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。
Mod for Zombs with many feature
// ==UserScript== // @name Incidia // @namespace http://tampermonkey.net/ // @version 1.0 // @description Mod for Zombs with many feature // @author (vn) Incognito_guy // @match http://zombs.io/ // @grant none // @license MIT // ==/UserScript== //afs function FixShield() { if (Game.currentGame.ui.playerTick.zombieShieldHealth < 85000) { Game.currentGame.network.sendRpc({name: "EquipItem", itemName: "ZombieShield", tier: Game.currentGame.ui.inventory.ZombieShield.tier}); } } Game.currentGame.network.addRpcHandler("DayCycle", FixShield); //Screenshot mode window.addEventListener("keydown", e => { switch (e.keyCode) { case 27: var mb = document.getElementsByClassName("hud")[0]; if (mb.style.display === "none") { mb.style.display = "block"; } else { mb.style.display = "none"; } break; } }) //zoom let dimension = 1; const onWindowResize = () => { const renderer = Game.currentGame.renderer; let canvasWidth = window.innerWidth * window.devicePixelRatio; let canvasHeight = window.innerHeight * window.devicePixelRatio; let ratio = Math.max(canvasWidth / (1920 * dimension), canvasHeight / (1080 * dimension)); renderer.scale = ratio; renderer.entities.setScale(ratio); renderer.ui.setScale(ratio); renderer.renderer.resize(canvasWidth, canvasHeight); renderer.viewport.width = renderer.renderer.width / renderer.scale + 2 * renderer.viewportPadding; renderer.viewport.height = renderer.renderer.height / renderer.scale + 2 * renderer.viewportPadding; } onWindowResize(); window.onresize = onWindowResize; window.onwheel = e => { if (e.deltaY > 0) { dimension = Math.min(1.35, dimension + 0.01); onWindowResize(); } else if (e.deltaY < 0) { dimension = Math.max(0.1, dimension - 0.01); onWindowResize(); } } // Name Stuff var IntroGuide = ''; IntroGuide += "<h3>Zombs.io Nicknames</h3>"; IntroGuide += "<button class=\"btn btn-blue\" style=\"width: 85%;\" onclick=\"name21(21);\">Cool name</button>"; IntroGuide += "<br><br>"; IntroGuide += "<button class=\"btn btn-blue\" style=\"width: 85%;\" onclick=\"name22(21);\">Darkness</button>"; IntroGuide += "<br><br>"; IntroGuide += "<button class=\"btn btn-blue\" style=\"width: 85%;\" onclick=\"name23(22);\">Script writer</button>"; IntroGuide += "<br><br>"; document.getElementsByClassName('hud-intro-guide')[0].innerHTML = IntroGuide; // NICKNAMES window.name21 = function() { document.getElementsByClassName('hud-intro-name')[0].value = 'Sup'; }; window.name23 = function() { document.getElementsByClassName('hud-intro-name')[0].value = '(vn)Incognito_guy'; }; window.name22 = function() { document.getElementsByClassName('hud-intro-name')[0].value = 'ƊαrƙɳeՏՏ'; }; //Information Stuff var hudintrocornerbottomleft = ''; hudintrocornerbottomleft += "<h3>More Information</h3>"; hudintrocornerbottomleft += "<button class=\"btn btn-purple\" style=\"width: 120%;\" onclick=\"name24(22);\">Discord Server</button> "; document.getElementsByClassName('hud-intro-corner-bottom-left')[0].innerHTML = hudintrocornerbottomleft; //AdBlocker document.querySelectorAll('.ad-unit').forEach(function(a) { a.remove(); }); //To clean up ui document.querySelectorAll('.ad-unit, .hud-intro-left, .hud-intro-wrapper > h2, .hud-intro-form > label, .hud-intro-stone, .hud-intro-tree, .hud-intro-corner-bottom-left, .hud-intro-corner-bottom-right').forEach(el => el.remove()); document.getElementsByClassName("hud-intro-form")[0].setAttribute("style", "width: 280px; height: 280px; margin-top: 24px; background-color: rgb(0.0, 0.0, 0.0, 0.0);"); document.getElementsByClassName("hud-intro-guide")[0].setAttribute("style", "width: 280px; height: 280px; margin-top: 8px; background-color: rgb(0.0, 0.0, 0.0, 0.0);"); document.getElementsByClassName("hud-intro-wrapper")[0].childNodes[1].innerHTML = `<br style="height:20px;" /><Custom><b><font size="36">Zombs.io Incidia</font></b></Custom>`; let igText = document.getElementsByTagName("font")[0]; igText.style.textTransform = "none"; document.getElementsByClassName("hud-intro-play")[0].setAttribute("class", "btn btn-black hud-intro-play"); var Style1 = document.querySelectorAll('.hud-intro-name, .hud-intro-main, .hud-intro-server, .hud-intro-play');for (let i = 0; i < Style1.length; i++) { Style1[i].style.border = "3px solid #000000"; } //Backround Stuff let sm = document.querySelector("#hud-menu-settings"); sm.style.backgroundColor = " rgba(0, 0, 0, 0.72)"; sm.style.border = "5px solid black"; sm.innerHTML = ` <link rel="stylesheet" href="https://pro.fontawesome.com/releases/v5.10.0/css/all.css"><style> Custom { letter-spacing: 10px; -webkit-background-clip: text; -webkit-text-fill-color: transparent; background-image: url('https://drive.google.com/file/d/1CDP_33FWbOCiyH-pIRixSjsDZJMZMCOf/view?usp=sharing'); background-size: cover; } .hud-intro::before { background-image: url('https://drive.google.com/file/d/1CDP_33FWbOCiyH-pIRixSjsDZJMZMCOf/view?usp=sharing'); background-size: cover; } .hud-intro-main { padding: 0px 25px 25px 25px; width: 580px; height: 335px; background-image: linear-gradient(to bottom right, rgba(0, 0, 0, 0.0)) } .hud-intro-name, .hud-intro-server { border: 3px solid #000000; } .btn-blue, .btn-red { margin-top: 3px; margin-left: 3px; } ::-webkit-scrollbar-track { -webkit-box-shadow: inset 0 0 6px rgba(0, 0, 0, 0.47); border-radius: 10px; background-color: #b2beb5; } ::-webkit-scrollbar { width: 12px; height: 0px; border-radius: 10px; background-color: #696969; } ::-webkit-scrollbar-thumb { border-radius: 10px; -webkit-box-shadow: inset 0 0 6px rgba(0, 0, 0, 0.47); background-color: #696969; } ` var hudmenusettings = ` <center><h3>Incidia</h3> <h3>Made by (vn) Incognito_guy!</h3> <hr /> <h3>--Zoom - Hide elements--</h3> <hr /> <h3>Scroll your mouse to zoom</h3> <h3>--------------------------</h3> <h3>Show/Hide ALL menus/div's/elements on zombs.io So you can get clean screenshots/videos. To enable/disable press the ESCAPE key.</h3> <hr /> <h3>--Sell and Upgrade--</h3> <hr /> <button id='sellall'>Sell All</button> <button id='sellbombs'>Sell Bombs</button> <button id='sellarrows'>Sell Arrows</button> <button id='sellmages'>Sell Mages</button> <button id='selltraps'>Sell Traps</button> <button id='selldoors'>Sell Doors</button> <button id='sellwalls'>Sell Walls</button> <button id='sellcannons'>Sell Cannons</button> <button id='sellmelees'>Sell Melees</button> <button id='sellmines'>Sell Gold Mine</button> <button id='sellharvesters'>Sell Harvesters</button> <button id='upgradeall'>Upgrade All</button> <hr /> <h3>--Auto Build--</h3> <hr /> <button onclick ="BryanSmithBase();">Bryan Smith Base</button> <button onclick="CornerBase1();">Corner base</button> <button onclick="XBase();">XBase</button> <button onclick="SmallCornerBase();">Plus Base</button> <button onclick="ScoreBase();">3 ent Base</button> <hr /> <h3>--Join Party By Sharekey and Leave--</h3> <hr /> <input type="text" maxlength="20" placeholder="Enter Key" id="myKey"> <button onclick="join();">Join</button> <button onclick="leave();">Leave</button> <button onclick="Game.currentGame.network.disconnect()">Disconnect</button> <hr /> <h3>--Defense--</h3> <hr /> <h3>Upgrade your shield to lv.5 or more, Zombies can't kill you anymore </h3> <h3>--------------------------</h3> <h3>3x3 Walls, If you place the wall fast you will make 3x walls and if you place the walls slow it will be normal.</h3> <hr /> <button onclick="3x3Walls();">3x3 Walls</button> <hr /> <h3>Alarms</h3> <hr /> <h3>Are used as an alarm. When the raider creates lag bases, destroyes towers, touches stash, or when your teammates die, It will play an alarm for you. Make sure you allow pop-up</h3> <hr /> <button class="btn-gray alarm" onclick="alarm();">Enable Tower Destroy Alarm</button> <br> <button class="btn-gray stashHitAlarm" onclick="stashHitAlarm();">Enable Stash Damage Alarm</button> <br> <button class="btn-gray disconnectAlarm" onclick="disconnectAlarm();">Enable Disconnect Alarm</button> <br> <button class="btn-gray deadAlarm" onclick="deadAlarm();">Enable Death Alarm</button> <br> <hr /> <h3>Boss wave</h3> <hr /> <h3>Bosses are on waves 9, 17, 25, 33, 41, 49, 57, 65, 73, 81, 89, 97, 105, and 121</h3> <hr /> `; sm.innerHTML = hudmenusettings; sm.style.overflow = "auto"; //Background let spaceimg = 'https://cutewallpaper.org/21/wallpaper-pc-4k/Computer-4K-Wallpapers-Top-Free-Computer-4K-Backgrounds-.jpg' let css = `.hud-intro::after { background: url('${spaceimg}'); background-size: cover; opacity: 1.0; }`; let style = document.createElement('style'); style.appendChild(document.createTextNode(css)); document.head.appendChild(style); css = `.hud-intro-footer { background: url('${spaceimg}'); background-size: cover; opacity: 1.0; }`; style = document.createElement('style'); style.appendChild(document.createTextNode(css)); document.head.appendChild(style); game.network.addEnterWorldHandler(window.reduceWS2); let isOnOrNot = false; let stashhitalarm = false; let deadalarm = false; let disconnectalarm = false; let onlyOpenOnceOnTimeout; game.network.addRpcHandler("LocalBuilding", e => { for (let i in e) { if (e[i].dead) { if (e[i].type !== "Wall" && e[i].type !== "Door") { if (isOnOrNot) { !onlyOpenOnceOnTimeout && (onlyOpenOnceOnTimeout = true, window.open("https://youtu.be/xvFZjo5PgG0"), setTimeout(() => {onlyOpenOnceOnTimeout = false}, 14000)) } } } } }) game.network.addEntityUpdateHandler((e) => { let gl = GetGoldStash(); if (gl) { if (e.entities[gl.uid]) { if (e.entities[gl.uid].health !== e.entities[gl.uid].maxHealth) { if (stashhitalarm) { !onlyOpenOnceOnTimeout && (onlyOpenOnceOnTimeout = true, window.open("https://youtu.be/xvFZjo5PgG0"), setTimeout(() => {onlyOpenOnceOnTimeout = false}, 24000)) } } } } }) game.network.addRpcHandler("Dead", () => { if (deadalarm) { !onlyOpenOnceOnTimeout && (onlyOpenOnceOnTimeout = true, window.open("https://youtu.be/xvFZjo5PgG0"), setTimeout(() => {onlyOpenOnceOnTimeout = false}, 14000)) } }) game.network.addCloseHandler(() => { if (disconnectalarm) { !onlyOpenOnceOnTimeout && (onlyOpenOnceOnTimeout = true, window.open("https://youtu.be/xvFZjo5PgG0"), setTimeout(() => {onlyOpenOnceOnTimeout = false}, 14000)) } }) alarm = () => { isOnOrNot = !isOnOrNot; document.getElementsByClassName("alarm")[0].innerText = document.getElementsByClassName("alarm")[0].innerText.replace(isOnOrNot ? "Enable" : "Disable", isOnOrNot ? "Disable" : "Enable"); document.getElementsByClassName("alarm")[0].className = document.getElementsByClassName("alarm")[0].className.replace(isOnOrNot ? "green" : "red", isOnOrNot ? "red" : "green"); } stashHitAlarm = () => { stashhitalarm = !stashhitalarm; document.getElementsByClassName("stashHitAlarm")[0].innerText = document.getElementsByClassName("stashHitAlarm")[0].innerText.replace(stashhitalarm ? "Enable" : "Disable", stashhitalarm ? "Disable" : "Enable"); document.getElementsByClassName("stashHitAlarm")[0].className = document.getElementsByClassName("stashHitAlarm")[0].className.replace(stashhitalarm ? "green" : "red", stashhitalarm ? "red" : "green"); } deadAlarm = () => { deadalarm = !deadalarm; document.getElementsByClassName("deadAlarm")[0].innerText = document.getElementsByClassName("deadAlarm")[0].innerText.replace(deadalarm ? "Enable" : "Disable", deadalarm ? "Disable" : "Enable"); document.getElementsByClassName("deadAlarm")[0].className = document.getElementsByClassName("deadAlarm")[0].className.replace(deadalarm ? "green" : "red", deadalarm ? "red" : "green"); } disconnectAlarm = () => { disconnectalarm = !disconnectalarm; document.getElementsByClassName("disconnectAlarm")[0].innerText = document.getElementsByClassName("disconnectAlarm")[0].innerText.replace(disconnectalarm ? "Enable" : "Disable", disconnectalarm ? "Disable" : "Enable"); document.getElementsByClassName("disconnectAlarm")[0].className = document.getElementsByClassName("disconnectAlarm")[0].className.replace(disconnectalarm ? "green" : "red", disconnectalarm ? "red" : "green"); } GetGoldStash = () => { for (let i in game.ui.buildings) { if (game.ui.buildings[i].type == "GoldStash") { return game.ui.buildings[i]; } } } window.sellAll = () => { var entities = Game.currentGame.world.entities; for (var uid in entities) { if (!entities.hasOwnProperty(uid)) continue; var obj = entities[uid]; if (obj.fromTick.model !== "GoldStash") { Game.currentGame.network.sendRpc({ name: "DeleteBuilding", uid: obj.fromTick.uid }); } } } window.sellWalls = () => { var entities = Game.currentGame.world.entities; for (var uid in entities) { if (!entities.hasOwnProperty(uid)) continue; var obj = entities[uid]; if (obj.fromTick.model == "Wall") { Game.currentGame.network.sendRpc({ name: "DeleteBuilding", uid: obj.fromTick.uid }) } } doNewSend(['ch', ['Sold Walls']]) } window.sellBombTowers = () => { var entities = Game.currentGame.world.entities; for (var uid in entities) { if (!entities.hasOwnProperty(uid)) continue; var obj = entities[uid]; if (obj.fromTick.model == "BombTower") { Game.currentGame.network.sendRpc({ name: "DeleteBuilding", uid: obj.fromTick.uid }); } } } window.sellGoldMines = () => { var entities = Game.currentGame.world.entities; for (var uid in entities) { if (!entities.hasOwnProperty(uid)) continue; var obj = entities[uid]; if (obj.fromTick.model == "GoldMine") { Game.currentGame.network.sendRpc({ name: "DeleteBuilding", uid: obj.fromTick.uid }); } } } window.sellArrowTowers = () => { var entities = Game.currentGame.world.entities; for (var uid in entities) { if (!entities.hasOwnProperty(uid)) continue; var obj = entities[uid]; if (obj.fromTick.model == "ArrowTower") { Game.currentGame.network.sendRpc({ name: "DeleteBuilding", uid: obj.fromTick.uid }); } } } window.sellSlowTraps = () => { var entities = Game.currentGame.world.entities; for (var uid in entities) { if (!entities.hasOwnProperty(uid)) continue; var obj = entities[uid]; if (obj.fromTick.model == "SlowTrap") { Game.currentGame.network.sendRpc({ name: "DeleteBuilding", uid: obj.fromTick.uid }); } } } window.sellCannonTowers = () => { var entities = Game.currentGame.world.entities; for (var uid in entities) { if (!entities.hasOwnProperty(uid)) continue; var obj = entities[uid]; if (obj.fromTick.model == "CannonTower") { Game.currentGame.network.sendRpc({ name: "DeleteBuilding", uid: obj.fromTick.uid }); } } } window.sellMageTowers = () => { var entities = Game.currentGame.world.entities; for (var uid in entities) { if (!entities.hasOwnProperty(uid)) continue; var obj = entities[uid]; if (obj.fromTick.model == "MagicTower") { Game.currentGame.network.sendRpc({ name: "DeleteBuilding", uid: obj.fromTick.uid }); } } } window.sellMeleeTowers = () => { var entities = Game.currentGame.world.entities; for (var uid in entities) { if (!entities.hasOwnProperty(uid)) continue; var obj = entities[uid]; if (obj.fromTick.model == "MeleeTower") { Game.currentGame.network.sendRpc({ name: "DeleteBuilding", uid: obj.fromTick.uid }); } } } window.sellHarvesters = () => { var entities = Game.currentGame.world.entities; for (var uid in entities) { if (!entities.hasOwnProperty(uid)) continue; var obj = entities[uid]; if (obj.fromTick.model == "Harvester") { Game.currentGame.network.sendRpc({ name: "DeleteBuilding", uid: obj.fromTick.uid }); } } } window.upgradeAll = () => { var entities = Game.currentGame.world.entities; for (var uid in entities) { if (!entities.hasOwnProperty(uid)) continue; var obj = entities[uid]; Game.currentGame.network.sendRpc({ name: "UpgradeBuilding", uid: obj.fromTick.uid }) } } window.sellDoors = () => { var entities = Game.currentGame.world.entities; for (var uid in entities) { if (!entities.hasOwnProperty(uid)) continue; var obj = entities[uid]; if (obj.fromTick.model == "Door") { Game.currentGame.network.sendRpc({ name: "DeleteBuilding", uid: obj.fromTick.uid }); } } } document.querySelector('#sellbombs') .addEventListener('click', window.sellBombTowers) document.querySelector('#sellarrows') .addEventListener('click', window.sellArrowTowers) document.querySelector('#sellcannons') .addEventListener('click', window.sellCannonTowers) document.querySelector('#sellmages') .addEventListener('click', window.sellMageTowers) document.querySelector('#sellall') .addEventListener('click', window.sellAll) document.querySelector('#selltraps') .addEventListener('click', window.sellSlowTraps) document.querySelector('#selldoors') .addEventListener('click', window.sellDoors) document.querySelector('#sellmines') .addEventListener('click', window.sellGoldMines) document.querySelector('#sellwalls') .addEventListener('click', window.sellWalls) document.querySelector('#sellmelees') .addEventListener('click', window.sellMeleeTowers) document.querySelector('#sellharvesters') .addEventListener('click', window.sellHarvesters) document.querySelector('#upgradeall') .addEventListener('click', window.upgradeAll) //3x3 Walls let mousePs = {}; let shouldBuildWalls = true; function placeWall(x, y) { game.network.sendRpc({name: 'MakeBuilding', x: x, y: y, type: "Wall", yaw: 0}); } document.addEventListener('mousemove', e => { mousePs = {x: e.clientX, y: e.clientY}; if (shouldBuildWalls && game.inputManager.mouseDown && game.ui.components.PlacementOverlay.buildingId == "Wall") { var buildingSchema = game.ui.getBuildingSchema(); var schemaData = buildingSchema.Wall; var mousePosition = game.ui.getMousePosition(); var world = game.world; var worldPos = game.renderer.screenToWorld(mousePs.x, mousePs.y); var cellIndexes = world.entityGrid.getCellIndexes(worldPos.x, worldPos.y, {width: schemaData.gridWidth, height: schemaData.gridHeight}); var cellSize = world.entityGrid.getCellSize(); var cellAverages = { x: 0, y: 0 }; for (var i in cellIndexes) { if (!cellIndexes[i]) { return false; } var cellPos = world.entityGrid.getCellCoords(cellIndexes[i]); var isOccupied = game.ui.components.PlacementOverlay.checkIsOccupied(cellIndexes[i], cellPos); cellAverages.x += cellPos.x; cellAverages.y += cellPos.y; } cellAverages.x = cellAverages.x/cellIndexes.length; cellAverages.y = cellAverages.y/cellIndexes.length; var gridPos = { x: cellAverages.x * cellSize + cellSize/2, y: cellAverages.y * cellSize + cellSize/2 }; placeWall(gridPos.x - 48 - 48, gridPos.y + 48 + 48); placeWall(gridPos.x - 48, gridPos.y + 48 + 48); placeWall(gridPos.x, gridPos.y + 48 + 48); placeWall(gridPos.x + 48, gridPos.y + 48 + 48); placeWall(gridPos.x - 48 - 48, gridPos.y + 48); placeWall(gridPos.x - 48, gridPos.y + 48); placeWall(gridPos.x, gridPos.y + 48); placeWall(gridPos.x + 48, gridPos.y + 48); placeWall(gridPos.x - 48 - 48, gridPos.y); placeWall(gridPos.x - 48, gridPos.y); placeWall(gridPos.x, gridPos.y); placeWall(gridPos.x + 48, gridPos.y); placeWall(gridPos.x - 48 - 48, gridPos.y - 48); placeWall(gridPos.x - 48, gridPos.y - 48); placeWall(gridPos.x, gridPos.y - 48); placeWall(gridPos.x + 48, gridPos.y - 48); } }) window.join = function() { let partyKey = myKey.value Game.currentGame.network.sendRpc({ name: "JoinPartyByShareKey", partyShareKey: partyKey }) } window.leave = function() { Game.currentGame.network.sendRpc({ name: "LeaveParty" }) } //Auto Build Script function $(classname) { let element = document.getElementsByClassName(classname) if (element.length === 1) { return element[0] } else { return element } } Storage.prototype.setObject = function(key, value) { this.setItem(key, JSON.stringify(value)); } Storage.prototype.getObject = function(key) { let value = this.getItem(key); return value && JSON.parse(value); } let Auto = {} let Auto2 = {} let EXTREME = {} Auto.GetGoldStash = function() { let entities = Game.currentGame.ui.buildings for (let uid in entities) { if (!entities.hasOwnProperty(uid)) { continue } let obj = entities[uid] if (obj.type == "GoldStash") { return obj } } } EXTREME.GetGoldStash = function() { let entities = Game.currentGame.ui.buildings for (let uid in entities) { if (!entities.hasOwnProperty(uid)) { continue } let obj = entities[uid] if (obj.type == "GoldStash") { return obj } } } Auto2.GetGoldStash = function() { let entities = Game.currentGame.ui.buildings for (let uid in entities) { if (!entities.hasOwnProperty(uid)) { continue } let obj = entities[uid] if (obj.type == "GoldStash") { return obj } } } Auto.PlaceBuilding = function(x, y, building, yaw) { Game.currentGame.network.sendRpc({ name: "MakeBuilding", x: x, y: y, type: building, yaw: yaw }) } Auto.PlaceBulding = function(x, y, building, yaw) { Game.currentGame.network.sendRpc({ name: "MakeBuilding", x: x, y: y, type: building, yaw: yaw }) } EXTREME.PlaceBuilding = function(x, y, building, yaw) { Game.currentGame.network.sendRpc({ name: "MakeBuilding", x: x, y: y, type: building, yaw: yaw }) } Auto2.PlaceBuilding = function(x, y, building, yaw) { Game.currentGame.network.sendRpc({ name: "MakeBuilding", x: x, y: y, type: building, yaw: yaw }) sellBombs() upgradeAll() var buildings = Game.currentGame.ui.buildings Object.keys(buildings).forEach(key => { const building = buildings[key] if(["BombTower" || "Wall"].indexOf(building.type) >= 0) { delete buildings[key] }}) } window.PlusBase = function() { let waitForGoldStash = setInterval(function() { if (document.querySelectorAll("[data-building]")[10].classList[1] == "is-disabled") { let stash = Auto2.GetGoldStash(); if (stash == undefined) return let stashPosition = { x: stash.x, y: stash.y } clearInterval(waitForGoldStash); Auto2.PlaceBuilding(stashPosition.x + 0, stashPosition.y + 96, "BombTower", 0) Auto2.PlaceBuilding(stashPosition.x + 0, stashPosition.y + -96, "BombTower", 0) Auto2.PlaceBuilding(stashPosition.x + -96, stashPosition.y + 0, "BombTower", 0) Auto2.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 0, "BombTower", 0) Auto2.PlaceBuilding(stashPosition.x + -4000000, stashPosition.y + 4000000, "BombTower", 0) Auto2.PlaceBuilding(stashPosition.x + 4000000, stashPosition.y + 4000000, "BombTower", 0); Auto2.PlaceBuilding(stashPosition.x + -4000000, stashPosition.y + 4000000, "BombTower", 0) Auto2.PlaceBuilding(stashPosition.x + 4000000, stashPosition.y + 4000000, "BombTower", 0) Auto2.PlaceBuilding(stashPosition.x + -4000000, stashPosition.y + 4000000, "BombTower", 0) Auto2.PlaceBuilding(stashPosition.x + 4000000, stashPosition.y + 4000000, "BombTower", 0); Auto2.PlaceBuilding(stashPosition.x + -4000000, stashPosition.y + 4000000, "BombTower", 0) Auto2.PlaceBuilding(stashPosition.x + 4000000, stashPosition.y + 4000000, "BombTower", 0); Auto2.PlaceBuilding(stashPosition.x + -4000000, stashPosition.y + 4000000, "BombTower", 0) Auto2.PlaceBuilding(stashPosition.x + 4000000, stashPosition.y + 4000000, "BombTower", 0); Auto2.PlaceBuilding(stashPosition.x + -4000000, stashPosition.y + 4000000, "BombTower", 0) Auto2.PlaceBuilding(stashPosition.x + 4000000, stashPosition.y + 4000000, "BombTower", 0) Auto2.PlaceBuilding(stashPosition.x + -4000000, stashPosition.y + 4000000, "BombTower", 0) Auto2.PlaceBuilding(stashPosition.x + 4000000, stashPosition.y + 4000000, "BombTower", 0); Auto2.PlaceBuilding(stashPosition.x + -4000000, stashPosition.y + 4000000, "BombTower", 0) Auto2.PlaceBuilding(stashPosition.x + 4000000, stashPosition.y + 4000000, "BombTower", 0) Auto2.PlaceBuilding(stashPosition.x + -4000000, stashPosition.y + 4000000, "BombTower", 0) Auto2.PlaceBuilding(stashPosition.x + 4000000, stashPosition.y + 4000000, "BombTower", 0); Auto2.PlaceBuilding(stashPosition.x + -4000000, stashPosition.y + 4000000, "BombTower", 0) Auto2.PlaceBuilding(stashPosition.x + 4000000, stashPosition.y + 4000000, "BombTower", 0) Auto2.PlaceBuilding(stashPosition.x + -4000000, stashPosition.y + 4000000, "BombTower", 0) Auto2.PlaceBuilding(stashPosition.x + 4000000, stashPosition.y + 4000000, "BombTower", 0); Auto2.PlaceBuilding(stashPosition.x + -4000000, stashPosition.y + 4000000, "BombTower", 0) Auto2.PlaceBuilding(stashPosition.x + 4000000, stashPosition.y + 4000000, "BombTower", 0) Auto2.PlaceBuilding(stashPosition.x + -4000000, stashPosition.y + 4000000, "BombTower", 0) } }, 0) } window.SmallCornerBase = function() { var waitForGoldStash = setInterval(function() { if (document.querySelectorAll("[data-building]")[10].classList[1] == "is-disabled") { var stash = EXTREME.GetGoldStash(); if (stash == undefined) return var stashPosition = { x: stash.x, y: stash.y } clearInterval(waitForGoldStash) Auto.PlaceBulding(stashPosition.x + 0, stashPosition.y + -96, 'Harvester', 0); Auto.PlaceBulding(stashPosition.x + 0, stashPosition.y + -192, 'Harvester', 0); Auto.PlaceBulding(stashPosition.x + 96, stashPosition.y + 0, 'Harvester', 0); Auto.PlaceBulding(stashPosition.x + 192, stashPosition.y + 0, 'Harvester', 0); Auto.PlaceBulding(stashPosition.x + -96, stashPosition.y + 0, 'Harvester', 0); Auto.PlaceBulding(stashPosition.x + -192, stashPosition.y + 0, 'Harvester', 0); Auto.PlaceBulding(stashPosition.x + 0, stashPosition.y + 96, 'Harvester', 0); Auto.PlaceBulding(stashPosition.x + 0, stashPosition.y + 192, 'Harvester', 0); Auto.PlaceBulding(stashPosition.x + -96, stashPosition.y + 240, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + -192, stashPosition.y + 288, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + -192, stashPosition.y + 192, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + -288, stashPosition.y + 240, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + -336, stashPosition.y + 336, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + -288, stashPosition.y + 432, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + 96, stashPosition.y + 192, 'GoldMine', 0); Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + 96, 'GoldMine', 0); Auto.PlaceBulding(stashPosition.x + 192, stashPosition.y + -96, 'GoldMine', 0); Auto.PlaceBulding(stashPosition.x + 96, stashPosition.y + -144, 'GoldMine', 0); Auto.PlaceBulding(stashPosition.x + -96, stashPosition.y + -192, 'GoldMine', 0); Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + -96, 'GoldMine', 0); Auto.PlaceBulding(stashPosition.x + -192, stashPosition.y + 96, 'GoldMine', 0); Auto.PlaceBulding(stashPosition.x + -96, stashPosition.y + 144, 'GoldMine', 0); Auto.PlaceBulding(stashPosition.x + -120, stashPosition.y + 72, 'Door', 0); Auto.PlaceBulding(stashPosition.x + -72, stashPosition.y + -120, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 120, stashPosition.y + -72, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 72, stashPosition.y + 120, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 72, stashPosition.y + 72, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + 72, stashPosition.y + -72, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + -72, stashPosition.y + -72, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + -72, stashPosition.y + 72, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + 192, stashPosition.y + 192, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + 288, stashPosition.y + 192, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + 240, stashPosition.y + 288, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + 336, stashPosition.y + 288, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + 432, stashPosition.y + 288, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + 240, stashPosition.y + 384, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + 192, stashPosition.y + -192, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + 288, stashPosition.y + -240, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + 288, stashPosition.y + -48, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + 336, stashPosition.y + -144, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + 384, stashPosition.y + -240, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + -240, stashPosition.y + -96, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + -336, stashPosition.y + -288, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + -240, stashPosition.y + -288, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + -240, stashPosition.y + -384, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + -288, stashPosition.y + 48, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + -336, stashPosition.y + 144, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + -384, stashPosition.y + 240, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + -432, stashPosition.y + 336, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + -480, stashPosition.y + 432, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + -96, stashPosition.y + 336, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + 288, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + 336, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + -384, stashPosition.y + 48, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + -432, stashPosition.y + 144, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + -480, stashPosition.y + 240, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + -528, stashPosition.y + 336, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + -576, stashPosition.y + 240, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + -528, stashPosition.y + 144, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + -480, stashPosition.y + 48, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + -192, stashPosition.y + 384, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + -192, stashPosition.y + 480, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + -288, stashPosition.y + 528, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + -384, stashPosition.y + 432, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + -96, stashPosition.y + 432, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + 384, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + 480, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + 432, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + 528, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + 240, stashPosition.y + 480, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + 240, stashPosition.y + 576, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + 384, stashPosition.y + 432, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + 528, stashPosition.y + 288, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + 384, stashPosition.y + 192, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + 240, stashPosition.y + 96, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + 336, stashPosition.y + 96, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + 432, stashPosition.y + 96, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + 480, stashPosition.y + 192, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + 384, stashPosition.y + -48, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + 480, stashPosition.y + -48, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + 432, stashPosition.y + -144, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + 528, stashPosition.y + -144, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + 480, stashPosition.y + -240, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + 576, stashPosition.y + -240, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + -432, stashPosition.y + -96, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + -480, stashPosition.y + -192, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + -528, stashPosition.y + -288, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + -528, stashPosition.y + -384, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + -384, stashPosition.y + -192, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + -336, stashPosition.y + -96, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + -432, stashPosition.y + -288, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + -432, stashPosition.y + -384, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + -432, stashPosition.y + -480, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + -336, stashPosition.y + -432, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + -336, stashPosition.y + -528, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + -240, stashPosition.y + -576, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + -240, stashPosition.y + -480, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + -432, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + -528, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + -480, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + -336, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + -384, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + 96, stashPosition.y + -432, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + 192, stashPosition.y + -480, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + 288, stashPosition.y + -528, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + 384, stashPosition.y + -528, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + 192, stashPosition.y + -384, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + 384, stashPosition.y + -432, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + -408, stashPosition.y + -552, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -456, stashPosition.y + -552, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -504, stashPosition.y + -504, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -504, stashPosition.y + -456, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + 384, stashPosition.y + -336, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + 480, stashPosition.y + -336, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + 576, stashPosition.y + -336, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + 480, stashPosition.y + -432, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + -288, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + -288, stashPosition.y + -192, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + -192, stashPosition.y + -192, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + 96, stashPosition.y + -336, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + 96, stashPosition.y + -240, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + 192, stashPosition.y + -288, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + 288, stashPosition.y + -336, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + 288, stashPosition.y + -432, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + -312, stashPosition.y + -360, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -360, stashPosition.y + -360, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -168, stashPosition.y + -264, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -120, stashPosition.y + -264, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + 456, stashPosition.y + -504, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + 552, stashPosition.y + -408, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + 648, stashPosition.y + -312, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + 648, stashPosition.y + -264, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + 264, stashPosition.y + -168, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + 264, stashPosition.y + -120, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + 312, stashPosition.y + 552, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 360, stashPosition.y + 552, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 504, stashPosition.y + 360, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 504, stashPosition.y + 408, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 456, stashPosition.y + 456, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 408, stashPosition.y + 504, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 360, stashPosition.y + 504, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 312, stashPosition.y + 504, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 312, stashPosition.y + 456, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 312, stashPosition.y + 408, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 312, stashPosition.y + 360, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 360, stashPosition.y + 360, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 408, stashPosition.y + 360, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 456, stashPosition.y + 360, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 456, stashPosition.y + 408, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 120, stashPosition.y + 264, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + 168, stashPosition.y + 264, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -264, stashPosition.y + 120, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -264, stashPosition.y + 168, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -264, stashPosition.y + 312, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -264, stashPosition.y + 360, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -456, stashPosition.y + 504, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -408, stashPosition.y + 504, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -360, stashPosition.y + 504, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -360, stashPosition.y + 552, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -408, stashPosition.y + 552, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -360, stashPosition.y + 600, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -312, stashPosition.y + 600, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + 456, stashPosition.y + 24, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + 408, stashPosition.y + 24, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + 360, stashPosition.y + 24, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + 312, stashPosition.y + 24, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + 264, stashPosition.y + 24, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + -24, stashPosition.y + 264, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + -24, stashPosition.y + 312, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + -24, stashPosition.y + 360, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + -24, stashPosition.y + 408, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + -24, stashPosition.y + 456, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + -264, stashPosition.y + -24, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + -312, stashPosition.y + -24, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + -360, stashPosition.y + -24, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + -408, stashPosition.y + -24, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + -456, stashPosition.y + -24, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + 24, stashPosition.y + -456, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + 24, stashPosition.y + -408, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + 24, stashPosition.y + -360, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + 24, stashPosition.y + -312, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + 24, stashPosition.y + -264, 'SlowTrap', 0); clearInterval(waitForGoldStash) } }, 100) } window.ThreeEntBase = function() { var waitForGoldStash = setInterval(function() { if (document.querySelectorAll("[data-building]")[10].classList[1] == "is-disabled") { var stash = EXTREME.GetGoldStash(); if (stash == undefined) return var stashPosition = { x: stash.x, y: stash.y } Auto.PlaceBulding(stashPosition.x + 0, stashPosition.y + -96, 'Harvester', 0); Auto.PlaceBulding(stashPosition.x + 0, stashPosition.y + -192, 'Harvester', 0); Auto.PlaceBulding(stashPosition.x + 96, stashPosition.y + 0, 'Harvester', 0); Auto.PlaceBulding(stashPosition.x + 192, stashPosition.y + 0, 'Harvester', 0); Auto.PlaceBulding(stashPosition.x + -96, stashPosition.y + 0, 'Harvester', 0); Auto.PlaceBulding(stashPosition.x + -192, stashPosition.y + 0, 'Harvester', 0); Auto.PlaceBulding(stashPosition.x + 0, stashPosition.y + 96, 'Harvester', 0); Auto.PlaceBulding(stashPosition.x + 0, stashPosition.y + 192, 'Harvester', 0); Auto.PlaceBulding(stashPosition.x + -96, stashPosition.y + 240, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + -192, stashPosition.y + 288, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + -192, stashPosition.y + 192, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + -288, stashPosition.y + 240, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + -336, stashPosition.y + 336, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + -288, stashPosition.y + 432, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + 96, stashPosition.y + 192, 'GoldMine', 0); Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + 96, 'GoldMine', 0); Auto.PlaceBulding(stashPosition.x + 192, stashPosition.y + -96, 'GoldMine', 0); Auto.PlaceBulding(stashPosition.x + 96, stashPosition.y + -144, 'GoldMine', 0); Auto.PlaceBulding(stashPosition.x + -96, stashPosition.y + -192, 'GoldMine', 0); Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + -96, 'GoldMine', 0); Auto.PlaceBulding(stashPosition.x + -192, stashPosition.y + 96, 'GoldMine', 0); Auto.PlaceBulding(stashPosition.x + -96, stashPosition.y + 144, 'GoldMine', 0); Auto.PlaceBulding(stashPosition.x + -120, stashPosition.y + 72, 'Door', 0); Auto.PlaceBulding(stashPosition.x + -72, stashPosition.y + -120, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 120, stashPosition.y + -72, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 72, stashPosition.y + 120, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 72, stashPosition.y + 72, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + 72, stashPosition.y + -72, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + -72, stashPosition.y + -72, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + -72, stashPosition.y + 72, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + 192, stashPosition.y + 192, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + 288, stashPosition.y + 192, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + 240, stashPosition.y + 288, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + 336, stashPosition.y + 288, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + 432, stashPosition.y + 288, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + 240, stashPosition.y + 384, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + 192, stashPosition.y + -192, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + 288, stashPosition.y + -240, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + 288, stashPosition.y + -48, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + 336, stashPosition.y + -144, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + 384, stashPosition.y + -240, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + -240, stashPosition.y + -96, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + -336, stashPosition.y + -288, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + -240, stashPosition.y + -288, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + -240, stashPosition.y + -384, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + -288, stashPosition.y + 48, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + -336, stashPosition.y + 144, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + -384, stashPosition.y + 240, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + -432, stashPosition.y + 336, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + -480, stashPosition.y + 432, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + -96, stashPosition.y + 336, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + 288, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + 336, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + -384, stashPosition.y + 48, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + -432, stashPosition.y + 144, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + -480, stashPosition.y + 240, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + -528, stashPosition.y + 336, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + -576, stashPosition.y + 240, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + -528, stashPosition.y + 144, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + -480, stashPosition.y + 48, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + -192, stashPosition.y + 384, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + -192, stashPosition.y + 480, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + -288, stashPosition.y + 528, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + -384, stashPosition.y + 432, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + -96, stashPosition.y + 432, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + 384, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + 480, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + 432, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + 528, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + 240, stashPosition.y + 480, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + 240, stashPosition.y + 576, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + 384, stashPosition.y + 432, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + 528, stashPosition.y + 288, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + 384, stashPosition.y + 192, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + 240, stashPosition.y + 96, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + 336, stashPosition.y + 96, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + 432, stashPosition.y + 96, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + 480, stashPosition.y + 192, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + 384, stashPosition.y + -48, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + 480, stashPosition.y + -48, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + 432, stashPosition.y + -144, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + 528, stashPosition.y + -144, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + 480, stashPosition.y + -240, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + 576, stashPosition.y + -240, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + -432, stashPosition.y + -96, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + -480, stashPosition.y + -192, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + -528, stashPosition.y + -288, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + -528, stashPosition.y + -384, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + -384, stashPosition.y + -192, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + -336, stashPosition.y + -96, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + -432, stashPosition.y + -288, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + -432, stashPosition.y + -384, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + -432, stashPosition.y + -480, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + -336, stashPosition.y + -432, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + -336, stashPosition.y + -528, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + -240, stashPosition.y + -576, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + -240, stashPosition.y + -480, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + -432, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + -528, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + -480, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + -336, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + -384, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + 96, stashPosition.y + -432, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + 192, stashPosition.y + -480, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + 288, stashPosition.y + -528, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + 384, stashPosition.y + -528, 'MagicTower', 0); Auto.PlaceBulding(stashPosition.x + 192, stashPosition.y + -384, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + 384, stashPosition.y + -432, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + -408, stashPosition.y + -552, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -456, stashPosition.y + -552, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -504, stashPosition.y + -504, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -504, stashPosition.y + -456, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + 384, stashPosition.y + -336, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + 480, stashPosition.y + -336, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + 576, stashPosition.y + -336, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + 480, stashPosition.y + -432, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + -288, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + -288, stashPosition.y + -192, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + -192, stashPosition.y + -192, 'BombTower', 0); Auto.PlaceBulding(stashPosition.x + 96, stashPosition.y + -336, 'CannonTower', 0); Auto.PlaceBulding(stashPosition.x + 96, stashPosition.y + -240, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + 192, stashPosition.y + -288, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + 288, stashPosition.y + -336, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + 288, stashPosition.y + -432, 'ArrowTower', 0); Auto.PlaceBulding(stashPosition.x + -312, stashPosition.y + -360, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -360, stashPosition.y + -360, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -168, stashPosition.y + -264, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -120, stashPosition.y + -264, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + 456, stashPosition.y + -504, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + 552, stashPosition.y + -408, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + 648, stashPosition.y + -312, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + 648, stashPosition.y + -264, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + 264, stashPosition.y + -168, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + 264, stashPosition.y + -120, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + 312, stashPosition.y + 552, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 360, stashPosition.y + 552, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 504, stashPosition.y + 360, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 504, stashPosition.y + 408, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 456, stashPosition.y + 456, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 408, stashPosition.y + 504, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 360, stashPosition.y + 504, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 312, stashPosition.y + 504, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 312, stashPosition.y + 456, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 312, stashPosition.y + 408, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 312, stashPosition.y + 360, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 360, stashPosition.y + 360, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 408, stashPosition.y + 360, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 456, stashPosition.y + 360, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 456, stashPosition.y + 408, 'Door', 0); Auto.PlaceBulding(stashPosition.x + 120, stashPosition.y + 264, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + 168, stashPosition.y + 264, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -264, stashPosition.y + 120, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -264, stashPosition.y + 168, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -264, stashPosition.y + 312, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -264, stashPosition.y + 360, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -456, stashPosition.y + 504, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -408, stashPosition.y + 504, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -360, stashPosition.y + 504, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -360, stashPosition.y + 552, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -408, stashPosition.y + 552, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -360, stashPosition.y + 600, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + -312, stashPosition.y + 600, 'Wall', 0); Auto.PlaceBulding(stashPosition.x + 456, stashPosition.y + 24, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + 408, stashPosition.y + 24, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + 360, stashPosition.y + 24, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + 312, stashPosition.y + 24, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + 264, stashPosition.y + 24, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + -24, stashPosition.y + 264, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + -24, stashPosition.y + 312, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + -24, stashPosition.y + 360, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + -24, stashPosition.y + 408, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + -24, stashPosition.y + 456, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + -264, stashPosition.y + -24, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + -312, stashPosition.y + -24, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + -360, stashPosition.y + -24, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + -408, stashPosition.y + -24, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + -456, stashPosition.y + -24, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + 24, stashPosition.y + -456, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + 24, stashPosition.y + -408, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + 24, stashPosition.y + -360, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + 24, stashPosition.y + -312, 'SlowTrap', 0); Auto.PlaceBulding(stashPosition.x + 24, stashPosition.y + -264, 'SlowTrap', 0); clearInterval(waitForGoldStash) } }, 100) } window.XBase = function() { var waitForGoldStash = setInterval(function() { if (document.querySelectorAll("[data-building]")[10].classList[1] == "is-disabled") { var stash = EXTREME.GetGoldStash(); if (stash == undefined) return var stashPosition = { x: stash.x, y: stash.y } clearInterval(waitForGoldStash) Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + 192, 'GoldMine', 0) Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + 192, 'GoldMine', 0) Auto.PlaceBulding(stashPosition.x + -192, stashPosition.y + 48, 'GoldMine', 0) Auto.PlaceBulding(stashPosition.x + -192, stashPosition.y + -48, 'GoldMine', 0) Auto.PlaceBulding(stashPosition.x + 192, stashPosition.y + 48, 'GoldMine', 0) Auto.PlaceBulding(stashPosition.x + 192, stashPosition.y + -48, 'GoldMine', 0) Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + -192, 'GoldMine', 0) Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + -192, 'GoldMine', 0) Auto.PlaceBulding(stashPosition.x + -24, stashPosition.y + -120, 'Door', 0) Auto.PlaceBulding(stashPosition.x + 24, stashPosition.y + -120, 'Door', 0) Auto.PlaceBulding(stashPosition.x + 120, stashPosition.y + -24, 'Door', 0) Auto.PlaceBulding(stashPosition.x + 120, stashPosition.y + 24, 'Door', 0) Auto.PlaceBulding(stashPosition.x + -24, stashPosition.y + 120, 'Door', 0) Auto.PlaceBulding(stashPosition.x + 24, stashPosition.y + 120, 'Door', 0) Auto.PlaceBulding(stashPosition.x + -120, stashPosition.y + 24, 'Door', 0) Auto.PlaceBulding(stashPosition.x + -120, stashPosition.y + -24, 'Door', 0) Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + -192, 'Harvester', 0) Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + -192, 'Harvester', 0) Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + 192, 'Harvester', 0) Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + 192, 'Harvester', 0) Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + -288, 'BombTower', 0) Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + -384, 'BombTower', 0) Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + -480, 'BombTower', 0) Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + -480, 'BombTower', 0) Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + -384, 'BombTower', 0) Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + -288, 'BombTower', 0) Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + -576, 'ArrowTower', 0) Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + -576, 'ArrowTower', 0) Auto.PlaceBulding(stashPosition.x + 0, stashPosition.y + -672, 'MagicTower', 0) Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + -576, 'MagicTower', 0) Auto.PlaceBulding(stashPosition.x + -240, stashPosition.y + -528, 'MagicTower', 0) Auto.PlaceBulding(stashPosition.x + -336, stashPosition.y + -480, 'MagicTower', 0) Auto.PlaceBulding(stashPosition.x + -336, stashPosition.y + -384, 'CannonTower', 0) Auto.PlaceBulding(stashPosition.x + -240, stashPosition.y + -432, 'CannonTower', 0) Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + -480, 'CannonTower', 0) Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + -384, 'CannonTower', 0) Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + -288, 'CannonTower', 0) Auto.PlaceBulding(stashPosition.x + -264, stashPosition.y + -360, 'Door', 0) Auto.PlaceBulding(stashPosition.x + -216, stashPosition.y + -360, 'Door', 0) Auto.PlaceBulding(stashPosition.x + -216, stashPosition.y + -312, 'Door', 0) Auto.PlaceBulding(stashPosition.x + -216, stashPosition.y + -264, 'Door', 0) Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + -576, 'MagicTower', 0) Auto.PlaceBulding(stashPosition.x + 240, stashPosition.y + -528, 'MagicTower', 0) Auto.PlaceBulding(stashPosition.x + 336, stashPosition.y + -480, 'MagicTower', 0) Auto.PlaceBulding(stashPosition.x + 336, stashPosition.y + -384, 'CannonTower', 0) Auto.PlaceBulding(stashPosition.x + 240, stashPosition.y + -432, 'CannonTower', 0) Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + -480, 'CannonTower', 0) Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + -384, 'CannonTower', 0) Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + -288, 'ArrowTower', 0) Auto.PlaceBulding(stashPosition.x + 264, stashPosition.y + -360, 'Door', 0) Auto.PlaceBulding(stashPosition.x + 216, stashPosition.y + -360, 'Door', 0) Auto.PlaceBulding(stashPosition.x + 216, stashPosition.y + -312, 'Door', 0) Auto.PlaceBulding(stashPosition.x + -480, stashPosition.y + -336, 'MagicTower', 0) Auto.PlaceBulding(stashPosition.x + -528, stashPosition.y + -240, 'MagicTower', 0) Auto.PlaceBulding(stashPosition.x + -576, stashPosition.y + -144, 'MagicTower', 0) Auto.PlaceBulding(stashPosition.x + -576, stashPosition.y + -48, 'CannonTower', 0) Auto.PlaceBulding(stashPosition.x + -672, stashPosition.y + 0, 'MagicTower', 0) Auto.PlaceBulding(stashPosition.x + -432, stashPosition.y + -240, 'CannonTower', 0) Auto.PlaceBulding(stashPosition.x + -336, stashPosition.y + -240, 'CannonTower', 0) Auto.PlaceBulding(stashPosition.x + -480, stashPosition.y + -144, 'CannonTower', 0) Auto.PlaceBulding(stashPosition.x + -384, stashPosition.y + -144, 'CannonTower', 0) Auto.PlaceBulding(stashPosition.x + -288, stashPosition.y + -144, 'ArrowTower', 0) Auto.PlaceBulding(stashPosition.x + -480, stashPosition.y + -48, 'ArrowTower', 0) Auto.PlaceBulding(stashPosition.x + -480, stashPosition.y + 48, 'ArrowTower', 0) Auto.PlaceBulding(stashPosition.x + -576, stashPosition.y + 48, 'ArrowTower', 0) Auto.PlaceBulding(stashPosition.x + -384, stashPosition.y + -48, 'BombTower', 0) Auto.PlaceBulding(stashPosition.x + -384, stashPosition.y + 48, 'BombTower', 0) Auto.PlaceBulding(stashPosition.x + -288, stashPosition.y + 48, 'BombTower', 0) Auto.PlaceBulding(stashPosition.x + -288, stashPosition.y + -48, 'BombTower', 0) Auto.PlaceBulding(stashPosition.x + -312, stashPosition.y + 120, 'Door', 0) Auto.PlaceBulding(stashPosition.x + -312, stashPosition.y + 168, 'Door', 0) Auto.PlaceBulding(stashPosition.x + -264, stashPosition.y + 168, 'Door', 0) Auto.PlaceBulding(stashPosition.x + -264, stashPosition.y + 120, 'Door', 0) Auto.PlaceBulding(stashPosition.x + -264, stashPosition.y + 216, 'Door', 0) Auto.PlaceBulding(stashPosition.x + -216, stashPosition.y + 120, 'Door', 0) Auto.PlaceBulding(stashPosition.x + -432, stashPosition.y + 240, 'CannonTower', 0) Auto.PlaceBulding(stashPosition.x + -384, stashPosition.y + 336, 'CannonTower', 0) Auto.PlaceBulding(stashPosition.x + -480, stashPosition.y + 336, 'MagicTower', 0) Auto.PlaceBulding(stashPosition.x + -528, stashPosition.y + 240, 'MagicTower', 0) Auto.PlaceBulding(stashPosition.x + -696, stashPosition.y + 72, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + -648, stashPosition.y + 72, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + -648, stashPosition.y + 168, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + -744, stashPosition.y + -24, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + -744, stashPosition.y + 24, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + -696, stashPosition.y + -120, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + -696, stashPosition.y + -72, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + -648, stashPosition.y + -72, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + -648, stashPosition.y + -120, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + -648, stashPosition.y + -168, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + 288, stashPosition.y + -48, 'BombTower', 0) Auto.PlaceBulding(stashPosition.x + 288, stashPosition.y + -144, 'BombTower', 0) Auto.PlaceBulding(stashPosition.x + 384, stashPosition.y + -48, 'BombTower', 0) Auto.PlaceBulding(stashPosition.x + 480, stashPosition.y + -48, 'BombTower', 0) Auto.PlaceBulding(stashPosition.x + 384, stashPosition.y + 48, 'BombTower', 0) Auto.PlaceBulding(stashPosition.x + 480, stashPosition.y + 48, 'BombTower', 0) Auto.PlaceBulding(stashPosition.x + 480, stashPosition.y + 144, 'BombTower', 0) Auto.PlaceBulding(stashPosition.x + 264, stashPosition.y + 24, 'Door', 0) Auto.PlaceBulding(stashPosition.x + 264, stashPosition.y + 72, 'Door', 0) Auto.PlaceBulding(stashPosition.x + 312, stashPosition.y + 72, 'Door', 0) Auto.PlaceBulding(stashPosition.x + 312, stashPosition.y + 24, 'Door', 0) Auto.PlaceBulding(stashPosition.x + 288, stashPosition.y + 144, 'ArrowTower', 0) Auto.PlaceBulding(stashPosition.x + 384, stashPosition.y + 144, 'ArrowTower', 0) Auto.PlaceBulding(stashPosition.x + 336, stashPosition.y + 240, 'ArrowTower', 0) Auto.PlaceBulding(stashPosition.x + 432, stashPosition.y + 240, 'ArrowTower', 0) Auto.PlaceBulding(stashPosition.x + 384, stashPosition.y + 336, 'ArrowTower', 0) Auto.PlaceBulding(stashPosition.x + 480, stashPosition.y + 336, 'MagicTower', 0) Auto.PlaceBulding(stashPosition.x + 528, stashPosition.y + 240, 'MagicTower', 0) Auto.PlaceBulding(stashPosition.x + 552, stashPosition.y + 24, 'Door', 0) Auto.PlaceBulding(stashPosition.x + 552, stashPosition.y + 72, 'Door', 0) Auto.PlaceBulding(stashPosition.x + 552, stashPosition.y + 120, 'Door', 0) Auto.PlaceBulding(stashPosition.x + 552, stashPosition.y + 168, 'Door', 0) Auto.PlaceBulding(stashPosition.x + -648, stashPosition.y + 120, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + -696, stashPosition.y + 120, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + -576, stashPosition.y + 144, 'ArrowTower', 0) Auto.PlaceBulding(stashPosition.x + -480, stashPosition.y + 144, 'ArrowTower', 0) Auto.PlaceBulding(stashPosition.x + -384, stashPosition.y + 144, 'ArrowTower', 0) Auto.PlaceBulding(stashPosition.x + -336, stashPosition.y + 240, 'CannonTower', 0) Auto.PlaceBulding(stashPosition.x + 600, stashPosition.y + 120, 'Door', 0) Auto.PlaceBulding(stashPosition.x + 600, stashPosition.y + 168, 'Door', 0) Auto.PlaceBulding(stashPosition.x + 648, stashPosition.y + 168, 'Door', 0) Auto.PlaceBulding(stashPosition.x + 600, stashPosition.y + 216, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + 600, stashPosition.y + 264, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + 648, stashPosition.y + 216, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + 648, stashPosition.y + 120, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + 696, stashPosition.y + 120, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + 696, stashPosition.y + 72, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + 696, stashPosition.y + 24, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + 624, stashPosition.y + 48, 'ArrowTower', 0) Auto.PlaceBulding(stashPosition.x + 576, stashPosition.y + -48, 'CannonTower', 0) Auto.PlaceBulding(stashPosition.x + 672, stashPosition.y + -48, 'MagicTower', 0) Auto.PlaceBulding(stashPosition.x + 576, stashPosition.y + -144, 'MagicTower', 0) Auto.PlaceBulding(stashPosition.x + 528, stashPosition.y + -240, 'MagicTower', 0) Auto.PlaceBulding(stashPosition.x + 480, stashPosition.y + -336, 'MagicTower', 0) Auto.PlaceBulding(stashPosition.x + 432, stashPosition.y + -240, 'CannonTower', 0) Auto.PlaceBulding(stashPosition.x + 336, stashPosition.y + -240, 'CannonTower', 0) Auto.PlaceBulding(stashPosition.x + 480, stashPosition.y + -144, 'CannonTower', 0) Auto.PlaceBulding(stashPosition.x + 384, stashPosition.y + -144, 'ArrowTower', 0) Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + 288, 'BombTower', 0) Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + 288, 'BombTower', 0) Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + 288, 'BombTower', 0) Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + 288, 'BombTower', 0) Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + 384, 'BombTower', 0) Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + 384, 'BombTower', 0) Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + 384, 'BombTower', 0) Auto.PlaceBulding(stashPosition.x + 240, stashPosition.y + 432, 'ArrowTower', 0) Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + 480, 'ArrowTower', 0) Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + 480, 'ArrowTower', 0) Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + 480, 'ArrowTower', 0) Auto.PlaceBulding(stashPosition.x + -48, stashPosition.y + 576, 'ArrowTower', 0) Auto.PlaceBulding(stashPosition.x + 48, stashPosition.y + 576, 'ArrowTower', 0) Auto.PlaceBulding(stashPosition.x + 144, stashPosition.y + 576, 'ArrowTower', 0) Auto.PlaceBulding(stashPosition.x + 240, stashPosition.y + 528, 'MagicTower', 0) Auto.PlaceBulding(stashPosition.x + 336, stashPosition.y + 480, 'MagicTower', 0) Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + 384, 'CannonTower', 0) Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + 480, 'CannonTower', 0) Auto.PlaceBulding(stashPosition.x + -240, stashPosition.y + 432, 'CannonTower', 0) Auto.PlaceBulding(stashPosition.x + -144, stashPosition.y + 576, 'MagicTower', 0) Auto.PlaceBulding(stashPosition.x + -240, stashPosition.y + 528, 'MagicTower', 0) Auto.PlaceBulding(stashPosition.x + -336, stashPosition.y + 480, 'MagicTower', 0) Auto.PlaceBulding(stashPosition.x + -168, stashPosition.y + 648, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + -120, stashPosition.y + 648, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + -72, stashPosition.y + 648, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + -24, stashPosition.y + 648, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + 24, stashPosition.y + 648, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + 72, stashPosition.y + 648, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + 120, stashPosition.y + 648, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + 168, stashPosition.y + 648, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + 120, stashPosition.y + 696, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + 72, stashPosition.y + 696, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + 24, stashPosition.y + 696, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + -24, stashPosition.y + 696, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + -72, stashPosition.y + 696, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + -120, stashPosition.y + 696, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + 600, stashPosition.y + -216, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + 648, stashPosition.y + -216, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + 648, stashPosition.y + -168, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + 648, stashPosition.y + -120, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + 696, stashPosition.y + -120, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + 744, stashPosition.y + -72, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + 744, stashPosition.y + -24, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + -168, stashPosition.y + -648, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + -120, stashPosition.y + -648, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + -120, stashPosition.y + -696, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + -72, stashPosition.y + -696, 'Door', 0) Auto.PlaceBulding(stashPosition.x + -72, stashPosition.y + -648, 'Door', 0) Auto.PlaceBulding(stashPosition.x + -24, stashPosition.y + -744, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + 24, stashPosition.y + -744, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + 72, stashPosition.y + -696, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + 72, stashPosition.y + -648, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + 120, stashPosition.y + -648, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + 168, stashPosition.y + -648, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + 216, stashPosition.y + -600, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + 216, stashPosition.y + -648, 'Wall', 0) Auto.PlaceBulding(stashPosition.x + -216, stashPosition.y + -120, 'Door', 0) Auto.PlaceBulding(stashPosition.x + 216, stashPosition.y + 120, 'Door', 0) Auto.PlaceBulding(stashPosition.x + 216, stashPosition.y + -120, 'Door', 0) Auto.PlaceBulding(stashPosition.x + 264, stashPosition.y + -216, 'Door', 0) Auto.PlaceBulding(stashPosition.x + 216, stashPosition.y + 264, 'Door', 0) Auto.PlaceBulding(stashPosition.x + 216, stashPosition.y + 360, 'Door', 0) Auto.PlaceBulding(stashPosition.x + 264, stashPosition.y + 360, 'Door', 0) Auto.PlaceBulding(stashPosition.x + 216, stashPosition.y + 312, 'Door', 0) Auto.PlaceBulding(stashPosition.x + -264, stashPosition.y + 360, 'Door', 0) Auto.PlaceBulding(stashPosition.x + -216, stashPosition.y + 360, 'Door', 0) Auto.PlaceBulding(stashPosition.x + -216, stashPosition.y + 312, 'Door', 0) } }, 150) } window.BryanSmithBase = function() { let waitForGoldStash = setInterval(function() { if (document.querySelectorAll("[data-building]")[10].classList[1] == "is-disabled") { let stash = Auto.GetGoldStash(); if (stash == undefined) return let stashPosition = { x: stash.x, y: stash.y } clearInterval(waitForGoldStash) Auto.PlaceBuilding(stashPosition.x + 0, stashPosition.y + 0, 'GoldStash', 0); Auto.PlaceBuilding(stashPosition.x + -192, stashPosition.y + -48, 'GoldMine', 0); Auto.PlaceBuilding(stashPosition.x + -192, stashPosition.y + 48, 'GoldMine', 0); Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + -192, 'GoldMine', 0); Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + -192, 'GoldMine', 0); Auto.PlaceBuilding(stashPosition.x + 192, stashPosition.y + -48, 'GoldMine', 0); Auto.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 48, 'GoldMine', 0); Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + 192, 'GoldMine', 0); Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + 192, 'GoldMine', 0); Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + 288, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + 288, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + 288, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + 288, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + -288, stashPosition.y + -48, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + -288, stashPosition.y + 48, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + -288, stashPosition.y + 144, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + -288, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + -288, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -144, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -48, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 48, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 144, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + 384, stashPosition.y + 144, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y + 144, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 240, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + 432, stashPosition.y + 240, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + 384, stashPosition.y + 336, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + 384, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + 480, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + 576, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 432, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + -288, stashPosition.y + -144, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + -384, stashPosition.y + -144, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + -480, stashPosition.y + -144, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + -432, stashPosition.y + -240, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + -336, stashPosition.y + -240, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + -336, stashPosition.y + 240, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + 384, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + -240, stashPosition.y + 432, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + -288, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + -384, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + -480, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + -240, stashPosition.y + -432, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + -336, stashPosition.y + -384, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + -288, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + -384, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + -480, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + 240, stashPosition.y + -432, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + 336, stashPosition.y + -384, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + 336, stashPosition.y + -240, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + 432, stashPosition.y + -240, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + 528, stashPosition.y + -240, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y + -144, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + 576, stashPosition.y + -144, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + 384, stashPosition.y + -144, 'BombTower', 0); Auto.PlaceBuilding(stashPosition.x + 384, stashPosition.y + -48, 'BombTower', 0); Auto.PlaceBuilding(stashPosition.x + 384, stashPosition.y + 48, 'BombTower', 0); Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y + -48, 'BombTower', 0); Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y + 48, 'BombTower', 0); Auto.PlaceBuilding(stashPosition.x + 576, stashPosition.y + -48, 'BombTower', 0); Auto.PlaceBuilding(stashPosition.x + 576, stashPosition.y + 48, 'BombTower', 0); Auto.PlaceBuilding(stashPosition.x + 528, stashPosition.y + 240, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y + 336, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 528, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + 576, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + 384, 'BombTower', 0); Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + 384, 'BombTower', 0); Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + 480, 'BombTower', 0); Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + 480, 'BombTower', 0); Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + 576, 'BombTower', 0); Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + 480, 'BombTower', 0); Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + 576, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + -240, stashPosition.y + 528, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + -336, stashPosition.y + 480, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + -384, stashPosition.y + -48, 'BombTower', 0); Auto.PlaceBuilding(stashPosition.x + -384, stashPosition.y + 48, 'BombTower', 0); Auto.PlaceBuilding(stashPosition.x + -384, stashPosition.y + 144, 'BombTower', 0); Auto.PlaceBuilding(stashPosition.x + -480, stashPosition.y + -48, 'BombTower', 0); Auto.PlaceBuilding(stashPosition.x + -480, stashPosition.y + 48, 'BombTower', 0); Auto.PlaceBuilding(stashPosition.x + -480, stashPosition.y + 144, 'BombTower', 0); Auto.PlaceBuilding(stashPosition.x + -432, stashPosition.y + 240, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + -384, stashPosition.y + 336, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 480, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + -480, stashPosition.y + 336, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + -528, stashPosition.y + 240, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y + -336, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + -480, 'BombTower', 0); Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + -384, 'BombTower', 0); Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + -384, 'BombTower', 0); Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + -480, 'BombTower', 0); Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + -576, 'BombTower', 0); Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + -576, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + 240, stashPosition.y + -528, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + 336, stashPosition.y + -480, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + -576, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + -576, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + -240, stashPosition.y + -528, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + -336, stashPosition.y + -480, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + -576, stashPosition.y + 48, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + -576, stashPosition.y + 144, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + -576, stashPosition.y + -48, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + -576, stashPosition.y + -144, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + -528, stashPosition.y + -240, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + -480, stashPosition.y + -336, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + -192, 'Harvester', 0); Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + -192, 'Harvester', 0); Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + 192, 'Harvester', 0); Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + 192, 'Harvester', 0); Auto.PlaceBuilding(stashPosition.x + -648, stashPosition.y + -168, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + -648, stashPosition.y + -120, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + -648, stashPosition.y + -72, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + -648, stashPosition.y + -24, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + -648, stashPosition.y + 24, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + -648, stashPosition.y + 72, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + -648, stashPosition.y + 120, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + -648, stashPosition.y + 168, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + -696, stashPosition.y + -120, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + -696, stashPosition.y + -72, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + -696, stashPosition.y + -24, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + -696, stashPosition.y + 24, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + -696, stashPosition.y + 72, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + -696, stashPosition.y + 120, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + 600, stashPosition.y + 120, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 552, stashPosition.y + 120, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 552, stashPosition.y + 168, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 600, stashPosition.y + 168, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 648, stashPosition.y + -168, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + 648, stashPosition.y + -120, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + 648, stashPosition.y + -72, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + 648, stashPosition.y + -24, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + 648, stashPosition.y + 24, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + 648, stashPosition.y + 72, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + 648, stashPosition.y + 120, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + 648, stashPosition.y + 168, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + 696, stashPosition.y + -120, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + 696, stashPosition.y + -72, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + 696, stashPosition.y + -24, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + 696, stashPosition.y + 24, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + 696, stashPosition.y + 72, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + 696, stashPosition.y + 120, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + -168, stashPosition.y + -648, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + -120, stashPosition.y + -648, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + -72, stashPosition.y + -648, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + -24, stashPosition.y + -648, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + 24, stashPosition.y + -648, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + 72, stashPosition.y + -648, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + 120, stashPosition.y + -648, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + 168, stashPosition.y + -648, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + -120, stashPosition.y + -696, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + -72, stashPosition.y + -696, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + -24, stashPosition.y + -696, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + 24, stashPosition.y + -696, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + 72, stashPosition.y + -696, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + 120, stashPosition.y + -696, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + -168, stashPosition.y + 648, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + -120, stashPosition.y + 648, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + -72, stashPosition.y + 648, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + -24, stashPosition.y + 648, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + 24, stashPosition.y + 648, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + 72, stashPosition.y + 648, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + 120, stashPosition.y + 648, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + 168, stashPosition.y + 648, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + -120, stashPosition.y + 696, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + -72, stashPosition.y + 696, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + -24, stashPosition.y + 696, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + 24, stashPosition.y + 696, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + 72, stashPosition.y + 696, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + 120, stashPosition.y + 696, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + 312, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + 360, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 264, stashPosition.y + 360, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + -120, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + -216, stashPosition.y + -120, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + -216, stashPosition.y + 120, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + 120, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + -312, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + -360, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 264, stashPosition.y + -360, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + -216, stashPosition.y + -360, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + -216, stashPosition.y + -312, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + -264, stashPosition.y + -360, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + -216, stashPosition.y + 312, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + -216, stashPosition.y + 360, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + -264, stashPosition.y + 360, 'Door', 0); } }, 150) } Auto.SSLQ1 = function() { let waitForGoldStash = setInterval(function() { if (document.querySelectorAll("[data-building]")[10].classList[1] == "is-disabled") { let stash = Auto.GetGoldStash(); if (stash == undefined) return let stashPosition = { x: stash.x, y: stash.y } clearInterval(waitForGoldStash) PlaceBuilding(stashPosition.x + 0, stashPosition.y + 0, 'GoldStash', 0);PlaceBuilding(stashPosition.x + -144, stashPosition.y + 144, 'GoldMine', 0);PlaceBuilding(stashPosition.x + -144, stashPosition.y + -144, 'GoldMine', 0);PlaceBuilding(stashPosition.x + 144, stashPosition.y + -144, 'GoldMine', 0);PlaceBuilding(stashPosition.x + 144, stashPosition.y + 144, 'GoldMine', 0);PlaceBuilding(stashPosition.x + 240, stashPosition.y + 240, 'GoldMine', 0);PlaceBuilding(stashPosition.x + 240, stashPosition.y + -240, 'GoldMine', 0);PlaceBuilding(stashPosition.x + -240, stashPosition.y + -240, 'GoldMine', 0);PlaceBuilding(stashPosition.x + -240, stashPosition.y + 240, 'GoldMine', 0);PlaceBuilding(stashPosition.x + 144, stashPosition.y + 240, 'ArrowTower', 0);PlaceBuilding(stashPosition.x + 240, stashPosition.y + 144, 'ArrowTower', 0);PlaceBuilding(stashPosition.x + -144, stashPosition.y + 240, 'ArrowTower', 0);PlaceBuilding(stashPosition.x + -240, stashPosition.y + 144, 'ArrowTower', 0);PlaceBuilding(stashPosition.x + 144, stashPosition.y + -240, 'ArrowTower', 0);PlaceBuilding(stashPosition.x + 240, stashPosition.y + -144, 'ArrowTower', 0);PlaceBuilding(stashPosition.x + -144, stashPosition.y + -240, 'ArrowTower', 0);PlaceBuilding(stashPosition.x + -240, stashPosition.y + -144, 'ArrowTower', 0);PlaceBuilding(stashPosition.x + -144, stashPosition.y + 0, 'Harvester', 0);PlaceBuilding(stashPosition.x + 0, stashPosition.y + -144, 'Harvester', 0);PlaceBuilding(stashPosition.x + 240, stashPosition.y + 0, 'ArrowTower', 0);PlaceBuilding(stashPosition.x + 0, stashPosition.y + 240, 'ArrowTower', 0);PlaceBuilding(stashPosition.x + -240, stashPosition.y + 0, 'ArrowTower', 0);PlaceBuilding(stashPosition.x + 0, stashPosition.y + -240, 'ArrowTower', 0);PlaceBuilding(stashPosition.x + 432, stashPosition.y + -144, 'MagicTower', 0);PlaceBuilding(stashPosition.x + 432, stashPosition.y + 144, 'MagicTower', 0);PlaceBuilding(stashPosition.x + 144, stashPosition.y + 432, 'MagicTower', 0);PlaceBuilding(stashPosition.x + 0, stashPosition.y + 432, 'MagicTower', 0);PlaceBuilding(stashPosition.x + -144, stashPosition.y + 432, 'MagicTower', 0);PlaceBuilding(stashPosition.x + -432, stashPosition.y + 144, 'MagicTower', 0);PlaceBuilding(stashPosition.x + -432, stashPosition.y + 0, 'MagicTower', 0);PlaceBuilding(stashPosition.x + -432, stashPosition.y + -144, 'MagicTower', 0);PlaceBuilding(stashPosition.x + -144, stashPosition.y + -432, 'MagicTower', 0);PlaceBuilding(stashPosition.x + 0, stashPosition.y + -432, 'MagicTower', 0);PlaceBuilding(stashPosition.x + 144, stashPosition.y + -432, 'MagicTower', 0);PlaceBuilding(stashPosition.x + 0, stashPosition.y + -336, 'ArrowTower', 0);PlaceBuilding(stashPosition.x + -336, stashPosition.y + 0, 'ArrowTower', 0);PlaceBuilding(stashPosition.x + 0, stashPosition.y + 336, 'ArrowTower', 0);PlaceBuilding(stashPosition.x + 336, stashPosition.y + 0, 'ArrowTower', 0);PlaceBuilding(stashPosition.x + 144, stashPosition.y + 336, 'CannonTower', 0);PlaceBuilding(stashPosition.x + 336, stashPosition.y + 144, 'CannonTower', 0);PlaceBuilding(stashPosition.x + -336, stashPosition.y + 144, 'CannonTower', 0);PlaceBuilding(stashPosition.x + -144, stashPosition.y + 336, 'CannonTower', 0);PlaceBuilding(stashPosition.x + -144, stashPosition.y + -336, 'CannonTower', 0);PlaceBuilding(stashPosition.x + -336, stashPosition.y + -144, 'CannonTower', 0);PlaceBuilding(stashPosition.x + 144, stashPosition.y + -336, 'CannonTower', 0);PlaceBuilding(stashPosition.x + 336, stashPosition.y + -144, 'CannonTower', 0);PlaceBuilding(stashPosition.x + -120, stashPosition.y + -72, 'Door', 0);PlaceBuilding(stashPosition.x + -72, stashPosition.y + -72, 'Door', 0);PlaceBuilding(stashPosition.x + -72, stashPosition.y + -120, 'Door', 0);PlaceBuilding(stashPosition.x + 120, stashPosition.y + -72, 'Door', 0);PlaceBuilding(stashPosition.x + 72, stashPosition.y + -120, 'Door', 0);PlaceBuilding(stashPosition.x + 120, stashPosition.y + 72, 'Door', 0);PlaceBuilding(stashPosition.x + 72, stashPosition.y + 72, 'Door', 0);PlaceBuilding(stashPosition.x + 72, stashPosition.y + 120, 'Door', 0);PlaceBuilding(stashPosition.x + -72, stashPosition.y + 120, 'Door', 0);PlaceBuilding(stashPosition.x + -120, stashPosition.y + 72, 'Door', 0);PlaceBuilding(stashPosition.x + -72, stashPosition.y + 24, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + -72, stashPosition.y + -24, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + -24, stashPosition.y + -72, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + 24, stashPosition.y + -72, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + 168, stashPosition.y + 72, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + 72, stashPosition.y + 168, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + -72, stashPosition.y + 168, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + -168, stashPosition.y + 72, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + -168, stashPosition.y + -72, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + -72, stashPosition.y + -168, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + 72, stashPosition.y + -168, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + 168, stashPosition.y + -72, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + 264, stashPosition.y + -72, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + 360, stashPosition.y + -72, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + 456, stashPosition.y + -72, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + 456, stashPosition.y + 72, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + 360, stashPosition.y + 72, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + 264, stashPosition.y + 72, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + 72, stashPosition.y + 264, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + 72, stashPosition.y + 360, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + 72, stashPosition.y + 456, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + -72, stashPosition.y + 456, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + -72, stashPosition.y + 360, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + -72, stashPosition.y + 264, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + -264, stashPosition.y + 72, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + -360, stashPosition.y + 72, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + -456, stashPosition.y + 72, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + -456, stashPosition.y + -72, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + -360, stashPosition.y + -72, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + -264, stashPosition.y + -72, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + -72, stashPosition.y + -264, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + -72, stashPosition.y + -360, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + -72, stashPosition.y + -456, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + 72, stashPosition.y + -456, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + 72, stashPosition.y + -360, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + 72, stashPosition.y + -264, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + 72, stashPosition.y + -72, 'Door', 0);PlaceBuilding(stashPosition.x + 0, stashPosition.y + 144, 'Harvester', 0);PlaceBuilding(stashPosition.x + -72, stashPosition.y + 72, 'Door', 0);PlaceBuilding(stashPosition.x + 24, stashPosition.y + 72, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + -24, stashPosition.y + 72, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + 480, stashPosition.y + -240, 'MagicTower', 0);PlaceBuilding(stashPosition.x + 528, stashPosition.y + -336, 'MagicTower', 0);PlaceBuilding(stashPosition.x + 384, stashPosition.y + -240, 'CannonTower', 0);PlaceBuilding(stashPosition.x + 240, stashPosition.y + -384, 'ArrowTower', 0);PlaceBuilding(stashPosition.x + 240, stashPosition.y + -480, 'MagicTower', 0);PlaceBuilding(stashPosition.x + -240, stashPosition.y + -480, 'MagicTower', 0);PlaceBuilding(stashPosition.x + -336, stashPosition.y + -528, 'MagicTower', 0);PlaceBuilding(stashPosition.x + -240, stashPosition.y + -384, 'CannonTower', 0);PlaceBuilding(stashPosition.x + -480, stashPosition.y + -240, 'CannonTower', 0);PlaceBuilding(stashPosition.x + 336, stashPosition.y + -528, 'MagicTower', 0);PlaceBuilding(stashPosition.x + 528, stashPosition.y + 336, 'MagicTower', 0);PlaceBuilding(stashPosition.x + 384, stashPosition.y + 240, 'ArrowTower', 0);PlaceBuilding(stashPosition.x + 480, stashPosition.y + 240, 'CannonTower', 0);PlaceBuilding(stashPosition.x + 336, stashPosition.y + 528, 'MagicTower', 0);PlaceBuilding(stashPosition.x + 240, stashPosition.y + 480, 'CannonTower', 0);PlaceBuilding(stashPosition.x + -528, stashPosition.y + 336, 'MagicTower', 0);PlaceBuilding(stashPosition.x + -480, stashPosition.y + 240, 'CannonTower', 0);PlaceBuilding(stashPosition.x + -240, stashPosition.y + 384, 'ArrowTower', 0);PlaceBuilding(stashPosition.x + 240, stashPosition.y + 384, 'ArrowTower', 0);PlaceBuilding(stashPosition.x + -384, stashPosition.y + -240, 'ArrowTower', 0);PlaceBuilding(stashPosition.x + -528, stashPosition.y + -336, 'MagicTower', 0);PlaceBuilding(stashPosition.x + -264, stashPosition.y + -552, 'Door', 0);PlaceBuilding(stashPosition.x + -552, stashPosition.y + -264, 'Door', 0);PlaceBuilding(stashPosition.x + 264, stashPosition.y + -552, 'Door', 0);PlaceBuilding(stashPosition.x + 552, stashPosition.y + -264, 'Door', 0);PlaceBuilding(stashPosition.x + 552, stashPosition.y + 264, 'Door', 0);PlaceBuilding(stashPosition.x + 264, stashPosition.y + 552, 'Door', 0);PlaceBuilding(stashPosition.x + -264, stashPosition.y + 552, 'Door', 0);PlaceBuilding(stashPosition.x + -552, stashPosition.y + 264, 'Door', 0);PlaceBuilding(stashPosition.x + -432, stashPosition.y + -432, 'CannonTower', 0);PlaceBuilding(stashPosition.x + -432, stashPosition.y + -528, 'CannonTower', 0);PlaceBuilding(stashPosition.x + -528, stashPosition.y + -432, 'CannonTower', 0);PlaceBuilding(stashPosition.x + 528, stashPosition.y + -432, 'CannonTower', 0);PlaceBuilding(stashPosition.x + 432, stashPosition.y + -432, 'CannonTower', 0);PlaceBuilding(stashPosition.x + 432, stashPosition.y + -528, 'CannonTower', 0);PlaceBuilding(stashPosition.x + 432, stashPosition.y + 432, 'ArrowTower', 0);PlaceBuilding(stashPosition.x + 528, stashPosition.y + 432, 'ArrowTower', 0);PlaceBuilding(stashPosition.x + 432, stashPosition.y + 528, 'CannonTower', 0);PlaceBuilding(stashPosition.x + -384, stashPosition.y + 240, 'BombTower', 0);PlaceBuilding(stashPosition.x + -336, stashPosition.y + -336, 'BombTower', 0);PlaceBuilding(stashPosition.x + -432, stashPosition.y + -336, 'BombTower', 0);PlaceBuilding(stashPosition.x + 336, stashPosition.y + -336, 'BombTower', 0);PlaceBuilding(stashPosition.x + 432, stashPosition.y + -336, 'BombTower', 0);PlaceBuilding(stashPosition.x + 432, stashPosition.y + 336, 'BombTower', 0);PlaceBuilding(stashPosition.x + 336, stashPosition.y + 336, 'BombTower', 0);PlaceBuilding(stashPosition.x + 336, stashPosition.y + 432, 'BombTower', 0);PlaceBuilding(stashPosition.x + 144, stashPosition.y + 0, 'Harvester', 0);PlaceBuilding(stashPosition.x + 72, stashPosition.y + -24, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + 72, stashPosition.y + 24, 'SlowTrap', 0);PlaceBuilding(stashPosition.x + 336, stashPosition.y + -432, 'BombTower', 0);PlaceBuilding(stashPosition.x + -336, stashPosition.y + -432, 'BombTower', 0);PlaceBuilding(stashPosition.x + 432, stashPosition.y + 0, 'MagicTower', 0);PlaceBuilding(stashPosition.x + -240, stashPosition.y + 480, 'MagicTower', 0);PlaceBuilding(stashPosition.x + -336, stashPosition.y + 528, 'MagicTower', 0);PlaceBuilding(stashPosition.x + -432, stashPosition.y + 528, 'CannonTower', 0);PlaceBuilding(stashPosition.x + -432, stashPosition.y + 432, 'CannonTower', 0);PlaceBuilding(stashPosition.x + -528, stashPosition.y + 432, 'ArrowTower', 0);PlaceBuilding(stashPosition.x + -336, stashPosition.y + 336, 'BombTower', 0);PlaceBuilding(stashPosition.x + -432, stashPosition.y + 336, 'CannonTower', 0);PlaceBuilding(stashPosition.x + -336, stashPosition.y + 432, 'BombTower', 0);PlaceBuilding(stashPosition.x + 504, stashPosition.y + -504, 'Door', 0);PlaceBuilding(stashPosition.x + -504, stashPosition.y + -504, 'Door', 0);PlaceBuilding(stashPosition.x + 504, stashPosition.y + 504, 'Door', 0);PlaceBuilding(stashPosition.x + -504, stashPosition.y + 504, 'Door', 0);PlaceBuilding(stashPosition.x + 312, stashPosition.y + 264, 'Wall', 0);PlaceBuilding(stashPosition.x + 312, stashPosition.y + 216, 'Wall', 0);PlaceBuilding(stashPosition.x + 264, stashPosition.y + 312, 'Wall', 0);PlaceBuilding(stashPosition.x + 216, stashPosition.y + 312, 'Wall', 0);PlaceBuilding(stashPosition.x + -264, stashPosition.y + 312, 'Wall', 0);PlaceBuilding(stashPosition.x + -216, stashPosition.y + 312, 'Wall', 0);PlaceBuilding(stashPosition.x + -312, stashPosition.y + 264, 'Wall', 0);PlaceBuilding(stashPosition.x + -312, stashPosition.y + 216, 'Wall', 0);PlaceBuilding(stashPosition.x + -312, stashPosition.y + -216, 'Wall', 0);PlaceBuilding(stashPosition.x + -312, stashPosition.y + -264, 'Wall', 0);PlaceBuilding(stashPosition.x + -264, stashPosition.y + -312, 'Wall', 0);PlaceBuilding(stashPosition.x + -216, stashPosition.y + -312, 'Wall', 0);PlaceBuilding(stashPosition.x + 216, stashPosition.y + -312, 'Wall', 0);PlaceBuilding(stashPosition.x + 264, stashPosition.y + -312, 'Wall', 0);PlaceBuilding(stashPosition.x + 312, stashPosition.y + -264, 'Wall', 0);PlaceBuilding(stashPosition.x + 312, stashPosition.y + -216, 'Wall', 0);PlaceBuilding(stashPosition.x + -360, stashPosition.y + -600, 'Wall', 0);PlaceBuilding(stashPosition.x + -408, stashPosition.y + -600, 'Wall', 0);PlaceBuilding(stashPosition.x + -456, stashPosition.y + -600, 'Wall', 0);PlaceBuilding(stashPosition.x + -600, stashPosition.y + -360, 'Wall', 0);PlaceBuilding(stashPosition.x + -600, stashPosition.y + -408, 'Wall', 0);PlaceBuilding(stashPosition.x + -600, stashPosition.y + -456, 'Wall', 0);PlaceBuilding(stashPosition.x + -552, stashPosition.y + -504, 'Door', 0);PlaceBuilding(stashPosition.x + -504, stashPosition.y + -552, 'Door', 0);PlaceBuilding(stashPosition.x + 360, stashPosition.y + -600, 'Wall', 0);PlaceBuilding(stashPosition.x + 408, stashPosition.y + -600, 'Wall', 0);PlaceBuilding(stashPosition.x + 456, stashPosition.y + -600, 'Wall', 0);PlaceBuilding(stashPosition.x + 504, stashPosition.y + -552, 'Door', 0);PlaceBuilding(stashPosition.x + 552, stashPosition.y + -504, 'Door', 0);PlaceBuilding(stashPosition.x + 600, stashPosition.y + -456, 'Wall', 0);PlaceBuilding(stashPosition.x + 600, stashPosition.y + -408, 'Wall', 0);PlaceBuilding(stashPosition.x + 600, stashPosition.y + -360, 'Wall', 0);PlaceBuilding(stashPosition.x + 600, stashPosition.y + 360, 'Wall', 0);PlaceBuilding(stashPosition.x + 600, stashPosition.y + 408, 'Wall', 0);PlaceBuilding(stashPosition.x + 600, stashPosition.y + 456, 'Wall', 0);PlaceBuilding(stashPosition.x + 552, stashPosition.y + 504, 'Door', 0);PlaceBuilding(stashPosition.x + 504, stashPosition.y + 552, 'Door', 0);PlaceBuilding(stashPosition.x + 456, stashPosition.y + 600, 'Wall', 0);PlaceBuilding(stashPosition.x + 408, stashPosition.y + 600, 'Wall', 0);PlaceBuilding(stashPosition.x + 360, stashPosition.y + 600, 'Wall', 0);PlaceBuilding(stashPosition.x + -360, stashPosition.y + 600, 'Wall', 0);PlaceBuilding(stashPosition.x + -408, stashPosition.y + 600, 'Wall', 0);PlaceBuilding(stashPosition.x + -456, stashPosition.y + 600, 'Wall', 0);PlaceBuilding(stashPosition.x + -504, stashPosition.y + 552, 'Door', 0);PlaceBuilding(stashPosition.x + -552, stashPosition.y + 504, 'Door', 0);PlaceBuilding(stashPosition.x + -600, stashPosition.y + 408, 'Wall', 0);PlaceBuilding(stashPosition.x + -600, stashPosition.y + 360, 'Wall', 0);PlaceBuilding(stashPosition.x + -600, stashPosition.y + 456, 'Wall', 0); } }, 150) } window.CornerBase1 = function() { let waitForGoldStash = setInterval(function() { if (document.querySelectorAll("[data-building]")[10].classList[1] == "is-disabled") { let stash = Auto.GetGoldStash(); if (stash == undefined) return let stashPosition = { x: stash.x, y: stash.y } clearInterval(waitForGoldStash) Auto.PlaceBuilding(stashPosition.x + 0, stashPosition.y + -192, "Harvester", 100) Auto.PlaceBuilding(stashPosition.x + -192, stashPosition.y + 0, "Harvester", 100) Auto.PlaceBuilding(stashPosition.x + -96, stashPosition.y + 96, "Harvester", 100) Auto.PlaceBuilding(stashPosition.x + 96, stashPosition.y + -96, "Harvester", 100); Auto.PlaceBuilding(stashPosition.x + -96, stashPosition.y + -96, "Harvester", 100) Auto.PlaceBuilding(stashPosition.x + 96, stashPosition.y, "GoldMine", 0) Auto.PlaceBuilding(stashPosition.x, stashPosition.y + 96, "GoldMine", 0) Auto.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 144, "ArrowTower", 0) Auto.PlaceBuilding(stashPosition.x, stashPosition.y + 192, "ArrowTower", 0) Auto.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 240, "ArrowTower", 0) Auto.PlaceBuilding(stashPosition.x + 192, stashPosition.y, "ArrowTower", 0) Auto.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 96, "ArrowTower", 0) Auto.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 192, "ArrowTower", 0) Auto.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 336, "ArrowTower", 0) Auto.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 192, "ArrowTower", 0) Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y, "GoldMine", 0) Auto.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 96, "GoldMine", 0) Auto.PlaceBuilding(stashPosition.x + 432, stashPosition.y + 192, "GoldMine", 0) Auto.PlaceBuilding(stashPosition.x, stashPosition.y + 288, "GoldMine", 0) Auto.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 336, "GoldMine", 0) Auto.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 432, "GoldMine", 0) Auto.PlaceBuilding(stashPosition.x, stashPosition.y + 384, "ArrowTower", 0) Auto.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 432, "ArrowTower", 0) Auto.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 528, "ArrowTower", 0) Auto.PlaceBuilding(stashPosition.x + 384, stashPosition.y, "ArrowTower", 0) Auto.PlaceBuilding(stashPosition.x + 432, stashPosition.y + 96, "ArrowTower", 0) Auto.PlaceBuilding(stashPosition.x + 528, stashPosition.y + 192, "ArrowTower", 0) Auto.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 336, "ArrowTower", 0) Auto.PlaceBuilding(stashPosition.x + 432, stashPosition.y + 432, "ArrowTower", 0) Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 480, "ArrowTower", 0) Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y + 288, "ArrowTower", 0) Auto.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 528, "CannonTower", 0) Auto.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 624, "CannonTower", 0) Auto.PlaceBuilding(stashPosition.x + 528, stashPosition.y + 96, "CannonTower", 0) Auto.PlaceBuilding(stashPosition.x + 624, stashPosition.y + 192, "CannonTower", 0) Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y, "MagicTower", 0) Auto.PlaceBuilding(stashPosition.x + 576, stashPosition.y, "MagicTower", 0) Auto.PlaceBuilding(stashPosition.x + 624, stashPosition.y + 96, "MagicTower", 0) Auto.PlaceBuilding(stashPosition.x + 720, stashPosition.y + 192, "MagicTower", 0) Auto.PlaceBuilding(stashPosition.x + 672, stashPosition.y + 288, "MagicTower", 0) Auto.PlaceBuilding(stashPosition.x, stashPosition.y + 480, "MagicTower", 0) Auto.PlaceBuilding(stashPosition.x, stashPosition.y + 576, "MagicTower", 0) Auto.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 624, "MagicTower", 0) Auto.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 720, "MagicTower", 0) Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 672, "MagicTower", 0) Auto.PlaceBuilding(stashPosition.x + 384, stashPosition.y + 672, "MagicTower", 0) Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y + 624, "MagicTower", 0) Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y + 528, "MagicTower", 0) Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 576, "BombTower", 0) Auto.PlaceBuilding(stashPosition.x + 576, stashPosition.y + 288, "BombTower", 0) Auto.PlaceBuilding(stashPosition.x + 384, stashPosition.y + 576, "MagicTower", 0) Auto.PlaceBuilding(stashPosition.x + 264, stashPosition.y + 312, "Door", 0) Auto.PlaceBuilding(stashPosition.x + 264, stashPosition.y + 360, "Door", 0) Auto.PlaceBuilding(stashPosition.x + 264, stashPosition.y + 408, "Door", 0) Auto.PlaceBuilding(stashPosition.x + 312, stashPosition.y + 408, "Door", 0) Auto.PlaceBuilding(stashPosition.x + 360, stashPosition.y + 456, "Door", 0) Auto.PlaceBuilding(stashPosition.x + 360, stashPosition.y + 504, "Door", 0) Auto.PlaceBuilding(stashPosition.x + 408, stashPosition.y + 504, "Door", 0) Auto.PlaceBuilding(stashPosition.x + 360, stashPosition.y + 408, "Door", 0) Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 768, "CannonTower", 0) Auto.PlaceBuilding(stashPosition.x + 768, stashPosition.y + 288, "CannonTower", 0) Auto.PlaceBuilding(stashPosition.x + 672, stashPosition.y + 384, "MagicTower", 0) Auto.PlaceBuilding(stashPosition.x + 624, stashPosition.y + 480, "MagicTower", 0) Auto.PlaceBuilding(stashPosition.x + 576, stashPosition.y + 384, "MagicTower", 0) Auto.PlaceBuilding(stashPosition.x + 744, stashPosition.y + 360, "Door", 0) Auto.PlaceBuilding(stashPosition.x + 696, stashPosition.y + 456, "Door", 0) Auto.PlaceBuilding(stashPosition.x + 456, stashPosition.y + 696, "Door", 0) Auto.PlaceBuilding(stashPosition.x + 360, stashPosition.y + 744, "Door", 0) } }, 150) } var e = function(x, y, building, yaw) { Game.currentGame.network.sendRpc({ name: "MakeBuilding", x: x, y: y, type: building, yaw: yaw }) } var HELL = 1008; var HELL2 = 17856; window.ScoreBase = function() { let waitForGoldStash = setInterval(function() { if (document.querySelectorAll("[data-building]")[10].classList[1] == "is-disabled") { let stash = Auto.GetGoldStash(); if (stash == undefined) return let stashPosition = { x: stash.x, y: stash.y } clearInterval(waitForGoldStash) Auto.PlaceBuilding(stashPosition.x + -96, stashPosition.y + 0, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + -192, stashPosition.y + 0, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + 96, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + -240, stashPosition.y + 96, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + -288, stashPosition.y + 0, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + -336, stashPosition.y + 96, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + -384, stashPosition.y + 192, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + -96, stashPosition.y + 192, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + -192, stashPosition.y + 240, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + -288, stashPosition.y + 288, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + -384, stashPosition.y + 288, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + -384, stashPosition.y + 384, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + -288, stashPosition.y + 384, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + -288, stashPosition.y + 192, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + -480, stashPosition.y + 432, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + -480, stashPosition.y + 336, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + -384, stashPosition.y + 480, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + -288, stashPosition.y + 480, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + -192, stashPosition.y + 432, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + -96, stashPosition.y + 384, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + 384, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + 432, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + 336, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + 240, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + 192, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + -192, stashPosition.y + 336, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + -96, stashPosition.y + 288, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + 288, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + -168, stashPosition.y + 168, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + -216, stashPosition.y + 168, 'Wall', 0); Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + 144, 'GoldMine', 0); Auto.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 240, 'GoldMine', 0); Auto.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 240, 'GoldMine', 0); Auto.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 144, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 48, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 144, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 48, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + 384, stashPosition.y + 48, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + 432, stashPosition.y + 144, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + 528, stashPosition.y + 240, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + 576, stashPosition.y + 336, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + 432, stashPosition.y + 240, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y + 336, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + 384, stashPosition.y + 336, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 384, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + 384, stashPosition.y + 432, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 480, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y + 528, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + 384, stashPosition.y + 528, 'GoldMine', 0); Auto.PlaceBuilding(stashPosition.x + 480, stashPosition.y + 432, 'GoldMine', 0); Auto.PlaceBuilding(stashPosition.x + 576, stashPosition.y + 432, 'GoldMine', 0); Auto.PlaceBuilding(stashPosition.x + 192, stashPosition.y + -96, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + 240, stashPosition.y + -192, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -96, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + 336, stashPosition.y + -192, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + 384, stashPosition.y + -96, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + 432, stashPosition.y + -192, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -288, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + -288, stashPosition.y + -144, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + -240, stashPosition.y + -240, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + -192, stashPosition.y + -336, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + -432, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + -432, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + -432, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + 0, stashPosition.y + -336, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + -96, stashPosition.y + -336, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + -144, stashPosition.y + -240, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + 0, stashPosition.y + -144, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + -432, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + 96, stashPosition.y + -336, 'ArrowTower', 0); Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + -528, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + -528, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + 144, stashPosition.y + -528, 'MagicTower', 0); Auto.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -384, 'GoldMine', 0); Auto.PlaceBuilding(stashPosition.x + -192, stashPosition.y + -144, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + -240, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + -96, stashPosition.y + -144, 'CannonTower', 0); Auto.PlaceBuilding(stashPosition.x + 48, stashPosition.y + -240, 'GoldMine', 0); Auto.PlaceBuilding(stashPosition.x + 408, stashPosition.y + -24, 'SlowTrap', 0); Auto.PlaceBuilding(stashPosition.x + 360, stashPosition.y + -24, 'SlowTrap', 0); Auto.PlaceBuilding(stashPosition.x + 312, stashPosition.y + -24, 'SlowTrap', 0); Auto.PlaceBuilding(stashPosition.x + 264, stashPosition.y + -24, 'SlowTrap', 0); Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + -24, 'SlowTrap', 0); Auto.PlaceBuilding(stashPosition.x + 168, stashPosition.y + -24, 'SlowTrap', 0); Auto.PlaceBuilding(stashPosition.x + -24, stashPosition.y + -72, 'SlowTrap', 0); Auto.PlaceBuilding(stashPosition.x + -72, stashPosition.y + -72, 'SlowTrap', 0); Auto.PlaceBuilding(stashPosition.x + -120, stashPosition.y + -72, 'SlowTrap', 0); Auto.PlaceBuilding(stashPosition.x + -168, stashPosition.y + -72, 'SlowTrap', 0); Auto.PlaceBuilding(stashPosition.x + -216, stashPosition.y + -72, 'SlowTrap', 0); Auto.PlaceBuilding(stashPosition.x + -264, stashPosition.y + -72, 'SlowTrap', 0); Auto.PlaceBuilding(stashPosition.x + -312, stashPosition.y + -72, 'SlowTrap', 0); Auto.PlaceBuilding(stashPosition.x + -24, stashPosition.y + 168, 'SlowTrap', 0); Auto.PlaceBuilding(stashPosition.x + -24, stashPosition.y + 216, 'SlowTrap', 0); Auto.PlaceBuilding(stashPosition.x + -24, stashPosition.y + 264, 'SlowTrap', 0); Auto.PlaceBuilding(stashPosition.x + -24, stashPosition.y + 312, 'SlowTrap', 0); Auto.PlaceBuilding(stashPosition.x + -24, stashPosition.y + 360, 'SlowTrap', 0); Auto.PlaceBuilding(stashPosition.x + -24, stashPosition.y + 408, 'SlowTrap', 0); Auto.PlaceBuilding(stashPosition.x + 312, stashPosition.y + 312, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 264, stashPosition.y + 312, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + 312, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + 360, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + 408, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + 456, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + 504, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 264, stashPosition.y + 552, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 312, stashPosition.y + 552, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 312, stashPosition.y + 600, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 360, stashPosition.y + 648, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 408, stashPosition.y + 648, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 456, stashPosition.y + 648, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 504, stashPosition.y + 600, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 456, stashPosition.y + 600, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 408, stashPosition.y + 600, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 360, stashPosition.y + 600, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 552, stashPosition.y + 600, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 552, stashPosition.y + 552, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 552, stashPosition.y + 504, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 600, stashPosition.y + 504, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 648, stashPosition.y + 456, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 648, stashPosition.y + 408, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 648, stashPosition.y + 360, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 696, stashPosition.y + 408, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 600, stashPosition.y + 552, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + -456, stashPosition.y + 216, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + -456, stashPosition.y + 264, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + -504, stashPosition.y + 264, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + -552, stashPosition.y + 312, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + -552, stashPosition.y + 360, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + -552, stashPosition.y + 408, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + -552, stashPosition.y + 456, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + -216, stashPosition.y + 504, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + -264, stashPosition.y + 552, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + -504, stashPosition.y + 504, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + -456, stashPosition.y + 504, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + -456, stashPosition.y + 552, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + -408, stashPosition.y + 552, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + -360, stashPosition.y + 552, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + -312, stashPosition.y + 552, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + -312, stashPosition.y + 600, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + -360, stashPosition.y + 600, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + -408, stashPosition.y + 600, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + -312, stashPosition.y + -216, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 120, stashPosition.y + -216, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 168, stashPosition.y + -216, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 168, stashPosition.y + -264, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 120, stashPosition.y + -264, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + -312, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + -360, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + -408, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 168, stashPosition.y + -360, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 168, stashPosition.y + -312, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + -264, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 504, stashPosition.y + -216, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 456, stashPosition.y + -264, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 408, stashPosition.y + -264, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 408, stashPosition.y + -312, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 360, stashPosition.y + -312, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 360, stashPosition.y + -360, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 360, stashPosition.y + -264, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 72, stashPosition.y + -600, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 120, stashPosition.y + -600, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 168, stashPosition.y + -600, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 24, stashPosition.y + -600, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + -24, stashPosition.y + -600, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + -552, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + -504, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 216, stashPosition.y + -456, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 264, stashPosition.y + -456, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 312, stashPosition.y + -456, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 360, stashPosition.y + -408, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 120, stashPosition.y + -120, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 120, stashPosition.y + -168, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 168, stashPosition.y + -168, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 72, stashPosition.y + -168, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 72, stashPosition.y + -120, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 24, stashPosition.y + -72, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 72, stashPosition.y + 24, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 120, stashPosition.y + 24, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 120, stashPosition.y + 72, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 72, stashPosition.y + 72, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 24, stashPosition.y + 72, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 24, stashPosition.y + 120, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 72, stashPosition.y + 120, 'Door', 0); Auto.PlaceBuilding(stashPosition.x + 96, stashPosition.y + -48, 'Harvester', 0); Auto.PlaceBuilding(stashPosition.x + -48, stashPosition.y + 96, 'Harvester', 0); clearInterval(waitForGoldStash) } }, 100) } Auto.dhrBase = function() { let waitForGoldStash = setInterval(function() { if (document.querySelectorAll("[data-building]")[10].classList[1] == "is-disabled") { let stash = Auto.GetGoldStash(); if (stash == undefined) return let stashPosition = { x: stash.x, y: stash.y } clearInterval(waitForGoldStash) EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + 0, 'GoldStash', 0);EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 0, 'GoldMine', 0);EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 0, 'GoldMine', 0);EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + -96, 'GoldMine', 0);EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + -96, 'GoldMine', 0);EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + -96, 'GoldMine', 0);EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + -192, 'GoldMine', 0);EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + -192, 'GoldMine', 0);EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + -192, 'GoldMine', 0);EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + -288, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -192, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 0, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + -288, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -288, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 384, stashPosition.y + -384, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + -288, 'BombTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + -384, 'BombTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -96, 'BombTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 384, stashPosition.y + -96, 'BombTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 384, stashPosition.y + 0, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 384, stashPosition.y + -192, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 384, stashPosition.y + -288, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -384, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + -384, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + -384, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 480, stashPosition.y + 0, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 480, stashPosition.y + -96, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 480, stashPosition.y + -192, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 480, stashPosition.y + -288, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 480, stashPosition.y + -384, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 480, stashPosition.y + -480, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 576, stashPosition.y + -576, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 384, stashPosition.y + -480, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -480, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + -480, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + -480, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + -480, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + -576, 'BombTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + -576, 'BombTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + -576, 'BombTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -576, 'BombTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 384, stashPosition.y + -576, 'BombTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 480, stashPosition.y + -576, 'BombTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 576, stashPosition.y + -480, 'BombTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 576, stashPosition.y + -384, 'BombTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 576, stashPosition.y + -288, 'BombTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 576, stashPosition.y + -192, 'BombTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 672, stashPosition.y + 0, 'BombTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 672, stashPosition.y + -96, 'BombTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 672, stashPosition.y + -192, 'BombTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 672, stashPosition.y + -288, 'BombTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 672, stashPosition.y + -384, 'CannonTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 672, stashPosition.y + -480, 'CannonTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 672, stashPosition.y + -576, 'CannonTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 768, stashPosition.y + 0, 'CannonTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 768, stashPosition.y + -96, 'CannonTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 768, stashPosition.y + -192, 'CannonTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 768, stashPosition.y + -288, 'CannonTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 768, stashPosition.y + -384, 'CannonTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 768, stashPosition.y + -480, 'CannonTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 768, stashPosition.y + -576, 'CannonTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 864, stashPosition.y + 0, 'MagicTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 864, stashPosition.y + -96, 'MagicTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 864, stashPosition.y + -192, 'MagicTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 864, stashPosition.y + -288, 'MagicTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 864, stashPosition.y + -384, 'MagicTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 864, stashPosition.y + -480, 'MagicTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 864, stashPosition.y + -576, 'MagicTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + -672, 'BombTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + -672, 'BombTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -672, 'BombTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 672, stashPosition.y + -672, 'CannonTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 480, stashPosition.y + -672, 'CannonTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 576, stashPosition.y + -672, 'CannonTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 384, stashPosition.y + -672, 'CannonTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 768, stashPosition.y + -672, 'CannonTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 576, stashPosition.y + -96, 'BombTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 576, stashPosition.y + 0, 'BombTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 672, stashPosition.y + -768, 'CannonTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 576, stashPosition.y + -768, 'CannonTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 480, stashPosition.y + -768, 'CannonTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 576, stashPosition.y + -864, 'MagicTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 480, stashPosition.y + -864, 'MagicTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 744, stashPosition.y + -792, 'Door', 0);EXTREME.PlaceBuilding(stashPosition.x + 744, stashPosition.y + -744, 'Door', 0);EXTREME.PlaceBuilding(stashPosition.x + 792, stashPosition.y + -744, 'Door', 0);EXTREME.PlaceBuilding(stashPosition.x + 384, stashPosition.y + -768, 'CannonTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 384, stashPosition.y + -864, 'MagicTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -768, 'CannonTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + -864, 'MagicTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + -768, 'CannonTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + -768, 'CannonTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + -864, 'MagicTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + -864, 'MagicTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + -672, 'BombTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + -768, 'CannonTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + -864, 'MagicTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 96, 'Harvester', 0);EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + 96, 'Harvester', 0);EXTREME.PlaceBuilding(stashPosition.x + -96, stashPosition.y + 96, 'Harvester', 0);EXTREME.PlaceBuilding(stashPosition.x + -96, stashPosition.y + 0, 'Harvester', 0);EXTREME.PlaceBuilding(stashPosition.x + -96, stashPosition.y + -96, 'Harvester', 0); } },150) } Auto.dhrBase2 = function() { let waitForGoldStash = setInterval(function() { if (document.querySelectorAll("[data-building]")[10].classList[1] == "is-disabled") { let stash = Auto.GetGoldStash(); if (stash == undefined) return let stashPosition = { x: stash.x, y: stash.y } clearInterval(waitForGoldStash) EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + 0, 'GoldStash', 0);EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 0, 'GoldMine', 0);EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 0, 'GoldMine', 0);EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 0, 'GoldMine', 0);EXTREME.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 96, 'GoldMine', 0);EXTREME.PlaceBuilding(stashPosition.x + 384, stashPosition.y + 0, 'CannonTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 336, stashPosition.y + 96, 'CannonTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 432, stashPosition.y + 96, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 480, stashPosition.y + 192, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 384, stashPosition.y + 192, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 432, stashPosition.y + 288, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + 96, 'GoldMine', 0);EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + 192, 'GoldMine', 0);EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + 288, 'GoldMine', 0);EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 240, 'GoldMine', 0);EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 336, 'CannonTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + 384, 'CannonTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 432, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 384, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 432, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 480, stashPosition.y + 0, 'MagicTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 528, stashPosition.y + 96, 'MagicTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 624, stashPosition.y + 96, 'MagicTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 576, stashPosition.y + 192, 'MagicTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 672, stashPosition.y + 192, 'MagicTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 624, stashPosition.y + 288, 'MagicTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 528, stashPosition.y + 288, 'MagicTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 528, stashPosition.y + 384, 'MagicTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 600, stashPosition.y + 360, 'Wall', 0);EXTREME.PlaceBuilding(stashPosition.x + 456, stashPosition.y + 360, 'Door', 0);EXTREME.PlaceBuilding(stashPosition.x + 696, stashPosition.y + 264, 'Door', 0);EXTREME.PlaceBuilding(stashPosition.x + 264, stashPosition.y + 360, 'Door', 0);EXTREME.PlaceBuilding(stashPosition.x + 360, stashPosition.y + 264, 'Door', 0);EXTREME.PlaceBuilding(stashPosition.x + 312, stashPosition.y + 216, 'Door', 0);EXTREME.PlaceBuilding(stashPosition.x + 312, stashPosition.y + 168, 'Door', 0);EXTREME.PlaceBuilding(stashPosition.x + 264, stashPosition.y + 168, 'Door', 0);EXTREME.PlaceBuilding(stashPosition.x + 216, stashPosition.y + 312, 'Door', 0);EXTREME.PlaceBuilding(stashPosition.x + 168, stashPosition.y + 312, 'Door', 0);EXTREME.PlaceBuilding(stashPosition.x + 168, stashPosition.y + 264, 'Door', 0);EXTREME.PlaceBuilding(stashPosition.x + 168, stashPosition.y + 72, 'Door', 0);EXTREME.PlaceBuilding(stashPosition.x + 72, stashPosition.y + 168, 'Door', 0);EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 480, 'ArrowTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + 480, 'MagicTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 360, stashPosition.y + 456, 'Door', 0);EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 528, 'MagicTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 576, 'MagicTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 528, 'MagicTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 288, stashPosition.y + 624, 'MagicTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 192, stashPosition.y + 672, 'MagicTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + 624, 'MagicTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 384, stashPosition.y + 528, 'MagicTower', 0);EXTREME.PlaceBuilding(stashPosition.x + 360, stashPosition.y + 600, 'Wall', 0);EXTREME.PlaceBuilding(stashPosition.x + 264, stashPosition.y + 696, 'Door', 0);EXTREME.PlaceBuilding(stashPosition.x + 240, stashPosition.y + 240, 'Harvester', 0);EXTREME.PlaceBuilding(stashPosition.x + 0, stashPosition.y + -96, 'Harvester', 0);EXTREME.PlaceBuilding(stashPosition.x + -96, stashPosition.y + -96, 'Harvester', 0);EXTREME.PlaceBuilding(stashPosition.x + -96, stashPosition.y + 0, 'Harvester', 0);EXTREME.PlaceBuilding(stashPosition.x + -96, stashPosition.y + 96, 'Harvester', 0);EXTREME.PlaceBuilding(stashPosition.x + 96, stashPosition.y + -96, 'Harvester', 0); } },150) } window.UpgradeAll = function() { var entities = Game.currentGame.world.entities; for(var uid in entities) { if(!entities.hasOwnProperty(uid)) continue; var obj = entities[uid]; if(obj.fromTick.model !== "GoldStash") { Game.currentGame.network.sendRpc({ name: "UpgradeBuilding", uid: obj.fromTick.uid }); } } } window.UpgradeStash = function() { var entities = Game.currentGame.world.entities; for(var uid in entities) { if(!entities.hasOwnProperty(uid)) continue; var obj = entities[uid]; if(obj.fromTick.model == "GoldStash") { Game.currentGame.network.sendRpc({ name: "UpgradeBuilding", uid: obj.fromTick.uid }); } } } var button21 = document.getElementById("UPP"); button21.addEventListener("click", startUPP); button21.addEventListener("click", stopUPP); var UPP = null; function startUPP() { clearInterval(UPP); if (UPP !== null) { UPP = null; } else { UPP = setInterval(function() { UpgradeAll(); UpgradeStash(); }, 35); } } function stopUPP() { var trade = document.getElementById("UPP"); if (trade.innerHTML == "Upgrade+") { trade.innerHTML = "Upgrade-"; } else { trade.innerHTML = "Upgrade+"; } } window.BryanSmithBase = function() { Auto.BuildBryanSmithBase() } window.CornerBase1 = function() { Auto.BuildThingBase() } window.PlusBase = function() { Auto2.GoldGenerator() } window.ThreeEntBase = function() { EXTREME.BuildMyBase() } window.XBase = function () { EXTREME.BuildXBase() } window.SmallCornerBase = function () { EXTREME.BuildMyBase2() } window.ScoreBase = function () { Auto.BryanScoreBase() } window.deathrainbase = function () { Auto.dhrBase() } window.bryanss = function () { Auto.dhrBase2() } window.SSLQ = () => { Auto.SSLQ1() } document.querySelector("a") .remove(); document.querySelector("You can't place buildings in occupied cells.") .remove();
QingJ © 2025
镜像随时可能失效,请加Q群300939539或关注我们的公众号极客氢云获取最新地址