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Jun 22nd, 2018
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  1. (function() {
  2.     GameLoadError = function() {};
  3.     CEnemy.prototype.Walk = function() { this.Die( true ); };
  4.    
  5.     var loopFunc = function() {
  6.         if ( gGame.m_State.m_Grid && gGame.m_State.m_PlanetData ) {
  7.             for ( var diffCounter = 3; diffCounter > 0; diffCounter-- ) { // hard, medium, easy
  8.                 for ( var zoneCounter = 0; zoneCounter < 96; zoneCounter++ ) {
  9.                     var zone = gGame.m_State.m_PlanetData.zones[zoneCounter];
  10.                     if ( !zone.captured && zone.difficulty >= diffCounter ) {
  11.                         clearInterval( loopInterval );
  12.                         gServer.JoinZone(
  13.                             zoneCounter,
  14.                             function ( results ) {
  15.                                 gGame.ChangeState( new CBattleState( gGame.m_State.m_PlanetData, zoneCounter ) );
  16.                             },
  17.                             GameLoadError
  18.                         );
  19.                         setTimeout(function() {
  20.                             loopInterval = setInterval( loopFunc, 100 );
  21.                         }, 5000);
  22.                         return;
  23.                     }
  24.                 }
  25.             }
  26.         }
  27.         if ( gGame.m_State.m_VictoryScreen ) {
  28.             gGame.ChangeState( new CBattleSelectionState( gGame.m_State.m_PlanetData.id ) );
  29.             return;
  30.         }
  31.     };
  32.    
  33.     var loopInterval = setInterval( loopFunc, 100 );
  34. })();
  35.  
  36.  
  37.  
  38.  
  39. -- Disable Enemies
  40. CEnemyManager.prototype.BuildEnemy = function(){};
  41.  
  42. -- Enable all Skills w/ No Cooldown
  43. CCooldownHandler.prototype.BAttack = function() {return true;}
  44.  
  45. -- AutoKill / Invincible
  46. setInterval(function(){
  47.     if (!gGame || !gGame.m_State || !gGame.m_State.m_EnemyManager) return;
  48.  
  49.     if (!gGame.m_State.m_EnemyManager.m_EnemyData) return;
  50.  
  51.     gGame.m_State.m_EnemyManager.m_EnemyData.slime.base_health = gGame.m_State.m_EnemyManager.m_EnemyData.volvoian.base_health = gGame.m_State.m_EnemyManager.m_EnemyData.neomorph.base_health = 1;
  52.     gGame.m_State.m_EnemyManager.m_EnemyData.slime.base_damage = gGame.m_State.m_EnemyManager.m_EnemyData.volvoian.base_damage = gGame.m_State.m_EnemyManager.m_EnemyData.neomorph.base_damage = 0
  53.  
  54.     if (!gGame.m_State.m_EnemyManager.m_rgEnemies) return;
  55.  
  56.     gGame.m_State.m_EnemyManager.m_rgEnemies
  57.       .forEach(function(e) {e.m_Sprite.click()})
  58. }, 100);
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