4,683
edits
(Add shop purchases; Adjust dungeons code to prevent entering an invalid dungeon; Some minor page cleanup/adjustments) |
m (Replace all getObjectByID with getObjectSafe to prevent entering invalid IDs) |
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|text=First, enter the below into the console: | |text=First, enter the below into the console: | ||
<syntaxhighlight lang="js">function removeItemByID(itemID) { | <syntaxhighlight lang="js">function removeItemByID(itemID) { | ||
const item = game.items. | const item = game.items.getObjectSafe(itemID); | ||
const bankItem = game.bank.items.get(item); | const bankItem = game.bank.items.get(item); | ||
if (bankItem === undefined) | if (bankItem === undefined) | ||
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==== Examples ==== | ==== Examples ==== | ||
<syntaxhighlight lang="js"> | <syntaxhighlight lang="js"> | ||
let purchase = game.shop.purchases. | // Settings // | ||
let purchase = game.shop.purchases.getObjectSafe('melvorD:Extra_Bank_Slot'); | |||
let quantity = 100; | let quantity = 100; | ||
// End of Settings // | |||
game.shop.upgradesPurchased.set(purchase, (game.shop.upgradesPurchased.get(purchase) || 0) + quantity); | |||
game.shop.computeProvidedStats(); | |||
shopMenu.tabs.get(purchase.category).menu.updateItemSelection(); | |||
game.shop.renderQueue.costs = true; | |||
</syntaxhighlight> | </syntaxhighlight> | ||
The above will add 100 Bank Slot purchases then do the necessary render. | The above will add 100 Bank Slot purchases then do the necessary render. | ||
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! Attribute !! Type !! Optional? !! Description | ! Attribute !! Type !! Optional? !! Description | ||
|- | |- | ||
| masteryAction || object || No || The action to add Mastery XP to. Obtained with <syntaxhighlight lang="js" inline>game.<skill>.actions. | | masteryAction || object || No || The action to add Mastery XP to. Obtained with <syntaxhighlight lang="js" inline>game.<skill>.actions.getObjectSafe(id);</syntaxhighlight>. | ||
A list of actions IDs can be generated with <syntaxhighlight lang="js" inline>console.log(game.<skill>.actions.allObjects.map((a) => a.id + ' - ' + a.name).join('\n'));</syntaxhighlight> | A list of actions IDs can be generated with <syntaxhighlight lang="js" inline>console.log(game.<skill>.actions.allObjects.map((a) => a.id + ' - ' + a.name).join('\n'));</syntaxhighlight> | ||
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=== Examples === | === Examples === | ||
<syntaxhighlight lang="js"> | <syntaxhighlight lang="js"> | ||
game.farming.addMasteryXP(game.farming.actions. | game.farming.addMasteryXP(game.farming.actions.getObjectSafe('melvorD:Carrot'), 300); | ||
game.farming.addMasteryXP(game.farming.actions. | game.farming.addMasteryXP(game.farming.actions.getObjectSafe('melvorTotH:Starfruit'), -500); | ||
</syntaxhighlight> | </syntaxhighlight> | ||
The first line will result in 300 {{Icon|Mastery}} XP being added to {{Skill|Farming}} for {{ItemIcon|Carrot Seeds}} whereas the second line will remove 500 Mastery XP from {{ItemIcon|Starfruit}}. | The first line will result in 300 {{Icon|Mastery}} XP being added to {{Skill|Farming}} for {{ItemIcon|Carrot Seeds}} whereas the second line will remove 500 Mastery XP from {{ItemIcon|Starfruit}}. | ||
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! Attribute !! Type !! Optional? !! Description | ! Attribute !! Type !! Optional? !! Description | ||
|- | |- | ||
| realm || object || No || The realm to add the Mastery Pool XP to. Obtained with <code>game.realms. | | realm || object || No || The realm to add the Mastery Pool XP to. Obtained with <code>game.realms.getObjectSafe(realmID)</code>. | ||
A list of realm IDs can be obtained by entering the following into the console: <code>console.log(game.realms.allObjects.map((a) => a.id + ' - ' + a.name).join('\n'))</code>. | A list of realm IDs can be obtained by entering the following into the console: <code>console.log(game.realms.allObjects.map((a) => a.id + ' - ' + a.name).join('\n'))</code>. | ||
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=== Examples === | === Examples === | ||
<syntaxhighlight lang="js"> | <syntaxhighlight lang="js"> | ||
game.woodcutting.addMasteryPoolXP(game.realms. | game.woodcutting.addMasteryPoolXP(game.realms.getObjectSafe('melvorD:Melvor'), 600); | ||
game.woodcutting.addMasteryPoolXP(game.realms. | game.woodcutting.addMasteryPoolXP(game.realms.getObjectSafe('melvorItA:Abyssal'), -400); | ||
</syntaxhighlight> | </syntaxhighlight> | ||
The first line will result in 600 [[Mastery#The_Mastery_Pool|Mastery Pool]] XP being added to {{Skill|Woodcutting}} in the Melvor Realm whereas the second line will remove 400 mastery pool xp from Woodcutting in the abyssal realm. | The first line will result in 600 [[Mastery#The_Mastery_Pool|Mastery Pool]] XP being added to {{Skill|Woodcutting}} in the Melvor Realm whereas the second line will remove 400 mastery pool xp from Woodcutting in the abyssal realm. | ||
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<syntaxhighlight lang="js"> | <syntaxhighlight lang="js"> | ||
game.petManager.unlockPetByID('melvorD:CoolRock'); | game.petManager.unlockPetByID('melvorD:CoolRock'); | ||
game.petManager.unlocked.delete(game.pets. | game.petManager.unlocked.delete(game.pets.getObjectSafe('melvorD:CoolRock'));game.petManager.computeProvidedStats(); | ||
</syntaxhighlight> | </syntaxhighlight> | ||
The first line will result in the unlocking of {{PetIcon|Cool Rock}} while the second line will remove the Cool Rock then reload the player's stats. | The first line will result in the unlocking of {{PetIcon|Cool Rock}} while the second line will remove the Cool Rock then reload the player's stats. | ||
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! Attribute !! Type !! Optional? !! Description | ! Attribute !! Type !! Optional? !! Description | ||
|- | |- | ||
| mark || object || No || The mark to discover. Obtained with <syntaxhighlight lang="js" inline>game.summoning.actions. | | mark || object || No || The mark to discover. Obtained with <syntaxhighlight lang="js" inline>game.summoning.actions.getObjectSafe(markID)</syntaxhighlight> where <code>markID</code> is the ID of the mark. | ||
A list of mark IDs can be obtained by entering the following into the console: <syntaxhighlight lang="js" inline>console.log(game.summoning.actions.allObjects.map((a) => a.id + ' - ' + a.name).join('\n'))</syntaxhighlight>. | A list of mark IDs can be obtained by entering the following into the console: <syntaxhighlight lang="js" inline>console.log(game.summoning.actions.allObjects.map((a) => a.id + ' - ' + a.name).join('\n'))</syntaxhighlight>. | ||
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=== Examples === | === Examples === | ||
<syntaxhighlight lang="js"> | <syntaxhighlight lang="js"> | ||
game.summoning.discoverMark(game.summoning.actions. | game.summoning.discoverMark(game.summoning.actions.getObjectSafe('melvorF:Dragon')); | ||
game.summoning.marksUnlocked.delete(game.summoning.actions. | game.summoning.marksUnlocked.delete(game.summoning.actions.getObjectSafe('melvorF:Dragon')); | ||
</syntaxhighlight> | </syntaxhighlight> | ||
The first line discovers a single mark for the {{ItemIcon|Dragon}} familiar whereas the second line removes all marks from the Dragon. | The first line discovers a single mark for the {{ItemIcon|Dragon}} familiar whereas the second line removes all marks from the Dragon. | ||
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| relicSet || object || No || The relicSet that the relic belongs to. Obtained with <syntaxhighlight lang="js" inline>game.<skill>.ancientRelicSets.get(realm)</syntaxhighlight> | | relicSet || object || No || The relicSet that the relic belongs to. Obtained with <syntaxhighlight lang="js" inline>game.<skill>.ancientRelicSets.get(realm)</syntaxhighlight> | ||
A list of realms IDs can be obtained by entering the following into the console: <syntaxhighlight lang="js" inline>console.log(game.realms.allObjects.map((a) => a.id + ' - ' + a.name).join('\n'))</syntaxhighlight>. To convert the realmID into a realm object, use <syntaxhighlight lang="js" inline>game.realms. | A list of realms IDs can be obtained by entering the following into the console: <syntaxhighlight lang="js" inline>console.log(game.realms.allObjects.map((a) => a.id + ' - ' + a.name).join('\n'))</syntaxhighlight>. To convert the realmID into a realm object, use <syntaxhighlight lang="js" inline>game.realms.getObjectSafe(realmID)</syntaxhighlight>. | ||
|- | |- | ||
| relic || object || No || The relic that you wish to add. | | relic || object || No || The relic that you wish to add. | ||
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=== Examples === | === Examples === | ||
<syntaxhighlight lang="js"> | <syntaxhighlight lang="js"> | ||
let realm = game.realms. | let realm = game.realms.getObjectSafe('melvorD:Melvor'); | ||
let relicSet = game.woodcutting.ancientRelicSets.get(realm); | let relicSet = game.woodcutting.ancientRelicSets.get(realm); | ||
let relic = relicSet.relicDrops[0].relic; | let relic = relicSet.relicDrops[0].relic; | ||
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! Attribute !! Type !! Optional? !! Description | ! Attribute !! Type !! Optional? !! Description | ||
|- | |- | ||
| dungeon || object || No || The dungeon you wish to add a completion to. Obtained with <syntaxhighlight lang="js" inline>game.dungeons. | | dungeon || object || No || The dungeon you wish to add a completion to. Obtained with <syntaxhighlight lang="js" inline>game.dungeons.getObjectSafe(dungeonID);</syntaxhighlight> where <code>dungeonID</code> is the ID of the dungeon. | ||
A list of dungeon IDs can be obtained by entering the following into the console: <syntaxhighlight lang="js" inline>console.log(game.dungeons.allObjects.map((a) => a.id + ' - ' + a.name).join('\n'))</syntaxhighlight>. | A list of dungeon IDs can be obtained by entering the following into the console: <syntaxhighlight lang="js" inline>console.log(game.dungeons.allObjects.map((a) => a.id + ' - ' + a.name).join('\n'))</syntaxhighlight>. | ||
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=== Examples === | === Examples === | ||
<syntaxhighlight lang="js"> | <syntaxhighlight lang="js"> | ||
let dungeon = game.dungeons. | let dungeon = game.dungeons.getObjectSafe('melvorF:Into_the_Mist'); | ||
game.combat.player.manager.addDungeonCompletion(dungeon); | |||
let dungeon = game.dungeons. | let dungeon = game.dungeons.getObjectSafe('melvorItA:Into_The_Abyss') | ||
game.combat.player.manager.setDungeonCompleteCount(dungeon, 15); | |||
</syntaxhighlight> | </syntaxhighlight> | ||
The first example will add a single completion to {{ZoneIcon|Into the Mist}} while the second example will set {{ZoneIcon|Into the Abyss}} completions to 15. | The first example will add a single completion to {{ZoneIcon|Into the Mist}} while the second example will set {{ZoneIcon|Into the Abyss}} completions to 15. |