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| 1 | var rarities = [ItemRarity.COMMON, ItemRarity.UNCOMMON, ItemRarity.RARE, ItemRarity.EPIC, ItemRarity.LEGENDARY]; | |
| 2 | ||
| 3 | var autoSell = setInterval(function(){
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| 4 | game.inventory.slots.forEach(function(i,x){
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| 5 | if (i != null) {
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| 6 | var equipped = game.equipment.slots.filter(function(e){return e != null && e.type == i.type})[0];
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| 7 | - | if (equipped != null && (rarities.indexOf(i.rarity) < rarities.indexOf(equipped.rarity) && i.level < equipped.level)) {
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| 7 | + | 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)) {
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| 8 | game.equipment.equipItem(i, x); | |
| 9 | } else {
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| 10 | game.inventory.sellItem(x); | |
| 11 | } | |
| 12 | } | |
| 13 | }); | |
| 14 | },0); | |
| 15 | ||
| 16 | var autoFight = setInterval(function() {
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| 17 | if (game.player.health * 2 >= game.player.getMaxHealth()) {
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| 18 | attackButtonClick(); | |
| 19 | } | |
| 20 | },0); |