[Request] Galaxy Idle Clicker

Ask about cheats/tables for single player games here
kmckowan
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Posts: 80
Joined: Mon May 18, 2020 10:41 pm
Reputation: 1

Re: [Request] Galaxy Idle Clicker

Post by kmckowan »

Yeah i got notepad++ and search in the i dont see this at all when i seach {I'm using the notepad++ with regular express with for example i tells me when i search this Cant find the text if\([a-zA-Z0-9$_]+&&[a-zA-Z0-9$_]+-[a-zA-Z0-9$_]+<20\*60\*60\){ anyplace when i search, I guess I'm doing something wrong...I'm using windows 10 if it matters.
Last edited by kmckowan on Fri Nov 08, 2024 3:13 pm, edited 1 time in total.

kmckowan
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Posts: 80
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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.
I did that too with notepad ++ and still get can't find in search for the things i'm suppose to select...

kmckowan
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Posts: 80
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Re: [Request] Galaxy Idle Clicker

Post by kmckowan »

if(a&&_-a<20*60*60){

This is all i see with remove protto code timer.

kmckowan
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Posts: 80
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Reputation: 1

Re: [Request] Galaxy Idle Clicker

Post by kmckowan »

I would be I would be grateful if you could do that for me. Just stuff like all the no use and remove cost stuff.

TCrane36
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Posts: 1
Joined: Thu Nov 07, 2024 9:58 pm
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Re: [Request] Galaxy Idle Clicker

Post by TCrane36 »

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
How do you find these lines of code? Is there a tutorial somewhere that I could learn to do this? I changed my Light year time bonus, but wanted to change it again and now I can't locate it.

Kazuki
Novice Cheater
Novice Cheater
Posts: 15
Joined: Sat Oct 01, 2022 2:37 pm
Reputation: 33

Re: [Request] Galaxy Idle Clicker

Post by Kazuki »

TCrane36 wrote:
Sat Nov 09, 2024 12:15 am
How do you find these lines of code? Is there a tutorial somewhere that I could learn to do this? I changed my Light year time bonus, but wanted to change it again and now I can't locate it.
Need some Knowledge of javascript (because even with some, it's been so optimized sometimes that it's a freaking pain in the ass to read / follow the variables)
I usually search what I am looking for in a beautified version (can use [Link] for that) and once I found it, I search it in the "compressed"/original version (usually you remove the space) and then see how I need to adapt/modify it with regex

But it's strange, the light year time bonus is one of the few regex that can still be found after modification (if you did my modification)
Not sure how you changed it but you could try searching for "/6e4/60" to find it (again, depending on how you modified it) , it only match for this in particular.
If you still can't find it, search for "playerShieldIncreaseSkillPoints:0,playerShieldIncreaseSkillPointsSecond:0,cloneShipTimeIncrease:0", the part where it calculate the lightyear time bonus should be right after it

But this one need to be changed at two places (they are close to each other) because it calculate the time bonus differently depending if you did a supernova or not.

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 »

TCrane36 wrote:
Sat Nov 09, 2024 12:15 am
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
How do you find these lines of code? Is there a tutorial somewhere that I could learn to do this? I changed my Light year time bonus, but wanted to change it again and now I can't locate it.
I'd like to see it without all the junk code like 99% of us don't understand and can figure out.

Kazuki
Novice Cheater
Novice Cheater
Posts: 15
Joined: Sat Oct 01, 2022 2:37 pm
Reputation: 33

Re: [Request] Galaxy Idle Clicker

Post by Kazuki »

kmckowan wrote:
Fri Nov 08, 2024 3:47 pm
if(a&&_-a<20*60*60){

This is all i see with remove protto code timer.
That's actually what you need to find, so not sure where the problem is.

Still, it allowed me to see a "problem" with the regex that is now corrected. (it was still working by pure luck, I edited my previous post with the whole list with the correction but not need to bother for the current version since it was still working by some random luck)

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)

The regex is made to find if(a&&_-a<20*60*60){ and if you replace it with what's above, it should become if(a&&_-a<0){
That's how you remove the timer limit for the "protto" code

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 have done it all i get is a white screen. I really frustrated i can't figure this out. I'd actually just like a js. file with all the changes other the the protto timer. only thing i got to change was the prisoner pity i set it sits once a kill now.

Newbi
What is cheating?
What is cheating?
Posts: 1
Joined: Sun Jul 19, 2020 2:03 pm
Reputation: 0

Re: [Request] Galaxy Idle Clicker

Post by Newbi »

kmckowan wrote:
Sat Nov 09, 2024 3:32 pm
I have done it all i get is a white screen. I really frustrated i can't figure this out. I'd actually just like a js. file with all the changes other the the protto timer. only thing i got to change was the prisoner pity i set it sits once a kill now.
I didn’t try every option, but everything worked for me except “8. Level Upgrades do not consume skill points:”, which also gave me a white screen at the start.

I made changes gradually, always keeping three versions: the original file, a backup of the last working copy, and an editable file that I used to replace the ASAR file.

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 »

Can somebody please be willing to share a file I keep getting white screen or errors from steam on every chnage i try to make. I can find the code on most of them, but when i use replace in regex with notepad++ get errors when i use the changed file...please somebody help me out.

kmckowan
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Re: [Request] Galaxy Idle Clicker

Post by kmckowan »

Newbi wrote:
Sat Nov 09, 2024 5:11 pm
kmckowan wrote:
Sat Nov 09, 2024 3:32 pm
I have done it all i get is a white screen. I really frustrated i can't figure this out. I'd actually just like a js. file with all the changes other the the protto timer. only thing i got to change was the prisoner pity i set it sits once a kill now.
I didn’t try every option, but everything worked for me except “8. Level Upgrades do not consume skill points:”, which also gave me a white screen at the start.

I made changes gradually, always keeping three versions: the original file, a backup of the last working copy, and an editable file that I used to replace the ASAR file.
I find it everytime, when i replace with the file i get nothing but steam errors about java or a white screen I have no idea what I'm doing wrong can somebody shard a file that works with changes.

kmckowan
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Re: [Request] Galaxy Idle Clicker

Post by kmckowan »

I don't need the actually file just post it herer in a chat with the eyeball thing please! I'll copy and paste it to my js file.

ThisWebsiteDogShit
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Re: [Request] Galaxy Idle Clicker

Post by ThisWebsiteDogShit »

kmckowan wrote:
Sun Nov 10, 2024 7:48 am
I don't need the actually file just post it herer in a chat with the eyeball thing please! I'll copy and paste it to my js file.

kmckowan
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Re: [Request] Galaxy Idle Clicker

Post by kmckowan »

ThisWebsiteDogShit wrote:
Sun Nov 10, 2024 4:45 pm
kmckowan wrote:
Sun Nov 10, 2024 7:48 am
I don't need the actually file just post it herer in a chat with the eyeball thing please! I'll copy and paste it to my js file.
Your my hero, you rock dude I totally see what i was doing wrong TYVM

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