[Request] Galaxy Idle Clicker

Ask about cheats/tables for single player games here
Kazuki
Novice Cheater
Novice Cheater
Posts: 15
Joined: Sat Oct 01, 2022 2:37 pm
Reputation: 31

Re: [Request] Galaxy Idle Clicker

Post by Kazuki »

Lunaraia wrote:
Fri Nov 01, 2024 12:52 am
I am using that one, but the content is vastly different from what you show, so I can't find anything when searching, and I don't have the foggiest as to why :\ And I'm just editing it straight as-is as the beautified version caused issues for me before.

Example of the differences below:

Your code

Code: Select all

if\([a-zA-Z0-9$]+&&[a-zA-Z0-9$]+-[a-zA-Z0-9$]+<20\*60\*60\){
My Code

Code: Select all

F({hours:C,minutes:te,seconds:J})}},1e3);return()=>clearInterval(Y)},[a]);const U=async()=>{const z=await k();if(_.trim().toLowerCase()==="protto"){if(a&&z-a<20*60*60)
As you can plainly see, the two are... not at all compatible when trying to search for them. And I have no clue why It's so different. In fact, the only reason I could even find these two to make the comparison is because of the multipliers at the end
Yes sorry, I must have edited by mistake the part where I warned to use notepad++ and "Regular expression" as "Search Mode"

[Link]

What I made use Regex (short for Regular Expression), it allows to be version independent as many variables short names change from version to version

Lunaraia
Cheater
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Posts: 28
Joined: Fri Feb 15, 2019 1:22 am
Reputation: 4

Re: [Request] Galaxy Idle Clicker

Post by Lunaraia »

I see, thanks for the info, worked like a charm once that became clear -^_^- BTW you can put the Prisoner Pity to 1500 to cause your prisoner income to explode :p And no, this won't cause lag, the game has contingencies for this amount of prisoners.

zlStarLike
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What is cheating?
Posts: 2
Joined: Sat Nov 02, 2024 10:07 pm
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Re: [Request] Galaxy Idle Clicker

Post by zlStarLike »

Kazuki wrote:
Tue Oct 29, 2024 8:39 am
Kazuki wrote:
Fri Oct 18, 2024 7:15 am
Adding my little contribution.

UPDATED 29/10
Spoiler
  1. Remove timer limit for antimatter "protto" code:

    Code: Select all

    if\([a-zA-Z]+&&[a-zA-Z]+-[a-zA-Z]+<20\*60\*60\){
    to

    Code: Select all

    if\(a&&F-a<0\){
    (1 match)
  2. Antimatter Upgrades do not consume antimatter:

    Code: Select all

    \.\.\.([a-zA-Z]+),antimatterCount:([a-zA-Z]+)\.antimatterCount,totalAntimatterCount:([a-zA-Z]+)
    to

    Code: Select all

    ...\1,antimatterCount:(\2.antimatterCount-\1.antimatterCount)>0?\2.antimatterCount:\1.antimatterCount,totalAntimatterCount:\3
    (1 match)
  3. Junk Upgrades do not consume junk:

    Code: Select all

    {\.\.\.([a-zA-Z]+),junkCount:[a-zA-Z]+\.junkCount}
    to

    Code: Select all

    {...\1,junkCount:\1.junkCount}
    (1 match)
  4. Plasma Upgrades do not consume plasma:

    Code: Select all

    {\.\.\.([a-zA-Z]+),plasmaCount:[a-zA-Z]+\.plasmaCount}
    to

    Code: Select all

    {...\1,plasmaCount:\1.plasmaCount}
    (1 match)
  5. Energy Upgrades do not consume energy:

    Code: Select all

    {\.\.\.([a-zA-Z]+),energyCount:[a-zA-Z]+\.energyCount}
    to

    Code: Select all

    {...\1,energyCount:\1.energyCount}
    (1 match)
  6. Scrap Upgrades do not consume scrap:

    Code: Select all

    {\.\.\.([a-zA-Z]+),scrapCount:[a-zA-Z]+\.scrapCount}
    to

    Code: Select all

    {...\1,scrapCount:\1.scrapCount}
    (1 match)
  7. Garbage Upgrades do not consume garbage:

    Code: Select all

    -[a-zA-Z]+\.totalCost,
    to

    Code: Select all

    ,
    (1 match)
  8. Level Upgrades do not consume skill point:

    Code: Select all

    {\.\.\.([a-zA-Z]+),skillPoints:[a-zA-Z]+\.skillPoints}
    to

    Code: Select all

    {...\1,skillPoints:\2.skillPoints>\1.skillPoints?\2.skillPoints:\1.skillPoints}
    (1 match)
  9. LightYear Upgrades do not consume lightyear point:

    Code: Select all

    {\.\.\.([a-zA-Z]+),lightTravelPoints:[a-zA-Z]+\.lightTravelPoints}
    to

    Code: Select all

    {...\1,lightTravelPoints:\1.lightTravelPoints}
    (1 match)
  10. Blackhole Upgrades do not consume blackhole point:

    Code: Select all

    {\.\.\.([a-zA-Z]+),blackHoleTravelPoints:[a-zA-Z]+\.blackHoleTravelPoints}
    to

    Code: Select all

    {...\1,blackHoleTravelPoints:\1.blackHoleTravelPoints}
    (1 match)
  11. Prisoners & Citizens Upgrades do not consume prisoners or citizen:

    Code: Select all

    \.\.\.([a-zA-Z]+)\.([a-zA-Z]+),\[([a-zA-Z]+)\.payload\.race\]:[a-zA-Z]+\.payload\.count
    to

    Code: Select all

    ...\1.\2,[\3.payload.race]:\1.\2[a.payload.race]<a.payload.count?a.payload.count:\1.\2[a.payload.race]
    (3 matchs)
  12. Army Upgrades do not consume army:

    Code: Select all

    (armyCount:[a-zA-Z]+\.armyCount)-[a-zA-Z]+\.decrement
    to

    Code: Select all

    \1
    (1 match)
  13. Meteorite Upgrades do not consume meteorite:

    Code: Select all

    {\.\.\.([a-zA-Z]+),meteoriteCount:[a-zA-Z]+\.meteoriteCount}
    to

    Code: Select all

    {...\1,meteoriteCount:\1.meteoriteCount}
    (1 match)
  14. Radiation Upgrades do not consume radiation:

    Code: Select all

    {\.\.\.([a-zA-Z]+),radiationCount:[a-zA-Z]+\.radiationCount}
    to

    Code: Select all

    {...\1,radiationCount:\1.radiationCount}
    (1 match)
  15. Mineral Upgrades do not consume mineral:

    Code: Select all

    {\.\.\.([a-zA-Z]+),mineralsCount:[a-zA-Z]+\.mineralsCount}
    to

    Code: Select all

    {...\1,mineralsCount:\1.mineralsCount}
    (1 match)
  16. Increment Prisoners pity cap by 10 instead of 1:

    Code: Select all

    prisonersPityCap\+1
    to

    Code: Select all

    prisonersPityCap+10
    (1 match)
  17. Set "SavedArmy" to current Army count at BlackHole Reset (no need to buy the annoying upgrade for it):
    1. Code: Select all

      (case"HARD_RESET":{.*)return{\.\.\.([a-zA-Z0-9$]+)(.*)savedArmy:[a-zA-Z0-9$]+\.savedArmy,
      to

      Code: Select all

      \1return{...\2\3savedArmy:\2.savedArmy,
      (1 matchs)
    2. Code: Select all

      s\.\.\.([a-zA-Z]+),totalRunArmy:[a-zA-Z]+\.totalRunArmy\+([a-zA-Z]+).increment
      to

      Code: Select all

      ...\1,totalRunArmy:\1.totalRunArmy+\2.increment,savedArmy:Math.min\(\1.savedArmy+\2.increment,4e25\)
      (1 matchs)
  18. Infinite Meteorite mini game's Combo Shield:

    Code: Select all

    ([a-zA-Z]+\.comboHp)-1
    to

    Code: Select all

    \1
    (1 match)
  19. In Radiation mini game, make all bars (once unlocked) overlap:

    Code: Select all

    2\*Math\.PI/\(36-[a-zA-Z]+\)
    to

    Code: Select all

    2*Math.PI/3
    (4 matchs)
  20. Enemies Killed count *100:
    1. Code: Select all

      (return [a-zA-Z]+\[[a-zA-Z]+\]\+=[a-zA-Z0-9]+),{
      to

      Code: Select all

      \1*100,{
      (2 matchs)
    2. Code: Select all

      (enemyShipsKilled\+[a-zA-Z]+\.enemyShipsKilled)
      to

      Code: Select all

      \1*100
      (1 matchs)
    3. Code: Select all

      (totalEnemyShipsKilledCountEver\+[a-zA-Z]+\.payload)
      to

      Code: Select all

      \1*100
      (1 matchs)
    4. Code: Select all

      (\.\.\.t,totalEnemyShipsKilledCount:[a-zA-Z]+\.totalEnemyShipsKilledCount\+1),(totalEnemyShipsKilledCountEver:[a-zA-Z]+\.totalEnemyShipsKilledCountEver\+1)
      to

      Code: Select all

      \1*100,\2*100
      (1 matchs)
  21. Kills count for skins *100 (per type of ennemies):
    1. Code: Select all

      (\.\.\.t,\[[a-zA-Z]+\.payload\]:[a-zA-Z]+\[[a-zA-Z]+\.payload\]\+1)
      to

      Code: Select all

      \1*100
      (1 matchs)
    2. Code: Select all

      (\.\.\.t,\[[a-zA-Z]+\.payload\.key\]:[a-zA-Z]+\[[a-zA-Z]+\.payload\.key\]\+[a-zA-Z]+\.payload\.amount)
      to

      Code: Select all

      \1*100
      (1 matchs)
  22. Keep BlackHoles Upgrades purchased after a BlackHole (very annoying to repurchase all 20+ every time):
    Spoiler
    1. Code: Select all

      (case"HARD_RESET":\{.*)keepLevelsBlackMatter:[a-zA-Z]+\.keepLevelsBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    2. Code: Select all

      (case"SOFT_RESET":{.*)([a-zA-Z0-9$]+)\.prisonersPityCapLYUpgradeLevel>0&&\(([a-zA-Z0-9$]+)=Math\.max\(1500-[a-zA-Z0-9$]+\.prisonersPityCapLYUpgradeLevel\*5,0\)\);
      to

      Code: Select all

      \1\2.prisonersPityCapLYUpgradeLevel>0&&\(\3=Math.max\(1500-\2.prisonersPityCapLYUpgradeLevel*5-\2.prisonersPityCapUpgradeLevel*20-\2.prisonersPityCapUpgradeSecondLevel*30-\2.prisonersPityCapUpgradeThirdLevel*40-\2.prisonersPityCapUpgradeFourthLevel*50-\2.prisonersPityCapUpgradeFifthLevel*60,0\)\);
      (1 matchs)
    3. Code: Select all

      (case"HARD_RESET":{.*)([a-zA-Z0-9$]+)\.blackHoleTravelCount>=3&&\(([a-zA-Z0-9$]+)=Math\.max\(1500-[a-zA-Z0-9$]+\.prisonersPityCapLYUpgradeLevel\*5,0\)\);
      to

      Code: Select all

      \1\2.blackHoleTravelCount>=3&&\(\3=Math.max\(1500-\2.prisonersPityCapLYUpgradeLevel*5-\2.prisonersPityCapUpgradeLevel*20-\2.prisonersPityCapUpgradeSecondLevel*30-\2.prisonersPityCapUpgradeThirdLevel*40-\2.prisonersPityCapUpgradeFourthLevel*50-\2.prisonersPityCapUpgradeFifthLevel*60,0\)\);
      (1 matchs)
    4. Code: Select all

      (case"HARD_RESET":\{.*)autoMineDamageBoost:[a-zA-Z]+\.autoMineDamageBoost,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    5. Code: Select all

      (case"HARD_RESET":\{.*)blackMatterPrisonersTimeReduction:[a-zA-Z]+\.blackMatterPrisonersTimeReduction,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    6. Code: Select all

      (case"HARD_RESET":\{.*)damageMultiplierBlackMatter:[a-zA-Z]+\.damageMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    7. Code: Select all

      (case"HARD_RESET":\{.*)hpMultiplierBlackMatter:[a-zA-Z]+\.hpMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    8. Code: Select all

      (case"HARD_RESET":\{.*)junkMultiplierBlackMatter:[a-zA-Z]+\.junkMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    9. Code: Select all

      (case"HARD_RESET":\{.*)plasmaMultiplierBlackMatter:[a-zA-Z]+\.plasmaMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    10. Code: Select all

      (case"HARD_RESET":\{.*)expMultiplierBlackMatter:[a-zA-Z]+\.expMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    11. Code: Select all

      (case"HARD_RESET":\{.*)colonMultiplierBlackMatter:[a-zA-Z]+\.colonMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    12. Code: Select all

      (case"HARD_RESET":\{.*)prisonersMultiplierBlackMatter:[a-zA-Z]+\.prisonersMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    13. Code: Select all

      (case"HARD_RESET":\{.*)garbageMultiplierBlackMatter:[a-zA-Z]+\.garbageMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    14. Code: Select all

      (case"HARD_RESET":\{.*)meteoriteRadiationMineralsMultiplierBlackMatter:[a-zA-Z]+\.meteoriteRadiationMineralsMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    15. Code: Select all

      (case"HARD_RESET":\{.*)hyperGarbage:[a-zA-Z]+\.hyperGarbage,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    16. Code: Select all

      (case"HARD_RESET":\{.*)dobuleBHPassiveBlackMatter:[a-zA-Z]+\.dobuleBHPassiveBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    17. Code: Select all

      (case"HARD_RESET":\{.*)decreaseShieldBlackMatter:[a-zA-Z]+\.decreaseShieldBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    18. Code: Select all

      (case"HARD_RESET":\{.*)electricLaserShotsBlackMatter:[a-zA-Z]+\.electricLaserShotsBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    19. Code: Select all

      (case"HARD_RESET":\{.*)itemsDropRarityBlackMatter:[a-zA-Z]+\.itemsDropRarityBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    20. Code: Select all

      (case"HARD_RESET":\{.*)isGarbageFree:[a-zA-Z]+\.isGarbageFree,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    21. Code: Select all

      (case"HARD_RESET":\{.*)quadPrisoners:[a-zA-Z]+\.quadPrisoners,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    22. Code: Select all

      (case"HARD_RESET":\{.*)keepPrisoners:[a-zA-Z]+\.keepPrisoners,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    23. Code: Select all

      (case"HARD_RESET":\{.*)prisonerConversionRequirements:[a-zA-Z]+\.prisonerConversionRequirements,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    24. Code: Select all

      (case"HARD_RESET":\{.*isJunkFree:)[a-zA-Z]+\.supernova>=[0-9]\?([a-zA-Z]+\.isJunkFree):[a-zA-Z]+\.isJunkFree(,.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2\3
      (1 matchs)
    25. Code: Select all

      (case"HARD_RESET":\{.*isPlasmaFree:)[a-zA-Z]+\.supernova>=[0-9]\?([a-zA-Z]+\.isPlasmaFree):[a-zA-Z]+\.isPlasmaFree(,.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2\3
      (1 matchs)
    26. Code: Select all

      (case"HARD_RESET":\{.*isEnergyFree:)[a-zA-Z]+\.supernova>=[0-9]\?([a-zA-Z]+\.isEnergyFree):[a-zA-Z]+\.isEnergyFree(,.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2\3
      (1 matchs)
    27. Code: Select all

      (case"HARD_RESET":\{.*isColonsFree:)[a-zA-Z]+\.supernova>=[0-9]\?([a-zA-Z]+\.isColonsFree):[a-zA-Z]+\.isColonsFree(,.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2\3
      (1 matchs)
      I left the "9 Free time Skips" repurchasable because otherwise it doesn't give the 9 free skip time again if the Upgrade is kept purchased
  23. In Radiation mini game, only have emerald radiation spawing:

    Code: Select all

    const ([a-zA-Z]+)=Math\.min\(10\+[a-zA-Z]+\*2,70\),([a-zA-Z]+)\=Math\.min\(1\+[a-zA-Z]+\*\.3,10\),([a-zA-Z]+)\=Math\.min\(\.1\+[a-zA-Z]+\*\.03,1\)\;
    to

    Code: Select all

    const \1=0,\2=0,\3=100;
    (1 matchs)
  24. In Mineral, divide by 10 the mining amount required:

    Code: Select all

    const [a-zA-Z]+=\{coal:30,gold:60,diamond:120,amethyst:240\}
    to

    Code: Select all

    const \1={coal:3,gold:6,diamond:12,amethyst:24}
    (1 matchs)
  25. In Mineral, only have amethyst node:

    Code: Select all

    return ([a-zA-Z]+)<=[a-zA-Z]+\?"amethyst"
    to

    Code: Select all

    return \1<=100?"amethyst"
    (1 matchs)
  26. In Meteorite mini game, spawn much more amethyst meteorite (still can spawn antimatter meteorite):

    Code: Select all

    ([a-zA-Z]+)<[a-zA-Z]+(\+[a-zA-Z]+\?[a-zA-Z]+\(9\*60,"amethyst")
    to

    Code: Select all

    \1<1\2
    (1 matchs)
  27. Potions Timer set to 1 year:

    Code: Select all

    (\.\.\.[a-zA-Z]+,[a-zA-Z]+PotionTimer):[a-zA-Z]+\.payload\.[a-zA-Z]+PotionTimer
    to

    Code: Select all

    \1:3600*24*365*1e3
    (12 matchs)
Updated, I added few more things:

Keep Blackhole Upgrades
Radiation spawn only emerald
Mineral only spawn amethyst node & divide mining requirement by 10
Spawn much more amethyst meteorite
Potion buff timer set to 1 year

Hey Kazuki,

Thank you for your amazing work, the codes work their magic.
Could you also look into these codes ( "leaderboardLocked" and "REMOVE_AM" ) i think they are connected to the Leaderboard ban and antimatter removal of the game. Again thank you for your work.

Kazuki
Novice Cheater
Novice Cheater
Posts: 15
Joined: Sat Oct 01, 2022 2:37 pm
Reputation: 31

Re: [Request] Galaxy Idle Clicker

Post by Kazuki »

zlStarLike wrote:
Sat Nov 02, 2024 10:16 pm
Hey Kazuki,

Thank you for your amazing work, the codes work their magic.
Could you also look into these codes ( "leaderboardLocked" and "REMOVE_AM" ) i think they are connected to the Leaderboard ban and antimatter removal of the game. Again thank you for your work.
Hi, I noticed the "leaderboardLocked" but purposely didn't touch it so as I think it's more fair if cheating to not compete in the leaderboard (I personally don't care being in leaderbord)

From what I found, there are different ways to get the "leaderboardLocked" to trigger:
  1. At 0 supernova:
    1. if you do any BlackHole Reset in less than 10h
      (seem rather arbitrary to me as 10h seem like a rather a long time, though it is indeed very long at start without cheat)
    2. Have more (or equal) than 50 Antimatter Metorites
    3. Before you get to the 14th BH reset, have more than 195 000 Antimatter Generated
      (Also trigger "REMOVE_AM" (-150k AM))
  2. At 1 supernova:
    1. Before you get to the 16th BH reset, have more (or equal) than 500 000 Antimatter Generated
      (Also trigger "REMOVE_AM" twice (-300k AM))
Still, since it was a request:
For the "REMOVE_AM", you can do:

Replace

Code: Select all

(\.\.\.[a-zA-Z0-9$]+,antimatterGenerated:[a-zA-Z0-9$]+\.antimatterGenerated)-15e4(,antimatterCount:[a-zA-Z0-9$]+\.antimatterCount)-15e4
to

Code: Select all

\1\2

For "leaderboardLocked" (I don't condone doing it for fairness)
Spoiler
Replace

Code: Select all

type:"TOGGLE_MECH_MULTIPLIER",payload:"leaderboardLocked"
to

Code: Select all

type:"TOGGLE_TO_FALSE",payload:"leaderboardLocked"
(4 matches)
(keep the "leaderboardLocked" to "false" instead of toggling it to "true")
I don't plan to add them in the list of other cheats, so will be up to people to find it.

zlStarLike
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Re: [Request] Galaxy Idle Clicker

Post by zlStarLike »

Thank you very much for your reply.

Youre amazing.

hobocop1978
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Re: [Request] Galaxy Idle Clicker

Post by hobocop1978 »

Has anyone found a way to manipulate the time bonus in the light year tab? Having to wait 24 hours for it to fill is lame lol.

Kazuki
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Posts: 15
Joined: Sat Oct 01, 2022 2:37 pm
Reputation: 31

Re: [Request] Galaxy Idle Clicker

Post by Kazuki »

hobocop1978 wrote:
Tue Nov 05, 2024 7:30 pm
Has anyone found a way to manipulate the time bonus in the light year tab? Having to wait 24 hours for it to fill is lame lol.
You can do this to go 10 times faster:

Code: Select all

(const [a-zA-Z0-9$]+=\([a-zA-Z0-9$]+-[a-zA-Z0-9$]+\)\/6e4\/60)
to

Code: Select all

\1*10
(2 matches)

hobocop1978
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Re: [Request] Galaxy Idle Clicker

Post by hobocop1978 »

Worked perfectly! Thank you very much!
Kazuki wrote:
Tue Nov 05, 2024 10:59 pm
hobocop1978 wrote:
Tue Nov 05, 2024 7:30 pm
Has anyone found a way to manipulate the time bonus in the light year tab? Having to wait 24 hours for it to fill is lame lol.
You can do this to go 10 times faster:

Code: Select all

(const [a-zA-Z0-9$]+=\([a-zA-Z0-9$]+-[a-zA-Z0-9$]+\)\/6e4\/60)
to

Code: Select all

\1*10
(2 matches)

Kazuki
Novice Cheater
Novice Cheater
Posts: 15
Joined: Sat Oct 01, 2022 2:37 pm
Reputation: 31

Re: [Request] Galaxy Idle Clicker

Post by Kazuki »

UPDATED 09/11 (version 0.1.28)
Spoiler
You need to use notepad++ and "Regular expression" as "Search Mode" (mandatory)
  1. Remove timer limit for antimatter "protto" code:

    Code: Select all

    if\(([a-zA-Z0-9$_]+)&&([a-zA-Z0-9$_]+)-([a-zA-Z0-9$_]+)<20\*60\*60\){
    to

    Code: Select all

    if\(\1&&\2-\3<0\){
    (1 match)
  2. Antimatter Upgrades do not consume antimatter:

    Code: Select all

    \.\.\.([a-zA-Z0-9$_]+),antimatterCount:([a-zA-Z0-9$_]+)\.antimatterCount,totalAntimatterCount:([a-zA-Z0-9$_]+)
    to

    Code: Select all

    ...\1,antimatterCount:(\2.antimatterCount-\1.antimatterCount)>0?\2.antimatterCount:\1.antimatterCount,totalAntimatterCount:\3
    (1 match)
  3. Junk Upgrades do not consume junk:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),junkCount:([a-zA-Z0-9$_]+)\.junkCount}
    to

    Code: Select all

    {...\1,junkCount:\2.junkCount>\1.junkCount?\2.junkCount:\1.junkCount}
    (1 match)
  4. Plasma Upgrades do not consume plasma:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),plasmaCount:([a-zA-Z0-9$_]+)\.plasmaCount}
    to

    Code: Select all

    {...\1,plasmaCount:\2.plasmaCount>\1.plasmaCount?\2.plasmaCount:\1.plasmaCount}
    (1 match)
  5. Energy Upgrades do not consume energy:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),energyCount:([a-zA-Z0-9$_]+)\.energyCount}
    to

    Code: Select all

    {...\1,energyCount:\2.energyCount>\1.energyCount?\2.energyCount:\1.energyCount}
    (1 match)
  6. Scrap Upgrades do not consume scrap:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),scrapCount:([a-zA-Z0-9$_]+)\.scrapCount}
    to

    Code: Select all

    {...\1,scrapCount:\2.scrapCount>\1.scrapCount?\2.scrapCount:\1.scrapCount}
    (1 match)
  7. Garbage Upgrades do not consume garbage:

    Code: Select all

    -[a-zA-Z0-9$_]+\.totalCost,
    to

    Code: Select all

    ,
    (1 match)
  8. Level Upgrades do not consume skill point:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),skillPoints:([a-zA-Z0-9$_]+)\.skillPoints}
    to

    Code: Select all

    {...\1,skillPoints:\2.skillPoints>\1.skillPoints?\2.skillPoints:\1.skillPoints}
    (1 match)
  9. LightYear Upgrades do not consume lightyear point:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),lightTravelPoints:([a-zA-Z0-9$_]+)\.lightTravelPoints}
    to

    Code: Select all

    {...\1,lightTravelPoints:\2.lightTravelPoints>\1.lightTravelPoints?\2.lightTravelPoints:\1.lightTravelPoints}
    (1 match)
  10. Blackhole Upgrades do not consume blackhole point:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),blackHoleTravelPoints:([a-zA-Z0-9$_]+)\.blackHoleTravelPoints}
    to

    Code: Select all

    {...\1,blackHoleTravelPoints:\2.blackHoleTravelPoints>\1.blackHoleTravelPoints?\2.blackHoleTravelPoints:\1.blackHoleTravelPoints}
    (1 match)
  11. Prisoners & Citizens Upgrades do not consume prisoners or citizen:

    Code: Select all

    \.\.\.([a-zA-Z0-9$_]+)\.([a-zA-Z0-9$_]+),\[([a-zA-Z0-9$_]+)\.payload\.race\]:[a-zA-Z0-9$_]+\.payload\.count
    to

    Code: Select all

    ...\1.\2,[\3.payload.race]:\1.\2[a.payload.race]<a.payload.count?a.payload.count:\1.\2[a.payload.race]
    (3 matchs)
  12. Army Upgrades do not consume army:

    Code: Select all

    (armyCount:[a-zA-Z0-9$_]+\.armyCount)-[a-zA-Z0-9$_]+\.decrement
    to

    Code: Select all

    \1
    (1 match)
  13. Meteorite Upgrades do not consume meteorite:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),meteoriteCount:([a-zA-Z0-9$_]+)\.meteoriteCount}
    to

    Code: Select all

    {...\1,meteoriteCount:\2.meteoriteCount>\1.meteoriteCount?\2.meteoriteCount:\1.meteoriteCount}
    (1 match)
  14. Radiation Upgrades do not consume radiation:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),radiationCount:([a-zA-Z0-9$_]+)\.radiationCount}
    to

    Code: Select all

    {...\1,radiationCount:\2.radiationCount>\1.radiationCount?\2.radiationCount:\1.radiationCount}
    (1 match)
  15. Mineral Upgrades do not consume mineral:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),mineralsCount:([a-zA-Z0-9$_]+)\.mineralsCount}
    to

    Code: Select all

    {...\1,mineralsCount:\2.mineralsCount>\1.mineralsCount?\2.mineralsCount:\1.mineralsCount}
    (1 match)
  16. Increment Prisoners pity cap by 10 instead of 1:

    Code: Select all

    prisonersPityCap\+1
    to

    Code: Select all

    prisonersPityCap+10
    (1 match)
  17. Set "SavedArmy" to current Army count at BlackHole Reset (no need to buy the annoying upgrade for it):
    1. Code: Select all

      (case"HARD_RESET":{.*)return{\.\.\.([a-zA-Z0-9$_]+)(.*)savedArmy:[a-zA-Z0-9$_]+\.savedArmy,
      to

      Code: Select all

      \1return{...\2\3savedArmy:\2.savedArmy,
      (1 matchs)
    2. Code: Select all

      \.\.\.([a-zA-Z0-9$_]+),totalRunArmy:[a-zA-Z0-9$_]+\.totalRunArmy\+([a-zA-Z0-9$_]+).increment
      to

      Code: Select all

      ...\1,totalRunArmy:\1.totalRunArmy+\2.increment,savedArmy:Math.min\(\1.savedArmy+\2.increment,4e25\)
      (1 matchs)
  18. Infinite Meteorite mini game's Combo Shield:

    Code: Select all

    ([a-zA-Z0-9$_]+\.comboHp)-1
    to

    Code: Select all

    \1
    (1 match)
  19. In Radiation mini game, make all bars (once unlocked) overlap:

    Code: Select all

    2\*Math\.PI/\(36-[a-zA-Z0-9$_]+\)
    to

    Code: Select all

    2*Math.PI/3
    (4 matchs)
  20. Enemies Killed count *100:
    1. Code: Select all

      (return [a-zA-Z0-9$_]+\[[a-zA-Z0-9$_]+\]\+=[a-zA-Z0-9]+),{
      to

      Code: Select all

      \1*100,{
      (2 matchs)
    2. Code: Select all

      (enemyShipsKilled\+[a-zA-Z0-9$_]+\.enemyShipsKilled)
      to

      Code: Select all

      \1*100
      (1 matchs)
    3. Code: Select all

      (totalEnemyShipsKilledCountEver\+[a-zA-Z0-9$_]+\.payload)
      to

      Code: Select all

      \1*100
      (1 matchs)
    4. Code: Select all

      (\.\.\.t,totalEnemyShipsKilledCount:[a-zA-Z0-9$_]+\.totalEnemyShipsKilledCount\+1),(totalEnemyShipsKilledCountEver:[a-zA-Z0-9$_]+\.totalEnemyShipsKilledCountEver\+1)
      to

      Code: Select all

      \1*100,\2*100
      (1 matchs)
    5. Code: Select all

      (\.\.\.t,\[[a-zA-Z0-9$_]+\.payload\]:[a-zA-Z0-9$_]+\[[a-zA-Z0-9$_]+\.payload\]\+1)
      to

      Code: Select all

      \1*100
      (1 matchs)
    6. Code: Select all

      (\.\.\.t,\[[a-zA-Z0-9$_]+\.payload\.key\]:[a-zA-Z0-9$_]+\[[a-zA-Z0-9$_]+\.payload\.key\]\+[a-zA-Z0-9$_]+\.payload\.amount)
      to

      Code: Select all

      \1*100
      (1 matchs)
  21. Keep BlackHoles Upgrades purchased after a BlackHole (very annoying to repurchase all 20+ every time):
    Spoiler
    1. Code: Select all

      (case"HARD_RESET":\{.*)keepLevelsBlackMatter:[a-zA-Z0-9$_]+\.keepLevelsBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    2. Code: Select all

      (case"SOFT_RESET":{.*)([a-zA-Z0-9$_]+)\.prisonersPityCapLYUpgradeLevel>0&&\(([a-zA-Z0-9$_]+)=Math\.max\(1500-[a-zA-Z0-9$_]+\.prisonersPityCapLYUpgradeLevel\*5,0\)\);
      to

      Code: Select all

      \1\2.prisonersPityCapLYUpgradeLevel>0&&\(\3=Math.max\(1500-\2.prisonersPityCapLYUpgradeLevel*5-\2.prisonersPityCapUpgradeLevel*20-\2.prisonersPityCapUpgradeSecondLevel*30-\2.prisonersPityCapUpgradeThirdLevel*40-\2.prisonersPityCapUpgradeFourthLevel*50-\2.prisonersPityCapUpgradeFifthLevel*60-\2.prisonersPityCapUpgradeSixthLevel*70,0\)\);
      (1 matchs)
    3. Code: Select all

      (case"HARD_RESET":{.*)([a-zA-Z0-9$_]+)\.blackHoleTravelCount>=3&&\(([a-zA-Z0-9$_]+)=Math\.max\(1500-[a-zA-Z0-9$_]+\.prisonersPityCapLYUpgradeLevel\*5,0\)\);
      to

      Code: Select all

      \1\2.blackHoleTravelCount>=3&&\(\3=Math.max\(1500-\2.prisonersPityCapLYUpgradeLevel*5-\2.prisonersPityCapUpgradeLevel*20-\2.prisonersPityCapUpgradeSecondLevel*30-\2.prisonersPityCapUpgradeThirdLevel*40-\2.prisonersPityCapUpgradeFourthLevel*50-\2.prisonersPityCapUpgradeFifthLevel*60-\2.prisonersPityCapUpgradeSixthLevel*70,0\)\);
      (1 matchs)
    4. Code: Select all

      (case"HARD_RESET":\{.*)autoMineDamageBoost:[a-zA-Z0-9$_]+\.autoMineDamageBoost,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    5. Code: Select all

      (case"HARD_RESET":\{.*)blackMatterPrisonersTimeReduction:[a-zA-Z0-9$_]+\.blackMatterPrisonersTimeReduction,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    6. Code: Select all

      (case"HARD_RESET":\{.*)damageMultiplierBlackMatter:[a-zA-Z0-9$_]+\.damageMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    7. Code: Select all

      (case"HARD_RESET":\{.*)hpMultiplierBlackMatter:[a-zA-Z0-9$_]+\.hpMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    8. Code: Select all

      (case"HARD_RESET":\{.*)junkMultiplierBlackMatter:[a-zA-Z0-9$_]+\.junkMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    9. Code: Select all

      (case"HARD_RESET":\{.*)plasmaMultiplierBlackMatter:[a-zA-Z0-9$_]+\.plasmaMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    10. Code: Select all

      (case"HARD_RESET":\{.*)expMultiplierBlackMatter:[a-zA-Z0-9$_]+\.expMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    11. Code: Select all

      (case"HARD_RESET":\{.*)colonMultiplierBlackMatter:[a-zA-Z0-9$_]+\.colonMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    12. Code: Select all

      (case"HARD_RESET":\{.*)prisonersMultiplierBlackMatter:[a-zA-Z0-9$_]+\.prisonersMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    13. Code: Select all

      (case"HARD_RESET":\{.*)garbageMultiplierBlackMatter:[a-zA-Z0-9$_]+\.garbageMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    14. Code: Select all

      (case"HARD_RESET":\{.*)meteoriteRadiationMineralsMultiplierBlackMatter:[a-zA-Z0-9$_]+\.meteoriteRadiationMineralsMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    15. Code: Select all

      (case"HARD_RESET":\{.*)hyperGarbage:[a-zA-Z0-9$_]+\.hyperGarbage,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    16. Code: Select all

      (case"HARD_RESET":\{.*)doubleArmyBlackMatter:[a-zA-Z0-9$_]+\.doubleArmyBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    17. Code: Select all

      (case"HARD_RESET":\{.*)dobuleBHPassiveBlackMatter:[a-zA-Z0-9$_]+\.dobuleBHPassiveBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    18. Code: Select all

      (case"HARD_RESET":\{.*)decreaseShieldBlackMatter:[a-zA-Z0-9$_]+\.decreaseShieldBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    19. Code: Select all

      (case"HARD_RESET":\{.*)electricLaserShotsBlackMatter:[a-zA-Z0-9$_]+\.electricLaserShotsBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    20. Code: Select all

      (case"HARD_RESET":\{.*)itemsDropRarityBlackMatter:[a-zA-Z0-9$_]+\.itemsDropRarityBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    21. Code: Select all

      (case"HARD_RESET":\{.*)isGarbageFree:[a-zA-Z0-9$_]+\.isGarbageFree,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    22. Code: Select all

      (case"HARD_RESET":\{.*)quadPrisoners:[a-zA-Z0-9$_]+\.quadPrisoners,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    23. Code: Select all

      (case"HARD_RESET":\{.*)keepPrisoners:[a-zA-Z0-9$_]+\.keepPrisoners,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    24. Code: Select all

      (case"HARD_RESET":\{.*)prisonerConversionRequirements:[a-zA-Z0-9$_]+\.prisonerConversionRequirements,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    25. Code: Select all

      (case"HARD_RESET":\{.*isJunkFree:)[a-zA-Z0-9$_]+\.supernova>=[0-9]\?([a-zA-Z0-9$_]+\.isJunkFree):[a-zA-Z0-9$_]+\.isJunkFree(,.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2\3
      (1 matchs)
    26. Code: Select all

      (case"HARD_RESET":\{.*isPlasmaFree:)[a-zA-Z0-9$_]+\.supernova>=[0-9]\?([a-zA-Z0-9$_]+\.isPlasmaFree):[a-zA-Z0-9$_]+\.isPlasmaFree(,.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2\3
      (1 matchs)
    27. Code: Select all

      (case"HARD_RESET":\{.*isEnergyFree:)[a-zA-Z0-9$_]+\.supernova>=[0-9]\?([a-zA-Z0-9$_]+\.isEnergyFree):[a-zA-Z0-9$_]+\.isEnergyFree(,.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2\3
      (1 matchs)
    28. Code: Select all

      (case"HARD_RESET":\{.*isColonsFree:)[a-zA-Z0-9$_]+\.supernova>=[0-9]\?([a-zA-Z0-9$_]+\.isColonsFree):[a-zA-Z0-9$_]+\.isColonsFree(,.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2\3
      (1 matchs)
      I left the "9 Free time Skips" repurchasable because otherwise it doesn't give the 9 free skip time again if the Upgrade is kept purchased
  22. In Radiation mini game, only have emerald radiation spawing:

    Code: Select all

    const ([a-zA-Z0-9$_]+)=Math\.min\(10\+[a-zA-Z0-9$_]+\*2,70\),([a-zA-Z0-9$_]+)\=Math\.min\(1\+[a-zA-Z0-9$_]+\*\.3,10\),([a-zA-Z0-9$_]+)\=Math\.min\(\.1\+[a-zA-Z0-9$_]+\*\.03,1\)\;
    to

    Code: Select all

    const \1=0,\2=0,\3=100;
    (1 matchs)
  23. In Mineral, divide by 10 the mining amount required:

    Code: Select all

    const ([a-zA-Z0-9$_]+)=\{coal:30,gold:60,diamond:120,amethyst:240\}
    to

    Code: Select all

    const \1={coal:3,gold:6,diamond:12,amethyst:24}
    (1 matchs)
  24. In Mineral, only have amethyst node:

    Code: Select all

    return ([a-zA-Z0-9$_]+)<=[a-zA-Z0-9$_]+\?"amethyst"
    to

    Code: Select all

    return \1<=100?"amethyst"
    (1 matchs)
  25. In Meteorite mini game, spawn much more amethyst meteorite (still can spawn antimatter meteorite):

    Code: Select all

    ([a-zA-Z0-9$_]+)<[a-zA-Z0-9$_]+(\+[a-zA-Z0-9$_]+\?[a-zA-Z0-9$_]+\(9\*60,"amethyst")
    to

    Code: Select all

    \1<1\2
    (1 matchs)
  26. Potions Timer set to 1 year:

    Code: Select all

    (\.\.\.[a-zA-Z0-9$_]+,[a-zA-Z0-9$_]+PotionTimer):[a-zA-Z0-9$_]+\.payload\.[a-zA-Z0-9$_]+PotionTimer
    to

    Code: Select all

    \1:3600*24*365*1e3
    (12 matchs)
  27. Army generated *10:
    1. Code: Select all

      (rmyCount\+[a-zA-Z0-9$_]+.increment)
      to

      Code: Select all

      \1*10
      (2 matchs)
    2. Code: Select all

      (Army\+[a-zA-Z0-9$_]+.increment)
      to

      Code: Select all

      \1*10
      (2 matchs)
  28. Supernova Upgrades do not consume supernova essence:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),supernovaEssenceCount:([a-zA-Z0-9$_]+)\.supernovaEssenceCount}
    to

    Code: Select all

    {...\1,supernovaEssenceCount:\2.supernovaEssenceCount>\1.supernovaEssenceCount?\2.supernovaEssenceCount:\1.supernovaEssenceCount}
    (1 match)
  29. Cosmic Upgrades do not consume cosmic dust:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),cosmicDustCount:([a-zA-Z0-9$_]+)\.cosmicDustCount}
    to

    Code: Select all

    {...\1,cosmicDustCount:\2.cosmicDustCount>\1.cosmicDustCount?\2.cosmicDustCount:\1.cosmicDustCount}
    (1 match)
  30. Time Bonus in LY tab raise 10 time faster:

    Code: Select all

    (const [a-zA-Z0-9$_]+=\([a-zA-Z0-9$_]+-[a-zA-Z0-9$_]+\)\/6e4\/60)
    to

    Code: Select all

    \1*10
    (2 matches)
  31. Disable Cosmic Dust Damage:

    Code: Select all

    \([a-zA-Z0-9$_]+\?[0-9\.]+:[0-9\.]+\)\),([a-zA-Z0-9$_]+)\([a-zA-Z0-9$_]+\?[0-9\.]+:[0-9\.]+\)
    to

    Code: Select all

    0\),\1\(0\)
    (4 matches)

Code: Select all

07/11
Updated regex to include "_" as a possible variable name
Updated some "Keep Blackhole Upgrades" regex to includes the new Prisoners Pity upgrade + Added the new "Extra Armies" perk
+ Time Bonus from LY tab cheat to the list
+ Disable Cosmic Damage
09/11
Corrected the "Remove timer limit for antimatter "protto" code" regex, it was still working by pure luck as I was still using old variable names from previous version (didn't catch that one) but those variables still existed/matched the conditions in the newer versions by some random luck
Last edited by Kazuki on Sat Nov 09, 2024 12:53 pm, edited 5 times in total.

kmckowan
Expert Cheater
Expert Cheater
Posts: 80
Joined: Mon May 18, 2020 10:41 pm
Reputation: 1

Re: [Request] Galaxy Idle Clicker

Post by kmckowan »

I don't see things like that anyplace when i do a search ([a-zA-Z0-9$_] I'm opening with zip 7 just like you had it tutorial, I just don't see the lines or know how where to put the new code line.

Muedi
Noobzor
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Posts: 8
Joined: Sat Jan 08, 2022 9:17 pm
Reputation: 3

Re: [Request] Galaxy Idle Clicker

Post by Muedi »

kmckowan wrote:
Thu Nov 07, 2024 7:21 pm
I don't see things like that anyplace when i do a search ([a-zA-Z0-9$_] I'm opening with zip 7 just like you had it tutorial, I just don't see the lines or know how where to put the new code line.
This confused me too. Change the search mode to "Regular expression" instead of normal. You won't even need to beautify the code.

kmckowan
Expert Cheater
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Posts: 80
Joined: Mon May 18, 2020 10:41 pm
Reputation: 1

Re: [Request] Galaxy Idle Clicker

Post by kmckowan »

Muedi wrote:
Thu Nov 07, 2024 7:33 pm
kmckowan wrote:
Thu Nov 07, 2024 7:21 pm
I don't see things like that anyplace when i do a search ([a-zA-Z0-9$_] I'm opening with zip 7 just like you had it tutorial, I just don't see the lines or know how where to put the new code line.
This confused me too. Change the search mode to "Regular expression" instead of normal. You won't even need to beautify the code.
What do you mean when I open it it still opens in notepad can you explain a bit more? Thank you.

kmckowan
Expert Cheater
Expert Cheater
Posts: 80
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Reputation: 1

Re: [Request] Galaxy Idle Clicker

Post by kmckowan »

Can anybody make a video of how this are change I can't get anything to work i always get a white screen...I keep a copy of the folder its not every clear, unless you really understand this.

kmckowan
Expert Cheater
Expert Cheater
Posts: 80
Joined: Mon May 18, 2020 10:41 pm
Reputation: 1

Re: [Request] Galaxy Idle Clicker

Post by kmckowan »

Kazuki wrote:
Thu Nov 07, 2024 5:50 am
UPDATED 07/11 (version 0.1.28)
Spoiler
You need to use notepad++ and "Regular expression" as "Search Mode" (mandatory)
  1. Remove timer limit for antimatter "protto" code:

    Code: Select all

    if\([a-zA-Z0-9$_]+&&[a-zA-Z0-9$_]+-[a-zA-Z0-9$_]+<20\*60\*60\){
    to

    Code: Select all

    if\(a&&F-a<0\){
    (1 match)
  2. Antimatter Upgrades do not consume antimatter:

    Code: Select all

    \.\.\.([a-zA-Z0-9$_]+),antimatterCount:([a-zA-Z0-9$_]+)\.antimatterCount,totalAntimatterCount:([a-zA-Z0-9$_]+)
    to

    Code: Select all

    ...\1,antimatterCount:(\2.antimatterCount-\1.antimatterCount)>0?\2.antimatterCount:\1.antimatterCount,totalAntimatterCount:\3
    (1 match)
  3. Junk Upgrades do not consume junk:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),junkCount:([a-zA-Z0-9$_]+)\.junkCount}
    to

    Code: Select all

    {...\1,junkCount:\2.junkCount>\1.junkCount?\2.junkCount:\1.junkCount}
    (1 match)
  4. Plasma Upgrades do not consume plasma:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),plasmaCount:([a-zA-Z0-9$_]+)\.plasmaCount}
    to

    Code: Select all

    {...\1,plasmaCount:\2.plasmaCount>\1.plasmaCount?\2.plasmaCount:\1.plasmaCount}
    (1 match)
  5. Energy Upgrades do not consume energy:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),energyCount:([a-zA-Z0-9$_]+)\.energyCount}
    to

    Code: Select all

    {...\1,energyCount:\2.energyCount>\1.energyCount?\2.energyCount:\1.energyCount}
    (1 match)
  6. Scrap Upgrades do not consume scrap:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),scrapCount:([a-zA-Z0-9$_]+)\.scrapCount}
    to

    Code: Select all

    {...\1,scrapCount:\2.scrapCount>\1.scrapCount?\2.scrapCount:\1.scrapCount}
    (1 match)
  7. Garbage Upgrades do not consume garbage:

    Code: Select all

    -[a-zA-Z0-9$_]+\.totalCost,
    to

    Code: Select all

    ,
    (1 match)
  8. Level Upgrades do not consume skill point:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),skillPoints:([a-zA-Z0-9$_]+)\.skillPoints}
    to

    Code: Select all

    {...\1,skillPoints:\2.skillPoints>\1.skillPoints?\2.skillPoints:\1.skillPoints}
    (1 match)
  9. LightYear Upgrades do not consume lightyear point:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),lightTravelPoints:([a-zA-Z0-9$_]+)\.lightTravelPoints}
    to

    Code: Select all

    {...\1,lightTravelPoints:\2.lightTravelPoints>\1.lightTravelPoints?\2.lightTravelPoints:\1.lightTravelPoints}
    (1 match)
  10. Blackhole Upgrades do not consume blackhole point:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),blackHoleTravelPoints:([a-zA-Z0-9$_]+)\.blackHoleTravelPoints}
    to

    Code: Select all

    {...\1,blackHoleTravelPoints:\2.blackHoleTravelPoints>\1.blackHoleTravelPoints?\2.blackHoleTravelPoints:\1.blackHoleTravelPoints}
    (1 match)
  11. Prisoners & Citizens Upgrades do not consume prisoners or citizen:

    Code: Select all

    \.\.\.([a-zA-Z0-9$_]+)\.([a-zA-Z0-9$_]+),\[([a-zA-Z0-9$_]+)\.payload\.race\]:[a-zA-Z0-9$_]+\.payload\.count
    to

    Code: Select all

    ...\1.\2,[\3.payload.race]:\1.\2[a.payload.race]<a.payload.count?a.payload.count:\1.\2[a.payload.race]
    (3 matchs)
  12. Army Upgrades do not consume army:

    Code: Select all

    (armyCount:[a-zA-Z0-9$_]+\.armyCount)-[a-zA-Z0-9$_]+\.decrement
    to

    Code: Select all

    \1
    (1 match)
  13. Meteorite Upgrades do not consume meteorite:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),meteoriteCount:([a-zA-Z0-9$_]+)\.meteoriteCount}
    to

    Code: Select all

    {...\1,meteoriteCount:\2.meteoriteCount>\1.meteoriteCount?\2.meteoriteCount:\1.meteoriteCount}
    (1 match)
  14. Radiation Upgrades do not consume radiation:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),radiationCount:([a-zA-Z0-9$_]+)\.radiationCount}
    to

    Code: Select all

    {...\1,radiationCount:\2.radiationCount>\1.radiationCount?\2.radiationCount:\1.radiationCount}
    (1 match)
  15. Mineral Upgrades do not consume mineral:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),mineralsCount:([a-zA-Z0-9$_]+)\.mineralsCount}
    to

    Code: Select all

    {...\1,mineralsCount:\2.mineralsCount>\1.mineralsCount?\2.mineralsCount:\1.mineralsCount}
    (1 match)
  16. Increment Prisoners pity cap by 10 instead of 1:

    Code: Select all

    prisonersPityCap\+1
    to

    Code: Select all

    prisonersPityCap+10
    (1 match)
  17. Set "SavedArmy" to current Army count at BlackHole Reset (no need to buy the annoying upgrade for it):
    1. Code: Select all

      (case"HARD_RESET":{.*)return{\.\.\.([a-zA-Z0-9$_]+)(.*)savedArmy:[a-zA-Z0-9$_]+\.savedArmy,
      to

      Code: Select all

      \1return{...\2\3savedArmy:\2.savedArmy,
      (1 matchs)
    2. Code: Select all

      \.\.\.([a-zA-Z0-9$_]+),totalRunArmy:[a-zA-Z0-9$_]+\.totalRunArmy\+([a-zA-Z0-9$_]+).increment
      to

      Code: Select all

      ...\1,totalRunArmy:\1.totalRunArmy+\2.increment,savedArmy:Math.min\(\1.savedArmy+\2.increment,4e25\)
      (1 matchs)
  18. Infinite Meteorite mini game's Combo Shield:

    Code: Select all

    ([a-zA-Z0-9$_]+\.comboHp)-1
    to

    Code: Select all

    \1
    (1 match)
  19. In Radiation mini game, make all bars (once unlocked) overlap:

    Code: Select all

    2\*Math\.PI/\(36-[a-zA-Z0-9$_]+\)
    to

    Code: Select all

    2*Math.PI/3
    (4 matchs)
  20. Enemies Killed count *100:
    1. Code: Select all

      (return [a-zA-Z0-9$_]+\[[a-zA-Z0-9$_]+\]\+=[a-zA-Z0-9]+),{
      to

      Code: Select all

      \1*100,{
      (2 matchs)
    2. Code: Select all

      (enemyShipsKilled\+[a-zA-Z0-9$_]+\.enemyShipsKilled)
      to

      Code: Select all

      \1*100
      (1 matchs)
    3. Code: Select all

      (totalEnemyShipsKilledCountEver\+[a-zA-Z0-9$_]+\.payload)
      to

      Code: Select all

      \1*100
      (1 matchs)
    4. Code: Select all

      (\.\.\.t,totalEnemyShipsKilledCount:[a-zA-Z0-9$_]+\.totalEnemyShipsKilledCount\+1),(totalEnemyShipsKilledCountEver:[a-zA-Z0-9$_]+\.totalEnemyShipsKilledCountEver\+1)
      to

      Code: Select all

      \1*100,\2*100
      (1 matchs)
    5. Code: Select all

      (\.\.\.t,\[[a-zA-Z0-9$_]+\.payload\]:[a-zA-Z0-9$_]+\[[a-zA-Z0-9$_]+\.payload\]\+1)
      to

      Code: Select all

      \1*100
      (1 matchs)
    6. Code: Select all

      (\.\.\.t,\[[a-zA-Z0-9$_]+\.payload\.key\]:[a-zA-Z0-9$_]+\[[a-zA-Z0-9$_]+\.payload\.key\]\+[a-zA-Z0-9$_]+\.payload\.amount)
      to

      Code: Select all

      \1*100
      (1 matchs)
  21. Keep BlackHoles Upgrades purchased after a BlackHole (very annoying to repurchase all 20+ every time):
    Spoiler
    1. Code: Select all

      (case"HARD_RESET":\{.*)keepLevelsBlackMatter:[a-zA-Z0-9$_]+\.keepLevelsBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    2. Code: Select all

      (case"SOFT_RESET":{.*)([a-zA-Z0-9$_]+)\.prisonersPityCapLYUpgradeLevel>0&&\(([a-zA-Z0-9$_]+)=Math\.max\(1500-[a-zA-Z0-9$_]+\.prisonersPityCapLYUpgradeLevel\*5,0\)\);
      to

      Code: Select all

      \1\2.prisonersPityCapLYUpgradeLevel>0&&\(\3=Math.max\(1500-\2.prisonersPityCapLYUpgradeLevel*5-\2.prisonersPityCapUpgradeLevel*20-\2.prisonersPityCapUpgradeSecondLevel*30-\2.prisonersPityCapUpgradeThirdLevel*40-\2.prisonersPityCapUpgradeFourthLevel*50-\2.prisonersPityCapUpgradeFifthLevel*60-\2.prisonersPityCapUpgradeSixthLevel*70,0\)\);
      (1 matchs)
    3. Code: Select all

      (case"HARD_RESET":{.*)([a-zA-Z0-9$_]+)\.blackHoleTravelCount>=3&&\(([a-zA-Z0-9$_]+)=Math\.max\(1500-[a-zA-Z0-9$_]+\.prisonersPityCapLYUpgradeLevel\*5,0\)\);
      to

      Code: Select all

      \1\2.blackHoleTravelCount>=3&&\(\3=Math.max\(1500-\2.prisonersPityCapLYUpgradeLevel*5-\2.prisonersPityCapUpgradeLevel*20-\2.prisonersPityCapUpgradeSecondLevel*30-\2.prisonersPityCapUpgradeThirdLevel*40-\2.prisonersPityCapUpgradeFourthLevel*50-\2.prisonersPityCapUpgradeFifthLevel*60-\2.prisonersPityCapUpgradeSixthLevel*70,0\)\);
      (1 matchs)
    4. Code: Select all

      (case"HARD_RESET":\{.*)autoMineDamageBoost:[a-zA-Z0-9$_]+\.autoMineDamageBoost,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    5. Code: Select all

      (case"HARD_RESET":\{.*)blackMatterPrisonersTimeReduction:[a-zA-Z0-9$_]+\.blackMatterPrisonersTimeReduction,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    6. Code: Select all

      (case"HARD_RESET":\{.*)damageMultiplierBlackMatter:[a-zA-Z0-9$_]+\.damageMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    7. Code: Select all

      (case"HARD_RESET":\{.*)hpMultiplierBlackMatter:[a-zA-Z0-9$_]+\.hpMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    8. Code: Select all

      (case"HARD_RESET":\{.*)junkMultiplierBlackMatter:[a-zA-Z0-9$_]+\.junkMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    9. Code: Select all

      (case"HARD_RESET":\{.*)plasmaMultiplierBlackMatter:[a-zA-Z0-9$_]+\.plasmaMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    10. Code: Select all

      (case"HARD_RESET":\{.*)expMultiplierBlackMatter:[a-zA-Z0-9$_]+\.expMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    11. Code: Select all

      (case"HARD_RESET":\{.*)colonMultiplierBlackMatter:[a-zA-Z0-9$_]+\.colonMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    12. Code: Select all

      (case"HARD_RESET":\{.*)prisonersMultiplierBlackMatter:[a-zA-Z0-9$_]+\.prisonersMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    13. Code: Select all

      (case"HARD_RESET":\{.*)garbageMultiplierBlackMatter:[a-zA-Z0-9$_]+\.garbageMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    14. Code: Select all

      (case"HARD_RESET":\{.*)meteoriteRadiationMineralsMultiplierBlackMatter:[a-zA-Z0-9$_]+\.meteoriteRadiationMineralsMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    15. Code: Select all

      (case"HARD_RESET":\{.*)hyperGarbage:[a-zA-Z0-9$_]+\.hyperGarbage,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    16. Code: Select all

      (case"HARD_RESET":\{.*)doubleArmyBlackMatter:[a-zA-Z0-9$_]+\.doubleArmyBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    17. Code: Select all

      (case"HARD_RESET":\{.*)dobuleBHPassiveBlackMatter:[a-zA-Z0-9$_]+\.dobuleBHPassiveBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    18. Code: Select all

      (case"HARD_RESET":\{.*)decreaseShieldBlackMatter:[a-zA-Z0-9$_]+\.decreaseShieldBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    19. Code: Select all

      (case"HARD_RESET":\{.*)electricLaserShotsBlackMatter:[a-zA-Z0-9$_]+\.electricLaserShotsBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    20. Code: Select all

      (case"HARD_RESET":\{.*)itemsDropRarityBlackMatter:[a-zA-Z0-9$_]+\.itemsDropRarityBlackMatter,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    21. Code: Select all

      (case"HARD_RESET":\{.*)isGarbageFree:[a-zA-Z0-9$_]+\.isGarbageFree,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    22. Code: Select all

      (case"HARD_RESET":\{.*)quadPrisoners:[a-zA-Z0-9$_]+\.quadPrisoners,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    23. Code: Select all

      (case"HARD_RESET":\{.*)keepPrisoners:[a-zA-Z0-9$_]+\.keepPrisoners,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    24. Code: Select all

      (case"HARD_RESET":\{.*)prisonerConversionRequirements:[a-zA-Z0-9$_]+\.prisonerConversionRequirements,(.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2
      (1 matchs)
    25. Code: Select all

      (case"HARD_RESET":\{.*isJunkFree:)[a-zA-Z0-9$_]+\.supernova>=[0-9]\?([a-zA-Z0-9$_]+\.isJunkFree):[a-zA-Z0-9$_]+\.isJunkFree(,.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2\3
      (1 matchs)
    26. Code: Select all

      (case"HARD_RESET":\{.*isPlasmaFree:)[a-zA-Z0-9$_]+\.supernova>=[0-9]\?([a-zA-Z0-9$_]+\.isPlasmaFree):[a-zA-Z0-9$_]+\.isPlasmaFree(,.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2\3
      (1 matchs)
    27. Code: Select all

      (case"HARD_RESET":\{.*isEnergyFree:)[a-zA-Z0-9$_]+\.supernova>=[0-9]\?([a-zA-Z0-9$_]+\.isEnergyFree):[a-zA-Z0-9$_]+\.isEnergyFree(,.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2\3
      (1 matchs)
    28. Code: Select all

      (case"HARD_RESET":\{.*isColonsFree:)[a-zA-Z0-9$_]+\.supernova>=[0-9]\?([a-zA-Z0-9$_]+\.isColonsFree):[a-zA-Z0-9$_]+\.isColonsFree(,.*case"SUPERNOVA_RESET")
      to

      Code: Select all

      \1\2\3
      (1 matchs)
      I left the "9 Free time Skips" repurchasable because otherwise it doesn't give the 9 free skip time again if the Upgrade is kept purchased
  22. In Radiation mini game, only have emerald radiation spawing:

    Code: Select all

    const ([a-zA-Z0-9$_]+)=Math\.min\(10\+[a-zA-Z0-9$_]+\*2,70\),([a-zA-Z0-9$_]+)\=Math\.min\(1\+[a-zA-Z0-9$_]+\*\.3,10\),([a-zA-Z0-9$_]+)\=Math\.min\(\.1\+[a-zA-Z0-9$_]+\*\.03,1\)\;
    to

    Code: Select all

    const \1=0,\2=0,\3=100;
    (1 matchs)
  23. In Mineral, divide by 10 the mining amount required:

    Code: Select all

    const ([a-zA-Z0-9$_]+)=\{coal:30,gold:60,diamond:120,amethyst:240\}
    to

    Code: Select all

    const \1={coal:3,gold:6,diamond:12,amethyst:24}
    (1 matchs)
  24. In Mineral, only have amethyst node:

    Code: Select all

    return ([a-zA-Z0-9$_]+)<=[a-zA-Z0-9$_]+\?"amethyst"
    to

    Code: Select all

    return \1<=100?"amethyst"
    (1 matchs)
  25. In Meteorite mini game, spawn much more amethyst meteorite (still can spawn antimatter meteorite):

    Code: Select all

    ([a-zA-Z0-9$_]+)<[a-zA-Z0-9$_]+(\+[a-zA-Z0-9$_]+\?[a-zA-Z0-9$_]+\(9\*60,"amethyst")
    to

    Code: Select all

    \1<1\2
    (1 matchs)
  26. Potions Timer set to 1 year:

    Code: Select all

    (\.\.\.[a-zA-Z0-9$_]+,[a-zA-Z0-9$_]+PotionTimer):[a-zA-Z0-9$_]+\.payload\.[a-zA-Z0-9$_]+PotionTimer
    to

    Code: Select all

    \1:3600*24*365*1e3
    (12 matchs)
  27. Army generated *10:
    1. Code: Select all

      (rmyCount\+[a-zA-Z0-9$_]+.increment)
      to

      Code: Select all

      \1*10
      (2 matchs)
    2. Code: Select all

      (Army\+[a-zA-Z0-9$_]+.increment)
      to

      Code: Select all

      \1*10
      (2 matchs)
  28. Supernova Upgrades do not consume supernova essence:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),supernovaEssenceCount:([a-zA-Z0-9$_]+)\.supernovaEssenceCount}
    to

    Code: Select all

    {...\1,supernovaEssenceCount:\2.supernovaEssenceCount>\1.supernovaEssenceCount?\2.supernovaEssenceCount:\1.supernovaEssenceCount}
    (1 match)
  29. Cosmic Upgrades do not consume cosmic dust:

    Code: Select all

    {\.\.\.([a-zA-Z0-9$_]+),cosmicDustCount:([a-zA-Z0-9$_]+)\.cosmicDustCount}
    to

    Code: Select all

    {...\1,cosmicDustCount:\2.cosmicDustCount>\1.cosmicDustCount?\2.cosmicDustCount:\1.cosmicDustCount}
    (1 match)
  30. Time Bonus in LY tab raise 10 time faster:

    Code: Select all

    (const [a-zA-Z0-9$_]+=\([a-zA-Z0-9$_]+-[a-zA-Z0-9$_]+\)\/6e4\/60)
    to

    Code: Select all

    \1*10
    (2 matches)
  31. Disable Cosmic Dust Damage:

    Code: Select all

    \([a-zA-Z0-9$_]+\?[0-9\.]+:[0-9\.]+\)\),([a-zA-Z0-9$_]+)\([a-zA-Z0-9$_]+\?[0-9\.]+:[0-9\.]+\)
    to

    Code: Select all

    0\),\1\(0\)
    (4 matches)

Code: Select all

Updated regex to include "_" as a possible variable name
Updated some "Keep Blackhole Upgrades" regex to includes the new Prisoners Pity upgrade + Added the new "Extra Armies" perk
+ Time Bonus from LY tab cheat to the list
+ Disable Cosmic Damage
Can you share the file you have this all on? I really can't find it out, least one with where things don't have upgrades costs and mech coins. Thank if you can do that.

Kazuki
Novice Cheater
Novice Cheater
Posts: 15
Joined: Sat Oct 01, 2022 2:37 pm
Reputation: 31

Re: [Request] Galaxy Idle Clicker

Post by Kazuki »

kmckowan wrote:
Fri Nov 08, 2024 2:28 am
Can you share the file you have this all on? I really can't find it out, least one with where things don't have upgrades costs and mech coins. Thank if you can do that.
My own version is a mess as I tend to try new modifications
It's not that hard once you know the steps
First you'll need notepad++ -> [Link]
kmckowan wrote:
Fri Nov 08, 2024 2:28 am
What do you mean when I open it it still opens in notepad can you explain a bit more? Thank you.
Until this, you are doing well, once it opens in regular notepad, you copy/paste everything into notepad++ (don't close the regular notepad one, you'll need it later)
Once you have everything in notepad++, you do "Search" -> "Replace..." (or crtl+H)
Once you have the pop-up, you change "Search Mode" to "Regular expression", you can check this screenshot -> [Link]

Then if we take this exemple:
  1. Remove timer limit for antimatter "protto" code:

    Code: Select all

    if\([a-zA-Z0-9$_]+&&[a-zA-Z0-9$_]+-[a-zA-Z0-9$_]+<20\*60\*60\){
    to

    Code: Select all

    if\(a&&F-a<0\){
    (1 match)
In "Find what", you copy paste:

Code: Select all

if\([a-zA-Z0-9$_]+&&[a-zA-Z0-9$_]+-[a-zA-Z0-9$_]+<20\*60\*60\){
In "Replace with", you copy paste:

Code: Select all

if\(a&&F-a<0\){
Then you hit the "Replace All" button (only once) and at the bottom you should see something like "Replace All: x occrurrence was replaced in the entire file"
With "x" matching the number of "match" I indicated bellow every cheat/modification

Once you did all the modifications in notepad++, you select everything and copy/paste (replace everything) in the regular notepad still open, you save and close it and it should update the file in app.asar

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