/*Name: KILLER RPG Type: Addon/Minigame Creator: GANG(discord:gagabriell) Version: 1.0 KILLER RPG is an addon with a single purpose, kill foes, complete missions, earn points and get the last rank! (All systems can be used in other Scripts with due credits given) */ //var -Lag var LB LB = loc.begin var LL LL = loc.loop var TT TT = totaltime var Td Td = time.Day var Ti Ti = time var St St = storage.set var Sg Sg = storage.get var Si Si = storage.incr var f f = foe var Mr Mr = Math.round //var most important var point = Sg("points" ,0) //Var with priority var PotionMI = 1 var MutageMission = Sg("MutageM",0) var number = 0.09999 number = Mr(number*10)/10 var ColorReward = #yellow //Event var var XpEvent = 1 var KillEvent = 1 //Event system //Kill Event ?Td > 20 & Td < 24 KillEvent = 2 ?Ti < 151 >`0,0,#red,DOUBLE KILL EVENT IS ACTIVE :?Td = 20 ?Ti < 151 >`0,0,#red, ^Double kill Event available tomorrow //Xp Event ?Td > 0 & Td < 3 XpEvent = 2 ColorReward = #rainbow ?Ti < 151 >`0,0,#rainbow,DOUBLE XP EVENT IS ACTIVE :?Td = 31 ?Ti < 151 >`0,0,#00FFFF, ^Double XP Event available tomorrow ?Td > 13 & Td < 16 XpEvent = 2 ColorReward = #rainbow ?Ti < 151 >`0,0,#rainbow,DOUBLE XP EVENT IS ACTIVE :?Td = 13 ?Ti < 151 >`0,0,#00FFFF, ^Double XP Event available tomorrow //Mutagen Event ?Td > 6 & Td < 10 >`0,0,#FF10F0, ^DOUBLE MUTAGENS EVENT ACTIVATE number = 0.19999 number = Mr(number*10)/10 :?Td = 6 >`0,0,#00FF00, ^Double Mutagens Event available tomorrow //ascii var Rt = [ascii .__________________________. |—————————REWARDS——————————| |##################### | |################### | |##################### | |######################### | | | | | | | |##########################| |__________________________| '##########################' asciiend,ascii .__________________________. |—————————REWARDS——————————| |##################### | |################### | |##################### | |######################### | |__________________________| '##########################' asciiend] var help = [ascii EVENT DATES: 2x XP Event: Day 1 to Day 2 & Day 14 to Day 15 2x Kill Event: Day 21 to Day 23 2x Mutagens Event: Day 7 to Day 9 One day before the event a warning will be given to remind you that the event is the next day, and when active it will also open a warning (warnings are only shown during the first 150 frames of the map) •REWARDS: Check the "REWARDS" button. There you will find a list of all the rewards for the respective missions. •MISSIONS: There are 3 types - items, bosses, and FOE. •Item: requires a specific item to complete the mission. •Boss: requires defeating a boss to complete the mission. Each boss defeat increases the counter according to the star of the location you are in. •FOE: requires defeating an enemy to complete the mission •XP: necessary to level up. You can earn XP by completing missions or fulfilling requirements within 2 maps for the XP points to be counted. •SKIP MISSIONS: After earning 20 XP, you will have access to skip missions. Each skip costs 1 XP,so it is recommended not to abuse it. Only 1 map is needed to skip the mission. •REQUIREMENTS: Any way to earn XP that does not involve completing missions. •KILL XP: Earn KILL XP by defeating an enemy. The amount of Kill XP earned varies according to the star of the location divided by 2 (even for item and enemy missions). •Market: Store where you can buy potions (that give some kind of buff) •Gems:Gems are remnants of power from a foe, left when killing an enemy,each enemy leaves the gem respective to its element •«» = Fire Gem, left by fire enemies •<> = Ice Gem, left by ice enemies •:∞: = Poison Gem, left by poison enemies •\V/ = Vigor Gem, left by vigor enemies •± = Aether Gem, left by Aether enemies •©:Acropolis Coin,Few enemies have it,Rare to see 2% chance of an enemy dropping it after its death •Potions: Found in the Market, buff gem and © gain and accelerate your progress in the RPG •LABORATORY(LAB):In the Laboratory are Found to the MUTAGENS •MUTAGENS: These are permanent improvements purchased with © Mutagen Killer: Multiplies all Kill gains both in missions and in requirements Mutagen Gem: Multiply the gain of all Gems Mutage ©: Increases an enemy's chance of Dropping © Mutagenic Mission: Reduces the number of deaths Required to complete missions Search: Offline Search, when starting a Search will be taken off the map and when entering another map A new interface will be available in this interface There will be the option to receive you will have 10 seconds to receive the search if it will not be kicked off the map asciiend,ascii DATAS DE EVENTOS: 2x XP Event: Dia 1 á Dia 2 & Dia 14 á Dia 15 2x Kill Event: Dia 21 á Dia 23 2x Mutagens Event: Dia 7 á Dia 9 Um dia antes do evento um aviso será mostrado para lhe lembrar que o evento é no próximo dia e durante um evento tambem haverá um aviso sendo mostrado(os avisos são mostrados nos primeiros 150 frames do mapa) •RECOMPENSAS: verifique o botão "RECOMPENSAS" Lá estarão listadas todas as recompensas para as respectivas missões. •MISSÕES: Existem 3 tipos - itens, chefes e FOE •Item: requer um certo item para completar a missão •Chefe: requer derrotar um chefe para completar a missão. Cada derrota de chefe sobe o contador conforme a estrela da localização que você está. •FOE: requer derrotar um inimigo para completar a missão •XP: necessário para subir de nível. Você pode ganhar XP completando missões ou cumprindo requisitos •PULAR MISSÕES: Após ganhar 20 XP, você terá acesso a pular missões. Cada pulo custa 1 XP, por isso é recomendado não abusar. É necessário apenas 1 mapa para pular a missão. •REQUISITOS: Qualquer forma de ganhar XP que não envolve completar missões. •KILL XP: Ganhe KILL XP ao derrotar um inimigo. A quantidade de Kill XP ganhado varia conforme a estrela da localização dividida por 2 (mesmo para missões de itens e inimigos). •Market: Loja aonde se compras poções (que dão algum tipo de buff) •Gems: Gemas são resquícios de poder de um foe, deixado ao matar um inimigo, cada inimigo deixa a gema respectiva a seu elemento •«» = Fire Gem,deixada por inimigos de fogo •<> = Ice Gem,deixada por inimigos de gelo •:∞: = Poison Gem,deixada por inimigos de veneno •\V/ = Vigor Gem,deixada por inimigos de vigor •± = Aether Gem,deixada por inimigos de Aether •©: Moeda Da Acrópole,Poucos inimigos á possuem,Rara de se ver 2% de chance de um inimigo dropar após sua morte chance pode ser aumentada no "LAB" •Potions: Encontradas no Market, buffam ganho de Gems e © e aceleram seu progress no RPG •LABORATORY(LAB):No Laboratório são Encontradas as MUTAGENS •MUTAGENS:São melhorias permanentes compradas com © Mutagen Killer: Multiplica todo ganho de Kills tanto em missões tanto em requerimentos Mutagen Gem: Multiplica o ganho de todas as Gems Mutagem ©: Aumenta a chance de um inimigo Dropar © Mutagen Mission: Diminui a quantidade de Kills Necessárias para completar as missões Search: Busca Offline,ao iniciar uma Search será tirado do mapa e ao entrar em outro mapa uma nova interface Estará Disponível,nessa interface Estará a opcão de receber você terá 10 secundos para receber a busca se não será expulso do mapa asciiend] var MarketAscii = [ascii +-------------------------------------------+ | POTION 2XGEMS | POTION 2X | | Effect: 2XALLGEMS | Effect: 2X | | Cost: 25 | Cost:1K ALL GEMS | | ### | ### | +---------------------+---------------------+ | POTION Missions | POTION 2X | | Effect:Missions/2 | Effect: 2X | | Cost:1K ALLGEMS& 50 | Cost: 100 | | ### | ### | +-------------------------------------------+ asciiend,ascii /////////////////##########\\\\\\\\\\\\\\\\\\ +=====================×=====================+ | KILLER MUTAGE | GEM MUTAGE | |MUTAGEN: |MUTAGEN: | |Cost: 25 |Cost: 25 | | ### | ### | +=====================×=====================+ | DROP CHANCE MUTAGE | MISSION MUTAGE | |MUTAGEN: |MUTAGEN: | |Cost: 50 |Cost: 25 | | ### | ### | +=====================×=====================+ \\\\\\\\\\\\\\\\\\\\\\|////////////////////// asciiend] //var Random Missions var val1 = Sg("val1",0) var SM = false var RV = false var RB = false var RL = false var MMComplete = false var MBComplete = false var MTComplete = false var MLComplete = false var it = Sg("it",0) var val2 = Sg("val2",0) var val3 = Sg("rv",0) var val4 = Sg("val4",0) var val5 = Sg("val5",0) var val6 = Sg("val6",0) var val7 = Sg("val7",0) var T = Sg("Map",0) //Missions var MM = Sg("mm",0) var MB = Sg("mb",0) var MT = Sg("mt",0) var ML = Sg("ml",0) var A var AB //Random system ?LB | LL RV = false RB = false SM = false RL = false ?RL = true St("val6",rng%8) St("val7",rng%4) MLComplete = true ML = 0 St("ml",ML) ?RV = true St("rv",rng%3) MM = 0 St("mm",MM) MMComplete = true St("val1",rng%12) ?RB = true St("val2",rng%6) St("val4",rng%5) MB = 0 St("mb",MB) MBComplete = true ?SM = true St("val5",rng%5) MT = 0 St("mt",MT) MTComplete = true St("it",rng%25) //>@it@ //var of requirements and identification of item //and foes var G var H var C var D var B var E var IRW //identification var LocArray = [ Deadwood Canyon, Temple, Mushroom Florest, Rocky Plateau, Caves of Fear, Haunted Halls, Boiling Mine, Icy Ridge] G = LocArray[val6] var foeArray = [ Stone Scarab, Huge Mosquito, Skin Peeler, Minotaur, Ice Elemental, Booo, Ant, Groud Serpent, Wasp, Knee Chopper, Wound Licker, Nail Biter, Huge Snail] A = foeArray[val1] var bossArray = [ Dysangelos, Bolesh, Angry Shroom, Pallas, Hrímnir, Bronze Guardian, Nagaraja] AB = bossArray[val2] var N1 = [ 100, 200, 300, 400, 500, 600] D = N1[val3] D = (D/PotionMI) - MutageMission B = N1[val4] B = (B/PotionMI) - MutageMission var N3 = [ 500, 1000, 2000, 3000, 4000, 10000] C = N3[val5] C = (C/PotionMI) - MutageMission var N4 = [ 2000, 3000, 4000, 5000] H = N4[val7] H = (H/PotionMI)-MutageMission var IRWw = [ 5, 6, 8, 10, 12, 20] IRW = IRWw[val5] IRW = IRW*XpEvent var ARM = [ Cultist Mask, Bardiche, Skeleton Arm, Blade of the Fallen God, Repeating Crossbow, Heavy hammer, Ice Hammer, Fire Hammer, Vigor Hammer, Poison Hammer, Stone Hammer, Sword, Fire Sword, Ice Sword, Vigor Sword, Poison Sword, Stone Sword, Heavy Crossbow, Quarterstaff, Crossbow, War Hammer, Vigor Wand, Fire Wand, Ice Wand, Poison Wand, Stone Wand] E = ARM[it] //Coins var PotionCR = 1 var CF = Sg("CF",0) var CI = Sg("CI",0) var CVI = Sg("CVI",0) var CP = Sg("CP",0) var CAE = Sg("CAE",0) //Drop var chance = Sg("cd",2.0) //Kill count system var Dmgt = Sg("dmgt",0.0) var Dmg = Sg("DmgP",0) var Fkill = Sg("FK" ,0.0) var killP = Sg("Kpoints",0.0) var killed = Sg("Kcount",0) //Potions and Mutagens var PotionE = 1 var PotionK = 1 var PotionP = 1 var PotionAE = 1 var MutageKiller = Sg("MutageKL",1) var MutageGem = Sg("MutageGM",1) var Pi = 0 var missionItemac = false var missionLocAC = false ?item.right = E | item.left = E missionItemac = true : missionItemac = false ?l = G missionLocAC = true : missionLocAC = false ?Pi > foe.getcount(100000) killed = killed + (Pi-foe.getcount(1000)) St("Kcount", killed) ?point >= 20 Drop = rngf*100 Drop = Mr(Drop*10)/10 ?f = Fire CF = CF +(Pi-foe.getcount(1000)) *2* ^(MutageGem+PotionE) CF = Mr(CF*10)/10 St("CF",CF) :?f = Ice CI = CI +(Pi-foe.getcount(1000))*2 ^*(MutageGem+PotionE) CI = Mr(CI*10)/10 St("CI",CI) :?f = Poison CP = CP +(Pi-foe.getcount(1000))*2 ^*(MutageGem+PotionE) CP = Mr(CP*10)/10 St("CP",CP) :?f = Vigor CVI = CVI +(Pi-foe.getcount(1000)) *2* ^(MutageGem+PotionE) CVI = Mr(CVI*10)/10 St("CVI",CVI) :?f = Aether CAE = CAE +(Pi-foe.getcount(1000)) *2 ^* (MutageGem+PotionE) CAE = Mr(CAE*10)/10 St("CAE",CAE) killP = (killP + (Pi-foe.getcount(1000)) ^+ loc.stars/2 * (MutageKiller+PotionK)) ^*KillEvent killP = Mr(killP*10)/10 St("Kpoints", killP) Dmg = Dmg + foe.maxhp St("DmgP",Dmg) Dmgt = Dmgt + foe.maxhp St("dmgt",Dmgt) ?point >= 10 ?missionLocAC = true ML = (ML + (Pi-foe.getcount(100000)) ^+loc.stars/2* (MutageKiller+PotionK)) ^*KillEvent ML = Mr(ML*10)/10 St("ml",ML) ?f = A MM = (MM + (Pi-foe.getcount(100000)) ^+ loc.stars/2* (MutageKiller+PotionK)) ^*KillEvent MM = Mr(MM*10)/10 St("mm",MM) ?f = AB & f = Phase2 = !Pallas MB = (MB + (Pi-foe.getcount(100000)) ^+ loc.stars * (MutageKiller+PotionK)-1) ^*KillEvent MB = Mr(MB*10)/10 St("mb",MB) ?missionItemac = true MT = (MT + (Pi-foe.getcount(100000)) ^+ loc.stars/2*(MutageKiller+PotionK)) ^*KillEvent MT = Mr(MT*10)/10 St("mt",MT) Pi = foe.getcount(100000) var Drop = 101 var CR = Sg("CR",0) ?Drop <= chance*PotionCR CR = CR + 1 St("CR",CR) Drop = 101 //rewards var val = (val3 + 3)*XpEvent var valB = (val4 + 5)*XpEvent var valL = (val7 + 7)*XpEvent //System Map var seenTreasure = false var storedData = false ?LB | LL storedData = false seenTreasure = false ?pickup=treasure seenTreasure = true ?seenTreasure = true & !storedData Fkill = Fkill + 1 St("FK",Fkill) Si("Map",loc.stars) storedData = true //system requeriments ?Fkill >= 25 point = point + (3*XpEvent) St("points",point) Fkill = 0 St("FK",Fkill) ?T >= 150 point = point + (6*XpEvent) St("points",point) T = 0 St("Map",T) ?killP >= 2500 point = point + (4*XpEvent) St("points",point) killP = 0 St("Kpoints",killP) ?Dmg >= 300000 point = point + (5*XpEvent) St("points",point) Dmg = 0 St("DmgP",Dmg) ?MT >= C point = point + IRW St("points",point) MT = 0 St("mt",MT) SM = true ?MM >= D point = point + val St("points",point) MM = 0 St("mm",MM) RV = true ?MB >= B point = point + valB MB = 0 St("mb",MB) St("points",point) RB = true ?ML >= H St("ml",ML) point = point + valL St("points",point) ML = 0 RL = true //Patents var P =[ ^["3rd Class Soldier",10,#00FFFF], ^["2nd Class Soldier",20,#00FFFF], ^["1st Class Soldier",30,#00FFFF], ^["Cable",40,#00FFFF], ^["4th Sergeant",50,#00FFFF], ^["3rd Sergeant",75,#blue], ^["2nd Sergeant",100,#blue], ^["1st Sergeant",125,#blue], ^["Warrant Officer",150,#blue], ^["Aspiring Officer",175,#blue], ^["2nd Lieutenant",225,#red], ^["1st Lieutenant",275,#red], ^["Captain",325,#red], ^["Biggest",375,#red], ^["Lieutenant-Colonel",475,#red], ^["Colonel",575,#rainbow], ^["Brigadier General",675,#rainbow], ^["Division General",775,#rainbow], ^["General of the Army",875,#rainbow], ^["Marshal",1075,#rainbow], ^["Rambo",2075,#rainbow], ^["Prince Killer",3075,#808080], ^["King Killer",4075,#DAA520], ^["Demigod Killer",5000,#4B0082], ^] var Pcount = P.Count() var Rew = false //buttons var togglepoints = false var her = false func OnPressed() togglepoints = !togglepoints her = !her func pre() Rew = !Rew ?LB | LL var button = ui.AddButton() button.x = -43 button.h = 3 button.w = 7 button.y = -6 button.text = RPG button.SetPressed(OnPressed) var m = ui.AddButton() m.x = -40 m.h = 3 m.w = 12 m.y = -3 m.text = Missions m.SetPressed(OnPress) m.visible = false m.bcolor = #blue var Reward = Ui.AddButton() Reward.x = -29 Reward.h = 3 Reward.w = 11 Reward.y = -3 Reward.text = Rewards Reward.SetPressed(pre) Reward.visible = false Reward.tcolor = #yellow Reward.bcolor = #yellow button.visible = true ?togglepoints = true >c-13,12,Complete Maps = @T@/150 >`0,12,Total Kills = @killed@\n ^Total Damage = @Dmgt@\n ^Kill XP = @killP@/2.500\n ^Damage XP = @Dmg@/300.000\n ?point >= 20 >`25,1,#red,#«» >`28,1,@CF@ >`33,1,#00FFFF,#<> >`36,1,@CI@ >`42,1,#00FF00,:∞: >`45,1,@CP@ >`52,1,#FF00FF,\V/ >`55,1,@CVI@ >`61,1,#808080,± >`62,1,@CAE@ >`68,1,#rainbow,© >`69,1,@CR@ ?point > 5000 >`0,17,#8B0000,Patent = GOD KILLER >`0,18,#8B0000,NVL = MAX >`0,16,XP = @point@/∞ >`0,19,#green,Next Patent in future update : for i=0..Pcount-1 ?point`0,17,@P[i][2]@,Patent = @P[i][0]@ >`0,18,@P[i][2]@,NVL = @i@/24 >`0,16,XP = @point@/@P[i][1]@ >`0,19,#green,Next Patent in @P[i][1]@XP break >`0,25,Boss kill = @Fkill@/25 var S = false var Mission = false func OnPress() Mission = !Mission S = !S ?point >= 20 ?LB | LL var skf = Ui.AddButton() skf.text = "SKIP" skf.x = -20 skf.y = -9 skf.h = 1 skf.w = 6 skf.tcolor = #red skf.bcolor = #000000 skf.SetPressed(mfs) var skb = Ui.AddButton() skb.text = "SKIP" skb.x = -20 skb.y = -10 skb.h = 1 skb.w = 6 skb.tcolor = #red skb.bcolor = #000000 skb.SetPressed(mbs) var ski = Ui.AddButton() ski.text = "SKIP" ski.x = -20 ski.y = -8 ski.h = 1 ski.w = 6 ski.tcolor = #red ski.bcolor = #000000 ski.SetPressed(mis) var skl = Ui.AddButton() skl.text = "SKIP" skl.x = -20 skl.y = -7 skl.h = 1 skl.w = 6 skl.tcolor = #red skl.bcolor = #000000 skl.SetPressed(mls) ?Mission = true ?point < 10 >`0,0,#red,Missions Unlocked in "XP = 10" :?point >= 10 >`29,3,Mission ####: >`37,3,#red,Boss >`29,4,Mission ####: >`37,4,#00FFFF,Foes >`29,5,Mission ####: >`37,5,#00FF00,Item >`29,6,Mission ###: >`37,6,#yellow,LOC ?MBComplete = true >c-4,-10,#yellow,MISSION BOSS COMPLETE! :?MB < B >c-4,-10,Kill @AB@: @MB@/@B@ ?MTComplete = true >c-4,-8,#yellow,MISSION ITEM COMPLETE! :?MT < C >c-4,-8,Kill @MT@/@C@ Using @E@ ?MMComplete = true >c-4,-9,#yellow,MISSION FOE COMPLETE! :?MM < D >c-4,-9,Kill @A@: @MM@/@D@ ?MLComplete = true >c-4,-7,#yellow,MISSION LOC COMPLETE! :?ML < H >c-4,-7,Kill @ML@/@H@ in @G@ var SKIC = false var SKFC = false var SKBC = false var SKLC = false ?SKIC = true ski.tcolor = #00FF00 ?SKBC = true skb.tcolor = #00FF00 ?SKFC = true skf.tcolor = #00FF00 ?SKLC = true skl.tcolor = #00FF00 func mls() RL = true point = point - 1 St("points",point) SKLC = true func mfs() RV = true point = point - 1 St("points",point) St("mm",0) SKFC = true func mbs() RB = true point = point - 1 St("points",point) St("mb",0) SKBC = true func mis() St("mt",0) SM = true point = point - 1 St("points",point) SKIC = true ?point >= 20 ?S = true skf.visible = true skb.visible = true ski.visible = true skl.visible = true ?S = false skf.visible = false skb.visible = false ski.visible = false skl.visible = false ?Rew = true >c-15,-5,@ColorReward@,Boss Kill Reward: 3XP\n ^Kill XP Reward: 4XP\n ^Damage XP Reward: 5XP\n ^Complete Maps Reward: 6XP ?point < 10 >`30,6,@Rt[1]@ ?point >= 10 >`30,6,@Rt[0]@ >c-15,-1,@ColorReward@ ^,Mission Foes Reward: @val@XP\n ^Mission Boss Reward: @valB@XP\n ^Mission item Reward: @IRW@XP\n ^Mission LOC Reward: @valL@XP var xH = 31 var yH = 0 var LimiteYH = 0 func Down() ?yH = LimiteYH yH = LimiteYH : yH-- func Up() ?yH = 0 yH = 0 : yH++ var LabAscii var HT = false func HTH() HT = !HT func LABB() LabAscii = !LabAscii ?LB | LL var HB = Ui.AddButton() HB.text = Help HB.x = -36 HB.y = -6 HB.h = 3 HB.w = 6 HB.bcolor = #red HB.SetPressed(HTH) var HBR = Ui.AddButton() HBR.text = BR HBR.x = -29 HBR.y = -6 HBR.h = 3 HBR.w = 6 HBR.bcolor = #red HBR.SetPressed(hbr) var HE = Ui.AddButton() HE.text = EN HE.x = -29 HE.y = -9 HE.h = 3 HE.w = 6 HE.bcolor = #red HE.SetPressed(he) var HPDown = Ui.AddButton() HPDown.h = 3 HPDown.w = 3 HPDown.text = "↓" HPDown.SetPressed(Down) HPDown.dock = top_left HPDown.x = 29 HPDown.y = 7 var HPUp = Ui.AddButton() HPUp.dock = top_left HPUp.x = 29 HPUp.y = 4 HPUp.h = 3 HPUp.w = 3 HPUp.text = "↑" HPUp.SetPressed(Up) var Market = Ui.AddButton() Market.x = -19 Market.h = 3 Market.y = -3 Market.w = 8 Market.text = "Market" Market.SetPressed(Markett) var Lab = Ui.AddButton() Lab.x = -12 Lab.y = -3 Lab.w = 7 Lab.h = 3 Lab.text = "LAB" Lab.bcolor = #00FF00 Lab.SetPressed(LABB) var TonicMKL = Ui.AddButton() TonicMKL.x = 3 TonicMKL.h = 1 TonicMKL.y = -2 TonicMKL.w = 20 TonicMKL.text = BUY TonicMKL.tcolor = #FF10F0 TonicMKL.SetPressed(MutageKLAC) var TonicELc = Ui.AddButton() TonicELc.x = -3 TonicELc.h = 1 TonicELc.y = -2 TonicELc.w = 20 TonicELc.text = BUY TonicELc.SetPressed(POTIONEAC) var TonicCRAc = Ui.AddButton() TonicCRAc.x = 19 TonicCRAc.h = 1 TonicCRAc.y = -2 TonicCRAc.w = 20 TonicCRAc.text = BUY TonicCRAc.SetPressed(POTIONCRAC) var TonicMIAC = Ui.AddButton() TonicMIAC.x = -3 TonicMIAC.h = 1 TonicMIAC.y = 3 TonicMIAC.w = 20 TonicMIAC.text = BUY TonicMIAC.SetPressed(POTIONMIAC) var TonicVAc = Ui.AddButton() TonicVAc.x = 19 TonicVAc.h = 1 TonicVAc.y = 3 TonicVAc.w = 20 TonicVAc.text = BUY TonicVAc.SetPressed(POTIONKAC) var TonicMG = Ui.AddButton() TonicMG.w = 20 TonicMG.y = -2 TonicMG.h = 1 TonicMG.x = 25 TonicMG.tcolor = #FF10F0 TonicMG.text = BUY TonicMG.SetPressed(MutageMGAC) var TonicMCR = Ui.AddButton() TonicMCR.w = 20 TonicMCR.y = 3 TonicMCR.h = 1 TonicMCR.x = 3 TonicMCR.tcolor = #FF10F0 TonicMCR.text = BUY TonicMCR.SetPressed(MutageCRAC) var TonicMM = Ui.AddButton() TonicMM.w = 20 TonicMM.y = 3 TonicMM.x = 25 TonicMM.tcolor = #FF10F0 TonicMM.text = BUY TonicMM.h = 1 TonicMM.SetPressed(MutageMissionsAC) TonicMM.visible = false TonicMCR.visible = false TonicMG.visible = false Lab.visible = false TonicMIAC.visible = false TonicELc.visible = false TonicCRAc.visible = false TonicVAc.visible = false TonicMKL.visible = false HPUp.visible = false HPDown.visible = false var HEt = false var HBRt = false func he() HEt = !HEt func hbr() HBRt = !HBRt ?HBRt = true >`@xH@,@yH@,@help[1]@ LimiteYH = -62 HPUp.visible = true HPDown.visible = true ?HT = true HE.visible = true HBR.visible = true ?HT = false HE.visible = false HBR.visible = false ?HEt = true >`@xH@,@yH@,@help[0]@ LimiteYH = -65 HPUp.visible = true HPDown.visible = true var MarketVisible = false func Markett() MarketVisible = !MarketVisible var PotionEActivate = false var BuffDE = Sg("BuffDE",0) func POTIONEAC() ?CR >= 25 CR = CR - 25 St("CR",CR) BuffDE = BuffDE + 10 St("BuffDE",BuffDE) ?BuffDE > 0 PotionEActivate = true :?BuffDE = 0 PotionEActivate = false PotionE = 0 ?PotionEActivate = true >`28,2,#yellow,«»@BuffDE@ >`36,2,#blue,<>@BuffDE@ >`43,2,#90FF00,:∞:@BuffDE@ >`51,2,#FF0000,\V/@BuffDE@ >`59,2,±@BuffDE@ PotionE = 2 ?LB | LL BuffDE = BuffDE - 1 St("BuffDE",BuffDE) var PotionCRActivate = false var BuffDCR = Sg("BuffDCR",0) var CRascii = 1 func POTIONCRAC() ?CF >= 1000 & CI >= 1000 & CVI >= 1000 ^& CAE >= 1000 & CP >= 1000 CAE = CAE - 500 CVI = CVI - 1000 CI = CI - 1000 CP = CP - 1000 CF = CF - 1000 St("CAE",CAE) St("CI",CI) St("CF",CF) St("CP",CP) St("CVI",CVI) BuffDCR = BuffDCR + 10 St("BuffDCR",BuffDCR) ?BuffDCR > 0 PotionCRActivate = true :?BuffDCR = 0 PotionCRActivate = false ?PotionCRActivate = true //CRascii = 2 PotionCR = 2 >`65,2,#blue,©@BuffDCR@ ?LB |LL BuffDCR = BuffDCR - 1 St("BuffDCR",BuffDCR) var PotionMIActivate = false var BuffDMI = Sg("BuffDMI",0) func POTIONMIAC() ?CF >= 1000 & CI >= 1000 & CVI >= 1000 ^& CAE >= 1000 & CP >= 1000 & CR >= 50 CAE = CAE - 500 CVI = CVI - 1000 CI = CI - 1000 CP = CP - 1000 CF = CF - 1000 CR = CR - 50 St("CR",CR) St("CAE",CAE) St("CI",CI) St("CF",CF) St("CP",CP) BuffDMI = BuffDMI + 10 St("BuffDMI",BuffDMI) ?BuffDMI > 0 PotionMIActivate = true :?BuffDMI = 0 PotionMIActivate = false PotionMI = 1 ?PotionMIActivate = true PotionMI = 2 >`0,24,#rainFF,Missions @BuffDMI@ ?LB | LL BuffDMI = BuffDMI - 1 St("BuffDMI",BuffDMI) var PotionKActivate = false var BuffDK = Sg("BuffDK",0) func POTIONKAC() ?CR >= 100 CR = CR - 100 St("CR",CR) BuffDK = BuffDK + 10 St("BuffDK",BuffDK) ?BuffDK > 0 PotionKActivate = true :?BuffDK = 0 PotionKActivate = false PotionK = 0 ?PotionKActivate = true PotionK = 2 >`0,23,#red,KILL2X @BuffDK@ ?LB | LL BuffDK = BuffDK - 1 St("BuffDK",BuffDK) func MutageKLAC() ?CR >= 25 CR = CR - 25 St("CR",CR) MutageKiller = MutageKiller + number MutageKiller = Mr(MutageKiller*10) ^/10 St("MutageKL",MutageKiller) func MutageMGAC() ?CR >= 25 CR = CR - 25 St("CR",CR) MutageGem = MutageGem + number MutageGem = Mr(MutageGem*10) ^/10 St("MutageGM",MutageGem) func MutageCRAC() ?CR >= 50 CR = CR - 50 St("CR",CR) chance = chance + number chance = Mr(chance*10) ^/10 St("cd",chance) func MutageMissionsAC() ?CR >= 25 CR = CR - 25 St("CR",CR) MutageMission = MutageMission + 1.0 St("MutageM",MutageMission) var MutageCRAscii MutageCRAscii = (chance/PotionCR)-2 MutageCRAscii = Mr(MutageCRAscii*10)/10 //Offline system var TimeSaved = 0 var TimeSavedStorage = Sg("Timer",0) var TimerCompair = 0 var TimerInt = Sg("TimerInt",0) var OfflineSearch = Sg("OffSearch",false) var OffQuit = 10 //Drop Off var MutagenDrop = 0 var TimerDrop = Sg("TimerDrop",0) var WarningDrop = 0 var WarningDropNumber = Sg("WarningD",0) ?WarningDrop>0 >`0,0,#yellow,You gained @WarningDropNumber@ ^on all mutages WarningDrop-- func Save() TimeSaved = time.msbn TimeSaved = ^Math.BigNumber(TimeSaved.ToString()) TimeSaved.Div(1000) TimeSaved.Div(60) TimeSavedStorage = TimeSaved.ToString() St("Timer",TimeSavedStorage) OfflineSearch = true St("OffSearch",OfflineSearch) loc.leave() ?OfflineSearch = true ?TT%2 TimerCompair = time.msbn TimerCompair = ^Math.BigNumber(TimerCompair.ToString()) TimeSaved = Math.BigNumber ^(TimeSavedStorage) TimerCompair.Div(1000) TimerCompair.Div(60) TimerCompair.Sub(TimeSaved) TimerInt = Int.Parse(TimerCompair.ToString()) //^*10000 St("TimerInt",TimerInt) ?TimerDrop < TimerInt/60 TimerDrop = TimerDrop+1 St("TimerDrop",TimerDrop) ?TT%2 & TimerDrop>0 MutagenDrop = rngf*100 ?MutagenDrop <= 10 MutageMission = MutageMission + 1 St("MutageM",MutageMission) chance = chance + 0.1 chance = Mr(chance*10)/10 St("cd",chance) MutageGem = MutageGem + 0.1 MutageGem = Mr(MutageGem*10)/10 St("MutageGM",MutageGem) MutageKiller = MutageKiller+0.1 MutageKiller= ^Mr(MutageKiller*10)/10 St("MutageKL",MutageKiller) WarningDropNumber = ^WarningDropNumber+0.1 WarningDropNumber = ^Mr(WarningDropNumber*10)/10 St("WarningD",WarningDropNumber) WarningDrop = 60 func Claim() MT = MT + 1*TimerInt MM = MM + 1*TimerInt MB = MB + 1*TimerInt ML = ML + 1*TimerInt CF = CF + 2*TimerInt CI = CI + 2*TimerInt CAE = CAE + 2*TimerInt CVI = CVI + 2*TimerInt CP = CP + 2*TimerInt CR = CR + 0.1*TimerInt CR = Mr(CR*10)/10 WarningDropNumber = 0 St("WarningD",WarningDropNumber) St("mt",MT) St("MM",MM) St("mb",MB) St("ml",ML) St("CF",CF) St("CI",CI) St("CAE",CAE) St("CVI",CVI) St("CP",CP) St("CR",CR) TimeSavedStorage = 0 St("Timer",TimeSavedStorage) OfflineSearch = false St("OffSearch",OfflineSearch) TimerDrop = 0 St("TimerDrop",TimerDrop) var SearchAscii = [ascii SEARCH OFFLINE Search Gains: 120 Gems/per hour (2 per Minute) 6 ©/per Hour (0.1 per Minute) 60 Kills in Missions/per Hour (1 per Minute) 10% chance to Drop Mutagens (Every hour) asciiend] var SearchHUDD = false func SearchHUD() SearchHUDD = !SearchHUDD var AnimSearch = 0 ?LB | LL var SearchB = Ui.AddButton() SearchB.y = -6 SearchB.h = 3 SearchB.w = 8 SearchB.text = "Search" SearchB.x = -29 SearchB.SetPressed(SearchHUD) var SearchP = Ui.AddPanel() SearchP.h = 15 SearchP.color = #yellow var StartOffButton = Ui.AddButton() StartOffButton.w = 28 StartOffButton.h = 3 StartOffButton.y = 5 ?OfflineSearch = false StartOffButton.SetPressed(Save) StartOffButton.text = "Start Search" SearchP.w = AnimSearch SearchP.visible = false SearchB.visible = false StartOffButton.visible = false ?SearchHUDD = true ?point>=40 SearchP.visible = true ?AnimSearch >=31 StartOffButton.visible = true >c-14,-6,@SearchAscii[0]@ AnimSearch = 31 : AnimSearch = AnimSearch+2 : >`0,0,#red, ^Search Offline available after "XP = 40" : AnimSearch = 0 ?OfflineSearch = true button.visible = false SearchP.visible = true SearchP.w = 31 StartOffButton.bcolor = #yellow StartOffButton.visible = true StartOffButton.text = "Claim" StartOffButton.SetPressed(Claim) ?TT%31 = 30 OffQuit-- ?OffQuit = 0 loc.leave() StartOffButton.visible = true >c-14,-6, CLAIM OFFLINE SEARCH\n ^Time Search:\n ^Days:@(TimerInt/60)/24@| ^Hours:@TimerInt/60@|Minutes:@TimerInt@\n ^Search Gains:\n ^Gems Gains:@2*TimerInt@\n ^© Gains:@0.1*TimerInt@\n ^Foe Killed:@TimerInt@\n ^Mutage Gains:@WarningDropNumber@\n\n ^Expulsion in:@OffQuit@ AnimSearch = 31 ?MarketVisible = true ?point >= 20 >c-14,-6,@MarketAscii[0]@ >c23,-5,#rainbow,© >c20,1,#red,ALLKILL >c23,0,#red,KILL >c20,-4,#rainbow,© >c-7,-3,#rainbow,© >c4,2,#rainbow,© >c15,2,#rainbow,© TonicELc.visible = true TonicCRAc.visible = true TonicMIAC.visible = true TonicVAc.visible = true : >`0,0,#red,Market available after "XP = 20" ?LabAscii = true ?point >= 30 >c-8,-7,#90FF00,@MarketAscii[1]@ >c9,-7,#FF10F0,LABORATORY TonicMG.visible = true TonicMKL.visible = true TonicMCR.visible = true TonicMM.visible = true >c23,-4,#FF10F0,X@MutageGem@ >c1,-4,#FF10F0,X@MutageKiller@ >c1,1,#FF10F0,+@MutageCRAscii@ >c23,1,#FF10F0,-@MutageMission@ >c-2,-3,#rainFF,© >c20,-3,#rainFF,© >c-2,2,#rainFF,© >c-6,0,#rainFF,© >c-6,22,#rainFF,© : >`0,0,#red,Laboratory available after "XP = 30" ?her = false m.visible = false Reward.visible = false HB.visible = false Market.visible = false ?her = true m.visible = true Reward.visible = true HB.visible = true Market.visible = true Lab.visible = true ?HT = true SearchB.visible = false : SearchB.visible = true