652. First_Stall = 1
  1653. }
  1654. if(First_Stall==1)
  1655. {
  1656. Over_Powered_Delay()
  1657. }
  1658. Im_Going_Insane()
  1659. Sleep, 30000
  1660. Open_Time_Clickers()
  1661. Activate_Abilities()
  1662. Reset += 1
  1663. Reset_Ticks += 1
  1664. if(Reset==3)
  1665. {
  1666. ;MsgBox, ,Reset Alert!!!!! ,Reset has hit a value of 3!!!`n`n`nThis is in Red Phaze2`n`n`nThis is also in first pass = 0 , 200
  1667. }
  1668. }
  1669.  
  1670. }
  1671. if(first_pass==1)
  1672. {
  1673. if(break_out==0)
  1674. {
  1675. ;MsgBox, ,Demo ,Not enough gold to buy full level`n`nScript will wait 30 seconds and try again , 5
  1676. Activate_Abilities()
  1677. Close_Time_Clickers()
  1678. if(First_Stall==0)
  1679. {
  1680. First_Stall = 1
  1681. }
  1682. if(First_Stall==1)
  1683. {
  1684. Over_Powered_Delay()
  1685. }
  1686. Im_Going_Insane()
  1687. Sleep, 30000
  1688. Open_Time_Clickers()
  1689. Activate_Abilities()
  1690. Reset += 1
  1691. Reset_Ticks += 1
  1692. if(Reset==3)
  1693. {
  1694. ;MsgBox, ,Reset Alert!!!!! ,Reset has hit a value of 3!!!`n`n`nThis is in Red Phaze1`n`n`nThis is also in first pass = 1 , 200
  1695. }
  1696. Loop 2
  1697. {
  1698. if(break_out==0)
  1699. {
  1700. Set_The_Colour_Of_Weapon()
  1701. Sleep, 500
  1702. if(%Set_Colour%==BBlue||%Set_Colour%==DBlue)
  1703. {
  1704. Send_Weapon_Buy()
  1705. SlowDown += 1
  1706. }
  1707. Set_The_Colour_Of_Weapon()
  1708. Sleep, 500
  1709. if(%Set_Colour%==BRed)
  1710. {
  1711. Send_Weapon_Buy()
  1712. ;MsgBox, ,Demo ,Script Has bought this weapons upgrade with a short delay , 5
  1713. break_out = 1
  1714. Reset = 0
  1715. if(First_Stall==1)
  1716. {
  1717. First_Stall = 2
  1718. Resets_Ignored += 1
  1719. }
  1720. }
  1721. if(%Set_Colour%==BBlack)
  1722. {
  1723. break_out = 1
  1724. Reset = 0
  1725. if(First_Stall==1)
  1726. {
  1727. First_Stall = 2
  1728. Resets_Ignored += 1
  1729. }
  1730. }
  1731. }
  1732. }
  1733. }
  1734. }
  1735. }
  1736. if(break_out==1)
  1737. {
  1738. if(Set_Weapon==1)
  1739. {
  1740. Weapon_Level += 100
  1741. }
  1742. break
  1743. }
  1744. }
  1745. }
  1746.  
  1747.  
  1748.  
  1749. Main_Game_Cycle()
  1750. {
  1751. if(Starting_weapon_choice==100)
  1752. {
  1753. if(Skip==0)
  1754. {
  1755. Weapons_100_500()
  1756. }
  1757. if(Skip==0)
  1758. {
  1759. Weapons_500_1000()
  1760. }
  1761. if(Skip==0)
  1762. {
  1763. Weapons_1000_1500()
  1764. }
  1765. if(Skip==0)
  1766. {
  1767. Weapons_1500_2000()
  1768. }
  1769. if(Skip==0)
  1770. {
  1771. Weapons_2000_2500()
  1772. }
  1773. if(Skip==0)
  1774. {
  1775. Weapons_2500_3000()
  1776. }
  1777. if(Skip==0)
  1778. {
  1779. Weapons_3000_3500()
  1780. }
  1781. if(Skip==0)
  1782. {
  1783. Weapons_3500_4000()
  1784. }
  1785. if(Skip==0)
  1786. {
  1787. Weapons_4000_4500()
  1788. }
  1789. if(Skip==0)
  1790. {
  1791. Weapons_4500_5000()
  1792. }
  1793. if(Skip==0)
  1794. {
  1795. Weapons_5000_5500()
  1796. }
  1797. if(Skip==0)
  1798. {
  1799. Weapons_5500_6000()
  1800. }
  1801. if(Skip==0)
  1802. {
  1803. Weapons_6000_6500()
  1804. }
  1805. }
  1806. if(Starting_weapon_choice==500)
  1807. {
  1808. if(Skip==0)
  1809. {
  1810. Weapons_500_1000()
  1811. }
  1812. if(Skip==0)
  1813. {
  1814. Weapons_1000_1500()
  1815. }
  1816. if(Skip==0)
  1817. {
  1818. Weapons_1500_2000()
  1819. }
  1820. if(Skip==0)
  1821. {
  1822. Weapons_2000_2500()
  1823. }
  1824. if(Skip==0)
  1825. {
  1826. Weapons_2500_3000()
  1827. }
  1828. if(Skip==0)
  1829. {
  1830. Weapons_3000_3500()
  1831. }
  1832. if(Skip==0)
  1833. {
  1834. Weapons_3500_4000()
  1835. }
  1836. if(Skip==0)
  1837. {
  1838. Weapons_4000_4500()
  1839. }
  1840. if(Skip==0)
  1841. {
  1842. Weapons_4500_5000()
  1843. }
  1844. if(Skip==0)
  1845. {
  1846. Weapons_5000_5500()
  1847. }
  1848. if(Skip==0)
  1849. {
  1850. Weapons_5500_6000()
  1851. }
  1852. if(Skip==0)
  1853. {
  1854. Weapons_6000_6500()
  1855. }
  1856. }
  1857. if(Starting_weapon_choice==1000)
  1858. {
  1859. if(Skip==0)
  1860. {
  1861. Weapons_1000_1500()
  1862. }
  1863. if(Skip==0)
  1864. {
  1865. Weapons_1500_2000()
  1866. }
  1867. if(Skip==0)
  1868. {
  1869. Weapons_2000_2500()
  1870. }
  1871. if(Skip==0)
  1872. {
  1873. Weapons_2500_3000()
  1874. }
  1875. if(Skip==0)
  1876. {
  1877. Weapons_3000_3500()
  1878. }
  1879. if(Skip==0)
  1880. {
  1881. Weapons_3500_4000()
  1882. }
  1883. if(Skip==0)
  1884. {
  1885. Weapons_4000_4500()
  1886. }
  1887. if(Skip==0)
  1888. {
  1889. Weapons_4500_5000()
  1890. }
  1891. if(Skip==0)
  1892. {
  1893. Weapons_5000_5500()
  1894. }
  1895. if(Skip==0)
  1896. {
  1897. Weapons_5500_6000()
  1898. }
  1899. if(Skip==0)
  1900. {
  1901. Weapons_6000_6500()
  1902. }
  1903. }
  1904. if(Starting_weapon_choice==1500)
  1905. {
  1906. if(Skip==0)
  1907. {
  1908. Weapons_1500_2000()
  1909. }
  1910. if(Skip==0)
  1911. {
  1912. Weapons_2000_2500()
  1913. }
  1914. if(Skip==0)
  1915. {
  1916. Weapons_2500_3000()
  1917. }
  1918. if(Skip==0)
  1919. {
  1920. Weapons_3000_3500()
  1921. }
  1922. if(Skip==0)
  1923. {
  1924. Weapons_3500_4000()
  1925. }
  1926. if(Skip==0)
  1927. {
  1928. Weapons_4000_4500()
  1929. }
  1930. if(Skip==0)
  1931. {
  1932. Weapons_4500_5000()
  1933. }
  1934. if(Skip==0)
  1935. {
  1936. Weapons_5000_5500()
  1937. }
  1938. if(Skip==0)
  1939. {
  1940. Weapons_5500_6000()
  1941. }
  1942. if(Skip==0)
  1943. {
  1944. Weapons_6000_6500()
  1945. }
  1946. }
  1947. if(Starting_weapon_choice==2000)
  1948. {
  1949. if(Skip==0)
  1950. {
  1951. Weapons_2000_2500()
  1952. }
  1953. if(Skip==0)
  1954. {
  1955. Weapons_2500_3000()
  1956. }
  1957. if(Skip==0)
  1958. {
  1959. Weapons_3000_3500()
  1960. }
  1961. if(Skip==0)
  1962. {
  1963. Weapons_3500_4000()
  1964. }
  1965. if(Skip==0)
  1966. {
  1967. Weapons_4000_4500()
  1968. }
  1969. if(Skip==0)
  1970. {
  1971. Weapons_4500_5000()
  1972. }
  1973. if(Skip==0)
  1974. {
  1975. Weapons_5000_5500()
  1976. }
  1977. if(Skip==0)
  1978. {
  1979. Weapons_5500_6000()
  1980. }
  1981. if(Skip==0)
  1982. {
  1983. Weapons_6000_6500()
  1984. }
  1985. }
  1986. if(Starting_weapon_choice==2500)
  1987. {
  1988. if(Skip==0)
  1989. {
  1990. Weapons_2500_3000()
  1991. }
  1992. if(Skip==0)
  1993. {
  1994. Weapons_3000_3500()
  1995. }
  1996. if(Skip==0)
  1997. {
  1998. Weapons_3500_4000()
  1999. }
  2000. if(Skip==0)
  2001. {
  2002. Weapons_4000_4500()
  2003. }
  2004. if(Skip==0)
  2005. {
  2006. Weapons_4500_5000()
  2007. }
  2008. if(Skip==0)
  2009. {
  2010. Weapons_5000_5500()
  2011. }
  2012. if(Skip==0)
  2013. {
  2014. Weapons_5500_6000()
  2015. }
  2016. if(Skip==0)
  2017. {
  2018. Weapons_6000_6500()
  2019. }
  2020. }
  2021. if(Starting_weapon_choice==3000)
  2022. {
  2023. if(Skip==0)
  2024. {
  2025. Weapons_3000_3500()
  2026. }
  2027. if(Skip==0)
  2028. {
  2029. Weapons_3500_4000()
  2030. }
  2031. if(Skip==0)
  2032. {
  2033. Weapons_4000_4500()
  2034. }
  2035. if(Skip==0)
  2036. {
  2037. Weapons_4500_5000()
  2038. }
  2039. if(Skip==0)
  2040. {
  2041. Weapons_5000_5500()
  2042. }
  2043. if(Skip==0)
  2044. {
  2045. Weapons_5500_6000()
  2046. }
  2047. if(Skip==0)
  2048. {
  2049. Weapons_6000_6500()
  2050. }
  2051. }
  2052. if(Starting_weapon_choice==3500)
  2053. {
  2054. if(Skip==0)
  2055. {
  2056. Weapons_3500_4000()
  2057. }
  2058. if(Skip==0)
  2059. {
  2060. Weapons_4000_4500()
  2061. }
  2062. if(Skip==0)
  2063. {
  2064. Weapons_4500_5000()
  2065. }
  2066. if(Skip==0)
  2067. {
  2068. Weapons_5000_5500()
  2069. }
  2070. if(Skip==0)
  2071. {
  2072. Weapons_5500_6000()
  2073. }
  2074. if(Skip==0)
  2075. {
  2076. Weapons_6000_6500()
  2077. }
  2078. }
  2079. }
  2080.  
  2081.  
  2082.  
  2083.  
  2084. ;--------------------------------------------------;
  2085. ;--------------------------------------------------;
  2086. ; MAIN ;
  2087. ; SCRIPT ;
  2088. ;--------------------------------------------------;
  2089. ;--------------------------------------------------;
  2090.  
  2091. Pause Off
  2092.  
  2093.  
  2094.  
  2095. Loop
  2096. {
  2097. Game_Start_Setup()
  2098. Main_Game_Cycle()
  2099. Reset_Game()
  2100. }
  2101.  
  2102.  
  2103.  
  2104. ExitApp
  2105. q:: MsgBox, , Current Run Details,`n`nReset Ticks = %Reset_Ticks%`n`nCurret Reset Count = %Reset%`n`nColour Match Fails = %Colour_Fail%`n`nWeapon Level = %Weapon_Level%`n`n SlowDown Count = %SlowDown%`n`nSkip = %Skip%`n`n`nResets Ignored = %Resets_Ignored%, 10
  2106. ^z:: Pause
  2107. ^x::ExitApp
RAW Paste Data