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#11. Posted:
Status: Offline
Joined: May 14, 200816Year Member
Posts: 7,692
Reputation Power: 32314
Status: Offline
Joined: May 14, 200816Year Member
Posts: 7,692
Reputation Power: 32314
Best version of the script fixed server issues and it auto maxes the score
// ==UserScript==
// @name Saliens Hack
// @description Saliens Hack for Steam Summer Sale 2018 Game - AutoSelect Planet, Invincibility, InstaKill
//
// @author Cory "mbsurfer" Shaw
// @namespace http://github.com/coryshaw1
// @downloadURL https://github.com/coryshaw1/saliens-hack/raw/master/saliensHack.user.js
//
// @license MIT License
// @copyright Copyright (C) 2018, by Cory Shaw
//
// @include https://steamcommunity.com/saliengame
// @include https://steamcommunity.com/saliengame/
// @include https://steamcommunity.com/saliengame/play
// @include https://steamcommunity.com/saliengame/play/
//
// @version 1.1.2
// @updateURL https://github.com/coryshaw1/saliens-hack/raw/master/saliensHack.user.js
//
// @run-at document-start|document-end
//
// @grant unsafeWindow
//
// @unwrap
// ==/UserScript==
/**
* MIT License
*
* Copyright (c) 2018 Cory Shaw
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
(function() {
if (typeof unsafeWindow !== "undefined")
unsafeWindow.requestAnimationFrame = c => { setTimeout(c, 1000 / 60); };
// Game broke reload and try again
GameLoadError = function() {
clearInterval(intervalFunc);
setTimeout(function() {
if (typeof unsafeWindow !== "undefined")
unsafeWindow.location.reload();
else
window.location.reload();
}, 750);
}
CEnemy.prototype.Walk = function(){this.Die(true);};
var joiningZone = false;
var joiningPlanet = false;
var gameCheck = function(){
if (!gGame || !gGame.m_State) return;
if (gGame.m_State instanceof CBootState && gGame.m_State.button) {
startGame();
return;
}
if (gGame.m_State instanceof CPlanetSelectionState && gGame.m_State.m_rgPlanets) {
// Go to uncaptured zone with the higheset difficulty
var uncapturedPlanets = gGame.m_State.m_rgPlanets
.filter(function(p){ return p.state && !p.state.captured })
.sort(function(p1, p2){return p2.state.difficulty - p1.state.difficulty});
if (uncapturedPlanets.length == 0) {
console.log("ALL PLANETS ARE DONE. GG.");
return;
}
joinPlanet(uncapturedPlanets[0].id);
return;
}
if (gGame.m_State.m_VictoryScreen || gGame.m_State.m_LevelUpScreen) {
gGame.ChangeState( new CBattleSelectionState( gGame.m_State.m_PlanetData.id ) );
console.log('round done');
return;
}
if (gGame.m_State.m_ScoreIncrements && gGame.m_State.m_ScoreIncrements != 0 && gGame.m_State.m_rtBattleStart && gGame.m_State.m_rtBattleEnd) {
var ptPerSec = (gGame.m_State.m_rtBattleEnd - gGame.m_State.m_rtBattleStart) / 1000;
gGame.m_State.m_Score = gGame.m_State.m_ScoreIncrements * ptPerSec;
gGame.m_State.m_ScoreIncrements = 0;
}
if (gGame.m_State.m_EnemyManager) {
joiningZone = false;
return;
}
if (gGame.m_State.m_PlanetData && gGame.m_State.m_PlanetData.zones) {
joiningPlanet = false;
// Go to boss in uncaptured zone if there is one
var bossZone = gGame.m_State.m_PlanetData.zones
.find(function(z){ return !z.captured && z.boss });
if (bossZone && bossZone.zone_position) {
console.log('Boss battle at zone:', bossZone.zone_position);
joinZone(bossZone.zone_position);
return;
}
// Go to uncaptured zone with the higheset difficulty
var uncapturedZones = gGame.m_State.m_PlanetData.zones
.filter(function(z){ return !z.captured })
.sort(function(z1, z2){return z2.difficulty - z1.difficulty});
if (uncapturedZones.length == 0 && gGame.m_State.m_PlanetData) {
console.log("Planet is completely captured.");
leavePlanet(gGame.m_State.m_PlanetData.id);
return;
}
joinZone(uncapturedZones[0].zone_position);
return;
}
};
var intervalFunc = setInterval(gameCheck, 100);
var joinZone = function(zoneId) {
if (joiningZone) return;
console.log('Joining zone:', zoneId);
joiningZone = true;
clearInterval(intervalFunc);
gServer.JoinZone(
zoneId,
function ( results ) {
gGame.ChangeState( new CBattleState( gGame.m_State.m_PlanetData, zoneId ) );
},
GameLoadError
);
setTimeout(function() {
intervalFunc = setInterval(gameCheck, 100);
}, 10000);
};
var joinPlanet = function(planetId) {
if (joiningPlanet) return;
console.log('Joining planet:', planetId);
joiningPlanet = true;
clearInterval(intervalFunc);
gServer.JoinPlanet(
planetId,
function ( response ) {
gGame.ChangeState( new CBattleSelectionState( planetId ) );
},
function ( response ) {
ShowAlertDialog( 'Join Planet Error', 'Failed to join planet. Please reload your game or try again shortly.' );
}
);
setTimeout(function() {
intervalFunc = setInterval(gameCheck, 100);
}, 10000);
};
var leavePlanet = function(planetDataId) {
if (joiningPlanet) return;
console.log('Leaving planet:', planetDataId);
joiningPlanet = true;
clearInterval(intervalFunc);
gServer.LeaveGameInstance(
planetDataId,
function() {
gGame.ChangeState( new CPlanetSelectionState() );
}
);
setTimeout(function() {
intervalFunc = setInterval(gameCheck, 100);
}, 10000);
};
var startGame = function() {
console.log('Pressing Play in 2 seconds');
clearInterval(intervalFunc);
// wait 2 seconds for game to load
// TODO: find a way to do this programmatically
setTimeout(function() {
gGame.m_State.button.click();
setTimeout(function() {
intervalFunc = setInterval(gameCheck, 100);
}, 5000);
}, 2000);
};
})();
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#12. Posted:
Status: Offline
Joined: Mar 30, 201014Year Member
Posts: 12,068
Reputation Power: 33737
Status: Offline
Joined: Mar 30, 201014Year Member
Posts: 12,068
Reputation Power: 33737
Does this give you anything? Badges?
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#13. Posted:
Status: Offline
Joined: May 18, 201113Year Member
Posts: 16,419
Reputation Power: 24469
Status: Offline
Joined: May 18, 201113Year Member
Posts: 16,419
Reputation Power: 24469
RepBandit wrote Does this give you anything? Badges?
Every three in-game levels, the badge ranks up. Rank six is the max and you'll need to automate the game to get it. You also get three cards per day by playing.
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#14. Posted:
Status: Offline
Joined: Jun 27, 20186Year Member
Posts: 36
Reputation Power: 7
Status: Offline
Joined: Jun 27, 20186Year Member
Posts: 36
Reputation Power: 7
Works awesome, thanks Sean.
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#15. Posted:
Status: Offline
Joined: May 18, 201113Year Member
Posts: 16,419
Reputation Power: 24469
Status: Offline
Joined: May 18, 201113Year Member
Posts: 16,419
Reputation Power: 24469
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