[Request] Galaxy Idle Clicker

Ask about cheats/tables for single player games here
ahojsoleron
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Posts: 2
Joined: Fri Oct 04, 2024 4:54 pm
Reputation: 0

Re: [Request] Galaxy Idle Clicker

Post by ahojsoleron »

exterminator1245 wrote:
Sat Oct 12, 2024 1:36 pm
LeeZUS wrote:
Fri Aug 30, 2024 2:04 pm
OK about negative Antimatter
change

Code: Select all

case"REMOVE_ANTIMATTER":return{...e,antimatterGenerated:e.antimatterGenerated-15e4,antimatterCount:e.antimatterCount-15e4};
to

Code: Select all

case"REMOVE_ANTIMATTER":return{...e,antimatterGenerated:e.antimatterGenerated,antimatterCount:e.antimatterCount};
and use protto as many times as you wish
so 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 activated
same,after last update,any change in jss means white screen

hobocop1978
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Posts: 4
Joined: Tue May 23, 2023 2:47 pm
Reputation: 0

Re: [Request] Galaxy Idle Clicker

Post by hobocop1978 »

I've been using this method without any issue viewtopic.php?p=371238#p371238
ahojsoleron wrote:
Sat Oct 12, 2024 3:46 pm
exterminator1245 wrote:
Sat Oct 12, 2024 1:36 pm
LeeZUS wrote:
Fri Aug 30, 2024 2:04 pm
OK about negative Antimatter
change

Code: Select all

case"REMOVE_ANTIMATTER":return{...e,antimatterGenerated:e.antimatterGenerated-15e4,antimatterCount:e.antimatterCount-15e4};
to

Code: Select all

case"REMOVE_ANTIMATTER":return{...e,antimatterGenerated:e.antimatterGenerated,antimatterCount:e.antimatterCount};
and use protto as many times as you wish
so 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 activated
same,after last update,any change in jss means white screen

yohabroha
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What is cheating?
Posts: 1
Joined: Thu Oct 17, 2024 8:28 pm
Reputation: 0

Re: [Request] Galaxy Idle Clicker

Post by yohabroha »

have any of you guys been leaderboard banned or game banned?

Kazuki
Novice Cheater
Novice Cheater
Posts: 15
Joined: Sat Oct 01, 2022 2:37 pm
Reputation: 34

Re: [Request] Galaxy Idle Clicker

Post by Kazuki »

Adding my little contribution.

You need to use notepad++ and "Regular expression" as "Search Mode" (mandatory)

UPDATED 31/10
Spoiler
  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\(1500-\2.prisonersPityCapLYUpgradeLevel*5-\2.prisonersPityCapUpgradeLevel*20-\2.prisonersPityCapUpgradeSecondLevel*30-\2.prisonersPityCapUpgradeThirdLevel*40-\2.prisonersPityCapUpgradeFourthLevel*50-\2.prisonersPityCapUpgradeFifthLevel*60,0\)\);
      (1 matchs)
    3. Code: Select all

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

      \1\2
      (1 matchs)
    24. 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)
    25. 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)
    26. 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)
    27. 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)


Last edited by Kazuki on Fri Nov 01, 2024 7:29 am, edited 22 times in total.

MeuPau
Noobzor
Noobzor
Posts: 6
Joined: Fri Jun 16, 2023 8:47 am
Reputation: 0

Re: [Request] Galaxy Idle Clicker

Post by MeuPau »

i can change the potion description but not the effect ........anyone knows a method to get more damage and hp ??

ryuka
What is cheating?
What is cheating?
Posts: 1
Joined: Thu Oct 24, 2024 5:10 pm
Reputation: 0

Re: [Request] Galaxy Idle Clicker

Post by ryuka »

Hello everyone, I apologize for my English, it's not my native language.
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.)

barinet
What is cheating?
What is cheating?
Posts: 1
Joined: Sun Oct 27, 2024 6:37 pm
Reputation: 0

Re: [Request] Galaxy Idle Clicker

Post by barinet »

Enemies Killed count *100:

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

\1*100,{
(2 matchs)

It's not working.

Kazuki
Novice Cheater
Novice Cheater
Posts: 15
Joined: Sat Oct 01, 2022 2:37 pm
Reputation: 34

Re: [Request] Galaxy Idle Clicker

Post by Kazuki »

barinet wrote:
Sun Oct 27, 2024 6:41 pm
Enemies Killed count *100:

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

\1*100,{
(2 matchs)

It's not working.
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

Kazuki
Novice Cheater
Novice Cheater
Posts: 15
Joined: Sat Oct 01, 2022 2:37 pm
Reputation: 34

Re: [Request] Galaxy Idle Clicker

Post by Kazuki »

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

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

    prisonersPityCap\+1
    to

    Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

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

User avatar
Lucifer M
Cheater
Cheater
Posts: 31
Joined: Sun May 27, 2018 12:24 pm
Reputation: 2

Re: [Request] Galaxy Idle Clicker

Post by Lucifer M »

Damn, I immediately get a white screen the second I change the protto at all.


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.

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

Re: [Request] Galaxy Idle Clicker

Post by Lunaraia »

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

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

    prisonersPityCap\+1
    to

    Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

    Code: Select all

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

Keep Blackhole Upgrades
Radiation spawn only emerald
Mineral only spawn amethyst node & divide mining requirement by 10
Spawn much more amethyst meteorite
Potion buff timer set to 1 year
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
Novice Cheater
Novice Cheater
Posts: 15
Joined: Sat Oct 01, 2022 2:37 pm
Reputation: 34

Re: [Request] Galaxy Idle Clicker

Post by Kazuki »

Lunaraia wrote:
Thu Oct 31, 2024 2:52 am
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.
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")

Kazuki
Novice Cheater
Novice Cheater
Posts: 15
Joined: Sat Oct 01, 2022 2:37 pm
Reputation: 34

Re: [Request] Galaxy Idle Clicker

Post by Kazuki »

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

UPDATED 31/10
Spoiler
  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\(1500-\2.prisonersPityCapLYUpgradeLevel*5-\2.prisonersPityCapUpgradeLevel*20-\2.prisonersPityCapUpgradeSecondLevel*30-\2.prisonersPityCapUpgradeThirdLevel*40-\2.prisonersPityCapUpgradeFourthLevel*50-\2.prisonersPityCapUpgradeFifthLevel*60,0\)\);
      (1 matchs)
    3. Code: Select all

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

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

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

      Code: Select all

      \1\2
      (1 matchs)
    24. 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)
    25. 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)
    26. 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)
    27. 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)


I updated the list, works with 0.1.27

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)

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

Re: [Request] Galaxy Idle Clicker

Post by Lunaraia »

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

Example of the differences below:

Your code

Code: Select all

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

Code: Select all

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

Ahooha
What is cheating?
What is cheating?
Posts: 3
Joined: Sun Nov 05, 2023 3:08 pm
Reputation: 0

Re: [Request] Galaxy Idle Clicker

Post by Ahooha »

I feel like he probably isn't using notepad to do these edits...

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