same,after last update,any change in jss means white screenexterminator1245 wrote: ↑Sat Oct 12, 2024 1:36 pmso i did this and ive had the antimatter im generating at 10k per protto. done it about 17 times, bought upgrades and stuff no negative numbers.. but every time i try to use protto anymore my screen just goes completely white and i cant do anything until i restart the game, and the code doesnt get activatedLeeZUS wrote: ↑Fri Aug 30, 2024 2:04 pmOK about negative Antimatter
changetoCode: Select all
case"REMOVE_ANTIMATTER":return{...e,antimatterGenerated:e.antimatterGenerated-15e4,antimatterCount:e.antimatterCount-15e4};
and use protto as many times as you wishCode: Select all
case"REMOVE_ANTIMATTER":return{...e,antimatterGenerated:e.antimatterGenerated,antimatterCount:e.antimatterCount};
[Request] Galaxy Idle Clicker
-
- What is cheating?
- Posts: 2
- Joined: Fri Oct 04, 2024 4:54 pm
- Reputation: 0
Re: [Request] Galaxy Idle Clicker
-
- What is cheating?
- Posts: 4
- Joined: Tue May 23, 2023 2:47 pm
- Reputation: 0
Re: [Request] Galaxy Idle Clicker
ahojsoleron wrote: ↑Sat Oct 12, 2024 3:46 pmsame,after last update,any change in jss means white screenexterminator1245 wrote: ↑Sat Oct 12, 2024 1:36 pmso i did this and ive had the antimatter im generating at 10k per protto. done it about 17 times, bought upgrades and stuff no negative numbers.. but every time i try to use protto anymore my screen just goes completely white and i cant do anything until i restart the game, and the code doesnt get activatedLeeZUS wrote: ↑Fri Aug 30, 2024 2:04 pmOK about negative Antimatter
changetoCode: Select all
case"REMOVE_ANTIMATTER":return{...e,antimatterGenerated:e.antimatterGenerated-15e4,antimatterCount:e.antimatterCount-15e4};
and use protto as many times as you wishCode: Select all
case"REMOVE_ANTIMATTER":return{...e,antimatterGenerated:e.antimatterGenerated,antimatterCount:e.antimatterCount};
Re: [Request] Galaxy Idle Clicker
Re: [Request] Galaxy Idle Clicker
You need to use notepad++ and "Regular expression" as "Search Mode" (mandatory)
UPDATED 31/10
Spoiler
- Remove timer limit for antimatter "protto" code:
to
Code: Select all
if\([a-zA-Z0-9$]+&&[a-zA-Z0-9$]+-[a-zA-Z0-9$]+<20\*60\*60\){
(1 match)Code: Select all
if\(a&&F-a<0\){
- Antimatter Upgrades do not consume antimatter:
to
Code: Select all
\.\.\.([a-zA-Z0-9$]+),antimatterCount:([a-zA-Z0-9$]+)\.antimatterCount,totalAntimatterCount:([a-zA-Z0-9$]+)
(1 match)Code: Select all
...\1,antimatterCount:(\2.antimatterCount-\1.antimatterCount)>0?\2.antimatterCount:\1.antimatterCount,totalAntimatterCount:\3
- Junk Upgrades do not consume junk:
to
Code: Select all
{\.\.\.([a-zA-Z0-9$]+),junkCount:([a-zA-Z0-9$]+)\.junkCount}
(1 match)Code: Select all
{...\1,junkCount:\2.junkCount>\1.junkCount?\2.junkCount:\1.junkCount}
- Plasma Upgrades do not consume plasma:
to
Code: Select all
{\.\.\.([a-zA-Z0-9$]+),plasmaCount:([a-zA-Z0-9$]+)\.plasmaCount}
(1 match)Code: Select all
{...\1,plasmaCount:\2.plasmaCount>\1.plasmaCount?\2.plasmaCount:\1.plasmaCount}
- Energy Upgrades do not consume energy:
to
Code: Select all
{\.\.\.([a-zA-Z0-9$]+),energyCount:([a-zA-Z0-9$]+)\.energyCount}
(1 match)Code: Select all
{...\1,energyCount:\2.energyCount>\1.energyCount?\2.energyCount:\1.energyCount}
- Scrap Upgrades do not consume scrap:
to
Code: Select all
{\.\.\.([a-zA-Z0-9$]+),scrapCount:([a-zA-Z0-9$]+)\.scrapCount}
(1 match)Code: Select all
{...\1,scrapCount:\2.scrapCount>\1.scrapCount?\2.scrapCount:\1.scrapCount}
- Garbage Upgrades do not consume garbage:
to
Code: Select all
-[a-zA-Z0-9$]+\.totalCost,
(1 match)Code: Select all
,
- Level Upgrades do not consume skill point:
to
Code: Select all
{\.\.\.([a-zA-Z0-9$]+),skillPoints:([a-zA-Z0-9$]+)\.skillPoints}
(1 match)Code: Select all
{...\1,skillPoints:\2.skillPoints>\1.skillPoints?\2.skillPoints:\1.skillPoints}
- LightYear Upgrades do not consume lightyear point:
to
Code: Select all
{\.\.\.([a-zA-Z0-9$]+),lightTravelPoints:([a-zA-Z0-9$]+)\.lightTravelPoints}
(1 match)Code: Select all
{...\1,lightTravelPoints:\2.lightTravelPoints>\1.lightTravelPoints?\2.lightTravelPoints:\1.lightTravelPoints}
- Blackhole Upgrades do not consume blackhole point:
to
Code: Select all
{\.\.\.([a-zA-Z0-9$]+),blackHoleTravelPoints:([a-zA-Z0-9$]+)\.blackHoleTravelPoints}
(1 match)Code: Select all
{...\1,blackHoleTravelPoints:\2.blackHoleTravelPoints>\1.blackHoleTravelPoints?\2.blackHoleTravelPoints:\1.blackHoleTravelPoints}
- Prisoners & Citizens Upgrades do not consume prisoners or citizen:
to
Code: Select all
\.\.\.([a-zA-Z0-9$]+)\.([a-zA-Z0-9$]+),\[([a-zA-Z0-9$]+)\.payload\.race\]:[a-zA-Z0-9$]+\.payload\.count
(3 matchs)Code: Select all
...\1.\2,[\3.payload.race]:\1.\2[a.payload.race]<a.payload.count?a.payload.count:\1.\2[a.payload.race]
- Army Upgrades do not consume army:
to
Code: Select all
(armyCount:[a-zA-Z0-9$]+\.armyCount)-[a-zA-Z0-9$]+\.decrement
(1 match)Code: Select all
\1
- Meteorite Upgrades do not consume meteorite:
to
Code: Select all
{\.\.\.([a-zA-Z0-9$]+),meteoriteCount:([a-zA-Z0-9$]+)\.meteoriteCount}
(1 match)Code: Select all
{...\1,meteoriteCount:\2.meteoriteCount>\1.meteoriteCount?\2.meteoriteCount:\1.meteoriteCount}
- Radiation Upgrades do not consume radiation:
to
Code: Select all
{\.\.\.([a-zA-Z0-9$]+),radiationCount:([a-zA-Z0-9$]+)\.radiationCount}
(1 match)Code: Select all
{...\1,radiationCount:\2.radiationCount>\1.radiationCount?\2.radiationCount:\1.radiationCount}
- Mineral Upgrades do not consume mineral:
to
Code: Select all
{\.\.\.([a-zA-Z0-9$]+),mineralsCount:([a-zA-Z0-9$]+)\.mineralsCount}
(1 match)Code: Select all
{...\1,mineralsCount:\2.mineralsCount>\1.mineralsCount?\2.mineralsCount:\1.mineralsCount}
- Increment Prisoners pity cap by 10 instead of 1:
to
Code: Select all
prisonersPityCap\+1
(1 match)Code: Select all
prisonersPityCap+10
- Set "SavedArmy" to current Army count at BlackHole Reset (no need to buy the annoying upgrade for it):
- to
Code: Select all
(case"HARD_RESET":{.*)return{\.\.\.([a-zA-Z0-9$]+)(.*)savedArmy:[a-zA-Z0-9$]+\.savedArmy,
(1 matchs)Code: Select all
\1return{...\2\3savedArmy:\2.savedArmy,
- to
Code: Select all
\.\.\.([a-zA-Z0-9$]+),totalRunArmy:[a-zA-Z0-9$]+\.totalRunArmy\+([a-zA-Z0-9$]+).increment
(1 matchs)Code: Select all
...\1,totalRunArmy:\1.totalRunArmy+\2.increment,savedArmy:Math.min\(\1.savedArmy+\2.increment,4e25\)
- Infinite Meteorite mini game's Combo Shield:
to
Code: Select all
([a-zA-Z0-9$]+\.comboHp)-1
(1 match)Code: Select all
\1
- In Radiation mini game, make all bars (once unlocked) overlap:
to
Code: Select all
2\*Math\.PI/\(36-[a-zA-Z0-9$]+\)
(4 matchs)Code: Select all
2*Math.PI/3
- Enemies Killed count *100:
- to
Code: Select all
(return [a-zA-Z0-9$]+\[[a-zA-Z0-9$]+\]\+=[a-zA-Z0-9]+),{
(2 matchs)Code: Select all
\1*100,{
- to
Code: Select all
(enemyShipsKilled\+[a-zA-Z0-9$]+\.enemyShipsKilled)
(1 matchs)Code: Select all
\1*100
- to
Code: Select all
(totalEnemyShipsKilledCountEver\+[a-zA-Z0-9$]+\.payload)
(1 matchs)Code: Select all
\1*100
- to
Code: Select all
(\.\.\.t,totalEnemyShipsKilledCount:[a-zA-Z0-9$]+\.totalEnemyShipsKilledCount\+1),(totalEnemyShipsKilledCountEver:[a-zA-Z0-9$]+\.totalEnemyShipsKilledCountEver\+1)
(1 matchs)Code: Select all
\1*100,\2*100
- to
Code: Select all
(\.\.\.t,\[[a-zA-Z0-9$]+\.payload\]:[a-zA-Z0-9$]+\[[a-zA-Z0-9$]+\.payload\]\+1)
(1 matchs)Code: Select all
\1*100
- to
Code: Select all
(\.\.\.t,\[[a-zA-Z0-9$]+\.payload\.key\]:[a-zA-Z0-9$]+\[[a-zA-Z0-9$]+\.payload\.key\]\+[a-zA-Z0-9$]+\.payload\.amount)
(1 matchs)Code: Select all
\1*100
- Keep BlackHoles Upgrades purchased after a BlackHole (very annoying to repurchase all 20+ every time):
Spoiler
- to
Code: Select all
(case"HARD_RESET":\{.*)keepLevelsBlackMatter:[a-zA-Z0-9$]+\.keepLevelsBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
- to
Code: Select all
(case"SOFT_RESET":{.*)([a-zA-Z0-9$]+)\.prisonersPityCapLYUpgradeLevel>0&&\(([a-zA-Z0-9$]+)=Math\.max\(1500-[a-zA-Z0-9$]+\.prisonersPityCapLYUpgradeLevel\*5,0\)\);
(1 matchs)Code: Select all
\1\2.prisonersPityCapLYUpgradeLevel>0&&\(\3=Math.max\(1500-\2.prisonersPityCapLYUpgradeLevel*5-\2.prisonersPityCapUpgradeLevel*20-\2.prisonersPityCapUpgradeSecondLevel*30-\2.prisonersPityCapUpgradeThirdLevel*40-\2.prisonersPityCapUpgradeFourthLevel*50-\2.prisonersPityCapUpgradeFifthLevel*60,0\)\);
- to
Code: Select all
(case"HARD_RESET":{.*)([a-zA-Z0-9$]+)\.blackHoleTravelCount>=3&&\(([a-zA-Z0-9$]+)=Math\.max\(1500-[a-zA-Z0-9$]+\.prisonersPityCapLYUpgradeLevel\*5,0\)\);
(1 matchs)Code: Select all
\1\2.blackHoleTravelCount>=3&&\(\3=Math.max\(1500-\2.prisonersPityCapLYUpgradeLevel*5-\2.prisonersPityCapUpgradeLevel*20-\2.prisonersPityCapUpgradeSecondLevel*30-\2.prisonersPityCapUpgradeThirdLevel*40-\2.prisonersPityCapUpgradeFourthLevel*50-\2.prisonersPityCapUpgradeFifthLevel*60,0\)\);
- to
Code: Select all
(case"HARD_RESET":\{.*)autoMineDamageBoost:[a-zA-Z0-9$]+\.autoMineDamageBoost,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
- to
Code: Select all
(case"HARD_RESET":\{.*)blackMatterPrisonersTimeReduction:[a-zA-Z0-9$]+\.blackMatterPrisonersTimeReduction,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
- to
Code: Select all
(case"HARD_RESET":\{.*)damageMultiplierBlackMatter:[a-zA-Z0-9$]+\.damageMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
- to
Code: Select all
(case"HARD_RESET":\{.*)hpMultiplierBlackMatter:[a-zA-Z0-9$]+\.hpMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
- to
Code: Select all
(case"HARD_RESET":\{.*)junkMultiplierBlackMatter:[a-zA-Z0-9$]+\.junkMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
- to
Code: Select all
(case"HARD_RESET":\{.*)plasmaMultiplierBlackMatter:[a-zA-Z0-9$]+\.plasmaMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
- to
Code: Select all
(case"HARD_RESET":\{.*)expMultiplierBlackMatter:[a-zA-Z0-9$]+\.expMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
- to
Code: Select all
(case"HARD_RESET":\{.*)colonMultiplierBlackMatter:[a-zA-Z0-9$]+\.colonMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
- to
Code: Select all
(case"HARD_RESET":\{.*)prisonersMultiplierBlackMatter:[a-zA-Z0-9$]+\.prisonersMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
- to
Code: Select all
(case"HARD_RESET":\{.*)garbageMultiplierBlackMatter:[a-zA-Z0-9$]+\.garbageMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
- to
Code: Select all
(case"HARD_RESET":\{.*)meteoriteRadiationMineralsMultiplierBlackMatter:[a-zA-Z0-9$]+\.meteoriteRadiationMineralsMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
- to
Code: Select all
(case"HARD_RESET":\{.*)hyperGarbage:[a-zA-Z0-9$]+\.hyperGarbage,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
- to
Code: Select all
(case"HARD_RESET":\{.*)dobuleBHPassiveBlackMatter:[a-zA-Z0-9$]+\.dobuleBHPassiveBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
- to
Code: Select all
(case"HARD_RESET":\{.*)decreaseShieldBlackMatter:[a-zA-Z0-9$]+\.decreaseShieldBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
- to
Code: Select all
(case"HARD_RESET":\{.*)electricLaserShotsBlackMatter:[a-zA-Z0-9$]+\.electricLaserShotsBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
- to
Code: Select all
(case"HARD_RESET":\{.*)itemsDropRarityBlackMatter:[a-zA-Z0-9$]+\.itemsDropRarityBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
- to
Code: Select all
(case"HARD_RESET":\{.*)isGarbageFree:[a-zA-Z0-9$]+\.isGarbageFree,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
- to
Code: Select all
(case"HARD_RESET":\{.*)quadPrisoners:[a-zA-Z0-9$]+\.quadPrisoners,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
- to
Code: Select all
(case"HARD_RESET":\{.*)keepPrisoners:[a-zA-Z0-9$]+\.keepPrisoners,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
- to
Code: Select all
(case"HARD_RESET":\{.*)prisonerConversionRequirements:[a-zA-Z0-9$]+\.prisonerConversionRequirements,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
- to
Code: Select all
(case"HARD_RESET":\{.*isJunkFree:)[a-zA-Z0-9$]+\.supernova>=[0-9]\?([a-zA-Z0-9$]+\.isJunkFree):[a-zA-Z0-9$]+\.isJunkFree(,.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2\3
- to
Code: Select all
(case"HARD_RESET":\{.*isPlasmaFree:)[a-zA-Z0-9$]+\.supernova>=[0-9]\?([a-zA-Z0-9$]+\.isPlasmaFree):[a-zA-Z0-9$]+\.isPlasmaFree(,.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2\3
- to
Code: Select all
(case"HARD_RESET":\{.*isEnergyFree:)[a-zA-Z0-9$]+\.supernova>=[0-9]\?([a-zA-Z0-9$]+\.isEnergyFree):[a-zA-Z0-9$]+\.isEnergyFree(,.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2\3
- to
Code: Select all
(case"HARD_RESET":\{.*isColonsFree:)[a-zA-Z0-9$]+\.supernova>=[0-9]\?([a-zA-Z0-9$]+\.isColonsFree):[a-zA-Z0-9$]+\.isColonsFree(,.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2\3
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
- In Radiation mini game, only have emerald radiation spawing:
to
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\(\.1\+[a-zA-Z0-9$]+\*\.03,1\)\;
(1 matchs)Code: Select all
const \1=0,\2=0,\3=100;
- In Mineral, divide by 10 the mining amount required:
to
Code: Select all
const ([a-zA-Z0-9$]+)=\{coal:30,gold:60,diamond:120,amethyst:240\}
(1 matchs)Code: Select all
const \1={coal:3,gold:6,diamond:12,amethyst:24}
- In Mineral, only have amethyst node:
to
Code: Select all
return ([a-zA-Z0-9$]+)<=[a-zA-Z0-9$]+\?"amethyst"
(1 matchs)Code: Select all
return \1<=100?"amethyst"
- In Meteorite mini game, spawn much more amethyst meteorite (still can spawn antimatter meteorite):
to
Code: Select all
([a-zA-Z0-9$]+)<[a-zA-Z0-9$]+(\+[a-zA-Z0-9$]+\?[a-zA-Z0-9$]+\(9\*60,"amethyst")
(1 matchs)Code: Select all
\1<1\2
- Potions Timer set to 1 year:
to
Code: Select all
(\.\.\.[a-zA-Z0-9$]+,[a-zA-Z0-9$]+PotionTimer):[a-zA-Z0-9$]+\.payload\.[a-zA-Z0-9$]+PotionTimer
(12 matchs)Code: Select all
\1:3600*24*365*1e3
- Army generated *10:
- to
Code: Select all
(rmyCount\+[a-zA-Z0-9$]+.increment)
(2 matchs)Code: Select all
\1*10
- to
Code: Select all
(Army\+[a-zA-Z0-9$]+.increment)
(2 matchs)Code: Select all
\1*10
- Supernova Upgrades do not consume supernova essence:
to
Code: Select all
{\.\.\.([a-zA-Z0-9$]+),supernovaEssenceCount:([a-zA-Z0-9$]+)\.supernovaEssenceCount}
(1 match)Code: Select all
{...\1,supernovaEssenceCount:\2.supernovaEssenceCount>\1.supernovaEssenceCount?\2.supernovaEssenceCount:\1.supernovaEssenceCount}
- Cosmic Upgrades do not consume cosmic dust:
to
Code: Select all
{\.\.\.([a-zA-Z0-9$]+),cosmicDustCount:([a-zA-Z0-9$]+)\.cosmicDustCount}
(1 match)Code: Select all
{...\1,cosmicDustCount:\2.cosmicDustCount>\1.cosmicDustCount?\2.cosmicDustCount:\1.cosmicDustCount}
Re: [Request] Galaxy Idle Clicker
Re: [Request] Galaxy Idle Clicker
I have a problem regarding the leader board and negative antimatter. I'm looking at some previous posts, but I can't find the command lines. Does anyone know if they've been changed? At least to resolve the negative antimatter? (Currently it's positive, but every time I use a code, even without the changes, it becomes negative.)
Re: [Request] Galaxy Idle Clicker
(return [a-zA-Z]+\[[a-zA-Z]+\]\+=[a-zA-Z0-9]+),{
to
\1*100,{
(2 matchs)
It's not working.
Re: [Request] Galaxy Idle Clicker
Yeah I had missed that the kill count is kept track of at different variables (No idea why the need for so many variable doing the same thing but whatever)
I edited my post to add others other variables I found (including those for skin kill count), should work now
Re: [Request] Galaxy Idle Clicker
Updated, I added few more things:Kazuki wrote: ↑Fri Oct 18, 2024 7:15 amAdding my little contribution.
UPDATED 29/10
Spoiler
- Remove timer limit for antimatter "protto" code:
toCode: Select all
if\([a-zA-Z]+&&[a-zA-Z]+-[a-zA-Z]+<20\*60\*60\){
(1 match)Code: Select all
if\(a&&F-a<0\){
- Antimatter Upgrades do not consume antimatter:
toCode: Select all
\.\.\.([a-zA-Z]+),antimatterCount:([a-zA-Z]+)\.antimatterCount,totalAntimatterCount:([a-zA-Z]+)
(1 match)Code: Select all
...\1,antimatterCount:(\2.antimatterCount-\1.antimatterCount)>0?\2.antimatterCount:\1.antimatterCount,totalAntimatterCount:\3
- Junk Upgrades do not consume junk:
toCode: Select all
{\.\.\.([a-zA-Z]+),junkCount:[a-zA-Z]+\.junkCount}
(1 match)Code: Select all
{...\1,junkCount:\1.junkCount}
- Plasma Upgrades do not consume plasma:
toCode: Select all
{\.\.\.([a-zA-Z]+),plasmaCount:[a-zA-Z]+\.plasmaCount}
(1 match)Code: Select all
{...\1,plasmaCount:\1.plasmaCount}
- Energy Upgrades do not consume energy:
toCode: Select all
{\.\.\.([a-zA-Z]+),energyCount:[a-zA-Z]+\.energyCount}
(1 match)Code: Select all
{...\1,energyCount:\1.energyCount}
- Scrap Upgrades do not consume scrap:
toCode: Select all
{\.\.\.([a-zA-Z]+),scrapCount:[a-zA-Z]+\.scrapCount}
(1 match)Code: Select all
{...\1,scrapCount:\1.scrapCount}
- Garbage Upgrades do not consume garbage:
toCode: Select all
-[a-zA-Z]+\.totalCost,
(1 match)Code: Select all
,
- Level Upgrades do not consume skill point:
toCode: Select all
{\.\.\.([a-zA-Z]+),skillPoints:[a-zA-Z]+\.skillPoints}
(1 match)Code: Select all
{...\1,skillPoints:\2.skillPoints>\1.skillPoints?\2.skillPoints:\1.skillPoints}
- LightYear Upgrades do not consume lightyear point:
toCode: Select all
{\.\.\.([a-zA-Z]+),lightTravelPoints:[a-zA-Z]+\.lightTravelPoints}
(1 match)Code: Select all
{...\1,lightTravelPoints:\1.lightTravelPoints}
- Blackhole Upgrades do not consume blackhole point:
toCode: Select all
{\.\.\.([a-zA-Z]+),blackHoleTravelPoints:[a-zA-Z]+\.blackHoleTravelPoints}
(1 match)Code: Select all
{...\1,blackHoleTravelPoints:\1.blackHoleTravelPoints}
- Prisoners & Citizens Upgrades do not consume prisoners or citizen:
toCode: Select all
\.\.\.([a-zA-Z]+)\.([a-zA-Z]+),\[([a-zA-Z]+)\.payload\.race\]:[a-zA-Z]+\.payload\.count
(3 matchs)Code: Select all
...\1.\2,[\3.payload.race]:\1.\2[a.payload.race]<a.payload.count?a.payload.count:\1.\2[a.payload.race]
- Army Upgrades do not consume army:
toCode: Select all
(armyCount:[a-zA-Z]+\.armyCount)-[a-zA-Z]+\.decrement
(1 match)Code: Select all
\1
- Meteorite Upgrades do not consume meteorite:
toCode: Select all
{\.\.\.([a-zA-Z]+),meteoriteCount:[a-zA-Z]+\.meteoriteCount}
(1 match)Code: Select all
{...\1,meteoriteCount:\1.meteoriteCount}
- Radiation Upgrades do not consume radiation:
toCode: Select all
{\.\.\.([a-zA-Z]+),radiationCount:[a-zA-Z]+\.radiationCount}
(1 match)Code: Select all
{...\1,radiationCount:\1.radiationCount}
- Mineral Upgrades do not consume mineral:
toCode: Select all
{\.\.\.([a-zA-Z]+),mineralsCount:[a-zA-Z]+\.mineralsCount}
(1 match)Code: Select all
{...\1,mineralsCount:\1.mineralsCount}
- Increment Prisoners pity cap by 10 instead of 1:
toCode: Select all
prisonersPityCap\+1
(1 match)Code: Select all
prisonersPityCap+10
- Set "SavedArmy" to current Army count at BlackHole Reset (no need to buy the annoying upgrade for it):
toCode: Select all
(case"HARD_RESET":{.*)return{\.\.\.([a-zA-Z0-9$]+)(.*)savedArmy:[a-zA-Z0-9$]+\.savedArmy,
(1 matchs)Code: Select all
\1return{...\2\3savedArmy:\2.savedArmy,
toCode: Select all
s\.\.\.([a-zA-Z]+),totalRunArmy:[a-zA-Z]+\.totalRunArmy\+([a-zA-Z]+).increment
(1 matchs)Code: Select all
...\1,totalRunArmy:\1.totalRunArmy+\2.increment,savedArmy:Math.min\(\1.savedArmy+\2.increment,4e25\)
- Infinite Meteorite mini game's Combo Shield:
toCode: Select all
([a-zA-Z]+\.comboHp)-1
(1 match)Code: Select all
\1
- In Radiation mini game, make all bars (once unlocked) overlap:
toCode: Select all
2\*Math\.PI/\(36-[a-zA-Z]+\)
(4 matchs)Code: Select all
2*Math.PI/3
- Enemies Killed count *100:
toCode: Select all
(return [a-zA-Z]+\[[a-zA-Z]+\]\+=[a-zA-Z0-9]+),{
(2 matchs)Code: Select all
\1*100,{
toCode: Select all
(enemyShipsKilled\+[a-zA-Z]+\.enemyShipsKilled)
(1 matchs)Code: Select all
\1*100
toCode: Select all
(totalEnemyShipsKilledCountEver\+[a-zA-Z]+\.payload)
(1 matchs)Code: Select all
\1*100
toCode: Select all
(\.\.\.t,totalEnemyShipsKilledCount:[a-zA-Z]+\.totalEnemyShipsKilledCount\+1),(totalEnemyShipsKilledCountEver:[a-zA-Z]+\.totalEnemyShipsKilledCountEver\+1)
(1 matchs)Code: Select all
\1*100,\2*100
- Kills count for skins *100 (per type of ennemies):
toCode: Select all
(\.\.\.t,\[[a-zA-Z]+\.payload\]:[a-zA-Z]+\[[a-zA-Z]+\.payload\]\+1)
(1 matchs)Code: Select all
\1*100
toCode: Select all
(\.\.\.t,\[[a-zA-Z]+\.payload\.key\]:[a-zA-Z]+\[[a-zA-Z]+\.payload\.key\]\+[a-zA-Z]+\.payload\.amount)
(1 matchs)Code: Select all
\1*100
- Keep BlackHoles Upgrades purchased after a BlackHole (very annoying to repurchase all 20+ every time):
Spoiler
toCode: Select all
(case"HARD_RESET":\{.*)keepLevelsBlackMatter:[a-zA-Z]+\.keepLevelsBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"SOFT_RESET":{.*)([a-zA-Z0-9$]+)\.prisonersPityCapLYUpgradeLevel>0&&\(([a-zA-Z0-9$]+)=Math\.max\(1500-[a-zA-Z0-9$]+\.prisonersPityCapLYUpgradeLevel\*5,0\)\);
(1 matchs)Code: Select all
\1\2.prisonersPityCapLYUpgradeLevel>0&&\(\3=Math.max\(1500-\2.prisonersPityCapLYUpgradeLevel*5-\2.prisonersPityCapUpgradeLevel*20-\2.prisonersPityCapUpgradeSecondLevel*30-\2.prisonersPityCapUpgradeThirdLevel*40-\2.prisonersPityCapUpgradeFourthLevel*50-\2.prisonersPityCapUpgradeFifthLevel*60,0\)\);
toCode: Select all
(case"HARD_RESET":{.*)([a-zA-Z0-9$]+)\.blackHoleTravelCount>=3&&\(([a-zA-Z0-9$]+)=Math\.max\(1500-[a-zA-Z0-9$]+\.prisonersPityCapLYUpgradeLevel\*5,0\)\);
(1 matchs)Code: Select all
\1\2.blackHoleTravelCount>=3&&\(\3=Math.max\(1500-\2.prisonersPityCapLYUpgradeLevel*5-\2.prisonersPityCapUpgradeLevel*20-\2.prisonersPityCapUpgradeSecondLevel*30-\2.prisonersPityCapUpgradeThirdLevel*40-\2.prisonersPityCapUpgradeFourthLevel*50-\2.prisonersPityCapUpgradeFifthLevel*60,0\)\);
toCode: Select all
(case"HARD_RESET":\{.*)autoMineDamageBoost:[a-zA-Z]+\.autoMineDamageBoost,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)blackMatterPrisonersTimeReduction:[a-zA-Z]+\.blackMatterPrisonersTimeReduction,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)damageMultiplierBlackMatter:[a-zA-Z]+\.damageMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)hpMultiplierBlackMatter:[a-zA-Z]+\.hpMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)junkMultiplierBlackMatter:[a-zA-Z]+\.junkMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)plasmaMultiplierBlackMatter:[a-zA-Z]+\.plasmaMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)expMultiplierBlackMatter:[a-zA-Z]+\.expMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)colonMultiplierBlackMatter:[a-zA-Z]+\.colonMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)prisonersMultiplierBlackMatter:[a-zA-Z]+\.prisonersMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)garbageMultiplierBlackMatter:[a-zA-Z]+\.garbageMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)meteoriteRadiationMineralsMultiplierBlackMatter:[a-zA-Z]+\.meteoriteRadiationMineralsMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)hyperGarbage:[a-zA-Z]+\.hyperGarbage,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)dobuleBHPassiveBlackMatter:[a-zA-Z]+\.dobuleBHPassiveBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)decreaseShieldBlackMatter:[a-zA-Z]+\.decreaseShieldBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)electricLaserShotsBlackMatter:[a-zA-Z]+\.electricLaserShotsBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)itemsDropRarityBlackMatter:[a-zA-Z]+\.itemsDropRarityBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)isGarbageFree:[a-zA-Z]+\.isGarbageFree,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)quadPrisoners:[a-zA-Z]+\.quadPrisoners,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)keepPrisoners:[a-zA-Z]+\.keepPrisoners,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)prisonerConversionRequirements:[a-zA-Z]+\.prisonerConversionRequirements,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*isJunkFree:)[a-zA-Z]+\.supernova>=[0-9]\?([a-zA-Z]+\.isJunkFree):[a-zA-Z]+\.isJunkFree(,.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2\3
toCode: Select all
(case"HARD_RESET":\{.*isPlasmaFree:)[a-zA-Z]+\.supernova>=[0-9]\?([a-zA-Z]+\.isPlasmaFree):[a-zA-Z]+\.isPlasmaFree(,.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2\3
toCode: Select all
(case"HARD_RESET":\{.*isEnergyFree:)[a-zA-Z]+\.supernova>=[0-9]\?([a-zA-Z]+\.isEnergyFree):[a-zA-Z]+\.isEnergyFree(,.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2\3
toCode: Select all
(case"HARD_RESET":\{.*isColonsFree:)[a-zA-Z]+\.supernova>=[0-9]\?([a-zA-Z]+\.isColonsFree):[a-zA-Z]+\.isColonsFree(,.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2\3
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- In Radiation mini game, only have emerald radiation spawing:
toCode: 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\(\.1\+[a-zA-Z]+\*\.03,1\)\;
(1 matchs)Code: Select all
const \1=0,\2=0,\3=100;
- In Mineral, divide by 10 the mining amount required:
toCode: Select all
const [a-zA-Z]+=\{coal:30,gold:60,diamond:120,amethyst:240\}
(1 matchs)Code: Select all
const \1={coal:3,gold:6,diamond:12,amethyst:24}
- In Mineral, only have amethyst node:
toCode: Select all
return ([a-zA-Z]+)<=[a-zA-Z]+\?"amethyst"
(1 matchs)Code: Select all
return \1<=100?"amethyst"
- In Meteorite mini game, spawn much more amethyst meteorite (still can spawn antimatter meteorite):
toCode: Select all
([a-zA-Z]+)<[a-zA-Z]+(\+[a-zA-Z]+\?[a-zA-Z]+\(9\*60,"amethyst")
(1 matchs)Code: Select all
\1<1\2
- Potions Timer set to 1 year:
toCode: Select all
(\.\.\.[a-zA-Z]+,[a-zA-Z]+PotionTimer):[a-zA-Z]+\.payload\.[a-zA-Z]+PotionTimer
(12 matchs)Code: Select all
\1:3600*24*365*1e3
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
Re: [Request] Galaxy Idle Clicker
Edit: I used the beautify JS and it worked, if you have issues check to see if you can alter it either in VS or using a website.
Re: [Request] Galaxy Idle Clicker
What file do we even edit for these, trying to find any of these in assets gives me literally nothing when I search for them.Kazuki wrote: ↑Tue Oct 29, 2024 8:39 amUpdated, I added few more things:Kazuki wrote: ↑Fri Oct 18, 2024 7:15 amAdding my little contribution.
UPDATED 29/10
Spoiler
- Remove timer limit for antimatter "protto" code:
toCode: Select all
if\([a-zA-Z]+&&[a-zA-Z]+-[a-zA-Z]+<20\*60\*60\){
(1 match)Code: Select all
if\(a&&F-a<0\){
- Antimatter Upgrades do not consume antimatter:
toCode: Select all
\.\.\.([a-zA-Z]+),antimatterCount:([a-zA-Z]+)\.antimatterCount,totalAntimatterCount:([a-zA-Z]+)
(1 match)Code: Select all
...\1,antimatterCount:(\2.antimatterCount-\1.antimatterCount)>0?\2.antimatterCount:\1.antimatterCount,totalAntimatterCount:\3
- Junk Upgrades do not consume junk:
toCode: Select all
{\.\.\.([a-zA-Z]+),junkCount:[a-zA-Z]+\.junkCount}
(1 match)Code: Select all
{...\1,junkCount:\1.junkCount}
- Plasma Upgrades do not consume plasma:
toCode: Select all
{\.\.\.([a-zA-Z]+),plasmaCount:[a-zA-Z]+\.plasmaCount}
(1 match)Code: Select all
{...\1,plasmaCount:\1.plasmaCount}
- Energy Upgrades do not consume energy:
toCode: Select all
{\.\.\.([a-zA-Z]+),energyCount:[a-zA-Z]+\.energyCount}
(1 match)Code: Select all
{...\1,energyCount:\1.energyCount}
- Scrap Upgrades do not consume scrap:
toCode: Select all
{\.\.\.([a-zA-Z]+),scrapCount:[a-zA-Z]+\.scrapCount}
(1 match)Code: Select all
{...\1,scrapCount:\1.scrapCount}
- Garbage Upgrades do not consume garbage:
toCode: Select all
-[a-zA-Z]+\.totalCost,
(1 match)Code: Select all
,
- Level Upgrades do not consume skill point:
toCode: Select all
{\.\.\.([a-zA-Z]+),skillPoints:[a-zA-Z]+\.skillPoints}
(1 match)Code: Select all
{...\1,skillPoints:\2.skillPoints>\1.skillPoints?\2.skillPoints:\1.skillPoints}
- LightYear Upgrades do not consume lightyear point:
toCode: Select all
{\.\.\.([a-zA-Z]+),lightTravelPoints:[a-zA-Z]+\.lightTravelPoints}
(1 match)Code: Select all
{...\1,lightTravelPoints:\1.lightTravelPoints}
- Blackhole Upgrades do not consume blackhole point:
toCode: Select all
{\.\.\.([a-zA-Z]+),blackHoleTravelPoints:[a-zA-Z]+\.blackHoleTravelPoints}
(1 match)Code: Select all
{...\1,blackHoleTravelPoints:\1.blackHoleTravelPoints}
- Prisoners & Citizens Upgrades do not consume prisoners or citizen:
toCode: Select all
\.\.\.([a-zA-Z]+)\.([a-zA-Z]+),\[([a-zA-Z]+)\.payload\.race\]:[a-zA-Z]+\.payload\.count
(3 matchs)Code: Select all
...\1.\2,[\3.payload.race]:\1.\2[a.payload.race]<a.payload.count?a.payload.count:\1.\2[a.payload.race]
- Army Upgrades do not consume army:
toCode: Select all
(armyCount:[a-zA-Z]+\.armyCount)-[a-zA-Z]+\.decrement
(1 match)Code: Select all
\1
- Meteorite Upgrades do not consume meteorite:
toCode: Select all
{\.\.\.([a-zA-Z]+),meteoriteCount:[a-zA-Z]+\.meteoriteCount}
(1 match)Code: Select all
{...\1,meteoriteCount:\1.meteoriteCount}
- Radiation Upgrades do not consume radiation:
toCode: Select all
{\.\.\.([a-zA-Z]+),radiationCount:[a-zA-Z]+\.radiationCount}
(1 match)Code: Select all
{...\1,radiationCount:\1.radiationCount}
- Mineral Upgrades do not consume mineral:
toCode: Select all
{\.\.\.([a-zA-Z]+),mineralsCount:[a-zA-Z]+\.mineralsCount}
(1 match)Code: Select all
{...\1,mineralsCount:\1.mineralsCount}
- Increment Prisoners pity cap by 10 instead of 1:
toCode: Select all
prisonersPityCap\+1
(1 match)Code: Select all
prisonersPityCap+10
- Set "SavedArmy" to current Army count at BlackHole Reset (no need to buy the annoying upgrade for it):
toCode: Select all
(case"HARD_RESET":{.*)return{\.\.\.([a-zA-Z0-9$]+)(.*)savedArmy:[a-zA-Z0-9$]+\.savedArmy,
(1 matchs)Code: Select all
\1return{...\2\3savedArmy:\2.savedArmy,
toCode: Select all
s\.\.\.([a-zA-Z]+),totalRunArmy:[a-zA-Z]+\.totalRunArmy\+([a-zA-Z]+).increment
(1 matchs)Code: Select all
...\1,totalRunArmy:\1.totalRunArmy+\2.increment,savedArmy:Math.min\(\1.savedArmy+\2.increment,4e25\)
- Infinite Meteorite mini game's Combo Shield:
toCode: Select all
([a-zA-Z]+\.comboHp)-1
(1 match)Code: Select all
\1
- In Radiation mini game, make all bars (once unlocked) overlap:
toCode: Select all
2\*Math\.PI/\(36-[a-zA-Z]+\)
(4 matchs)Code: Select all
2*Math.PI/3
- Enemies Killed count *100:
toCode: Select all
(return [a-zA-Z]+\[[a-zA-Z]+\]\+=[a-zA-Z0-9]+),{
(2 matchs)Code: Select all
\1*100,{
toCode: Select all
(enemyShipsKilled\+[a-zA-Z]+\.enemyShipsKilled)
(1 matchs)Code: Select all
\1*100
toCode: Select all
(totalEnemyShipsKilledCountEver\+[a-zA-Z]+\.payload)
(1 matchs)Code: Select all
\1*100
toCode: Select all
(\.\.\.t,totalEnemyShipsKilledCount:[a-zA-Z]+\.totalEnemyShipsKilledCount\+1),(totalEnemyShipsKilledCountEver:[a-zA-Z]+\.totalEnemyShipsKilledCountEver\+1)
(1 matchs)Code: Select all
\1*100,\2*100
- Kills count for skins *100 (per type of ennemies):
toCode: Select all
(\.\.\.t,\[[a-zA-Z]+\.payload\]:[a-zA-Z]+\[[a-zA-Z]+\.payload\]\+1)
(1 matchs)Code: Select all
\1*100
toCode: Select all
(\.\.\.t,\[[a-zA-Z]+\.payload\.key\]:[a-zA-Z]+\[[a-zA-Z]+\.payload\.key\]\+[a-zA-Z]+\.payload\.amount)
(1 matchs)Code: Select all
\1*100
- Keep BlackHoles Upgrades purchased after a BlackHole (very annoying to repurchase all 20+ every time):
Spoiler
toCode: Select all
(case"HARD_RESET":\{.*)keepLevelsBlackMatter:[a-zA-Z]+\.keepLevelsBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"SOFT_RESET":{.*)([a-zA-Z0-9$]+)\.prisonersPityCapLYUpgradeLevel>0&&\(([a-zA-Z0-9$]+)=Math\.max\(1500-[a-zA-Z0-9$]+\.prisonersPityCapLYUpgradeLevel\*5,0\)\);
(1 matchs)Code: Select all
\1\2.prisonersPityCapLYUpgradeLevel>0&&\(\3=Math.max\(1500-\2.prisonersPityCapLYUpgradeLevel*5-\2.prisonersPityCapUpgradeLevel*20-\2.prisonersPityCapUpgradeSecondLevel*30-\2.prisonersPityCapUpgradeThirdLevel*40-\2.prisonersPityCapUpgradeFourthLevel*50-\2.prisonersPityCapUpgradeFifthLevel*60,0\)\);
toCode: Select all
(case"HARD_RESET":{.*)([a-zA-Z0-9$]+)\.blackHoleTravelCount>=3&&\(([a-zA-Z0-9$]+)=Math\.max\(1500-[a-zA-Z0-9$]+\.prisonersPityCapLYUpgradeLevel\*5,0\)\);
(1 matchs)Code: Select all
\1\2.blackHoleTravelCount>=3&&\(\3=Math.max\(1500-\2.prisonersPityCapLYUpgradeLevel*5-\2.prisonersPityCapUpgradeLevel*20-\2.prisonersPityCapUpgradeSecondLevel*30-\2.prisonersPityCapUpgradeThirdLevel*40-\2.prisonersPityCapUpgradeFourthLevel*50-\2.prisonersPityCapUpgradeFifthLevel*60,0\)\);
toCode: Select all
(case"HARD_RESET":\{.*)autoMineDamageBoost:[a-zA-Z]+\.autoMineDamageBoost,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)blackMatterPrisonersTimeReduction:[a-zA-Z]+\.blackMatterPrisonersTimeReduction,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)damageMultiplierBlackMatter:[a-zA-Z]+\.damageMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)hpMultiplierBlackMatter:[a-zA-Z]+\.hpMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)junkMultiplierBlackMatter:[a-zA-Z]+\.junkMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)plasmaMultiplierBlackMatter:[a-zA-Z]+\.plasmaMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)expMultiplierBlackMatter:[a-zA-Z]+\.expMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)colonMultiplierBlackMatter:[a-zA-Z]+\.colonMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)prisonersMultiplierBlackMatter:[a-zA-Z]+\.prisonersMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)garbageMultiplierBlackMatter:[a-zA-Z]+\.garbageMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)meteoriteRadiationMineralsMultiplierBlackMatter:[a-zA-Z]+\.meteoriteRadiationMineralsMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)hyperGarbage:[a-zA-Z]+\.hyperGarbage,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)dobuleBHPassiveBlackMatter:[a-zA-Z]+\.dobuleBHPassiveBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)decreaseShieldBlackMatter:[a-zA-Z]+\.decreaseShieldBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)electricLaserShotsBlackMatter:[a-zA-Z]+\.electricLaserShotsBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)itemsDropRarityBlackMatter:[a-zA-Z]+\.itemsDropRarityBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)isGarbageFree:[a-zA-Z]+\.isGarbageFree,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)quadPrisoners:[a-zA-Z]+\.quadPrisoners,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)keepPrisoners:[a-zA-Z]+\.keepPrisoners,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)prisonerConversionRequirements:[a-zA-Z]+\.prisonerConversionRequirements,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*isJunkFree:)[a-zA-Z]+\.supernova>=[0-9]\?([a-zA-Z]+\.isJunkFree):[a-zA-Z]+\.isJunkFree(,.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2\3
toCode: Select all
(case"HARD_RESET":\{.*isPlasmaFree:)[a-zA-Z]+\.supernova>=[0-9]\?([a-zA-Z]+\.isPlasmaFree):[a-zA-Z]+\.isPlasmaFree(,.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2\3
toCode: Select all
(case"HARD_RESET":\{.*isEnergyFree:)[a-zA-Z]+\.supernova>=[0-9]\?([a-zA-Z]+\.isEnergyFree):[a-zA-Z]+\.isEnergyFree(,.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2\3
toCode: Select all
(case"HARD_RESET":\{.*isColonsFree:)[a-zA-Z]+\.supernova>=[0-9]\?([a-zA-Z]+\.isColonsFree):[a-zA-Z]+\.isColonsFree(,.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2\3
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- In Radiation mini game, only have emerald radiation spawing:
toCode: 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\(\.1\+[a-zA-Z]+\*\.03,1\)\;
(1 matchs)Code: Select all
const \1=0,\2=0,\3=100;
- In Mineral, divide by 10 the mining amount required:
toCode: Select all
const [a-zA-Z]+=\{coal:30,gold:60,diamond:120,amethyst:240\}
(1 matchs)Code: Select all
const \1={coal:3,gold:6,diamond:12,amethyst:24}
- In Mineral, only have amethyst node:
toCode: Select all
return ([a-zA-Z]+)<=[a-zA-Z]+\?"amethyst"
(1 matchs)Code: Select all
return \1<=100?"amethyst"
- In Meteorite mini game, spawn much more amethyst meteorite (still can spawn antimatter meteorite):
toCode: Select all
([a-zA-Z]+)<[a-zA-Z]+(\+[a-zA-Z]+\?[a-zA-Z]+\(9\*60,"amethyst")
(1 matchs)Code: Select all
\1<1\2
- Potions Timer set to 1 year:
toCode: Select all
(\.\.\.[a-zA-Z]+,[a-zA-Z]+PotionTimer):[a-zA-Z]+\.payload\.[a-zA-Z]+PotionTimer
(12 matchs)Code: Select all
\1:3600*24*365*1e3
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
Re: [Request] Galaxy Idle Clicker
You need to edit the "index-xxxxxxx.js" file ("xxxxxxx" being a random serie of letters)
Check image: [Link]
My regex are made for the original version (compressed javascript and not "beautified")
Re: [Request] Galaxy Idle Clicker
I updated the list, works with 0.1.27Kazuki wrote: ↑Fri Oct 18, 2024 7:15 amAdding my little contribution.
UPDATED 31/10
Spoiler
- Remove timer limit for antimatter "protto" code:
toCode: Select all
if\([a-zA-Z0-9$]+&&[a-zA-Z0-9$]+-[a-zA-Z0-9$]+<20\*60\*60\){
(1 match)Code: Select all
if\(a&&F-a<0\){
- Antimatter Upgrades do not consume antimatter:
toCode: Select all
\.\.\.([a-zA-Z0-9$]+),antimatterCount:([a-zA-Z0-9$]+)\.antimatterCount,totalAntimatterCount:([a-zA-Z0-9$]+)
(1 match)Code: Select all
...\1,antimatterCount:(\2.antimatterCount-\1.antimatterCount)>0?\2.antimatterCount:\1.antimatterCount,totalAntimatterCount:\3
- Junk Upgrades do not consume junk:
toCode: Select all
{\.\.\.([a-zA-Z0-9$]+),junkCount:([a-zA-Z0-9$]+)\.junkCount}
(1 match)Code: Select all
{...\1,junkCount:\2.junkCount>\1.junkCount?\2.junkCount:\1.junkCount}
- Plasma Upgrades do not consume plasma:
toCode: Select all
{\.\.\.([a-zA-Z0-9$]+),plasmaCount:([a-zA-Z0-9$]+)\.plasmaCount}
(1 match)Code: Select all
{...\1,plasmaCount:\2.plasmaCount>\1.plasmaCount?\2.plasmaCount:\1.plasmaCount}
- Energy Upgrades do not consume energy:
toCode: Select all
{\.\.\.([a-zA-Z0-9$]+),energyCount:([a-zA-Z0-9$]+)\.energyCount}
(1 match)Code: Select all
{...\1,energyCount:\2.energyCount>\1.energyCount?\2.energyCount:\1.energyCount}
- Scrap Upgrades do not consume scrap:
toCode: Select all
{\.\.\.([a-zA-Z0-9$]+),scrapCount:([a-zA-Z0-9$]+)\.scrapCount}
(1 match)Code: Select all
{...\1,scrapCount:\2.scrapCount>\1.scrapCount?\2.scrapCount:\1.scrapCount}
- Garbage Upgrades do not consume garbage:
toCode: Select all
-[a-zA-Z0-9$]+\.totalCost,
(1 match)Code: Select all
,
- Level Upgrades do not consume skill point:
toCode: Select all
{\.\.\.([a-zA-Z0-9$]+),skillPoints:([a-zA-Z0-9$]+)\.skillPoints}
(1 match)Code: Select all
{...\1,skillPoints:\2.skillPoints>\1.skillPoints?\2.skillPoints:\1.skillPoints}
- LightYear Upgrades do not consume lightyear point:
toCode: Select all
{\.\.\.([a-zA-Z0-9$]+),lightTravelPoints:([a-zA-Z0-9$]+)\.lightTravelPoints}
(1 match)Code: Select all
{...\1,lightTravelPoints:\2.lightTravelPoints>\1.lightTravelPoints?\2.lightTravelPoints:\1.lightTravelPoints}
- Blackhole Upgrades do not consume blackhole point:
toCode: Select all
{\.\.\.([a-zA-Z0-9$]+),blackHoleTravelPoints:([a-zA-Z0-9$]+)\.blackHoleTravelPoints}
(1 match)Code: Select all
{...\1,blackHoleTravelPoints:\2.blackHoleTravelPoints>\1.blackHoleTravelPoints?\2.blackHoleTravelPoints:\1.blackHoleTravelPoints}
- Prisoners & Citizens Upgrades do not consume prisoners or citizen:
toCode: Select all
\.\.\.([a-zA-Z0-9$]+)\.([a-zA-Z0-9$]+),\[([a-zA-Z0-9$]+)\.payload\.race\]:[a-zA-Z0-9$]+\.payload\.count
(3 matchs)Code: Select all
...\1.\2,[\3.payload.race]:\1.\2[a.payload.race]<a.payload.count?a.payload.count:\1.\2[a.payload.race]
- Army Upgrades do not consume army:
toCode: Select all
(armyCount:[a-zA-Z0-9$]+\.armyCount)-[a-zA-Z0-9$]+\.decrement
(1 match)Code: Select all
\1
- Meteorite Upgrades do not consume meteorite:
toCode: Select all
{\.\.\.([a-zA-Z0-9$]+),meteoriteCount:([a-zA-Z0-9$]+)\.meteoriteCount}
(1 match)Code: Select all
{...\1,meteoriteCount:\2.meteoriteCount>\1.meteoriteCount?\2.meteoriteCount:\1.meteoriteCount}
- Radiation Upgrades do not consume radiation:
toCode: Select all
{\.\.\.([a-zA-Z0-9$]+),radiationCount:([a-zA-Z0-9$]+)\.radiationCount}
(1 match)Code: Select all
{...\1,radiationCount:\2.radiationCount>\1.radiationCount?\2.radiationCount:\1.radiationCount}
- Mineral Upgrades do not consume mineral:
toCode: Select all
{\.\.\.([a-zA-Z0-9$]+),mineralsCount:([a-zA-Z0-9$]+)\.mineralsCount}
(1 match)Code: Select all
{...\1,mineralsCount:\2.mineralsCount>\1.mineralsCount?\2.mineralsCount:\1.mineralsCount}
- Increment Prisoners pity cap by 10 instead of 1:
toCode: Select all
prisonersPityCap\+1
(1 match)Code: Select all
prisonersPityCap+10
- Set "SavedArmy" to current Army count at BlackHole Reset (no need to buy the annoying upgrade for it):
toCode: Select all
(case"HARD_RESET":{.*)return{\.\.\.([a-zA-Z0-9$]+)(.*)savedArmy:[a-zA-Z0-9$]+\.savedArmy,
(1 matchs)Code: Select all
\1return{...\2\3savedArmy:\2.savedArmy,
toCode: Select all
\.\.\.([a-zA-Z0-9$]+),totalRunArmy:[a-zA-Z0-9$]+\.totalRunArmy\+([a-zA-Z0-9$]+).increment
(1 matchs)Code: Select all
...\1,totalRunArmy:\1.totalRunArmy+\2.increment,savedArmy:Math.min\(\1.savedArmy+\2.increment,4e25\)
- Infinite Meteorite mini game's Combo Shield:
toCode: Select all
([a-zA-Z0-9$]+\.comboHp)-1
(1 match)Code: Select all
\1
- In Radiation mini game, make all bars (once unlocked) overlap:
toCode: Select all
2\*Math\.PI/\(36-[a-zA-Z0-9$]+\)
(4 matchs)Code: Select all
2*Math.PI/3
- Enemies Killed count *100:
toCode: Select all
(return [a-zA-Z0-9$]+\[[a-zA-Z0-9$]+\]\+=[a-zA-Z0-9]+),{
(2 matchs)Code: Select all
\1*100,{
toCode: Select all
(enemyShipsKilled\+[a-zA-Z0-9$]+\.enemyShipsKilled)
(1 matchs)Code: Select all
\1*100
toCode: Select all
(totalEnemyShipsKilledCountEver\+[a-zA-Z0-9$]+\.payload)
(1 matchs)Code: Select all
\1*100
toCode: Select all
(\.\.\.t,totalEnemyShipsKilledCount:[a-zA-Z0-9$]+\.totalEnemyShipsKilledCount\+1),(totalEnemyShipsKilledCountEver:[a-zA-Z0-9$]+\.totalEnemyShipsKilledCountEver\+1)
(1 matchs)Code: Select all
\1*100,\2*100
toCode: Select all
(\.\.\.t,\[[a-zA-Z0-9$]+\.payload\]:[a-zA-Z0-9$]+\[[a-zA-Z0-9$]+\.payload\]\+1)
(1 matchs)Code: Select all
\1*100
toCode: Select all
(\.\.\.t,\[[a-zA-Z0-9$]+\.payload\.key\]:[a-zA-Z0-9$]+\[[a-zA-Z0-9$]+\.payload\.key\]\+[a-zA-Z0-9$]+\.payload\.amount)
(1 matchs)Code: Select all
\1*100
- Keep BlackHoles Upgrades purchased after a BlackHole (very annoying to repurchase all 20+ every time):
Spoiler
toCode: Select all
(case"HARD_RESET":\{.*)keepLevelsBlackMatter:[a-zA-Z0-9$]+\.keepLevelsBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"SOFT_RESET":{.*)([a-zA-Z0-9$]+)\.prisonersPityCapLYUpgradeLevel>0&&\(([a-zA-Z0-9$]+)=Math\.max\(1500-[a-zA-Z0-9$]+\.prisonersPityCapLYUpgradeLevel\*5,0\)\);
(1 matchs)Code: Select all
\1\2.prisonersPityCapLYUpgradeLevel>0&&\(\3=Math.max\(1500-\2.prisonersPityCapLYUpgradeLevel*5-\2.prisonersPityCapUpgradeLevel*20-\2.prisonersPityCapUpgradeSecondLevel*30-\2.prisonersPityCapUpgradeThirdLevel*40-\2.prisonersPityCapUpgradeFourthLevel*50-\2.prisonersPityCapUpgradeFifthLevel*60,0\)\);
toCode: Select all
(case"HARD_RESET":{.*)([a-zA-Z0-9$]+)\.blackHoleTravelCount>=3&&\(([a-zA-Z0-9$]+)=Math\.max\(1500-[a-zA-Z0-9$]+\.prisonersPityCapLYUpgradeLevel\*5,0\)\);
(1 matchs)Code: Select all
\1\2.blackHoleTravelCount>=3&&\(\3=Math.max\(1500-\2.prisonersPityCapLYUpgradeLevel*5-\2.prisonersPityCapUpgradeLevel*20-\2.prisonersPityCapUpgradeSecondLevel*30-\2.prisonersPityCapUpgradeThirdLevel*40-\2.prisonersPityCapUpgradeFourthLevel*50-\2.prisonersPityCapUpgradeFifthLevel*60,0\)\);
toCode: Select all
(case"HARD_RESET":\{.*)autoMineDamageBoost:[a-zA-Z0-9$]+\.autoMineDamageBoost,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)blackMatterPrisonersTimeReduction:[a-zA-Z0-9$]+\.blackMatterPrisonersTimeReduction,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)damageMultiplierBlackMatter:[a-zA-Z0-9$]+\.damageMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)hpMultiplierBlackMatter:[a-zA-Z0-9$]+\.hpMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)junkMultiplierBlackMatter:[a-zA-Z0-9$]+\.junkMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)plasmaMultiplierBlackMatter:[a-zA-Z0-9$]+\.plasmaMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)expMultiplierBlackMatter:[a-zA-Z0-9$]+\.expMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)colonMultiplierBlackMatter:[a-zA-Z0-9$]+\.colonMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)prisonersMultiplierBlackMatter:[a-zA-Z0-9$]+\.prisonersMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)garbageMultiplierBlackMatter:[a-zA-Z0-9$]+\.garbageMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)meteoriteRadiationMineralsMultiplierBlackMatter:[a-zA-Z0-9$]+\.meteoriteRadiationMineralsMultiplierBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)hyperGarbage:[a-zA-Z0-9$]+\.hyperGarbage,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)dobuleBHPassiveBlackMatter:[a-zA-Z0-9$]+\.dobuleBHPassiveBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)decreaseShieldBlackMatter:[a-zA-Z0-9$]+\.decreaseShieldBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)electricLaserShotsBlackMatter:[a-zA-Z0-9$]+\.electricLaserShotsBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)itemsDropRarityBlackMatter:[a-zA-Z0-9$]+\.itemsDropRarityBlackMatter,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)isGarbageFree:[a-zA-Z0-9$]+\.isGarbageFree,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)quadPrisoners:[a-zA-Z0-9$]+\.quadPrisoners,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)keepPrisoners:[a-zA-Z0-9$]+\.keepPrisoners,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*)prisonerConversionRequirements:[a-zA-Z0-9$]+\.prisonerConversionRequirements,(.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2
toCode: Select all
(case"HARD_RESET":\{.*isJunkFree:)[a-zA-Z0-9$]+\.supernova>=[0-9]\?([a-zA-Z0-9$]+\.isJunkFree):[a-zA-Z0-9$]+\.isJunkFree(,.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2\3
toCode: Select all
(case"HARD_RESET":\{.*isPlasmaFree:)[a-zA-Z0-9$]+\.supernova>=[0-9]\?([a-zA-Z0-9$]+\.isPlasmaFree):[a-zA-Z0-9$]+\.isPlasmaFree(,.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2\3
toCode: Select all
(case"HARD_RESET":\{.*isEnergyFree:)[a-zA-Z0-9$]+\.supernova>=[0-9]\?([a-zA-Z0-9$]+\.isEnergyFree):[a-zA-Z0-9$]+\.isEnergyFree(,.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2\3
toCode: Select all
(case"HARD_RESET":\{.*isColonsFree:)[a-zA-Z0-9$]+\.supernova>=[0-9]\?([a-zA-Z0-9$]+\.isColonsFree):[a-zA-Z0-9$]+\.isColonsFree(,.*case"SUPERNOVA_RESET")
(1 matchs)Code: Select all
\1\2\3
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- In Radiation mini game, only have emerald radiation spawing:
toCode: 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\(\.1\+[a-zA-Z0-9$]+\*\.03,1\)\;
(1 matchs)Code: Select all
const \1=0,\2=0,\3=100;
- In Mineral, divide by 10 the mining amount required:
toCode: Select all
const ([a-zA-Z0-9$]+)=\{coal:30,gold:60,diamond:120,amethyst:240\}
(1 matchs)Code: Select all
const \1={coal:3,gold:6,diamond:12,amethyst:24}
- In Mineral, only have amethyst node:
toCode: Select all
return ([a-zA-Z0-9$]+)<=[a-zA-Z0-9$]+\?"amethyst"
(1 matchs)Code: Select all
return \1<=100?"amethyst"
- In Meteorite mini game, spawn much more amethyst meteorite (still can spawn antimatter meteorite):
toCode: Select all
([a-zA-Z0-9$]+)<[a-zA-Z0-9$]+(\+[a-zA-Z0-9$]+\?[a-zA-Z0-9$]+\(9\*60,"amethyst")
(1 matchs)Code: Select all
\1<1\2
- Potions Timer set to 1 year:
toCode: Select all
(\.\.\.[a-zA-Z0-9$]+,[a-zA-Z0-9$]+PotionTimer):[a-zA-Z0-9$]+\.payload\.[a-zA-Z0-9$]+PotionTimer
(12 matchs)Code: Select all
\1:3600*24*365*1e3
- Army generated *10:
toCode: Select all
(rmyCount\+[a-zA-Z0-9$]+.increment)
(2 matchs)Code: Select all
\1*10
toCode: Select all
(Army\+[a-zA-Z0-9$]+.increment)
(2 matchs)Code: Select all
\1*10
- Supernova Upgrades do not consume supernova essence:
toCode: Select all
{\.\.\.([a-zA-Z0-9$]+),supernovaEssenceCount:([a-zA-Z0-9$]+)\.supernovaEssenceCount}
(1 match)Code: Select all
{...\1,supernovaEssenceCount:\2.supernovaEssenceCount>\1.supernovaEssenceCount?\2.supernovaEssenceCount:\1.supernovaEssenceCount}
- Cosmic Upgrades do not consume cosmic dust:
toCode: Select all
{\.\.\.([a-zA-Z0-9$]+),cosmicDustCount:([a-zA-Z0-9$]+)\.cosmicDustCount}
(1 match)Code: Select all
{...\1,cosmicDustCount:\2.cosmicDustCount>\1.cosmicDustCount?\2.cosmicDustCount:\1.cosmicDustCount}
Code: Select all
Fixed an error in "Level Upgrades do not consume skill point" regex that caused white screen
Fixed one of the regex of "Set "SavedArmy" to current Army count at BlackHole Reset (no need to buy the annoying upgrade for it)" that had an "s" at the start when it shouldn't (so couldn't be found)
Made the regex more future proof (in very rare case, variables could become something like "0$" which previous regex weren't accounting for before, they are now)
Added Generated Army *10
Added Supernova Upgrades do not consume supernova essence
Added Cosmic Upgrades do not consume cosmic dust (should work fine once the Cosmic Upgrades are actually added to the game)
Re: [Request] Galaxy Idle Clicker
Example of the differences below:
Your code
Code: Select all
if\([a-zA-Z0-9$]+&&[a-zA-Z0-9$]+-[a-zA-Z0-9$]+<20\*60\*60\){
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)
Re: [Request] Galaxy Idle Clicker
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