// ==UserScript== // @name [Pokeclicker] Enhanced Auto Clicker // @namespace Pokeclicker Scripts // @author Ephenia (Original/Credit: Ivan Lay, Novie53, andrew951, Kaias26, kevingrillet) // @description Clicks through battles appropriately depending on the game state. Also, includes a toggle button to turn Auto Clicking on or off and various insightful statistics. Now also includes an automatic Gym battler as well as Auto Dungeon with different modes, as well as being able to adjust the speed at which the Auto CLicker can click at. // @copyright https://github.com/Ephenia // @license GPL-3.0 License // @version 2.8 // @homepageURL https://github.com/Ephenia/Pokeclicker-Scripts/ // @supportURL https://github.com/Ephenia/Pokeclicker-Scripts/issues // @match https://www.pokeclicker.com/ // @icon https://www.google.com/s2/favicons?domain=pokeclicker.com // @grant none // @run-at document-idle // @downloadURL none // ==/UserScript== var clickState; var awaitAutoClick; var autoClickerLoop; var autoClickDPS; var clickDPS; var reqDPS; var enemySpeedRaw; var enemySpeed; var allSelectedGym = 0; var gymState; var gymSelect; var dungeonState; var dungeonSelect; var foundBoss = false; var foundBossX; var foundBossY; var delayAutoClick; window.testDPS = 0; window.defeatDPS = 0; function initAutoClicker() { const battleView = document.getElementsByClassName('battle-view')[0]; var elemAC = document.createElement("table"); elemAC.innerHTML = `
Click Attack Delay: ${clickDelayFixed(1000 / delayAutoClick)}/s
` battleView.before(elemAC) document.getElementById('gym-select').value = gymSelect; document.getElementById('dungeon-select').value = dungeonSelect; document.getElementById('auto-click-start').addEventListener('click', () => { toggleAutoClick(); }); document.getElementById('auto-gym-start').addEventListener('click', event => { toggleAutoGym(event); }); document.getElementById('auto-dungeon-start').addEventListener('click', event => { toggleAutoDungeon(event); }); document.getElementById('gym-select').addEventListener('change', event => { changeSelectedGym(event); }); document.getElementById('dungeon-select').addEventListener('change', event => { changeSelectedDungeon(event); }); document.getElementById('auto-click-delay').addEventListener('change', event => { changeClickDelay(event); }); addGlobalStyle('#auto-click-info { display: flex;flex-direction: row;justify-content: center; }'); addGlobalStyle('#auto-click-info > div { width: 33.3%; }'); addGlobalStyle('#dungeonMap { padding-bottom: 9.513%; }'); addGlobalStyle('#click-delay-cont { display: flex; flex-direction: column; align-items: stretch;}') if (clickState) { autoClicker(); calcClickDPS(); } overideClickAttack(); } function toggleAutoClick() { const element = document.getElementById('auto-click-start'); clickState = !clickState; clickState ? autoClicker() : clearInterval(autoClickerLoop); clickState ? calcClickDPS() : clearInterval(autoClickDPS); if (clickState) { clickDPS = JSON.parse(localStorage.getItem('storedClickDPS')); } else { clickDPS = 0; reqDPS = 0; enemySpeedRaw = 0; } clickState ? element.classList.replace('btn-danger', 'btn-success') : element.classList.replace('btn-success', 'btn-danger'); element.innerHTML = `Auto Click [${clickState ? 'ON' : 'OFF'}]
Auto Click DPS:
${clickDPS.toLocaleString('en-US')}
Req. DPS:
0
Enemy/s:
0
` localStorage.setItem('autoClickState', clickState); } function toggleAutoGym(event) { const element = event.target; gymState = !gymState; gymState ? element.classList.replace('btn-danger', 'btn-success') : element.classList.replace('btn-success', 'btn-danger'); element.textContent = `Auto Gym [${gymState ? 'ON' : 'OFF'}]`; localStorage.setItem('autoGymState', gymState); } function toggleAutoDungeon(event) { const element = event.target; dungeonState = !dungeonState; dungeonState ? element.classList.replace('btn-danger', 'btn-success') : element.classList.replace('btn-success', 'btn-danger'); element.textContent = `Auto Dungeon [${dungeonState ? 'ON' : 'OFF'}]`; localStorage.setItem('autoDungeonState', dungeonState); } function changeSelectedGym(event) { const element = event.target; if (gymSelect != +element.value) { gymSelect = +element.value; localStorage.setItem("selectedGym", gymSelect); } } function changeSelectedDungeon(event) { const element = event.target; if (dungeonSelect != +element.value) { dungeonSelect = +element.value; localStorage.setItem("selectedDungeon", dungeonSelect); } } function getRandomInt(max) { return Math.floor(Math.random() * max); } function calcClickDPS() { autoClickDPS = setInterval(function () { const clickSec = window.testDPS; let enemyHealth; try { enemyHealth = Battle.enemyPokemon().maxHealth(); } catch (err) { enemyHealth = 0; } if (clickDPS != App.game.party.calculateClickAttack() * clickSec) { clickDPS = App.game.party.calculateClickAttack() * clickSec; document.getElementById('click-DPS').innerHTML = `Auto Click DPS:
${Math.floor(clickDPS).toLocaleString('en-US')}
` localStorage.setItem('storedClickDPS', clickDPS) } if (reqDPS != enemyHealth * clickSec) { reqDPS = enemyHealth * clickSec; document.getElementById('req-DPS').innerHTML = `Req. DPS:
${Math.ceil(reqDPS).toLocaleString('en-US')}
` } if (enemySpeedRaw != ((App.game.party.calculateClickAttack() * clickSec) / enemyHealth).toFixed(1)) { enemySpeed = ((App.game.party.calculateClickAttack() * clickSec) / enemyHealth); enemySpeedRaw = enemySpeed; if (isNaN(enemySpeedRaw) || enemySpeedRaw == 'Infinity' || Battle.catching()) { enemySpeed = 0; } if (enemySpeedRaw >= clickSec && enemySpeedRaw != 'Infinity' && !Battle.catching()) { enemySpeed = window.defeatDPS; } if (!Number.isInteger(enemySpeed) && enemySpeed != 0) { enemySpeed = enemySpeed.toFixed(1).toString().replace('.0', '') } document.getElementById('enemy-DPS').innerHTML = `Enemy/s:
${enemySpeed}
` } window.testDPS = 0; window.defeatDPS = 0; }, 1000); } function autoClicker() { autoClickerLoop = setInterval(function () { // Click while in a normal battle if (App.game.gameState == GameConstants.GameState.fighting) { Battle.clickAttack(); } //Auto Gym checking if (gymState) { autoGym(); } //Auto Dungeon checking if (dungeonState && DungeonRunner.fighting() == false && DungeonBattle.catching() == false) { autoDungeon(); } //Reset the values for the boss coordinates if we timeout or turn off autoDungeon if ((!dungeonState && foundBoss) || (dungeonState && DungeonRunner.dungeonFinished() && foundBoss)) { foundBoss = false bossCoords.length = 0 } // Click while in a gym battle if (App.game.gameState === GameConstants.GameState.gym) { GymBattle.clickAttack(); } // Click while in "Tomporary Battle" (battle ultra wormhole) if (App.game.gameState === GameConstants.GameState.temporaryBattle) { TemporaryBattleBattle.clickAttack(); } // Click while in a dungeon - will also interact with non-battle tiles (e.g. chests) if (App.game.gameState === GameConstants.GameState.dungeon) { if (DungeonRunner.fighting() && !DungeonBattle.catching()) { DungeonBattle.clickAttack(); } } }, delayAutoClick); // The app hard-caps click attacks at 50 } function changeClickDelay(event) { const delay = +event.target.value; delayAutoClick = delay; localStorage.setItem("delayAutoClick", delay); overideClickAttack(); if (clickState) { clearInterval(autoClickerLoop); autoClicker(); } let clickSec = (1000 / delayAutoClick); document.getElementById('auto-click-delay-info').innerText = `Click Attack Delay: ${clickDelayFixed(clickSec)}/s`; } function clickDelayFixed(int) { if (int != parseInt(int)) { int = int.toFixed(2) } return int; } function overideClickAttack() { // Overiding the game's function for Click Attack Battle.clickAttack = function () { // click attacks disabled and we already beat the starter if (App.game.challenges.list.disableClickAttack.active() && player.starter() != GameConstants.Starter.None) { return; } // TODO: figure out a better way of handling this // Limit click attack speed, Only allow 1 attack per 50ms (20 per second) const now = Date.now(); if (this.lastClickAttack > now - delayAutoClick) { return; } this.lastClickAttack = now; if (!this.enemyPokemon()?.isAlive()) { return; } GameHelper.incrementObservable(App.game.statistics.clickAttacks); this.enemyPokemon().damage(App.game.party.calculateClickAttack(true)); window.testDPS++; if (!this.enemyPokemon().isAlive()) { this.defeatPokemon(); window.defeatDPS++; } } } function autoGym() { //Checking if Gyms exist here and grabbing them const getGyms = player.town().content.filter((c) => ['Gym'].includes(c.constructor.name)); if (getGyms.length != 0) { const townName = player.town().name; if (!MapHelper.isTownCurrentLocation(townName)) { MapHelper.moveToTown(townName) } /*Don't think this can ever happen if (player.region != player.town().region) { player.region = player.town().region }*/ if (App.game.gameState != GameConstants.GameState.gym) { //Checking if Champion exists here and grabbing them const getChamp = player.town().content.filter((c) => ['Champion'].includes(c.constructor.name)); const gymChampLen = (getGyms.length + getChamp.length) - 1; //Checking if Champion is unlocked let champUnlocked; try { champUnlocked = getChamp[0].isUnlocked() } catch (err) { champUnlocked = false }; //If "All" is selected we attempt to fight and loop through all Gyms, including the Champion if available and unlocked if (gymSelect === 5) { //Reset if exceeded if (allSelectedGym === 5 || allSelectedGym > gymChampLen) { allSelectedGym = 0; } if (champUnlocked && allSelectedGym === gymChampLen) { //We fight the Champion if Champion exists and is unlocked GymRunner.startGym(getChamp[0]); } else if (getGyms[allSelectedGym].isUnlocked()) { //We fight Gyms instead if they're unlocked GymRunner.startGym(getGyms[allSelectedGym]); } allSelectedGym++; } else { //Making sure we don't fight Gyms that don't exist and fight the lowest if we pick higher const selGym = Math.min(gymSelect, gymChampLen); //#5 is purely for the Champion and typically E4 where there's 5 total //Whatever value is selected, if it's above the # of gyms, we fight a champion if available if (gymSelect >= gymChampLen && champUnlocked) { GymRunner.startGym(getChamp[0]); } else if (getGyms[selGym].isUnlocked()) { //Fighting the selected Gym here GymRunner.startGym(getGyms[selGym]) } } } } } var bossCoords = [] function autoDungeon() { //Rewrite if (player.town().hasOwnProperty("dungeon") == true && player.town().dungeon !== undefined) { var getTokens = App.game.wallet.currencies[GameConstants.Currency.dungeonToken](); var dungeonCost = player.town().dungeon.tokenCost; const townName = player.town().name; if (!MapHelper.isTownCurrentLocation(townName)) { MapHelper.moveToTown(townName) } //Don't think this condition is ever possible /*if (player.region != player.town().region) { player.region = player.town().region }*/ if (getTokens >= dungeonCost && App.game.gameState != GameConstants.GameState.dungeon) { DungeonRunner.initializeDungeon(player.town().dungeon) } if (App.game.gameState === GameConstants.GameState.dungeon) { var dungeonBoard = DungeonRunner.map.board()[DungeonRunner.map.playerPosition().floor]; //The boss can be found at any time if (foundBoss == false) { bossCoords = scan(dungeonBoard) } //Wander around until we can move to the boss tile //Pathfinding should be implemented here, A* looks like the best algorithm else if (foundBoss == true && dungeonSelect == 1) { wander(dungeonBoard, bossCoords) } else if (dungeonSelect == 0) { fullClear(dungeonBoard, bossCoords) } } } } function scan(dungeonBoard) { /*var bossCoords = [] var playerCoords = []*/ for (var i = 0; i < dungeonBoard.length; i++) { for (var j = 0; j < dungeonBoard[i].length; j++) { if (dungeonBoard[i][j].type() == GameConstants.DungeonTile.boss || dungeonBoard[i][j].type() == GameConstants.DungeonTile.ladder) { foundBoss = true return [i, j] } //Required for pathfinding, if ever implemented /*if (dungeonBoard[i][j].hasPlayer == true){ playerCoords = [i, j] }*/ } } } function wander(dungeonBoard, bossCoords) { var moves = [] //Attempt to move to the boss if the coordinates are within movable range DungeonRunner.map.moveToCoordinates(bossCoords[1], bossCoords[0]) if (DungeonRunner.map.currentTile().type() == GameConstants.DungeonTile.boss) { foundBoss = false bossCoords.length = 0 DungeonRunner.startBossFight() } if (DungeonRunner.map.currentTile().type() == GameConstants.DungeonTile.ladder) { foundBoss = false bossCoords.length = 0 DungeonRunner.nextFloor() } //Iterates through the board and compiles all possible moves for (var i = 0; i < dungeonBoard.length; i++) { for (var j = 0; j < dungeonBoard[i].length; j++) { //The entrance doesn't count as visited on first entering a dungeon so this OR is required if (dungeonBoard[i][j].isVisited == true || dungeonBoard[i][j].type() == GameConstants.DungeonTile.entrance) { //This is required because if the column doesn't exist it throws an attribute of undefined error if (dungeonBoard[i + 1] != undefined) { if (dungeonBoard[i + 1][j] != undefined) { if (dungeonBoard[i + 1][j].isVisited == false) moves.push([i + 1, j]) } } if (dungeonBoard[i - 1] != undefined) { if (dungeonBoard[i - 1][j] != undefined) { if (dungeonBoard[i - 1][j].isVisited == false) moves.push([i - 1, j]) } } if (dungeonBoard[i][j + 1] != undefined) { if (dungeonBoard[i][j + 1].isVisited == false) moves.push([i, j + 1]) } if (dungeonBoard[i][j - 1] != undefined) { if (dungeonBoard[i][j - 1].isVisited == false) moves.push([i, j - 1]) } } } } //Select a random move from compiled list of possible ones var moveTo = moves[getRandomInt(moves.length)] //Coordinates saved in couples of [y, x] so we swap them when we want to move DungeonRunner.map.moveToCoordinates(moveTo[1], moveTo[0]) //Reset moves array moves.length = 0 } function fullClear(dungeonBoard, bossCoords) { //Get number of invisible tiles, if 0 we have the map const invisTile = document.getElementById('dungeonMap').querySelectorAll('.tile-invisible').length; //Chests const getChests = document.getElementById('dungeonMap').querySelectorAll('.tile-chest').length; //Enemies const getEnemy = document.getElementById('dungeonMap').querySelectorAll('.tile-enemy').length; for (var i = 0; i < dungeonBoard.length; i++) { for (var j = 0; j < dungeonBoard[i].length; j++) { //Basically just attempts to move to all tiles that aren't cleared if (dungeonBoard[i][j].isVisited == false) { DungeonRunner.map.moveToCoordinates(j, i); } if (DungeonRunner.map.currentTile().type() == GameConstants.DungeonTile.chest) { DungeonRunner.openChest(); } } } //If we cleared the entire floor, move to the boss room and start the fight if (invisTile == 0 && getChests == 0 && getEnemy == 0 && foundBoss == true) { DungeonRunner.map.moveToCoordinates(bossCoords[1], bossCoords[0]); foundBoss = false; bossCoords.length = 0; if (DungeonRunner.map.currentTile().type() == GameConstants.DungeonTile.boss) { DungeonRunner.startBossFight(); } else if (DungeonRunner.map.currentTile().type() == GameConstants.DungeonTile.ladder) { DungeonRunner.nextFloor(); } } } if (!validParse(localStorage.getItem('autoClickState'))) { localStorage.setItem("autoClickState", false); } if (!validParse(localStorage.getItem('storedClickDPS'))) { localStorage.setItem("storedClickDPS", 0); } if (!validParse(localStorage.getItem('autoGymState'))) { localStorage.setItem("autoGymState", false); } if (!validParse(localStorage.getItem('selectedGym'))) { localStorage.setItem("selectedGym", 0); } if (!validParse(localStorage.getItem('autoDungeonState'))) { localStorage.setItem("autoDungeonState", false); } if (!validParse(localStorage.getItem('selectedDungeon'))) { localStorage.setItem("selectedDungeon", 0); } if (!validParse(localStorage.getItem('delayAutoClick'))) { localStorage.setItem("delayAutoClick", 50); } clickState = JSON.parse(localStorage.getItem('autoClickState')); gymState = JSON.parse(localStorage.getItem('autoGymState')); gymSelect = JSON.parse(localStorage.getItem('selectedGym')); try { dungeonState = JSON.parse(localStorage.getItem('autoDungeonState')); } catch (error) { dungeonState = false localStorage.setItem("autoDungeonState", false); } dungeonSelect = JSON.parse(localStorage.getItem('selectedDungeon')); delayAutoClick = JSON.parse(localStorage.getItem('delayAutoClick')); clickDPS = clickState ? JSON.parse(localStorage.getItem('storedClickDPS')) : 0; function loadScript() { var oldInit = Preload.hideSplashScreen Preload.hideSplashScreen = function () { var result = oldInit.apply(this, arguments) initAutoClicker() return result } } var scriptName = 'enhancedautoclicker' if (document.getElementById('scriptHandler') != undefined) { var scriptElement = document.createElement('div') scriptElement.id = scriptName document.getElementById('scriptHandler').appendChild(scriptElement) if (localStorage.getItem(scriptName) != null) { if (localStorage.getItem(scriptName) == 'true') { loadScript() } } else { localStorage.setItem(scriptName, 'true') loadScript() } } else { loadScript(); } function validParse(key) { try { if (key === null) { throw new Error; } JSON.parse(key); return true; } catch (e) { return false; } } function addGlobalStyle(css) { var head, style; head = document.getElementsByTagName('head')[0]; if (!head) { return; } style = document.createElement('style'); style.type = 'text/css'; style.innerHTML = css; head.appendChild(style); }