您需要先安装一个扩展,例如 篡改猴、Greasemonkey 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 Userscripts ,之后才能安装此脚本。
您需要先安装一款用户脚本管理器扩展,例如 Tampermonkey,才能安装此脚本。
您需要先安装用户脚本管理器扩展后才能安装此脚本。
Shows time remaining for completing a task with your current resources. Takes into account Mastery Levels and other bonuses.
当前为
// ==UserScript== // @name Melvor TimeRemaining // @namespace http://tampermonkey.net/ // @version 0.2.1 // @description Shows time remaining for completing a task with your current resources. Takes into account Mastery Levels and other bonuses. // @author Breindahl#2660 // @match https://*.melvoridle.com/* // @grant none // ==/UserScript== // Loading console.log('Loading Breindahl TimeRemaining'); // Initialize audio for notification function ding() { new Audio("https://www.myinstants.com/media/sounds/ding-sound-effect.mp3").play(); }; // Initialize message for notification function notify(msg) { One.helpers('notify', { type: 'dark', from: 'bottom', align: 'center', message: msg }); }; // Create containers document.getElementById("smith-item-have").outerHTML += "<br><small id =\"timeLeftSmithing\">"+""+"<small>"; document.getElementById("fletch-item-have").outerHTML += "<br><small id =\"timeLeftFletching\">"+"TEST"+"<small>"; document.getElementById("runecraft-item-have").outerHTML += "<br><small id =\"timeLeftRunecrafting\">"+"TEST"+"<small>"; //Funtion to get unformatted number for Qty function getQtyUnformat(itemID) { let qty = 0; for (let i = 0; i < bank.length; i++) { if (bank[i].id === itemID) { qty += bank[i].qty; }; }; return qty; }; // Convert seconds to hours/minutes/seconds function secondsToHms(d) { d = Number(d); var h = Math.floor(d / 3600); var m = Math.floor(d % 3600 / 60); var s = Math.floor(d % 3600 % 60); var sDisplay = s > 0 ? s + (s == 1 ? " second" : " seconds") : ""; var mDisplay = m > 0 ? m + (m == 1 ? " minute" : " minutes") + (s == "" ? "" : ", ") : ""; var hDisplay = h > 0 ? h + (h == 1 ? " hour" : " hours") + ((s == "" && m == "") ? "" : ", ") : ""; return hDisplay + mDisplay + sDisplay; }; // Global Variable var selectedFletchLog = 0; // Main function function timeRemaining(item,currentSkill){ //console.log("Current Skill is "+currentSkill); // Reset variable console.log("ItemID"+item); var itemCraft = []; var recordCraft = Infinity; var skillReq = []; var skillInterval = null; var masteryLim = []; var skillID = null; var chanceToKeep = [] var skillMastery = null; var containerID = ""; // Set current skill if (currentSkill == "Smithing") { //Set variables skillInterval = smithInterval; skillID = smithingItems[selectedSmith].smithingID; skillMastery = smithingMastery[skillID].masteryXP; containerID = "timeLeftSmithing"; for (let i of items[item].smithReq) { skillReq.push(i); }; //Set masteryLim for smithing masteryLim = [372,3102,22811,165505,Infinity]; //this array should contain the thresholds at which a new chanceToKeep comes into effect chanceToKeep = [0,0.1,0.2,0.3,0.4]; }; if (currentSkill == "Fletching") { //Set variables skillInterval = fletchInterval; //console.log("skillInterval: "+skillInterval); skillID = fletchingItems[selectedFletch].fletchingID; //console.log("skillID: "+skillID); skillMastery = fletchingMastery[skillID].masteryXP; //console.log("skillMastery: "+skillMastery); containerID = "timeLeftFletching"; for (let i of items[item].fletchReq) { skillReq.push(i); }; //if arrowshafts if (item == 276) { //console.log("arrow"); if (selectedFletchLog === undefined) {selectedFletchLog = 0}; //console.log("selectedFletchLog: "+selectedFletchLog); //console.log(skillReq[selectedFletchLog]); skillReq = [skillReq[selectedFletchLog]]; //skillReq = [{id: selectedFletchLog, qty: 1}] }; //console.log(skillReq); //Set masteryLim for fletching masteryLim = [6,14,23,32,42,54,66,80,96,113,132,152,175,200,228,259,293,331,372,418,468,524,585,653,728,810,902,1002,1113,1236,1371,1520,1685,1867,2067,2289,2534,2804,3102,3430,3794,4194,4637,5126,5665,6260,6917,7643,8444,9328,10305,11382,12572,13886,15336,16937,18705,20657,22811,25190,27817,30716,33917,37452,41354,45662,50419,55670,61468,67870,74938,82741,91356,100868,111370,122965,135766,149900,165505,182734,201757,222759,245947,271549,299816,331024,365481,403524,445527,491902,543104,599635,662051,730963,807048,891052,983800,1086202, Infinity]; //this array should contain the thresholds at which a new chanceToKeep comes into effect chanceToKeep = [0.0000,0.0025,0.0050,0.0075,0.0100,0.0125,0.0150,0.0175,0.0200,0.0225,0.0250,0.0275,0.0300,0.0325,0.0350,0.0375,0.0400,0.0425,0.0450,0.0475,0.0500,0.0525,0.0550,0.0575,0.0600,0.0625,0.0650,0.0675,0.0700,0.0725,0.0750,0.0775,0.0800,0.0825,0.0850,0.0875,0.0900,0.0925,0.0950,0.0975,0.1000,0.1025,0.1050,0.1075,0.1100,0.1125,0.1150,0.1175,0.1200,0.1225,0.1250,0.1275,0.1300,0.1325,0.1350,0.1375,0.1400,0.1425,0.1450,0.1475,0.1500,0.1525,0.1550,0.1575,0.1600,0.1625,0.1650,0.1675,0.1700,0.1725,0.1750,0.1775,0.1800,0.1825,0.1850,0.1875,0.1900,0.1925,0.1950,0.1975,0.2000,0.2025,0.2050,0.2075,0.2100,0.2125,0.2150,0.2175,0.2200,0.2225,0.2250,0.2275,0.2300,0.2325,0.2350,0.2375,0.2400,0.2425,0.2450]; }; if (currentSkill == "Runecrafting") { //Set variables skillInterval = runecraftInterval; skillID = runecraftingItems[selectedRunecraft].runecraftingID; skillMastery = runecraftingMastery[skillID].masteryXP; containerID = "timeLeftRunecrafting"; for (let i of items[item].runecraftReq) { skillReq.push(i); }; //Set masteryLim for fletching masteryLim = [Infinity]; //this array should contain the thresholds at which a new chanceToKeep comes into effect chanceToKeep = [0]; }; // Get Item Requirements and Current Requirements for (let i = 0; i < skillReq.length; i++) { var itemReq; //Check for Smithing Cape if (equippedItems[CONSTANTS.equipmentSlot.Cape] === CONSTANTS.item.Smithing_Skillcape && skillReq[i].id == 48) { itemReq = Math.floor(skillReq[i].qty / 2) } else { itemReq = skillReq[i].qty; } //console.log("Items Required: "+itemReq); //Check for quantity var itemQty = getQtyUnformat(skillReq[i].id); //console.log("Items Quantity: "+itemQty); // Calculate max items you can craft for each itemReq itemCraft[i] = Math.floor(itemQty/itemReq); // Calculate limiting factor and set new record if(itemCraft[i] < recordCraft) { recordCraft = itemCraft[i]; }; //console.log("Record Craft: "+recordCraft); }; //Return the chanceToKeep for any mastery EXP function masteryChance(masteryEXP){ if (masteryEXP >= masteryLim[0]) { for (let i = 0; i < masteryLim.length; i++) { if (masteryLim[i] <= masteryEXP && masteryEXP < masteryLim[i+1]) {return chanceToKeep[i+1]} }; } else {return chanceToKeep[0]} }; function expectedTime(resources, resourcesPerAction, timePerAction, currentMastery, masteryLim){ //this function finds the required items to get expToLvl more exp, considering expPerItem and resource preservation due to mastery //console.log("resources: "+resources); //console.log("resourcesPerAction: "+resourcesPerAction); //console.log("timePerAction: "+timePerAction); //console.log("currentMastery: "+currentMastery); //console.log("masteryLim: "+masteryLim); var expectedActions = Math.floor(resources/resourcesPerAction/(1-masteryChance(currentMastery))); //nr of actions if we do not reach new masteryLim //console.log("expectedActions "+expectedActions); var currentMastery_lim = masteryLim.find(element => element > currentMastery); //this many actions can be taken until we reach a new mastery threshold //console.log("currentMastery_lim "+currentMastery_lim); var finalResult; var resourcesLeft if (expectedActions <= currentMastery_lim-currentMastery){ finalResult = expectedActions resourcesLeft = 0 } else { finalResult = (currentMastery_lim - currentMastery); //finalResult will be updated to keep track of actions resourcesLeft = (resources - finalResult*resourcesPerAction*(1-masteryChance(currentMastery))); //remaining resources after we reach new mastery level } currentMastery = currentMastery_lim; //prepare for loop //console.log("Starting Loop"); while (Math.floor(resourcesLeft/resourcesPerAction) > 0) { //continue iterating through new chanceToKeep levels until we're out of resources currentMastery_lim = masteryLim.find(element => element > currentMastery); //nr of actions from next chanceToKeep //console.log("New currentMastery_lim "+currentMastery_lim); expectedActions = Math.floor(resourcesLeft/resourcesPerAction/(1-masteryChance(currentMastery))); //how many actions we can do with the remaining resources at the new mastery level //console.log("Remaining Resources "+expectedActions); if (expectedActions <= currentMastery_lim - currentMastery) { //if this is the final mastery level, add the nr of actions to finalResult and stop iterating finalResult += expectedActions; break } else { //if we will reach a new mastery level, set the new remainder and add the items required to reach the new mastery level to final_result resourcesLeft -= (currentMastery_lim-currentMastery)*(1-masteryChance(currentMastery)); finalResult += currentMastery_lim-currentMastery; } currentMastery = currentMastery_lim; } return finalResult*timePerAction } window.timeLeftLast = window.timeLeftGlobal; //Calculate time var timeLeft = Math.floor(expectedTime(recordCraft,1,skillInterval/1000, skillMastery,masteryLim)); console.log("timeLeft: "+timeLeft); window.timeLeftGlobal = timeLeft; //Inject HTML elementToChange = document.getElementById(containerID); if (timeLeft !== 0) { if(elementToChange !== null) { elementToChange.innerHTML = secondsToHms(timeLeft) + " remaining"; }; } else { if(elementToChange !== null) { elementToChange.innerHTML = secondsToHms(timeLeft) + ""; }; }; }; // ## SMITHING ## var selectSmithRef = selectSmith; window.selectSmith = function(smithingID) { selectSmithRef(smithingID); timeRemaining(smithingItems[selectedSmith].itemID,"Smithing"); //console.log("ItemID: "+smithingItems[selectedSmith].itemID); //console.log("SmithingID: "+smithingItems[selectedSmith].smithingID); }; var startSmithingRef = startSmithing; window.startSmithing = function() { startSmithingRef(true); timeRemaining(smithingItems[selectedSmith].itemID,"Smithing"); if (window.timeLeftLast > 1 && window.timeLeftGlobal == 0) { notify("Task Done"); console.log('Task Done'); ding(); }; //console.log('timeLeftLast'+window.timeLeftLast); //console.log('timeLeftGlobal'+window.timeLeftGlobal); }; // ## FLETCHING ## var selectFletchRef = selectFletch; window.selectFletch = function(fletchingID, log, update = false) { //console.log("New Click"); selectFletchRef(fletchingID, log, update = false); selectedFletchLog = log; timeRemaining(fletchingItems[selectedFletch].itemID,"Fletching"); //console.log("ItemID: "+fletchingItems[selectedFletch].itemID); //console.log("FletchingID: "+fletchingItems[selectedFletch].fletchingID); }; var startFletchingRef = startFletching; window.startFletching = function() { startFletchingRef(true); timeRemaining(fletchingItems[selectedFletch].itemID,"Fletching"); if (window.timeLeftLast > 1 && window.timeLeftGlobal == 0) { notify("Task Done"); console.log('task done'); ding(); }; //console.log('timeLeftLast'+window.timeLeftLast); //console.log('timeLeftGlobal'+window.timeLeftGlobal); }; // ## RUNECRAFTING ## var selectRunecraftRef = selectRunecraft; window.selectRunecraft = function(runecraftingID, update = false) { selectRunecraftRef(runecraftingID, update = false); timeRemaining(runecraftingItems[selectedRunecraft].itemID,"Runecrafting"); //console.log("ItemID: "+runecraftingItems[selectedRunecraft].itemID); //console.log("RunecraftingID: "+runecraftingItems[selectedRunecraft].runecraftingID); }; var startRunecraftingRef = startRunecrafting; window.startRunecrafting = function() { startRunecraftingRef(true); timeRemaining(runecraftingItems[selectedRunecraft].itemID,"Runecrafting"); if (window.timeLeftLast > 1 && window.timeLeftGlobal == 0) { notify("Task Done"); console.log('task done'); ding(); }; //console.log('timeLeftLast'+window.timeLeftLast); //console.log('timeLeftGlobal'+window.timeLeftGlobal); };
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