Многие наверное уже заметили что steam выкатил распродажу и карточки к ней получить которые играя в эту поеботу. Данный скрипт позволяет набивать вам очки и проходить уровни не чего не делая. Заходите в игру открываете консоль F12 -console. и вписываете туда CEnemyManager.prototype.BuildEnemy = function(){}; жмете ENTER 2 скрипт позволяет играть без cooldown'a на оружия(то есть вы можете тупо бафать эффекты заморозки, бомб и тд без остановки) так же открываете консоль F12-console вводите туда скрипт и жмете ENTER CCooldownHandler.prototype.BAttack = function() { return true; } 3 скрипт бесконечный обуз карточек доработанный (function() { if (typeof unsafeWindow !== "undefined") unsafeWindow.requestAnimationFrame = c => { setTimeout(c, 1000 / 60); }; // Game broke reload and try again GameLoadError = function() { clearInterval(intervalFunc); setTimeout(function() { if (typeof unsafeWindow !== "undefined") unsafeWindow.location.reload(); else window.location.reload(); }, 750); } CEnemy.prototype.Walk = function(){this.Die(true);}; var m_SalienInfoBox = {}; var joiningZone = false; var joiningPlanet = false; var gameCheck = function(){ if (!gGame || !gGame.m_State) return; if (gGame.m_State instanceof CBootState && gGame.m_State.button) { startGame(); return; } if (gGame.m_State instanceof CPlanetSelectionState && gGame.m_State.m_rgPlanets) { // Go to uncaptured zone with the higheset difficulty var uncapturedPlanets = gGame.m_State.m_rgPlanets .filter(function(p){ return p.state && !p.state.captured }) .sort(function(p1, p2){return p2.state.difficulty - p1.state.difficulty}); if (uncapturedPlanets.length == 0) { console.log("ALL PLANETS ARE DONE. GG."); return; } joinPlanet(uncapturedPlanets[0].id); return; } if (gGame.m_State.m_VictoryScreen || gGame.m_State.m_LevelUpScreen) { gGame.ChangeState( new CBattleSelectionState( gGame.m_State.m_PlanetData.id ) ); console.log('round done'); return; } if (gGame.m_State.m_ScoreIncrements && gGame.m_State.m_ScoreIncrements != 0 && gGame.m_State.m_rtBattleStart && gGame.m_State.m_rtBattleEnd) { var ptPerSec = (gGame.m_State.m_rtBattleEnd - gGame.m_State.m_rtBattleStart) / 1000; gGame.m_State.m_Score = gGame.m_State.m_ScoreIncrements * ptPerSec; gGame.m_State.m_ScoreIncrements = 0; } if (gGame.m_State.m_EnemyManager) { if (joiningZone && gGame.m_State instanceof CBattleState) { if (m_SalienInfoBox && m_SalienInfoBox.destroy) m_SalienInfoBox.destroy(); m_SalienInfoBox = new CSalienInfoBox(); m_SalienInfoBox.x = gApp.screen.width - m_SalienInfoBox.width - 12; m_SalienInfoBox.y = k_ScreenHeight - 72; gApp.stage.addChild(m_SalienInfoBox); } joiningZone = false; return; } if (gGame.m_State.m_PlanetData && gGame.m_State.m_PlanetData.zones) { joiningPlanet = false; // Go to boss in uncaptured zone if there is one var bossZone = gGame.m_State.m_PlanetData.zones .find(function(z){ return !z.captured && z.boss }); if (bossZone && bossZone.zone_position) { console.log('Boss battle at zone:', bossZone.zone_position); joinZone(bossZone.zone_position); return; } // Go to uncaptured zone with the higheset difficulty var uncapturedZones = gGame.m_State.m_PlanetData.zones .filter(function(z){ return !z.captured }) .sort(function(z1, z2){return z2.difficulty - z1.difficulty}); if (uncapturedZones.length == 0 && gGame.m_State.m_PlanetData) { console.log("Planet is completely captured."); leavePlanet(gGame.m_State.m_PlanetData.id); return; } joinZone(uncapturedZones[0].zone_position); return; } }; var intervalFunc = setInterval(gameCheck, 200); var joinZone = function(zoneId) { if (joiningZone) return; console.log('Joining zone:', zoneId); joiningZone = true; clearInterval(intervalFunc); gServer.JoinZone( zoneId, function ( results ) { gGame.ChangeState( new CBattleState( gGame.m_State.m_PlanetData, zoneId ) ); }, GameLoadError ); setTimeout(function() { intervalFunc = setInterval(gameCheck, 200); }, 10000); }; var joinPlanet = function(planetId) { if (joiningPlanet) return; console.log('Joining planet:', planetId); joiningPlanet = true; clearInterval(intervalFunc); gServer.JoinPlanet( planetId, function ( response ) { gGame.ChangeState( new CBattleSelectionState( planetId ) ); }, function ( response ) { ShowAlertDialog( 'Join Planet Error', 'Failed to join planet. Please reload your game or try again shortly.' ); } ); setTimeout(function() { intervalFunc = setInterval(gameCheck, 200); }, 10000); }; var leavePlanet = function(planetDataId) { if (joiningPlanet) return; console.log('Leaving planet:', planetDataId); joiningPlanet = true; clearInterval(intervalFunc); gServer.LeaveGameInstance( planetDataId, function() { gGame.ChangeState( new CPlanetSelectionState() ); } ); setTimeout(function() { intervalFunc = setInterval(gameCheck, 200); }, 10000); }; var startGame = function() { console.log('Pressing Play in 2 seconds'); clearInterval(intervalFunc); // wait 2 seconds for game to load // TODO: find a way to do this programmatically setTimeout(function() { // button gone? if (!gGame.m_State.button) { console.log('"PLAY" button is gone.. retrying...'); startGame(); return; } gGame.m_State.button.click(); setTimeout(function() { intervalFunc = setInterval(gameCheck, 200); }, 5000); }, 2000); }; })(); FAQ: А Меня не забанят? -Скорее всего нет, так как эти скрипты в паблике и всех они банить не будут