RedAlert

Senior In-Game Staff
Tribal Wars Team
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RedAlert
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javascript:$.getScript('https://twscripts.dev/scripts/defenseHealthCheck.js');
Public?
Public
1668028775227.png

This script needs to be run on the village overview screen /game.php?screen=overview

This is how the script looks like in practice:

So the script checks how much more nukes a village's stack can kill. Basically, it checks how good of a stack you have put on a village. The script allows checking with incoming support or without incoming support being taken into account. You can also modify the offensive power by modifying the unit amounts, whenever click "Check Stack Health" the script will save the unit amounts in localStorage so the next time you run the script you will have the identical amounts as the last time.

The script utilizes the Simulator feature built into the game to do its calculations when it comes to nukes killed and also provides a link to the Simulation page so you can get more details.

For any bugs, suggestions or if you need help with the script, let me know by replying on the thread.
 
Upvote 1

Swiftblade

Member
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15
I would like to be able to pre-set the numbers based on a report.

At the moment if I’m on a report page this script redirects to the village page.

Suggestion: Before redirecting, store the attacker’s troops as the new nuke size. That way when we’re redirected and click on the script again, it defaults to that nuke.

This will make the script more useful as we can run it based on the types of nuke a specific player sends.
 

Johnny Tapia

Active Member
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7
I would like to suggest that he consider these bonuses, it would be an excellent upgrade to the script
 

RedAlert

Senior In-Game Staff
Tribal Wars Team
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Team
Script Moderator
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701
I would like to suggest that he consider these bonuses, it would be an excellent upgrade to the script
Who is he?

Also, he does not take into account the village buffs or other buffs, because there is no easy way to grab them, not because he does not want to do that :p
 
Last edited:

RedAlert

Senior In-Game Staff
Tribal Wars Team
Senior
Team
Script Moderator
Reaction score
701
I would like to be able to pre-set the numbers based on a report.

At the moment if I’m on a report page this script redirects to the village page.

Suggestion: Before redirecting, store the attacker’s troops as the new nuke size. That way when we’re redirected and click on the script again, it defaults to that nuke.

This will make the script more useful as we can run it based on the types of nuke a specific player sends.
The script has been updated to v1.2.0

Now the script can be run also on a single report screen.

When the script is run there, the troops of the attacking player (the script only gets troops of attacking player now) will be saved on localStorage. Next time you run the script on village overview, it will do simulation based on those troops.
 
Last edited:

Swiftblade

Member
Reaction score
15
The script has been updated to v1.2.0

Now the script can be run also on a single report screen.

When the script is run there, the troops of the attacking player (the script only gets troops of attacking player now) will be saved on localStorage. Next time you run the script on village overview, it will do simulation bases on those troops.
Thank you! Just noticed this change. Works well.
 

Hyqro666

New Member
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1
Hey Red Alert,

I have a suggestion for the script. It would be great if you could start the script in the overview. As an example.
Group: Incoming attacks -> Start script
The script now reads out troops, incoming attacks and support.
Then a check mark, an O or an X is displayed in front of the village name in the overview.
Green check mark means withstands the attacks + 5 additional attacks.
Yellow O means withstands the attacks +1-4 additional attacks.
Red X means does not withstand the attacks.
Perhaps then a list of the villages with a selection option to copy in order to send a request.
 

RedAlert

Senior In-Game Staff
Tribal Wars Team
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Team
Script Moderator
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701
Hey Red Alert,

I have a suggestion for the script. It would be great if you could start the script in the overview. As an example.
Group: Incoming attacks -> Start script
The script now reads out troops, incoming attacks and support.
Then a check mark, an O or an X is displayed in front of the village name in the overview.
Green check mark means withstands the attacks + 5 additional attacks.
Yellow O means withstands the attacks +1-4 additional attacks.
Red X means does not withstand the attacks.
Perhaps then a list of the villages with a selection option to copy in order to send a request.
Thank you for the suggestion.

For the moment the only thing I have planned to add support on the script is to add a capability so the script can automatically figure out what buffs that affect battle calculations are active on the defensive village.

Then in the future, might or might not work on this suggestion too, but for the moment the only thing planned is what I mentioned above.
 
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