rvazarkar / nguinjector Goto Github PK
View Code? Open in Web Editor NEWLicense: Apache License 2.0
License: Apache License 2.0
Boost recycling does not seem to work when Manage Inventory is enabled.
First I expected to see the lower-tier boost appear in the inventory to be managed on the next pass. This never happens.
Then I watched the values of my items that were next in line to be boosted, and I never see the value go up by more than the original boost item - that is, it's not applying recycled boosts instantaneously.
I have 60% boost recycling. When I disable Inventory Management and manually boost, I get recycled boosts fairly often.
settings:
{
"_autobuyDiggersPriority": [
0, ..., 11
],
"_autobuyDiggersBalance": true,
"_autobuyDiggersLeaveMoneypitThreshold": true,
...
}
_autobuyDiggersPriority - array of digger offsets to autobuy
_autobuyDiggersBalance - keep digger levels (based on priority) the same
_autobuyDiggersLeaveMoneypitThreshold - leave enough money to maintain money pit threshold
Having recently unlocked questing I noticed that it takes full precedent over the adventure zone, which is fine when you're not simultaneously trying to farm a Titan like The Beast.
Perhaps add a setting (checkbox?) to the script that allows it to switch from quest collecting to fight available titan if adventure zone target is set to one of them.
Not sure if this was an intentional change in code or something broke, but it's no longer logging when the boosts drop in ITOPOD.... or anywhere else it seems.
I dont know if " Recover HP " as now working optimally (wasting time little maybe?).
For example If I get hit by stronger enemy and auto recoverHP is not fast enough for healing me to 100%, then I get to safe zone for healing even 1% of missing HP.
Maybe is good to set some breakpoints like dont get to safe zone if health is not under 80-90%? after enemy.
this is only to consider whether this hp recovery feature working optimally
Sorry, just realized this is a very minor issue. If script has highest AK titan set to Beast, but is also set to adventure zone beast in the settings you don't really need to swap to fight it. Unsure if it'll swap when "ITOPOD" is checked, but i'll check that next time the beast spawns.
Since i don't have a numpad, i can't open the settings page. Perhaps something in settings to change menu keybind?
A way to setup a ratio to auto buy Energy and Magic stats with available xp:
Even with more than sufficient blood, Injector is never buying Iron Pill right now.
Initial Gold Zone on rebirth as of 2.6.0 does not use Gold Loadout.
Also, "Use Gold Loadout" checkbox in "Gold" section unchecks every time the menu is opened and needs to be rechecked.
I've witnessed it once with NGU after rebirth, not swapping to the correct NGU. Now I've witnessed it again, at 500seconds, not swapping to the correct Wandoos OS. Simply resaving the allocations.json without editing anything makes it immediately update the ngu/wandoos os.
"Wandoos": [ { "Time": 0, "OS": 0 }, { "Time": 500, "OS": 1 } ],
11/6/2020-4:05 PM (85351s): Loaded Custom Allocation from profile 'allocation' 7 Energy Breakpoints 15 Magic Breakpoints 2 R3 Breakpoints 5 Gear Breakpoints 17 Digger Breakpoints 2 Wandoos Breakpoints 4 NGU Difficulty Breakpoints Rebirth at 3700 seconds
Here is what happened ~500 seconds in log:
11/6/2020-6:47 PM (430s): Buying 4 magic purchases 11/6/2020-6:48 PM (480s): Buying 4 magic purchases 11/6/2020-6:48 PM (490s): Boosts Needed to Green: 0 Power, 0 Toughness, 7519950 Special 11/6/2020-6:48 PM (490s): Last Minute: -640990. Average Per Minute: 292859. ETA: 26 minutes. 11/6/2020-6:48 PM (500s): Received New Gear: 138,101,447,244,263,248,256,448,271,270,218,249,446,194,164,268,259,267,262 11/6/2020-6:48 PM (500s): Finished equipping gear 11/6/2020-6:49 PM (520s): Buying 6 magic purchases 11/6/2020-6:49 PM (550s): Boosts Needed to Green: 0 Power, 0 Toughness, 7062180 Special 11/6/2020-6:49 PM (550s): Last Minute: -457770. Average Per Minute: 300489. ETA: 24 minutes. 11/6/2020-6:50 PM (570s): Buying 6 magic purchases
I don't have a log from when NGU messed up, I seemed to "fix" it by adding redundancy, so it changes at 0 seconds and 1 second.
"Priorities": ["CAPWAN", "NGU-0", "NGU-1", "WISH-0", "WISH-1", "NGU-6", "NGU-4", "NGU-3", "NGU-5", "NGU-2", "CAPALLNGU", "BR-71930", "CAPTM"]
Most of my magic gets dumped into 'CAPTM'
"Priorities": ["CAPWAN", "NGU-0", "NGU-1", "WISH-0", "WISH-1", "NGU-6", "NGU-4", "NGU-3", "NGU-5", "NGU-2", "CAPALLNGU", "BR-71930"]
Most of my Magic is left unused.
I have 75.468B magic, and 46.371T gets either allocation to "CAPTM" or left unused.
Must-Haves
Money Pit/Daily Spin
- Loadout swapping for money pit, before and after
- Post T8 spoiler: After money pit wish, there is a money pit for iron pill, you need to cap Blood Rituals and digger to take full advantage of it
- (optional) Moving a item from daycare to equipment when its equipment shockwave, item stays in daycare during daycare shockwave
Custom Rebirth Times
Nice-To-Haves
T7 Spoiler: Hack cap using allocation.txt
T8 Spoiler: Wish allocation, allocation.txt will likely be easiest method, a smart system would be ideal
Wandoos OS implementation in allocation.txt
Not sure if this is how it works, but putting e/m into something while still capping e/m (instead of a one time cap, it will continuously allocate)
I dont know the scope you are aiming for with this script, so these suggestions will be beyond the current scope as i see it, but may not be totally out of scope
Basic Training allocation (only needed if you are doing troll challenge scripting)
Challenge Scripts for Troll mainly, most other challenges should be able to be scripted using your current methods
Itopod Sniping (Pushing Floors)
Itopod Manual (Instead of idling Itopod)
Hello,
Rebirth by Number is great, but needs some tweaking... for example if You starting from zero for Challenges purposes, then You quite a long time doing 3m rebirths and paradoxically the progress is much slower. Setting higher target (multiplier) is not solution because needs manual lowering after some time.
I believe it is necessary to add a condition for not rebirthing under specified minimal time and after that Number>Target take priority.
something like:
"Rebirth": {"Type": "Number", "Target": 10, "Time": 600, "Challenges": []},
Hello,
its autoCAPped BR so good choice? I don't know if further it is a necessity, but If you remember you stay lots of weeks or months with low level E/M and CAP always means ALL = you cant use BR with anything else because always sucks all magic.
thanks
Stops at wish 224.
Add CAPAUG functionality, rather than AUG-X, should function identically to CAPTM. As augs become very cheap, its impractical to use the AUG-X syntax in any meaningful way.
Add Blood Magic cutoffs for rituals to stop at certain values, i.e. stop casting DC at 40% bonus
Add an option to manual minor quests in addition to just manualling majors (later game players will use this).
Take time to yourself and don't be too pressured!
Titan loadout is not auto. equipped if you manually choose in Target Zone (Adventure tab) one of Titans
It's usually a good thing to start with beast mode, on titans for example, then disable it after the first few attacks or after taking a big hit.
Once reaching target and moving to a new hack it's divisoring between the old hacks + new hacks.
So in the following case:
"HACK-13", "HACK-12", "HACK-11", "HACK-10", "HACK-9", "HCK-8", "HACK-7", "HACK-6", "HACK-5","HACK-4","HACK-3","HACK-2","HACK-1","HACK-0"
If Hack 13, 12, and 11, have reached their target, it puts 25% of the resource into hack 10, and the remainder of the resource sit idle.
If Hack 13 has reached it's target, it puts 50% of the resource into Hack 12, and the remaining 50% sits idle.
Wouldn't it be easier to use loadout presets directly from the game (which can be up to 10) than your own in several sections (titans, gold, ...) which need to be maintained and updated separate?
Next to each Titan can be empty field for the number which loadout to use. For example, I use for some Titans loadout based on Power and for another Drop, so in the end it's not so flexible and I must manually select loadout.
Second thing, I don't know about allocation file, but taking care of those piles of numbers for Gear sections is a pain.
thanks for consideration
Just had an instance where my diggers changed for one feature, then another, and then instead of reverting back to the saved digger list for the current breakpoint it reverted back to the first feature (in this case Yggdrisil).
If the call to change diggers is for diggers that are already equipped, unequipping any extra diggers that may be running is pointless (unless it's to achieve a higher potential bonus i guess by freeing up other GPS consumption?)
I believe I am not only one who switching to ITOPOD a lot so maybe shift him at the TOP of the zone list?
I suspect it's this code here, I'm thinking that for some reason the zone isn't being reported right. Everything works fine in other zones.
//Move back to safe zone if we're in the wrong zone if (_character.adventure.zone != zone && _character.adventure.zone != -1) { MoveToZone(-1); }
https://i.imgur.com/8LYDnaa.mp4
https://i.imgur.com/4XRbN1E.png
When you first start the inject.bat, it unallocates all my energy/magic, even if you disable manage energy/magic. I'd prefer if it only unallocated everything when i allow the script to manage my energy and magic.
Hello,
I've been following the project and decided to give it a try. I'd love to help contribute once I learn more about it.
One issue I've noticed is that I tend to have lots of excess resources even when I am not fully capping, and the resource allocation is not even. For example, I have my priorities set to split between NGU-0 and NGU-1 for mNGUs: https://i.imgur.com/oEiqJv5.png
The split is off by 10% or so, almost all of which is available sitting idle: https://i.imgur.com/d9Zsu5e.png
Any idea what might be causing this and how to fix (or how I could fix)?
I have also tried the CAPNGU-X
directives, and it seems to generally attempt to cap the first priority which makes sense.
Cheers
A toggle to auto boost equipped / locked items instead of voiding every boost in the cube would be nice and simplify a lot _boostID management
Adventure > ITOPOD, If I set "Initial Gold Zone" for example to Forest and "Gold Loadout Zone" to 2D zone, then after rebirth I get for moment to Forest (and kill first enemy), BUT after that is "Use Gold Loadout" checkbox automatically unchecked and script continue with ITOPOD adventure as set.
That's means no gold from 2D with loadout, and only what's I get from Initial Gold Zone.
Gold Loadout works fine, only if "Initial Gold Zone" is set to unreachable zone after rebirth.
Is this bug or feature?
thanks
A second set of options to differentiate between itopod fallthrough and main farm area.
For example in itopod it's pretty typical to have beast mode on, fast combat on, recover hp off, precast buff off.
But for titans you want precast buffs, recovery hp, fast combat off, beast mode off.
For sniping it's some variation depending how strong you are.
Being able to have it use consumables, while risky, can be useful for people who want to use pots on a regular rebirth. Would be nice to be able to have it rb, pop consumables that we choose, and not worry about it.
225K for Lazy Shifter is how much? month of playing? maybe more... and if you want to make things even more easy for new players this is maybe one option. : P
thanks for good work
What about add option for auto rebirth which are not based on specific time, but when the NUMBER is higher (12.100E6 > 12.100E9) than the previous one from last rebirth. (customizable minimal multiplier?)
Fixed rebirth time is OK for harvesting EXP in one place, but for fully unattended play you need something more "maintenance-free".
Hi, I dont know if this is bug or not, but if for example Troll Challenge disable all Diggers, then they are not re-activated.
Without active Diggers Trolls Ch. are quite hard, please make activation status check for Diggers permanent.
thanks
Hello, maybe good idea for even better automatization for player which are not so far in NGU.
=Adding option for something like "Allow Fallthrough" for GOLD.
This option automatically snipe first BOSS in every new zone (highest zone) with gold loadout.
I believe its very useful if you playing from start for example Challenges purposes.
I have been trying to use the "Bosses" rebirth type, but it doesnt work right, it rebirth before the number of bosses I input, I'm doing it wrong or it's something in the code?.
Here is the input Im using:
"Rebirth": {
"Type": bosses,
"Target": {
"10"
}
},
Also few examples of rebirth types could help a lot, Im trying to figure it out how this one works as with the numbers one too.
probably mainly for challenges and fast rebirths, but what about:
Allocate energy for AUG from highest to lowest ignoring those you cant afford (or will take more than an hour?)
(like BR works)
thanks
rebirth:-1 should be 86400
Main.cs line 415/416 remove e/m but not r3. Prevents gear swapping with r3 cap issues.
"automated things to do before rebirth" should except harvesting fruit do more useful tasks like cast accumulated blood (to Numbers?) and more what to need to be done - I am not so far in game
and what about add something like "rebirth button" for forced rebirth which do this thing also
As i'm pushing through the Titan 6 versions it occurred to me a quick toggle box on the UI would be appreciated to ensure you have Exp, PP, Adv, and DC diggers active while manually fighting a titan (or i guess in ITOPOD for the first 3).
I often forget the DC digger when i go to fight it manually >.>
hi,
what about button(?) for quick editing active profile next to profile selection window
...not so important thing to do, but I think convenient for people who often tweaking allocations
Something i noticed while working on cblock - There's a random amount of time that can pass between rebirthing and your time machine starting while you sit and wait for a boss to spawn in a zone to snipe. I suggest changing it to after rebirth switching to highest zone available, killing 1 creature and then sniping a boss so at the very least you have money generating in the TM while you wait for optimal gold generation.
Idea of how to implement:
on rebirth if you have TM unlocked - move to highest available zone, and let it fight whatever spawns. Then during the next 10 second cycle you switch to sniping for a boss with gold loadout
11/5/2020-10:27 AM (3375s): Loaded Custom Allocation from profile 'cap'
1 Energy Breakpoints
0 Magic Breakpoints
0 R3 Breakpoints
0 Gear Breakpoints
0 Digger Breakpoints
0 Wandoos Breakpoints
0 NGU Difficulty Breakpoints
No auto rebirth.
11/5/2020-10:27 AM (3375s): Array index is out of range.
11/5/2020-10:27 AM (3375s): at NGUInjector.AllocationProfiles.CustomAllocation.ParseIndex (System.String prio) [0x00000] in :0
at NGUInjector.AllocationProfiles.CustomAllocation.b__21_10 (System.String x) [0x00000] in :0
at System.Collections.Generic.List1[System.String].RemoveAll (System.Predicate
1 match) [0x00000] in :0
at NGUInjector.AllocationProfiles.CustomAllocation.ValidatePriorities (System.Collections.Generic.List`1 priorities) [0x00000] in :0
at NGUInjector.AllocationProfiles.CustomAllocation.AllocateEnergy () [0x00000] in :0
at NGUInjector.Extensions.DoAllocations (NGUInjector.AllocationProfiles.CustomAllocation allocation) [0x00000] in :0
at NGUInjector.AllocationProfiles.CustomAllocation.ReloadAllocation () [0x00000] in :0
The profile is simply:
{
"Breakpoints": {
"Energy": [
{
"Time": 0,
"Priorities": ["CAPALLBT"]
}
],
"RebirthTime": -1
}
}
Relevant commit seems to be
d72df21#diff-fb31d25adb7fbcfec82e475a1b8cfe36192dbc09ad588d24dc77c0e480b281dd
Could be cool to be able to:
Hello, after some time of idling I have in inventory few 100 levels items like Wandoos 98/MEH/XL, Seeds, and maybe something else in future?... well all this is better consumed.
I.e. if you wanted to spend 1/2 of your energy on augs after capping tm, you could do:
"CAPTM", "AUG-9", "AUG-10", "BLANK", "BLANK"
After boosting all inventory items, boosts will go into cube, right? A suggestion would be the ability to transform the boost into either Power, Toughness, or Special when it goes into cube, allowing for fine tuning of cube stats. This is used extensively later on.
Secondary, possibly prioritizing boosting cube's p/t to softcap (not tier), before going back to above priority list.
Something like: Power Softcap > Toughness Softcap > Post Softcap Power > Post Softcap Toughness > Special
Items after ID 414 are missing from the Loadout Selection, if one was selected in previous Versions, Loadout doesn't work.
edit: After a bit of checking I found out, that the issue wasn't present in Version 3.3.1
A declarative, efficient, and flexible JavaScript library for building user interfaces.
๐ Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.
TypeScript is a superset of JavaScript that compiles to clean JavaScript output.
An Open Source Machine Learning Framework for Everyone
The Web framework for perfectionists with deadlines.
A PHP framework for web artisans
Bring data to life with SVG, Canvas and HTML. ๐๐๐
JavaScript (JS) is a lightweight interpreted programming language with first-class functions.
Some thing interesting about web. New door for the world.
A server is a program made to process requests and deliver data to clients.
Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.
Some thing interesting about visualization, use data art
Some thing interesting about game, make everyone happy.
We are working to build community through open source technology. NB: members must have two-factor auth.
Open source projects and samples from Microsoft.
Google โค๏ธ Open Source for everyone.
Alibaba Open Source for everyone
Data-Driven Documents codes.
China tencent open source team.