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NGUInjector

NGUInjector is an automation platform for the steam version of NGU Idle.

Instructions

Releases can be found in the releases section of the github page here. Do not download the source code archive, instead download the zip file with the release version in the name (dist_4.1.0.zip for example). Extract the downloaded archive to a directory of your choice. To start automation, run inject.bat in the extracted folder when NGU Idle is open.

You'll know the injection has worked if you see the following in the upper left portion of NGU.

Injected

To upgrade to a new release, unload the injector from the General Settings page and then inject the new version.

Configuration

IMPORTANT NOTE For those upgrading from an older version of NGUInjector (< 4.1.0), your profiles using "Rebirth" section will need to be updated according to the new format. See the allocation section for more information.

After injecting the dll, a new folder will be created in your AppData directory called NGUInjector (full path is %UserProfile%\AppData\LocalLow\NGUInjector). Settings files will be automatically written to this directory. The following files are of interest:

  • settings.json - Contains settings used by the application. All settings can be configured from the settings form.
  • zoneOverrides.json - Override the default values for Idle/Manual Power/Toughness for gold sniping.

A profiles folder will be created with the following files:

  • default.json - Breakpoints for assigning gear, magic, energy, wandoos OS, rebirth time, beards, and diggers. See the allocation section for more information.

More profiles can be added to this folder at your discretion.

A logs folder will also be created with the following files:

  • loot.log - Logs all the loot dropped by enemies.
  • inject.log - Logs general information about the injector
  • combat.log - Logs information from the combat algorithm
  • allocation.log - Logs information about allocating energy/magic/gear/diggers
  • pitspin.log - Logs important things like fruit harvests, money pit, daily spin. This log file will not be overwritten.
  • cards.log - Logs information about cast and trashed cards. This log file will not be overwritten.
  • debug.log - Logs information about errors. If your settings profile does not work, check this file.

Saving settings.json, zoneOverrides.json, or any profile will automatically reload the settings in the Injector. Reloading the game isn't necessary

Settings.json Configurations

Settings in the GUI can be managed directly in the underlying settings file if desired. This can be helpful when pasting in loadouts from the Gear Optimizer. To access these settings, open the settings.json file in your AppData NGUInjector folder mentioned above.

Log Parsing

Discord user WookieeNo1 has made a PowerShell script to prettify the log files. If you are interested in this, check out the github here: https://github.com/WookieeNo1/NGUIdleInjector-Pretty-Print

This is what it looks like once you set it up: loot.log pitspin.log inject.log

Settings Configuration

An in game menu can be opened using the F1 button.

General

  • Master Switch - If turned off, will disable all automation

  • Disable Overlay - If switched on, will disable the in-game overlay.

  • Money Pit Run Mode - This mode automatically tosses gold into the Money Pit and performs rebirths to maximize the levels gained from the Money Pit.

  • Auto Fight Bosses - Automatically nuke/fight bosses.

  • Auto Buy Energy/Magic/R3 - Automatically spend EXP on Energy/Magic/R3 based on the custom caps set by the user on their respective tabs. Will buy stats all at once after the total of all custom caps are met (including Adventure Stats if enabled).

  • Auto Buy Adventure Stats - Automatically spend EXP on Adventure Atats based on the custom caps set by the user in the "Adventure Stats" tab. Will buy stats all at once after the total of all custom caps are met (including Energy/Magic/R3 if enabled).

  • Auto Buy Consumables - Set this to true to have the injector auto purchase any consumables your profile is configured to use that you do not own. Will only buy consumables if you have the AP to purchase them.

  • Use Consumables if already running - If this is false, consumables in the consumable breakpoint will NOT be used if the consumable in question has time remaining. See section on Consumables below for more details.

  • Auto Daily Save - Automatically create save files as soon as AP reward is available. Will award AP. The files are stored in the default location for saves files and have "(NGU Injector)" in their name.

  • Open Settings Folder - Opens a folder to the NGUInjector folder which contains the settings, profiles and logs.

  • Unload - Allows you to unload the injector from the game. Check the box next to the unload button and then hit unload.

Allocation

  • Allocation Profile - Allows you to quickly switch allocation profiles. Any profiles stored in the profiles folder will be listed here. Press "Change profile" to load the profile selected in the dropdown. Press "Edit" to open the selected profile in a text editor. Press "Open Profile Folder" to open the folder containing all profiles.

  • Manage Energy - Manage energy based on breakpoints in your selected allocation file.

  • Manage Magic - Manage magic based on breakpoints in your selected allocation file.

  • Manage R3 - Manage resource 3 based on breakpoints in your selected allocation file.

  • Manage Wandoos OS - Manage wandoos OS based on breakpoints in your selected allocation file.

  • Manage NGU Difficulty - Manage NGU difficulty based on breakpoints in your selected allocation file.

  • Manage Beards - Manage beards based on breakpoints in your selected allocation file.

  • Manage Diggers - Manage diggers based on breakpoints in your selected allocation file.

  • Auto Upgrade Diggers - Automatically upgrades your cheapest diggers when you have money available. Respects your money pit threshold and wont buy underneath it.

  • Limit Diggers to X % of GPS - Percent of Gross GPS to use on diggers.

  • Manage Gear - Manage gear based on breakpoints in your selected allocation file.

  • Manage Consumables - Set this to true to have injector manage consumables via breakpoints in your allocation file. See section on Consumables below for more details.

  • Auto Rebirth - Automatically rebirth after the time in your selected allocation file is reached.

  • Change Auto Spells - Manage Spoopy Spell casting.

  • Spaghetti % - Percent to cast Blood Spaghetti until.

  • Number Bonus - Number to cast Blood NUMBER Boost until.

  • Counterfeit % - Percent to cast Counterfeit Gold until.

  • Cast Blood Spells - Cast blood spells automatically. Will try every 10 seconds or at rebirth.

  • Iron Pill - Amount of +stats to cast Iron Pill at.

  • Guff A - Number of +levels to cast Guff A at.

  • Guff B - Number of +levels to cast Guff B at.

  • Cast on Rebirth Options - If selected will use all available blood on the selected options if cooldown and threshold requirements are met. Priority is Guff B > Guff A > Iron Pill. Will use remaining blood on Number if any remains.

Yggdrasil

  • Manage Yggdrasil - Automatically harvest fruits. Can harvest Guff B Fruit and Quirk Fruit at below maximum tier, in case it's optimal.
  • Swap Diggers - If checked, activate PP and EXP diggers before harvesting.
  • Swap Beards - If checked, activate the Golden Beard before harvesting.
  • Swap Loadout for Yggdrasil - If checked, equip the loadout specified in Yggdrasil loadout before harvesting.
  • Activate Fruits - Reactivate fruits you haven't bought the exp perk for.
  • Minimum Fruit Level for Swap - Don't equip Yggdrasil loadout for fruits below this level.
  • Loadout - Edit the loadout used for harvest Yggdrasil. Add items using the box in the bottom.
  • Harvest All Now - Allows you to do a Yggdrasil swap and immediately harvest all fruits. Check the box next to the button to enable it. Good for manual rebirths.

Inventory

  • Manage Inventory - When enabled, the following features will be enabled:
    • Auto Boost Merging - If a boost is locked, boosts will automatically be merged until the boost hits 100.
    • Auto Merging - Equipped items and items in inventory will automatically be merged, as well as MacGuffins. The highest level item will be selected for merging automatically. A locked item will always be preferred.
    • Auto Boosting - Automatically boost items. Will start with items in the PriorityBoosts setting, followed by equipped items, locked items in inventory and finally Infinity Cube.
    • Auto Filtering - If Improved Loot Filter is purchased, will automatically filter items when they hit level 100.
    • Auto Convertible Management - Will automatically transform non-locked pendants/lootys and other items.
    • Quest Item Management - Will try to merge a Quest item to level 100 if a locked one is found. Otherwise will automatically turn in Quest items.
  • Manage Boost Conversion - If all normal 100 Level Challenges are completed, will calculate needed boosts for items in boostIds and then switch auto conversion appropriately. If a locked non-level 100 boost is found in your inventory, will lock conversion to that type first to boost it to 100. Will also show you the hourly average of boost progress in the inject.log file.
  • Cube Boost Priority - How to boost cube.
    • None - Will turn off boost conversion.
    • Balanced - Will keep raw power and toughness on the Cube equal.
    • Softcap - Will keep percentage of the power and toughness softcaps on the Cube equal. For instance if the power softcap is 3x the toughness softcap, Cube raw power will be 3x Cube raw toughness.
    • Power - Will only put power into the Cube.
    • Toughness - Will only put toughness into the Cube.
  • Favored Macguffin - When casting Guff B spell or eating Guff A Fruit will equip only the selected MacGuffins leaving all other slots empty, unless the "wasn't so random" wishes are bought, in which case it will just equip the selected MacGuffin in the first slot.
  • Gear Boost Priority - The priority in which items should be boosted. Defaults to Power > Toughness > Special.
  • Priority Boosts - Edit the items you wish to boost before others. Add items using the box in the bottom. Order is respected.
  • Blacklisted Items - Edit the items you wish to never be boosted or merged. Add items using the box in the bottom. Supersedes Priority list if the same item is in both lists.
  • Reset Boost Average - Resets the running average of cube/item boosting

Titans

  • Manage Titans - Turns on combat for titans.
  • Swap Diggers - If checked, activate Drop Chance, Adventure, PP and EXP diggers before fighting Titans.
  • Swap Beards - If checked, activate the Neckbeard, the BEARd and the Golden Beard before fighting Titans.
  • Swap Loadout - If checked, equip the loadout specified in Titans loadout before fighting Titans.
  • Loadout - The gear to equip when autokilling or fighting titans.
  • Titans to Manage
    • Titan - Mark titans you wish to fight and swap gear for.
    • Version - Allows you to quickly change the titan version.
  • Combat Mode - Select one of the following options:
    • Idle - Will just idle the zone. WALDERP, THE GODMOTHER, and THE EXILE will ALWAYS use Offensive setting instead of Idle.
    • Snipe - Waits for the full HP before fights. Precasts buffs and waits until all moves are off cooldowns. Will try to block and paralyze a lot, while using Beast Mode cautiously.
    • Defensive - Waits for 80% HP before fights. Does not precast buffs. Uses Beast Mode a bit less cautiously than Snipe mode.
    • Offensive - Waits for 60% HP before fights. Does not precast buffs. Uses block only for special moves or if the next hit is expected to be fatal. Uses Beast Mode a lot.
    • Auto-kill - Equips the loadout before the titan spawns, but does not move to the titan zone. If you can't autokill selected titans, will try to set a lower version.
  • Beast Mode - Whether to use Beast Mode or not in idle combat.
  • Locate Walderp - If Walderp is hiding, will take you to the menu he's currently in.

Adventure

  • Combat Enabled - Turns on auto combat to go to target zone and kill stuff.

  • Combat Mode - Select one of the following options:

    • Idle - Will just idle the zone.
    • Snipe - Waits for the full HP before fights. Precasts buffs and waits until all moves are off cooldowns. Will try to block and paralyze a lot, while using Beast Mode cautiously.
    • Defensive - Waits for 80% HP before fights. Does not precast buffs. Uses Beast Mode a bit less cautiously than Snipe mode.
    • Offensive - Waits for 60% HP before fights. Does not precast buffs. Uses block only for special moves or if the next hit is expected to be fatal. Uses Beast Mode a lot. Aggressively uses Paralyze against Paralyze type enemies.
    • One-shot - Does not use any buffs. Uses only Regular Attack.
  • Beast Mode - Whether to use Beast Mode or not while in idle combat.

  • Target Zone - The target zone to snipe/do combat in.

  • Bosses Only - If enabled, will only fight bosses when doing combat. Good for zone sniping.

  • Allow Fallthrough - If set to true, combat will use the highest unlocked zone you have until the target zone is unlocked.

  • ITOPOD Settings - Settings below this apply only to ITOPOD combat.

  • ITOPOD - If selected, will fight in ITOPOD regardless of chosen target zone. Titan combat takes precedence over this setting.

  • Combat Mode - If set to manual, will execute a custom combat routine. If set to idle, will just idle the zone.

  • Beast Mode - Whether to use Beast Mode.

  • Optimization Mode - Will optimize your ITOPOD floor every 10 seconds. Select one of the following options:

    • Disabled - Does not perform floor optimization. Does not interfere with Lazy ITOPOD Shifter.
    • Default - Behaves almost like Lazy ITOPOD Shifter. If manual combat is enabled, will use regular attack instead of idle attack for the calculation.
    • PP - Uses buffs, strong attack, piercing attack and ultimate attack while shifting floors to maximize PP gain.
    • EXP/AP - Uses buffs, strong attack, piercing attack and ultimate attack while shifting floors to maximize EXP and AP gain.
  • Auto Push - When the highest reached floor is below optimal, this option will try to reach higher floor. If it fails, the option is automatically disabled.

  • Blacklisted Enemies - Allows you to blacklist enemies when searching for enemies in a zone.

Gold

  • Enable Gold Management - If turned off, will disable all gold swap logic.
  • Resnipe Time - Set this value to re-enable gold snipe at a certain time during your rebirth. Best set to after AT is completed in order to get a higher zone.
  • CBlock Mode - If checked, will automatically gold snipe every new zone that is unlocked. Useful for challenge blocks where zones sporadically become available.
  • Gold Snipe Now - If pressed, will immediately equip gold loadout gear and perform a boss snipe in the best calculated zone based on the zone stats and gold loadout power/toughness.
  • Loadout - Items to use when swapping for gold loadout.
  • Titans to Gold Snipe - Check the box next to titans you want to swap to gold loadouts for. Leave all boxes unchecked in order to never use gold loadouts for titans. If a titan is green, gold snipe has already been completed for this titan.
  • Reset Titan Status - Immediately mark all titan gold swaps as incomplete.

Quests

  • Auto Quest - If enabled, quests will automatically be turned in. Behavior varies based on Allow Major Quests and Start Major Quests with a full Bank options.
  • Allow Major Quests - If this option is enabled, when the Quest Bank has at least one Quest, it will be accepted and automation will manually farm the items from the appropriate zone.
  • Start Major Quests with a full Bank - If this option is enabled and the Quest Bank is full, a Major Quest will be accepted and automation will manually farm the items from the appropriate zone.
    • In other scenarios Minor Quests will be accepted.
    • Manual questing will pause while titan combat is occurring.
    • Manual questing takes precedence over Adventure farming.
  • Use Butter on Majors - If enabled, will attempt to butter Major Quests.
  • Manual Minors - If enabled, will manual Minor Quests as well as Majors.
  • Use Butter on Minors - If enabled, will attempt to butter Minor Quests.
  • Roll Fifty Item Minors - If enabled, will skip Minor Quests that require more than 50 items. Takes progress into account. For example, if the progress is 3/54, it will skip the Minor Quest. Buf if the progress is 4/54, it will not skip.
  • Abandon Minor Quests - If enabled, and Minor Quest progress is below the Minor Quest threshold, the Minor Quest will be abandoned and a Major Quest will be picked up.
  • Abandon Minor Quest for Major at a Threshold (%) - Quest progress until which it's acceptable to abandon Minor Quests.
  • Swap Loadout for Quests - Equip the gear in Quest Loadout when engaged in Manual questing
  • Loadout - The gear to equip when in a manual quest.
  • Combat Mode - Select one of the following options:
    • Idle - Will just idle the zone.
    • Snipe - Waits for the full HP before fights. Precasts buffs and waits until all moves are off cooldowns. Will try to block and paralyze a lot, while using Beast Mode cautiously.
    • Defensive - Waits for 80% HP before fights. Does not precast buffs. Uses Beast Mode a bit less cautiously than Snipe mode.
    • Offensive - Waits for 60% HP before fights. Does not precast buffs. Uses block only for special moves or if the next hit is expected to be fatal. Uses Beast Mode a lot. Aggressively uses Paralyze against Paralyze type enemies.
    • One-shot - Does not use any buffs. Uses only Regular Attack.
  • Beast Mode - Whether to use Beast Mode or not while in idle combat.

Wishes

  • Manage Wishes - If enabled, will allocate resources into Wishes, according to settings.
  • Limit to X Wishes - Maximum number of Wishes it will allocate resources into simultaneously. For example, if you have 3 or 4 Wish slots, but want to use only 2, set this option to 2.
  • Energy % - percent of Energy to use on Wishes. For example, if set to 30, 30% of total Energy will be distributed between active Wish slots.
  • Magic % - percent of Magic to use on Wishes.
  • Resource 3 % - percent of Resource 3 to use on Wishes.
  • Allocation Mode - select one of the following options:
    • Default - Will prioritize Wishes by their index.
    • Cheapest - Will prioritize Wishes that require the least resources to finish.
    • Fastest - Will prioritize Wishes that can be finishes as soon as possible.
    • Balanced - If multiple Wish slots are available, will use one slot for the cheapest non-blacklisted wish. The remaining slots are used for the cheapest Wishes that can't be speed capped.
  • Priority Wishes - The Wishes to prioritize for the available wish slots. If there are open slots remaining after all prioritized Wishes are assigned, other available Wishes will be assigned to open slots ordered by the method outlined above.
    • Soft Priorities - If enabled, will prioritize Wishes by the method above, and if there is a tie, prioritize a Wish closer to the top of priorities list. If disabled, will ignore the settings above for Wishes in this list.
  • Blacklist Wishes - Assign Wishes you never want to cast here. Any Wish in this list will be ignored when working out the Wish priorities. Supersedes Priority list if the same Wish is in both lists.

The Pit

  • Auto Daily Spin - Automatically do Daily Ppin and log the result to the loot.log file.
  • Auto Money Pit - Automatically throw money into the Money Pit if the Money Pit Threshold is met. Logs the result to the loot.log file.
  • Predict Money Pit Outcome - If enabled then right before throwing money into the Money Pit, it will inspect the Money Pit reward and behave accordingly. If the next reward is a Little Iron Pill, it will enable the Blood Digger and invest all Magic into Blood Rituals. If the next reward is a little Pomegranate, it will equip Yggdrasil loadout.
  • Put Items out of Daycare - if enabled, it will put items out of Daycare to maximize the number of items in the Items for Shockwave list that will be hit by a Shockwave. Does nothing if Money Pit prediction is disabled.
  • Money Pit Threshold - The amount of gold to wait for to throw gold into the Money Pit.
  • Daycare Threshold - If the progress bar of an item in Daycare has reached this threshold, the item won't be put out from Daycare. If you want items to always be put out from Daycare, set this to 100%.
  • Items for Shockwave - Items to equip before throwing money in the pit. If prediction is enabled, will only equip items if the reward is equipment shockwave.
  • Swap Diggers and Beards - If checked, activate the Golden beard and diggers depending on the predicted reward (if the prediction is on) before throwing money.

Cards

  • Manage Mayo - Prioritize mayo production to be able to cast the first card in your deck asap. If you have no cards, it will equalize all mayo types.
  • Auto Cast Cards - Cast any unprotected card that is not trashed according to your settings.
  • Cast Protected Cards - Allow casting protected cards.
  • Sort Cards - Set this to true to have the injector sort cards based on the priorities given in the card Sort Order.
  • Card Sort Order - A list of priorities to sort the cards by. The cards will be sorted by the first priority, then any cards that share an identical value for the first priority will be sorted by the second priority, and so on. The available priority options are:
    • "RARITY" - The card rarity ("Good"/"Okay", etc.). (high->low)
    • "TIER" - The card tier. (high->low)
    • "COST" - The total mayo cost. (high->low)
    • "PROTECTED" - Whether the card is protected. (protected, then not protected)
    • "CHANGE" - The actual change in the bonus. (e.g. if you're current total Wish bonus is 200%, and the card bonus is 2%, the change will be 1%). (high->low)
    • "VALUE" - The CHANGE value divided by the card cost. (high->low)
    • "NORMALVALUE" - The VALUE, normalized by the card bonus type. (e.g. Gold always gives higher changes than PP, so this will try to account for that). (high->low)
    • "TYPE:xxxx" - The card bonus type. Replace 'xxxx' with a specific card bonus type, i.e. one of: "energyNGUSpeed", "magicNGUSpeed", "wandoosSpeed", "augSpeed", "TMSpeed", "hackSpeed", "wishSpeed", "atkDefStats", "adventureStat", "dropChance", "goldDrop", "dayCareSpeed", "PP", "QP".

The "-ASC" versions of the sort options will sort in the opposite direction.
Example:

   ["PROTECTED", "TYPE:adventureStat", "TYPE:hackSpeed", "COST-ASC", "VALUE"]

This will place any protected cards first. For all the protected cards, it will prioritise advStat, then hackSpeed above other types. All the protected advStat cards are then ordered by the lowest cost, then highest value. Same for protected hackSpeed cards. Same for all other protected cards. The unprotected cards are then sorted in the same manner as the protected cards.

  • Auto Trash Cards - Automatically yeet cards according to the settings below.
  • Trash Protected Cards - If checked, protected cards are yeeted according to your settings. If not checked, no protected cards are ever yeeted, regarless of quality/cost/type settings.
  • Trash Settings - Customize which cards you want to trash in this table
    • Rarity - trash all cards of this type of this rarity or lower.
    • Cost - trash all cards of this type of this cost or lower.

For example, if you set Good-2 on Augment cards, then all unprotected Augment cards of rarity Good or lower will be trashed, as well as all unprotected Augment cards of cost 1 or 2. A Great Augment card of cost 3 won't be trashed.

Cooking

  • Manage Cooking - Set this to true to have the injector optimize your cooking efficiency.
  • Swap Loadout for Cooking - Set this to true to have the injector swap to a Cooking loadout when eating meals.
  • Loadout - Items to equip before eating.

Allocation

Allocation profiles can be found in the profiles folder and contain time breakpoints for configuring your gear, beards, diggers, energy allocation, magic allocation and resource 3 allocation. Sample allocation files can be found in the sampleprofile folder.

Sample 24 Hour Profile.

The time portion of every breakpoint refers to rebirth time in seconds. Time can be defined as a simple number (ex: 86400) or as a JSON object:

"Time": {
    "h": 1,
    "m": 30,
    "s": 20
},

Priorities can be modified with an optional percentage cap by adding a : and a percent. As an example:

CAPRIT-0:30

This will try to cap Poke yourself with a Tack Blood Ritual, but limit the maximum amount allocated to 30% of your current cap. When applied to non-cap priorities, it will limit to % of idle resource. Priorities will respect targets and not allocate to priorities that are target capped.

Energy

An energy breakpoint is structured as follows:

"Energy": [
    {
        "Time": 0,
        "Priorities": ["CAPNGU-0", "CAPWAN", "AT-1", "NGU-1"]
    }
]

Priorities come in 2 types - cap and non-cap. Any priority that has -X after it is 0 indexed.

A cap priority will use as much idle energy as possible and hit the highest BB breakpoint possible for the next 10 seconds. A non-cap priority will take a divider of your idle energy based on number of non-cap priorities and attempt to hit the highest BB breakpoint possible for the next 10 seconds. When a priority is calculated, it will push excess energy to later priorities.

In the above example the following actions will be taken:

  • NGU-0 (NGU Augments) will be capped
  • Wandoos energy will be capped
  • Remaining energy will be split between AT-1 (Advanced Training Power) and NGU-1 (NGU Wandoos)

Available cap priorities for Energy are as follows:

  • CAPNGU-X (0-8) - Calculate a cap for the NGU.
  • CAPALLNGU - Calculate a cap for every NGU starting from 0.
  • CAPAT-X (0-4) - Calculate a cap for the AT and attempt to BB it.
  • CAPALLAT - Calculate caps for all ATs and BB them.
  • CAPBESTAUG - Attempts to allocate to the best augment possible. Before pairs are unlocked, will allocate to highest augment that is easily doable. After will try to optimize.
  • CAPWAN - Calculate a cap for wandoos energy.
  • CAPTM - Calculate a cap for energy time machine and attempt to BB it.
  • CAPBT-X (0-11) - Calculate a cap for basic training.
  • CAPALLBT - Caps all basic trainings.
  • CAPAUG-X (0-13) - Calculate a cap for augments and attempt to BB it.

Available non-cap priorities for Energy are as follows:

  • ALLNGU - Allocate energy to every NGU.
  • NGU-X (0-8) - Allocate energy to NGU.
  • AT-X (0-4) - Allocate energy to AT.
  • ALLAT - Allocate energy to all AT.
  • AUG-X (0-13) - Allocate energy to augment.
  • BESTAUG - Attempts to allocate to the best augment possible. Before pairs are unlocked, will allocate to highest augment that is easily doable. After will try to optimize.
  • WAN - Allocate energy to energy wandoos.
  • TM - Allocate energy to energy time machine.
  • BT-X (0-11) - Allocate energy to basic training.

More information on allocation indexes can be found on the wiki

Magic

A magic breakpoint is structured as follows:

"Magic": [
    {
        "Time": 0,
        "Priorities": ["CAPNGU-0", "CAPWAN", "BR", "NGU-1"]
    }
]

Priorities come in 2 types - cap and non-cap. Any priority that has -X after it is 0 indexed.

A cap priority will use as much idle energy as possible and hit the highest BB breakpoint possible for the next 10 seconds. A non-cap priority will take a divider of your idle energy based on number of non-cap priorities and attempt to hit the highest BB breakpoint possible for the next 10 seconds. When a priority is calculated, it will push excess energy to later priorities.

In the above example the following actions will be taken:

  • NGU-0 (NGU Yggdrasil) will be capped.
  • Wandoos magic will be capped.
  • Magic rituals will be capped from highest to lowest, with rituals taking more than 1 hour skipped.
  • Remaining magic will be allocated to NGU-1 (NGU Exp).

Available cap priorities for Magic are as follows:

  • CAPNGU-X (0-6) - Use the cap button for the NGU.
  • CAPALLNGU - Use the cap button for every NGU starting from 0.
  • CAPWAN - Use the cap button for wandoos magic.
  • CAPTM - Calculate a cap for magic time machine and attempt to BB it.
  • CAPRIT-X - Calculate a cap for the ritual and allocate.
  • BR - Cast rituals from highest to lowest ignoring rituals you cant afford or will take more than an hour.
  • BR-X - Cast rituals from highest to lowest that will finish before time specified by X. BR-3600 will cast rituals that will end before the 1 hour mark from your current time.

Available non-cap priorities for Magic are as follows:

  • NGU-X (0-6) - Allocate energy to NGU
  • WAN - Allocate energy to magic wandoos
  • TM - Allocate energy to magic time machine
  • RIT-X - Allocate energy to ritual

More information on allocation indexes can be found on the wiki

R3

An R3 breakpoint is structured as follows:

"R3": [
    {
        "Time": 0,
        "Priorities": ["HACK-1"]
    }
]

Available priorities for R3 are as follows:

  • (CAP)HACK-X (0-14) - Allocate R3 to hacks. Will only ever allocate to the first hack in your priority list that hasn't met its target.
  • (CAP)ALLHACK - Adds every hack from 0 to 14 as a priority. Prioritizes hacks with target > 0.

Gear

A gear breakpoint is structured as follows:

"Gear": [
    {
        "Time": 0,
        "ID": [189, 442, 160, 441, 148, 169, 139, 184, 187, 185, 186, 188]
    }
]

The list of IDs is the IDs of the gear desired.

You can dump your loadouts from Gear Optimizer using the method found on this wiki page.

Beards

A beard breakpoint is structured as follows:

"Beards": [
    {
        "Time": 0,
        "List": [5, 1, 6, 3]
    }
]

The list of Beards is 0 indexed. Fu Manchu is 0, Golden Beard is 6. More information can be found on the wiki.

Diggers

A digger breakpoint is structured as follows:

"Diggers": [
    {
        "Time": 3650,
        "List": [8, 3, 4, 5]
    }
]

The list of Diggers is 0 indexed. Drop chance Digger is 0, EXP Digger is 11. More information can be found on the wiki.

Wandoos

A wandoos breakpoint is structured as follows:

"Wandoos": [
    {
        "Time": 0,
        "OS": 1
    }
]

The OS is 0 indexed. Wandoos 98 is 0, Wandoos MEH is 1, Wandoos XL is 2.

NGU Difficulty

A NGU Difficulty breakpoint is structured as follows:

"NGUDiff": [
    {
        "Time": 0,
        "Diff": 0
    }
]

The difficulty is 0 indexed. Normal NGUs is 0, Evil NGUs is 1, Sadistic NGUs is 2.

Rebirth

Rebirth Breakpoints can be written 2 ways. A simple time based breakpoint is written as follows:

"RebirthTime": -1

A setting of -1 means no rebirths. Otherwise rebirth will be performed when the time in seconds is reached.

More complex rebirth breakpoints can be done as follows:

"Rebirth": [
    {
        "Type": "Time",
        "Time": {
            "h": 1,
            "m": 1
        }
    },
    {
        "Type": "Number",
        "Time": {
            "m": 15
        },
        Target: 10000
    }
]

The following types are available:

  • Time - Rebirths when a certain time passes.
  • Number - Rebirths when your number will be OldNumber * Target.
  • Bosses - Rebirths when you can defeat Target additional bosses.
  • Muffin - Rebirths to optimize Muffin consumable usage. Will cycle between 24 hour and (24 hour - Target minutes) Time rebirths. Target must be at least 1 and no more than 60. Enable "Auto Buy Consumables" to auto purchase Muffins if none are available. Will simply behave as a 24 hour Time rebirth without Muffin use if any of the following conditions are met:
    • Currently in a challenge.
    • Able to rebirth into any challenge defined in the Rebirth Breakpoint.
    • Has not yet beaten Sadistic Troll Challenge 2.
    • 5 O'Clock Shadow Perk or Beast Fertilizer Quirk aren't maxed.
    • Do not have any Muffins and cannot buy more (or is configured to not buy more).
  • TimeBalancedMuffin - Same as the Muffin rebirth except will also add the Target minutes to the 24 hour rebirth to try to keep rebirths at the same time each day. Target must be at least 1 and no more than 15.

The example above will rebirth after 15 minutes if the Number would increase 10000 times, or after 1 hour and 1 minute regardless of Number increase.

The following example will rebirth when your number is 10x your previous number and the rebirth is at least 30 minutes long:

"Rebirth": [
    {
        "Type": "Number",
        "Time": {
            "m": 30
        },
        "Target": 10
    }
]

The following example will rebirth when you can kill 5 more bosses than your last rebirth:

"Rebirth": [
    {
        "Type": "Bosses",
        "Target": 5
    }
]

The following example will perform "Muffin" rebirth cycles. If no muffin is active will activate a muffin and rebirth at 24:00:00, followed by a rebirth at 23:00:00:

"Rebirth": [
    {
        "Type": "Muffin",
        "Target": 60
    }
]

The following example will perform "Muffin" rebirth cycles. If no muffin is active will activate a muffin and rebirth at 24:05:00, followed by a rebirth at 23:55:00:

"Rebirth": [
    {
        "Type": "TimeBalancedMuffin",
        "Target": 5
    }
]

You can define multiple rebirth points. They are evaluated by time first, and by target later. In the following example if the current rebirth is shorter than 5 minutes, a rebirth will be performed only if you will be able to beat 5 more bosses in next rebirth. But if the current rebirth is longer than 5 minutes, but shorter than 30 minutes, a rebirth will be performed if the number will increase 500 times. And if the current rebirth is longer than 30 minutes, the rebirth will always be performed.

"Rebirth": [
    {
        "Type": "Bosses",
        "Target": 5
    },
    {
        "Type": "Number",
        "Time": {
            "m": 5
        },
        Target: 500
    },
    {
        "Type": "Time",
        "Time": {
            "m": 30
        }
    }
]

Challenges

Additionally, you may specify challenges to rebirth into. The following string correspond to challenges:

  • BASIC - Basic
  • NOAUG - No Augments
  • 24HR - 24 Hour
  • 100LC - 100 Level Challenge
  • NOEC - No Equipment
  • TC - Troll Challenge
  • NORB - No Rebirth
  • LSC - Laser Sword Challenge
  • BLIND - Blind Challenge
  • NONGU - No NGU
  • NOTM - No Time Machine

Challenges must be given a number afterwards to specify which challenge is being completed. Challenges start at 1. Ex:

"Challenges": ["BASIC-1", "BASIC-2", "TC-1","NOEQ-1"]

Consumables

A Consumables breakpoint is structured as follows:

"Consumables": [
    {
        "Time": 0,
        "Items": ["EPOT-B", "MPOT-B"]
    }
]

Consumables are indexed as follows:

  • EPOT-A - Energy Potion alpha
  • EPOT-B - Energy Potion beta
  • EPOT-C - Energy Potion delta
  • MPOT-A - Magic Potion alpha
  • MPOT-B - Magic Potion beta
  • MPOT-C - Magic Potion delta
  • R3POT-A - R3 Potion alpha
  • R3POT-B - R3 Potion beta
  • R3POT-C - R3 Potion delta
  • EBARBAR - Energy Bar Bar
  • MBARBAR - Magic Bar Bar
  • MUFFIN - MacGuffin Muffin
  • LC - Lucky Charm
  • SLC - Super Lucky Charm
  • MAYO - Mayo Infuser

Consumables can be modified with an optional number to use by adding a : and a number. As an example:

EPOT-A:2

This will use two Energy Potion alphas instead of one. Consumables which are active until the next rebirth (beta potions and Muffins) ignore this modification and will only ever consume one.

IMPORTANT NOTE: BE AWARE OF THE LIMITATIONS OF CONSUMABLE BREAKPOINTS

The injector cannot remember consumable usage across sessions or know if consumables were used manually. Therefore, if you restart NGU, restart the injector, or make any changes to/reload the profile, it will run your current Consumables breakpoint again. The injector will try to compensate by estimating the amount of time a consumable is expected to run and only use consumables when appropriate. But it is not perfect and there are limitations.

Example: Let's say you have it set to use a two Lucky Charms 1 hour after rebirth.

If the profile initializes before 01:00:00 into the current rebirth, the breakpoint will execute normally at 01:00:00 and if lucky charm is not currently running, you'll use the two Lucky Charms.

However if the profile is inialized AFTER this point (due to restarting the game or reloading the profile in some way) or the consumable is running when the breakpoint executes, there are a few things which can happen:

  • First we determine at what point the Lucky Charms would have expired if activated normally. In this case it would be two 30m charms activated at 01:00:00, so the expected end time is 02:00:00
  • If the current rebirth time is within 1 minute of the expected end time or later, the consumable will not be used
    • For example, if the profile is loaded at 01:59:00 or later, no lucky charms will be used
  • If however the current rebirth time is between the breakpoint time and the expected end time, we check to see if the boost is currently running and get the expected time left in the consumable by subtracting the current time from the total expected time the boost should run
    • For example, if the profile is loaded at 01:35:00, the expected time left in the boost would be 25 minutes
  • If the boost is running
    • If the "Use Consumables if already running" option is not selected, the consumable will not be used
    • If the time left on the boost is within 1 minute of the expected end time or later, the consumable will not be used
      • For example if there are 24 minutes or more left in the boost and the expected amount of time left is 25 minutes, no lucky charms will be used
  • If we make it to this point, check to see how many consumables should be used (if any)
    • Get the total amount of time we need to add to the consumable timer by subtracting the time left (if any) from the total expected time left that the boost should be running
      • For example if the profile is loaded at 01:35:00 and there are 0 minutes left in the boost time, the amount of time we'd need to add is 25 minutes (so the lucky charm expires at 02:00:00). If there is 15 minutes left in the boost time we'd need to add 10 minutes.
    • Get the number of consumables to use by dividing the amount of time to add by the amount of time each consumable adds to the timer and rounding the result to get as close to the expiration as possible
      • For example if we need to add 25 minutes to the boost time, we'd consume 1 of the 2 lucky charms: 25/30 = .833 => 1. If we need to add 10 minutes to the boost time we'd consume 0 of the 2 lucky charms: 10/30 = .333 => 0

Beta potions and MacGuffin Muffins only activate if not already active. MacGuffin Muffin is a special case in that it lasts until the next rebirth AND for 24 hours, whichever is longer. If MacGuffin Muffin has gone through a rebirth, it will no longer be "Active" and will use the same timing logic as other non-beta consumables.

There is NO consideration for the possibility that a consumable was used manually, two of the same consumable being in the same breakpoint, multiple breakpoints overlapping, or the fact that alpha and delta potions share a timer. Injector will evaluate whether to use each consumable independant of any other configured consumables or external consumable use.

Be mindful of these limitations or your AP will be sad. No one likes sad AP.

Zone Stat Overrides

The optimal zone for gold sniping is calculated using a set of values from pins that show stats necessary to do each zone. If the manual threshold is met for a zone, the script will snipe a boss without fast combat. If the idle threshold is met, the script will snipe a boss using fast combat. Beast Mode will always be turned off for this.

The stats for the zones can be manually overriden using the zoneOverrides.json file in the user's directory. For the default stats used see here

Other Features

Quicksave + NGUSav.ES JSON

Pressing the F3 button will dump a NGU save file as well as a ngusav.es JSON file in the AppData NGUInjector folder, which can be loaded into Gear Optimizer.

Quickload

Pressing the F7 button will load the save created by the quicksave function

Dump Equipment to Log

Pressing the F5 button will dump your current equipment to the log file for use in allocation files

Monitor Loot Log File

The adventure log will automatically be monitored and loot dropped will be written to loot.log in the AppData NGUInjector folder.

Monitor Money Pit/Daily Spin/Yggdrasil Results

The pitspin.log file will contain the results of each automatic money pit, daily spin, and yggdrasil harvest and will persist across sessions.

Quick Disable/Enable

Pressing the F2 button will globally disable all features of the app until re-enabled.

Auto Merge Boost to 100

Lock a boost in your inventory and the script will automatically merge boosts on to that boost until it hits level 100!

Acknowledgements

SharpMonoInjector can be found here. This wouldn't be possible without the excellent work done there. Obviously 4G for making NGU Idle. JShepler on discord for GO bookmarklet and help with code.

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