Farming (LA) Clear Barbarian Walls

RedAlert

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javascript:$.getScript('https://twscripts.dev/scripts/clearBarbarianWalls.js');
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clear-barbarian-walls.png

This script requires PA and FA to be active, otherwise it will not work and will notify the player about that.

This script reads data from the Farming Assistant feature built in-game and shows a table of barbarian villages whose wall is bigger then 0 (however the player can modify this filter using the settings) so it helps the player to easily find these kind of villages. The villages on the table are sorted from nearest one to the furthest one from the village you currently are.

When you click "Attack", you will get redirected to Rally Point, with troop amounts prefilled to clear the wall.
When you go to the rally point you will notice that unit counts are pre-filled for walls up to level 3. For more then that, unit counts will need to be filled automatically.

Here is how the script looks like in practice:

This script is depended on FA settings. For better and faster results it is recommended to have these settings:

1620262128045.png

If you use these settings on FA you can run the script all day long and it will always show villages which are not currently under attack so you will never run into the problem of sending multiple clearing runs on the same barbarian village.

For any suggestion, bug or if you need help using this script, feel free to reply on the thread.
 
Changelog
===> v1.2.0
- Show un-scouted barbarian villages if the player has lost troops attacking these villages.

===> v1.1.0
- Show wall level of barb villages on the map

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Upvote 3
Hello @RedAlert!
Is it possible to add a configuration to remove villages that are already receiving attacks with rams in it?

Thank you!
The script utilizes the FA data to check what villages are currently under attack. So yes, you can hide village under attack. However FA filtering for villages under attack does not differentiate between attacks that contain rams and the ones that dont.

Which means, the script can not remove villages that have only ram attacks headed towards them. The script can remove all villages which contain attacks but not just those villages which have incoming ram attacks.

1707866958137.png
 
Can you possibly implement that it takes troops that are also in the village and not just axes directly?
Heavy would also work as an example.
 
Script has been updated to v1.6.0

There are no graphical changes on this version.

The only change is that I added support for players to use their own units to send amounts for each wall level.

JavaScript:
javascript:var UNITS_TO_SEND = {
    1: '&axe=60&ram=4&spy=1',
    2: '&axe=60&ram=7&spy=1',
    3: '&axe=60&ram=10&spy=1',
    4: '&axe=150&ram=15&spy=1',
    5: '&axe=150&ram=20&spy=1',
    6: '&axe=150&ram=25&spy=1',
    7: '&axe=250&ram=30&spy=1',
    8: '&axe=250&ram=38&spy=1',
    9: '&axe=500&ram=46&spy=1',
 };$.getScript('https://twscripts.dev/scripts/clearBarbarianWalls.js');

As a player, you can modify the units to send amounts for the existing levels, or add new wall levels to be supported by the script.
 
Hi do you need LAE for this script to work ? Ok my bad i input the last post of the script, Rather than the original post it works now thank you for this awesome script!
 
Script has been updated to v1.6.0

There are no graphical changes on this version.

The only change is that I added support for players to use their own units to send amounts for each wall level.

JavaScript:
javascript:var UNITS_TO_SEND = {
    1: '&axe=60&ram=4&spy=1',
    2: '&axe=60&ram=7&spy=1',
    3: '&axe=60&ram=10&spy=1',
    4: '&axe=150&ram=15&spy=1',
    5: '&axe=150&ram=20&spy=1',
    6: '&axe=150&ram=25&spy=1',
    7: '&axe=250&ram=30&spy=1',
    8: '&axe=250&ram=38&spy=1',
    9: '&axe=500&ram=46&spy=1',
 };$.getScript('https://twscripts.dev/scripts/clearBarbarianWalls.js');

As a player, you can modify the units to send amounts for the existing levels, or add new wall levels to be supported by the script.
Hi, thank you for this script. Could you please also add option to configure the undefined case?

if (wallToUnitAmounts[wall] !== undefined) {
return wallToUnitAmounts[wall];
} else {
return `&axe=500&ram=100&spy=1`; // i dont have no native spies in my off villages X_X
}
 
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