screeperz
v1.0.1
Published
PAcomms AI
Downloads
1
Readme
My screeps AI
Flag Names
ex-1 to 60
cont
tower-1 to 6
storage
link-source
link-bank
link-controller
spawn
power-spawn
observer-set-{WIDTH}
bank-linker-pos
digger-cont
lab-buffer
lab-reagent-1
lab-reagent-2
sign
sign-all
claim
scavenge-{RESOURCE_AMOUNT}
life-support
no-attack-notify
mute-notify //Mutes rampart attack notificaitons. No way to unmute yet
ignore-scrub
tower-aggressive
tower-closest
tower-no-repair
multishard-claim-portal
multishard-claim-target
multishard-claim-laborer
//Holds the launching of nukes until the flag is removed
//Use this to queue launches on the same tick
nuke-hold
nuke-launch
attack-quick-rally
attack-quick-room-target
attack-pressure-rally
attack-pressure-room-target
attack-prio
profile
profile-function
Creep Says
⚡ Energy
🏦 Bank/Storage
💎 Resource
🧪 Reagent
🔬 Lab
⚗️ Compound
☢ Nuker
💪 Power
Room controller levels in a nice format:
| Lvl | Req | Other | Towers | Links | Spawns | Extensions | Ramparts | Labs | |------|------------|-----------------------|--------|-------|--------|------------|----------|------| | 1 | 200 | Roads, 5 Containers | | | 1 | | | | | 2 | 45,000 | Walls | | | | 5 50 cap | 300K | | | 3 | 135,000 | | 1 | | | 10 50 cap | 1M | | | 4 | 405,000 | Storage | | | | 20 50 cap | 3M | | | 5 | 1,215,000 | | 2 | 2 | | 30 50 cap | 10M | | | 6 | 3,645,000 | Extractor, Terminal | | 3 | | 40 50 cap | 30M | 3 | | 7 | 10,935,000 | | 3 | 4 | 2 | 50 100 cap | 100M | 6 | | 8 | - | Observer, Power Spawn | 6 | 6 | 3 | 60 200 cap | 300M | 10 |
Compounds in a nice format
| Compound | Reagents | Cooldown | Part | Effect
|-------------------|-----------------------|-----------|---------------|--------
| Base: Prio 0
| OH | H + O | 20 | - | -
| ZK | Z + K | 5 | - | -
| UL | U + L | 5 | - | -
| Base: Prio 0.5
| G | ZK + UL | 5 | - | -
| Tier 1: Prio 1
| UH | U + H | 10 | ATTACK | +100% attack effectiveness
| UO | U + O | 10 | WORK | +200% harvest effectiveness
| KH | K + H | 10 | CARRY | +50 capacity
| KO | K + O | 10 | RANGED_ATTACK | +100% rangedAttack and rangedMassAttack effectiveness
| LH | L + H | 15 | WORK | +50% repair and build effectiveness without increasing the energy cost
| LO | L + O | 10 | HEAL | +100% heal and rangedHeal effectiveness
| ZH | Z + H | 20 | WORK | +100% dismantle effectiveness
| ZO | Z + O | 10 | MOVE | +100% fatigue decrease speed
| GH | G + H | 10 | WORK | +50% upgradeController effectiveness without increasing the energy cost
| GO | G + O | 10 | TOUGH | -30% damage taken
| Tier 2: Prio 2
| UH2O | UH + OH | 5 | ATTACK | +200% attack effectiveness
| UHO2 | UO + OH | 5 | WORK | +400% harvest effectiveness
| KH2O | KH + OH | 5 | CARRY | +100 capacity
| KHO2 | KO + OH | 5 | RANGED_ATTACK | +200% rangedAttack and rangedMassAttack effectiveness
| LH2O | LH + OH | 10 | WORK | +80% repair and build effectiveness without increasing the energy cost
| LHO2 | LO + OH | 5 | HEAL | +200% heal and rangedHeal effectiveness
| ZH2O | ZH + OH | 40 | WORK | +200% dismantle effectiveness
| ZHO2 | ZO + OH | 5 | MOVE | +200% fatigue decrease speed
| GH2O | GH + OH | 15 | WORK | +80% upgradeController effectiveness without increasing the energy cost
| GHO2 | GO + OH | 30 | TOUGH | -50% damage taken
| Tier 3: Prio 3
| XUH2O | UH2O + X | 60 | ATTACK | +300% attack effectiveness
| XUHO2 | UHO2 + X | 60 | WORK | +600% harvest effectiveness
| XKH2O | KH2O + X | 60 | CARRY | +150 capacity
| XKHO2 | KHO2 + X | 60 | RANGED_ATTACK | +300% rangedAttack and rangedMassAttack effectiveness
| XLH2O | LH2O + X | 65 | WORK | +100% repair and build effectiveness without increasing the energy cost
| XLHO2 | LHO2 + X | 60 | HEAL | +300% heal and rangedHeal effectiveness
| XZH2O | ZH2O + X | 160 | WORK | +300% dismantle effectiveness
| XZHO2 | ZHO2 + X | 60 | MOVE | +300% fatigue decrease speed
| XGH2O | GH2O + X | 80 | WORK | +100% upgradeController effectiveness without increasing the energy cost
| XGHO2 | GHO2 + X | 150 | TOUGH | -70% damage taken
Body parts in a nice format:
MOVE 50
Decreases fatigue by 2 points per tick.
WORK 100
2 energy from source per tick
1 mineral from deposit per tick
Builds structure 5 energy per tick
Repairs structure 100 hits per tick, using 1 energy per tick
Dismantles structure 50 hits per tick, giving 0.25 energy per tick
Upgrades controller 1 energy per tick
CARRY 50
50 resource space
ATTACK 80
30 hits per tick
RANGED_ATTACK 150
1-4-10 hits per tick, up to 3 squares away
Not sure if closer or further does more damage
HEAL 250
Restores 12 hits per tick
4 hits per tick at distance
CLAIM 600
Reserves 1 tick on unclaimed controller
Downgrades timer 300 ticks on hostile controller
Removes 1 tick on unclaimed controller
TOUGH 10
No affect, just for hit points
Setup
Run npm install
to get packages
Run npm start
to compile
Push to master to release