Overview
This is a collection of AI scripts that you can use to enhance your game.
After importing each script, you will probably have to add an impulse to be able to trigger it.
Early game
Simple scripts to automate or enhance regular game functions.
Tower Testing
A very simple loop to use the tower's active skills in combat.
Note that the AI cannot active a targeted skill by clicking, so modules such as Firestorm will not be activated by this script.
You can add or delete rows as necessary depending on how many active skill modules you have equipped.
Name
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Code
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tower auto-use skills
(8 lines)
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FXRvd2VyIGF1dG8tdXNlIHNraWxscwAAAAAAAAAACAAAABd0b3dlci5tb2R1bGUudXNlaW5zdGFudAhj
b25zdGFudAIBAAAAF3Rvd2VyLm1vZHVsZS51c2VpbnN0YW50CGNvbnN0YW50AgIAAAAXdG93ZXIubW9k
dWxlLnVzZWluc3RhbnQIY29uc3RhbnQCAwAAABd0b3dlci5tb2R1bGUudXNlaW5zdGFudAhjb25zdGFu
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DGdlbmVyaWMuZ290bwhjb25zdGFudAIBAAAA
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loop: useinstant(1)
useinstant(2)
useinstant(3)
useinstant(4)
useinstant(5)
useinstant(6)
useinstant(7)
goto(loop)
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Mine
The canonical auto-miner. By default it triggers on impulse '0' when the mine screen is open.
This version of the script is resolution-independent and should not require any editing.
Name
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Code
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ATR_MINER
(11 lines)
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auto_tiler_recursive
(11 lines)
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CGNvbnN0YW50BAE+CGNvbnN0YW50AgAAAAAMZ2VuZXJpYy5nb3RvCGNvbnN0YW50AgcAAAA=
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:global int atr_layer
:global int atr_index
:local int index
index = atr_index
atr_index = atr_index + 1
gotoif(7, atr_index == 17)
execute("auto_tiler_recursive")
5: dig(index % 4, index / 4)
goto(5)
7: waituntil(atr_layer > 0)
8: newlayer()
atr_layer = atr_layer - 1
gotoif(8, atr_layer > 0)
goto(7)
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Factory
Craft chips
Dust tiering
Laboratory
Nature experiment
Electricity experiment
Museum
Auto-combine gems
More advanced scripts
These scripts should generally be considered game-changing in some way.
Contributing
The Perfect Tower II |
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Core Game | |
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Town | |
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Guides | |
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Events | |
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