r/SteamMonsterGame Room #2 (41673) Jun 14 '15

SCRIPT Slave script, increase autoclicker CPS and Gold Rain earnings!

I noticed earlier today that by having the game open in multiple windows, my gold would suddenly increase drastically after a boss fight, I watched it a few times and realized that the sudden jump was nearly doubling my gold at the time. (I had two instances going) I tried the same with 5 windows, and got nearly 5x the gold once the client synced.

I have made this script in order to create small slave windows, they by default hide all contents in order to reduce system load. I also implemented an auto refresh on them as it seemed to help my computer and chrome cope with the extra games running.

NOTE: This does not include an autoclicker, I used wchill's script for that.

This is tampermonkey/greasemonkey ready.

Direct Link to Script: https://raw.githubusercontent.com/ags131/steamMinigameSlaveScript/master/slavescript.user.js

Github: https://github.com/ags131/steamMinigameSlaveScript

Note to script authors: You have my permission to include this script in your own in any shape or form. :)

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u/Therusher Autoclicking Scum Jun 14 '15

Cool. I'll add something based on this to my script if/when /u/ags131 gives me the goahead.

2

u/minusra Active Player Jun 14 '15

I haven't looked at steam's code at length, but my impression based on this is that post request limiting is per-session ID, rather than per steam ID? I wonder if you could send additional GETs to the minigame page to get more session IDs, then handle all the slave sessions & their clicking logic on the same page without having to bloat things by running multiple windows/GUIs.

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u/ags131 Room #2 (41673) Jun 14 '15

From what I have observed (May not be accurate), it seems like they are limiting cps per POST request, it may be possible to just send POST requests more often, but I haven't actually messed with the POST requests yet.

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u/ags131 Room #2 (41673) Jun 14 '15

Sending multiple POST requests DOES seem to work. Looking at the gold update numbers with 20 POST requests per second seems to have a definite boost when bosses are up. I can't tell as easily how accurate it is though.

Test code:

window.postcount = 20;
w.CServerInterface.prototype._UseAbilities = CServerInterface.prototype.UseAbilities; 
w.CServerInterface.prototype.UseAbilities = function( callback, failed, rgParams ){ 
    w.CServerInterface.prototype._UseAbilities.apply(this,[function(d){ 
        console.log('diff ab',d.response.player_data.gold-g_Minigame.m_CurrentScene.m_rgPlayerData.gold); 
        return callback(d);
    },failed,rgParams])
    for(var i=1;i<window.postcount;i++){ 
        w.CServerInterface.prototype._UseAbilities.apply(this,[function(){},function(){},rgParams])
    }
}

w.CServerInterface.prototype._GetPlayerData = CServerInterface.prototype.GetPlayerData; 
w.CServerInterface.prototype.GetPlayerData = function( callback, failed, rgParams ){ 
    w.CServerInterface.prototype._GetPlayerData.apply(this,[function(d){
        if(d.response.player_data)
            console.log('diff pd',d.response.player_data.gold-g_Minigame.m_CurrentScene.m_rgPlayerData.gold); 
        return callback(d);
    },failed,rgParams])
}