Sect.

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grohl

Platinum Member
Jun 27, 2004
2,849
0
76
me. Got sects back up to near 335 or so, total offense about 42k, income/spending about 350k.
 

grohl

Platinum Member
Jun 27, 2004
2,849
0
76
Offense now almost 50k, level 134. Almost maxxed out offensive eq, dont want to incur income, what to do with all this money?
 

Kelemvor

Lifer
May 23, 2002
16,930
7
81
I bring in $500,000/hr right now. Just bought 10 air processing plants. I should really look into getting the best equipment regardless of the upkeep since I can afford it.

Lvl 122, 33k offense, 8k defense. I really need to start adding sectants. I never get around to that.
 

Ika

Lifer
Mar 22, 2006
14,267
3
81
Is anyone else using the greasemonkey script finding that it doesn't auto-stash when you refresh the page anymore? My desktop lost internet for the day and I can't confirm it, but the script doesnt seem to be working anymore. Anyone care to code a replacement?

If not, I'll probably quit the game with my 8m+ income per hour. This game has gotten less and less interesting, and I've found that all I really care about nowadays is my stats - deaths, ratio, income, etc... it's getting pretty lame.
 

zerocool84

Lifer
Nov 11, 2004
36,041
472
126
I'm lvl 83 but it's just boring. Really nothing to do or to interact with other people. Just do missions and fight other people.
 

grohl

Platinum Member
Jun 27, 2004
2,849
0
76
Why do I keep playing? Mindless...but attack currently at 106k, defense 39k. I just hit level 165 and spent about 500M on new equipment including a portal 10 pack. My upkeep is 2.3M. Guess I'm in it until level 200, then we'll see.
 

Kelemvor

Lifer
May 23, 2002
16,930
7
81
I just go for cash and trying to get kills to donate. If you're purple and in my range, sorry but I will kill you all day long.

Savings up for 360 mil to buy 10 more portals...
 

Ika

Lifer
Mar 22, 2006
14,267
3
81
Your overall income: +22,642,870

And you'll never get to touch it unless you hit me in the 30 second time period between when my income comes and Firefox refreshes the page

I'm currently making around 800m a day with income + attacks, depending on how active I am. Catch me if you can!

EDIT: I'm currently level 174. I switched over to Landlord about 10 or 15 levels ago (around when I decided to start boosting my overall income) and saw my stash go up ENORMOUSLY fast from then on. For reference, at level 152, I had income 4.8m. Level 160, 7.7m. 164, 10m. Level 167 (Landlord now), 11.7m. level 171, 16.6m. level 174, 20m. It was so fast...

However, I did slow down to leveling about once every two days now due to lack of stamina and phys regeneration. But the money is totally worth it... until I decide that this game is not worth my time and quit forever, after respeccing to all defense and letting people hack away at who knows how many millions.
 
Last edited:

Kelemvor

Lifer
May 23, 2002
16,930
7
81
Your overall income: +22,642,870

And you'll never get to touch it unless you hit me in the 30 second time period between when my income comes and Firefox refreshes the page

I'm currently making around 800m a day with income + attacks, depending on how active I am. Catch me if you can!

What script do you use? I tried one but it never worked right. Would love one since I always forget to go check it.
 
Feb 19, 2001
20,158
20
81
so should i bank or should i spend on weapons/armor/upgrades? right now im shooting for maximum income so keeping minimal upkeep.

i'm not at portals yet but i've done air processing plants. i think i'm at 20 or 30 of them.

Buy in groups of 10!!! always!!!
 
Feb 19, 2001
20,158
20
81
so should i bank or should i spend on weapons/armor/upgrades? right now im shooting for maximum income so keeping minimal upkeep.

i'm not at portals yet but i've done air processing plants. i think i'm at 20 or 30 of them.

Buy in groups of 10!!! always!!!
 

Kelemvor

Lifer
May 23, 2002
16,930
7
81
I win most of my fights so I don't buy much. Then I go through and weed out every once in a while. Just make sure you have equipment for all of your sectant people.

I also have a spreadsheet that takes the total cost of the building and divides it with the return to figure out which building give syou the most payback. Then buy in stacks of 10 always as well.
 

Ika

Lifer
Mar 22, 2006
14,267
3
81
What script do you use? I tried one but it never worked right. Would love one since I always forget to go check it.

I'm using the script that was posted in this thread a few pages back. It used to heal+stash every refresh, but then Sect released an update that somehow broke some of the functionality (most importantly it broke the heal function), but the stash still works. I just set Firefox to auto-refresh two pages (in case one stops, because it's happened before) and it automatically stashes my money. I think without this script, I wouldn't be playing this game anymore.
 

Ika

Lifer
Mar 22, 2006
14,267
3
81
Try this.

Code:
// ==UserScript==
// @name           Sect Misc
// @namespace      http://userscripts.org/users/splurov/
// @include        http://*sect.com/*
// ==/UserScript==

(function(){

var $ = unsafeWindow.$;
if (! $) {
	return;
}

GM_addStyle('\
/* Exp Info, Stash Info */\
.tx6, .tx2 {font-size: 11px;}\
\
/* Fights Players */\
.stats2 {display: none;}\
.ten {font-size: 11px;}\
	.ten tr {cursor: pointer;}\
		.ten td {padding: 3px 0 !important;}\
			.ten a {text-decoration: none !important;}\
				.ten a strong {font-weight: normal;}\
		.ten tr:hover td {background: url("http://sect.com/img/ten_green.png");}\
		.ten .t3, .ten .t5 {font-size: 13px;}\
		.ten .t1 span {font-size: 13px; font-weight: bold; color: #efeb77;}\
		.ten .t6 {font-size: 13px; font-weight: bold; color: #fc3; text-align: right; padding-right: 10px !important;}\
		.ten td:last-child {text-align: right;}\
.attackAll {text-align: right; border: 1px solid #191007; background: #000; padding: 3px 11px; float: right; margin: 5px 0 0;}\
\
/* Fights Gods */\
.inf100 {height: auto !important; padding: 10px 0 !important;}\
.block13 {height: auto !important;}\
	.block13 img {display: none;}\
	.block13 .tx14 {display: none;}\
\
/* Buildings and Market */\
.ten3 td {padding: 8px 0 0 !important;}\
.ten3 .s7 img {display: none;}\
.ten3 p {padding: 0 !important;}\
.ten3 select {margin: 0 0 10px !important;}\
.ten3 .buy {margin: 0 0 6px !important;}\
');

var $healId = GM_getValue('sect_heal_id');
if (! $healId) {
	var httpRequest = new XMLHttpRequest();
	httpRequest.onreadystatechange = function() {
		if (httpRequest.readyState == 4) {
			if (httpRequest.status == 200) {
				$healId = httpRequest.responseText.match(/HPT_setAction\('([\da-f]+)'/)[1];
				GM_setValue('sect_heal_id', $healId);
			}
		}
	};
	httpRequest.open('GET', 'http://sect.com/hospital/', true);
	httpRequest.send('');
}

var $hideId = GM_getValue('sect_hide_id');
if (! $hideId) {
	var httpRequest = new XMLHttpRequest();
	httpRequest.onreadystatechange = function() {
		if (httpRequest.readyState == 4) {
			if (httpRequest.status == 200) {
				$hideId = httpRequest.responseText.match(/STH_setAction\('([\da-f]+)'/)[1];
				GM_setValue('sect_hide_id', $hideId);
			}
		}
	};
	httpRequest.open('GET', 'http://sect.com/stash/', true);
	httpRequest.send('');
}

var $isAuto = GM_getValue('sect_is_auto'),
		$isAutoAttack = GM_getValue('sect_is_auto_attack'),
		Game = unsafeWindow.Game,
		game = unsafeWindow.game,
		$url = unsafeWindow.location.toString();

/* Resources Manager */
var rm = {
	getCoins: function () {
		return parseInt($('#chr_con').text().replace(/,/g, ''));
	},
	getHealth: function () {
		return parseInt($('#chr_prp_health_val_cur').text());
	},
	getMaxHealth: function () {
		return parseInt(game.char.prp_health);
	},
	getPhy: function () {
		return parseInt($('#chr_prp_physical_val_cur').text());
	},
	getPsy: function () {
		return parseInt($('#chr_prp_psychical_val_cur').text());
	},
	getRatio: function() {
		return parseFloat(game.char.prp_fights_won / game.char.prp_fights_lost);
	},
	getExp: function() {
		return parseInt($('#chr_exp').text().replace(/,/g, ''));
	},
	getExpLevel: function() {
		return parseInt($('#chr_exp_lm').text().replace(/,/g, ''));
	},
	getStash: function() {
		return parseInt(game.char.prp_stash);
	},
	getHideTax: function() {
		return (game.char.specialization_id == '3') ? 0.95 : 0.85;
	},
	getStamina: function() {
		return parseInt($('#chr_prp_stamina_val_cur').text());
	},
	doHeal: function() {
		Game.HPT_setAction($healId, 'heal');
	},
	doHide: function(number) {
		if (! $('#hide_coins').length) {
			$(document.body).append('<input type="hidden" id="hide_coins" />');
		}
		$('#hide_coins').val(number);
		Game.STH_setAction($hideId, 'hide');
		rm.setStash(rm.getStash() + parseInt(number * rm.getHideTax()));
	},
	doRetrieve: function(number, callback) {
		if (! $('#retrieve_coins').length) {
			$(document.body).append('<input type="hidden" id="retrieve_coins" />');
		}
		if (number <= rm.getStash()) {
			$('#retrieve_coins').val(number);
			Game.STH_setAction($hideId, 'retrieve');
			rm.setStash(rm.getStash() - number);
			if (callback) {
				var retrieveIntervalAttempts = 0;
						retrieveInterval = setInterval(function(){
					if (rm.getCoins() >= number) {
						clearInterval(retrieveInterval);
						callback();
					}
					else if (retrieveIntervalAttempts > 20) {
						clearInterval(retrieveIntervalAttempts);
					}
					retrieveIntervalAttempts++;
				}, 500);
			}
		}
	},
	doHealHide: function() {
		var coins = rm.getCoins(),
				health = rm.getHealth(),
				healthMax = rm.getMaxHealth();
		if (health < healthMax) {
			var healPrice = (healthMax - health) * 2;
			if (coins < healPrice) {
				rm.doRetrieve(healPrice - coins);
				var healIntervalAttempts = 0,
						healInterval = setInterval(function(){
					if (rm.getCoins() >= coins) {
						clearInterval(healInterval);
						rm.doHeal();
					}
					else if (healIntervalAttempts > 20) {
						clearInterval(healInterval);
					}
					healIntervalAttempts++;
				}, 500);
			}
			else {
				rm.doHeal();
				rm.doHide(coins - healPrice);
			}
		}
		else if (coins >= 1) {
			rm.doHide(coins);
		}
	},
	setStash: function(number) {
		game.char.prp_stash = number;
		$('#coinsStashNumber').text($.number_format(number, Game.nf_params));
	},
}

/* Menu Items & Info Blocks */
if ($('.menu').length) {
	/* Remove Home & Stash Links */
	$('.menu .last, .menu a:first-child').remove();

	/* Add Auto Link */
	var isAutoLink = document.createElement('a');
	isAutoLink.appendChild(document.createTextNode(($isAuto ? 'Off' : 'On') + ' Auto'));
	isAutoLink.setAttribute('href', 'http://sect.com/fight/');
	isAutoLink.addEventListener('click', function(){
		GM_setValue('sect_is_auto', ! $isAuto);
	}, false);
	$('.menu').append(isAutoLink);

	if ($isAuto) {
		var isAutoAttackLink = document.createElement('a');
		isAutoAttackLink.appendChild(document.createTextNode(($isAutoAttack ? 'Off' : 'On') + ' Attack'));
		isAutoAttackLink.setAttribute('href', 'http://sect.com/fight/');
		isAutoAttackLink.addEventListener('click', function(){
			GM_setValue('sect_is_auto_attack', ! $isAutoAttack);
		}, false);
		$('.menu').append(isAutoAttackLink);
	}

	/* Add Heal & Hide Link */
	$('.menu').append(
		$(document.createElement('a'))
		.text('Heal & Hide')
		.attr('href', '#')
		.addClass('last')
		.click(function(e){
			rm.doHealHide();
			e.preventDefault();
		})
	);

	/* Replace Missions Link */
	var missionId = GM_getValue('missionId');
	if (missionId) {
		$('.menu a:eq(1)').attr({'href': '/missions/' + missionId});
	}

	/* Exp to Next Level */
	$('#chr_exp_lm').after('(<strong id="chr_exp_delta">' + (rm.getExpLevel() - rm.getExp()) + '</strong>)');
	setInterval(function(){
		$('#chr_exp_delta').text(rm.getExpLevel() - rm.getExp());
	}, 2000);

	/* Ratio */
	var sectantsBlock = $('.tx5');
	sectantsBlock.html(sectantsBlock.html().replace(/Sectants:/, rm.getRatio().toFixed(2) + ' &nbsp;|&nbsp; '));

	/* Stash */
	$('#chr_con').after(' / <span id="coinsStashNumber"></span>');
	rm.setStash(rm.getStash());
}

/* Missions Checker */
if ($url.indexOf('missions') != -1) {
	var mc = {
		phy: rm.getPhy(),
		psy: rm.getPsy(),
		isLaunched: false,
		run: function () {
			$('.stats4 tr').each(function(){
				var td = $('td:eq(1)', this),
						q = $('td:eq(0) p:eq(2)', this).text(),
						qDelim = q.indexOf('/');
				if (
					mc.phy >= mc.get('phy', td)
					&& mc.psy >= mc.get('psy', td)
				) {
					if (parseInt(q.slice(0, qDelim)) != parseInt(q.slice(qDelim + 1, q.length))) {
						$(this).css({background: 'url("http://sect.com/img/ten_red.png")'});
					}
					else {
						$(this).css({background: 'url("http://sect.com/img/ten_green.png")'});
					}
				}
				else {
					$(this).css({background: 'none'});
				}
				if (! mc.isLaunched) {
					$('td:eq(5) img:eq(0)', this).click(function(){
						mc.redraw($(this).parent().parent().parent().children('td:eq(1)'));
					});
				}
			});
			if (! mc.isLaunched) {
				$('.msn_suc .doitagain a').live('click', function(){
					mc.redraw($(this).parent().parent().children('.res_spent'));
				});
				mc.isLaunched = true;
			}
		},
		redraw: function(element) {
			var phy = mc.get('phy', element),
					psy = mc.get('psy', element);
			if (phy <= mc.phy && psy <= mc.psy) {
				mc.phy -= phy;
				mc.psy -= psy;
				mc.run();
			}
		},
		get: function (what, where) {
			var value = $('p span:contains(' + what + ')', where).prev().text();
			if (value) {
				return parseInt(value);
			}
			return 0;
		}
	};
	mc.run();

	/* Save Missions URL */
	var missionId = $url.match(/missions\/(.+)$/);
	if (missionId) {
		GM_setValue('missionId', missionId[1]);
	}
}

/* Storage Manager */
var sm = {
	source: unsafeWindow.localStorage,
	keys: {
		isEnemy: 0,
		id: 1,
		hash: 2,
		defence: 3,
		time: 4,
	},
	get: function(name, what) {
		var user = sm.source[name].split('|');
		if (! what) {
			return user;
		}
		return user[sm.keys[what]];
	},
	set: function(name, what, value) {
		var user = sm.get(name);
		user[sm.keys[what]] = value;
		sm.source[name] = user.join('|');
	},
	setAll: function(name, isEnemy, id, hash, defence, time) {
		sm.source[name] = [isEnemy, id, hash, defence, time].join('|');
	},
}

doAttack = function(tr) {
	Game.FTH_setAttack($(tr).attr('userId'), $(tr).attr('fightId'));
	$('td', tr).css('textDecoration', 'line-through');
	if (sm.source) {
		var userIntervalAttempts = 0,
				userInterval = setInterval(function(){
			var fightWindow = $('div.msg_fight:eq(0) div.fight_power div.in span.g');
			if (fightWindow.length) {
				clearInterval(userInterval);
				var userName = $('div.msg_fight:eq(0) div.name b a').text();
				var userDefence = parseInt(fightWindow.text().replace(/,/g, ''));
				sm.set(userName, 'defence', userDefence)
				sm.set(userName, 'time', (new Date()).getTime());
			}
			else if (userIntervalAttempts > 10) {
				clearInterval(userInterval);
			}
			userIntervalAttempts++;
		}, 500);
	}
}

doAttackAll = function(minStamina) {
	if (rm.getStamina() < minStamina) {
		return;
	}
	var currentDelta = 1000;
	$('.ten .own').each(function(){
		setTimeout('if (parseInt(document.getElementById("chr_prp_stamina_val_cur").textContent) > 0) {Game.FTH_setAttack(' + $(this).attr('userId') + ', "' + $(this).attr('fightId') + '");}', currentDelta);
		currentDelta += 2000;
		setTimeout(rm.doHealHide, currentDelta + 1000);
	});
}

sortFighters = function(a, b) {
	var first = parseInt($(a).attr('userDefence')),
			second = parseInt($(b).attr('userDefence'));
	if (first < second) {
		return -1;
	}
	if (second < first) {
		return 1;
	}
	return 0;
}

/* Fights Helper */
if ($url.indexOf('fight') != -1) {
	$('.ten tr').each(function(){
		$('td:eq(0) p:eq(0)', this).prepend('<span>' + parseFloat($('td:eq(0) span:eq(0)', this).text().replace(/[^\d.]+/, '')).toFixed(1) + ' </span>');
		$('td:eq(0) p.knopa', this).remove();

		var code = $('td:eq(5)', this).html().match(/(\d+), '([\da-f]{32})/),
				name = $('td:eq(1) a strong', this).text(),
				defence = 0;
		if (sm.source) {
			var name = $('td:eq(1)', this).text(),
					time = (new Date()).getTime();
			if (! sm.source[name] || sm.source[name].indexOf('|') == -1) {
				sm.setAll(name, 0, code[1], code[2], defence, time);
			}
			else {
				defence = sm.get(name, 'defence');
				sm.set(name, 'time', time);
			}
			$('td:eq(5)', this).text($.number_format(defence, Game.nf_params));
		}
		$(this)
			.attr({'userId': code[1], 'fightId': code[2], 'userDefence': defence, 'userName': name})
			.removeClass('one')
			.click(function(e){
				doAttack(this);
				e.preventDefault();
			})
		;
		if (sm.source) {
			var td = $(document.createElement('td'));
			if (sm.get(name, 'isEnemy') == '0') {
				td.append(
					$(document.createElement('a'))
					.attr({href: '#'}).text('[+]').click(function(e){
						var userName = $(this).parent().parent().attr('userName');
						sm.set(userName, 'isEnemy', '1');
						$(this).remove();
						e.preventDefault();
						e.stopPropagation();
					})
				);
			}
			$(this).append(td);
		}
	});
	var rows = $('.ten').find('tbody > tr').get();
	rows.sort(sortFighters);
	$(rows[0]).addClass('one');
	$.each(rows, function(index, row) {
		$('.ten tbody').append(row);
	});
	if (sm.source) {
		for (var name in sm.source) {
			var u = sm.source[name].split('|');
			if (u[0] == '1') {
				var remove = $(document.createElement('a'))
					.attr({href: '#'})
					.html('[&minus;]')
					.click(function(e){
						var tr = $(this).parent().parent();
						var userName = tr.attr('userName');
						sm.set(userName, 'isEnemy', '0');
						tr.remove();
						e.preventDefault();
						e.stopPropagation();
					});
				var tr = $(document.createElement('tr'))
					.attr({'userId': u[1], 'fightId': u[2], 'userName': name, 'class': 'own', 'userDefence': u[3]})
					.click(function(e){
						doAttack(this);
						e.preventDefault();
					});
				for (var i = 0; i <= 6; i++) {
					var td = $(document.createElement('td'));
					if (i == 1) {
						td.text(name).addClass('t2');
					}
					else if (i == 2) {
						var now = (new Date()).getTime();
						var delta = (now - u[4]) / 1000;
						var minutes = parseInt(delta / 60);
						var seconds = parseInt(delta % 60);
						td.attr({'colspan': 3}).text('Visible: ' + minutes + ' m ' + seconds + ' s ago');
						i += 2;
					}
					else if (i == 5) {
						td.text($.number_format(u[3], Game.nf_params))
							.addClass('t6')
							.css({'fontWeight': 'normal', 'color': '#8B611D'});
					}
					else if (i == 6) {
						td.append(remove);
					}
					tr.append(td);
				}
				$('.ten tbody').append(tr);
			}
		}

		var rows = $('.ten').find('tbody > tr.own').get();
		rows.sort(sortFighters);
		$.each(rows, function(index, row) {
			$('.ten tbody').append(row);
		});

		$('.ten').after(
			$(document.createElement('div'))
			.addClass('attackAll')
			.append(
				$(document.createElement('a'))
				.attr({'href': '#'}).text('Attack All').click(function(e){
					doAttackAll(1);
					e.preventDefault();
				})
			)
		);
	}
}

/* Buildings Helper */
if ($url.indexOf('buildings') != -1) {
	var foundations = {};
	$('.stats6:eq(0) tr').each(function(){
		foundations[$('td.s2 strong', this).text()] = parseInt($('td.s4 #building_price', this).text().replace(/,/g, ''));
	});
	$('.stats6 tr').each(function(){
		var reqText = $('td.s2 span.green3 strong', this).text(),
				req = 0;
		if (reqText) {
			req = foundations[reqText];
		}
		var price = parseInt($('td.s4 #building_price', this).text().replace(/,/g, ''));
		$('td:eq(2)', this).append('<p>' + ((price + req) / $('td.s3 span.green2', this).text().replace(/[^\d]+/g, '')).toFixed(2) + '</p>');
		$('td.s4 #building_price', this).replaceWith(
			$(document.createElement('a'))
			.attr({'href': '#', 'price': price}).text($.number_format(price, Game.nf_params)).click(function(e){
				var nextTd = $(this).parent().parent().parent().parent().next();
				var buildData = nextTd.next().html().match(/Game\.BLD_setAction\((\d+), '([\da-f]+)', 'buy'\)/);
				var buildId = buildData[1];
				var buildHash = buildData[2];
				rm.doRetrieve($(this).attr('price') * nextTd.find('#buy_qty').val(), function(){
					Game.BLD_setAction(buildId, buildHash, 'buy');
				});
				e.preventDefault();
			})
		);
	});
	$('.buildings select').each(function(){
		$(this).append('<option value="15">15</option><option value="20">20</option><option value="25">25</option><option value="30">30</option><option value="50">50</option><option value="100">100</option>');
	});
}

/* Market Helper */
if ($url.indexOf('market') != -1) {
	$('.stats6 tr').each(function(){
		var price = parseInt($('td.t15 p.tx24 span.col4 strong', this).text().replace(/[^\d]+/g, ''));
		$('td.t15 p.tx24 span.col4', this).empty().html('<strong></strong>').find('strong').append(
			$(document.createElement('a'))
			.attr({'href': '#', 'price': price}).text($.number_format(price, Game.nf_params)).click(function(e){
				var nextTd = $(this).parent().parent().parent().parent().next();
				var itemData = nextTd.next().html().match(/Game\.ITM_setAction\((\d+), '([\da-f]+)', 'buy'\)/);
				var itemId = itemData[1];
				var itemHash = itemData[2];
				rm.doRetrieve($(this).attr('price') * nextTd.find('#buy_qty').val(), function(){
					Game.ITM_setAction(itemId, itemHash, 'buy');
				});
				e.preventDefault();
			})
		).append(' coins');
	});
}

/* Sectants Helper */
if ($url.indexOf('sectants') != -1) {
	var inviteBlock = $('.nd3');
	var inviteCode = inviteBlock.html().match(/[\da-f]{32}/)[0];
	inviteBlock.find('a').attr('onclick', '').click(function(e){
		var invites = $('#friend_invite_code').val().match(/([\da-f]{6})/g);
		for (var i in invites) {
			$('#friend_invite_code').val(invites[i]);
			Game.FRD_setInvite(inviteCode);
		}
		e.preventDefault();
	});
}


if ($isAuto && ! $url.match(/(?:missions|market|buildings|profile)/)) {
	rm.doHealHide();
	if ($isAutoAttack && $url.indexOf('fight') != -1) {
		doAttackAll(5);
	}
	
/*
	setTimeout(function(){
		location.href = 'http://sect.com/fight/';
	}, (Math.floor(Math.random() * 3) + 1) * 60000); // floor(rand() * n - m + 1) + m
*/
}


})();

This is my slightly modified version that no longer attempts to heal by itself (before, it would try to heal, but would stash first or something and would bring up an error message). If anyone wants to look at the code again and see if you can fix it, that would be great.

Also, I'm not 100% sure if this will work after transferring to your greasemonkey - I think I tried importing the script onto my laptop and the stash function didn't work correctly for some reason. I'm not sure why; this is directly taken from my greasemonkey manage script on my desktop.
 

Kelemvor

Lifer
May 23, 2002
16,930
7
81
Actually I think that might be the same one I installed at home. The Auto Stash thing seems to work but the heal part doesn't... Same as what you mentioned.

There's also an On Attack item which I have no idea what it does. Any idea?
 

Ika

Lifer
Mar 22, 2006
14,267
3
81
I'm quitting. This is just dumb, I've wasted too much time and thought-energy on this game already. Anyone in my level range (I'm currently 183) wants to take a shot at 250k def, then you might be in for a nice reward. I take in 32m an hour.
 

Kelemvor

Lifer
May 23, 2002
16,930
7
81
Nope. I just kill people for money when I remember to. Have 35 mil/hr income. most of the time I just fogret and come back to stash my stuff now and then.
 
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