1st Off: dust
// use the loop until you kill 10 Munchkins
var Attacks = 0;
the while (Attacks <10) {
// attack the nearest enemy!
Enemy hero.findNearestEnemy = var ();
IF (Enemy) {
hero.attack (Enemy);
}
// increment means 1 increases.
// "attacks" variable is incremented. 1
Attacks + =. 1;
}
// if you finish, retreat to ambush.
hero.say ( "Should the I Retreat!");
// Do not stand there gab [Delta]! Quickly withdrawn ambush
hero.moveXY (79, 33);
2 off: Review
// First, beat 6 ~ Ogres
// then collecting coins until you have 30 gold.
// variable used to count ogres
var defeatedOgres = 0;
// not defeat 6 ogres, continue to play
the while (defeatedOgres <. 6) {
var hero.findNearestEnemy Enemy = ();
IF (Enemy) {
hero.attack (Enemy );
defeatedOgres + =. 1;
} the else {
hero.say ( "Ogre!");
}
}
// map to the right.
hero.moveXY (49, 36);
// save enough money is not 30, it continues to pick up
the while (hero.gold <30) {
// find and collect coins
var = hero.findNearestItem Item ();
IF (Item) {
hero.moveXY (item.pos.x, item.pos.y);
} // remove the line say ().
}
// move to the outlet.
Hero.moveXY (76, 32);
3 Off: Wind and bovine Valley
// Desert Storm is coming!
// yak able to predict sand storm Desert
// this loop judgment condition as variable
var yak = hero.findNearestEnemy ();
// Check if there is the presence of sand yak
the while (Yak) {
var = hero.findNearestItem Item ( );
IF (Item) {
hero.moveXY (item.pos.x, item.pos.y);
}
// update the value of the variable `yak`
// use findNearestEnemy ()
var hero.findNearestEnemy Yak = ();
}
// cow gone!
// Go evacuation point: Red the X-
hero.moveXY (38, 58);
4 Off: first you have to pay, for returns
// changing the condition of the while loop.
// when the value is greater than 200 life-blood hero, it has been run.
the while (hero.health> 200) {
// delta line to change it!
hero.moveXY (48, 24);
hero.moveXY (16, 24);
}
// Okar to move there.
hero.moveXY (32, 40);
Level 5: Desert Battle
// while loop repeats until the condition is no.
ordersGiven = 0 var;
the while (ordersGiven <. 5) {
// move 10 meters down
var X = hero.pos.x;
var Y = hero.pos.y;
Y = Y - 10;
hero.moveXY (X, Y );
// use hero.say command your allies 'attack'!
// You just stand on X mark, they can listen to you
hero.say ( "Attack!");
// make sure to add ordersGiven 1
ordersGiven + = 1;
}
the while (to true) {
var = Enemy hero.findNearestEnemy ( );
// when you finish orders, immediately join the fight!
IF (Enemy) {
hero.attack (Enemy);
}
}
Level 6: bait and switch
// use bait to lure Ogre lured to the trap. // This function allows the hero continued to collect gold coins, gold coins have until the number of enoughGold. collectUntil function (enoughGold) { // when While hero.gold less than enoughGold: the while (hero.gold <enoughGold) { // find a coin, and take it away: var = COIN hero.findNearestItem (); IF (COIN) { hero.moveXY (coin.pos.x, coin.pos.y); } } } // 25 coins collected, and then build a bait on the red marker collectUntil (25); hero.buildXY ( "decoy", 40, 52); // best to hide. hero.moveXY (20 is, 52 is); // Use collectUntil collection function 50 coins: collectUntil (50); // create a "decoy" marks on the bone: hero.buildXY ( "decoy", 68, 22 is); / / establish a "decoy" on the wooden marker: hero.buildXY("decoy", 30, 20);
7 Off: mirage
// lure Ogre into an ambush! // When your gold is less than 25, collect coins. while (hero.gold <25) { var = COIN hero.findNearestItem (); hero.moveXY (coin.pos.x, coin.pos.y); } // After the while loop, in the construction of a white X " decoy ". hero.buildXY ( "decoy", 72, 68); // while loop, when your health equal maxHealth, `say` used to challenge Ogre. while (hero.health == hero.maxHealth) { Hero. say ( 'still stunned with what, quickly hit me ah! "); } // then return to the red X at. hero.moveXY (22, 16);
8 Off: Spinach powder
// collect seven spinach syrup.
// Then you will be strong enough to defeat the ogre.
potionCount = 0 var;
// write code medicine collected while loop
// check the amount of medicine potionCount
while (to true) {
Item hero.findNearestItem = var ();
IF (Item) {
hero.moveXY (item.pos.x , item.pos.y);
potionCount + =. 1;
}
iF (potionCount ==. 7) {
BREAK;
}
}
// At the end of the while loop,
// to fight!
the while (to true) {
var hero.findNearestEnemy Enemy = ();
IF (Enemy) {
hero.attack (Enemy);
}
}
9 Off: Teamwork
// gem will soon disappear. You need help!
// findItems () returns an array of items.
items hero.findItems = var ();
// get the first jewel from the array.
// Do not forget the first index is 0.
gem0 = items var [0];
// # Tell Bruno to get gem0
hero.say ( "Bruno" + gem0);
// You can not reference variables gem.
hero.say ( "Matilda" + items [1]);
// create a variable for the last gem [2]:
hero.say ( "Lisa" + items [2]);
// use moveXY () to move to the position gemstone
hero.moveXY (items [2] .pos.x, items [2] .pos.y);
Level 10: assist defense
// to protect farmers from the ogre damage.
the while (to true) {
// get an enemy array.
hero.findEnemies enemies = var ();
// if the array is not empty.
IF (enemies.length> 0) {
// first enemy attack from "enemies" array.
hero.attack (enemies [0]);
// return to the starting position.
hero.moveXY (40, 20 is);
}
}
11 Off: Recruitment Team
// call one by one farmer.
// Neutral unit is detected as the enemy.
Neutrals hero.findEnemies = var ();
the while (to true) {
IF (neutrals.length) {
// speaks the first element of the array say neutral
hero.say (Neutrals [0]);
} the else {
hero.say ( "nobody here");
}
// use findEnemies () neutral newly updated array
var = hero.findEnemies Neutrals ();
}
12 Off: second gem
// jewel is safe, the other one is the bomb.
// But you know the answer: always choose the second.
the while (to true) {
var = hero.findItems items ();
// if the number of array elements is greater than or equal to Item 2:
IF (items.length> = 2) {
// the article is moved to the second array
hero. moveXY (items [. 1] .pos.x, items [. 1] .pos.y);
} // else:
the else {
// move to the center mark.
hero.moveXY (40, 34 is);
}
}
13 Off: Sarven Savior
// an array (Array) is the number of columns in the article. // This array is the number of columns in a friend's name. friendNames = var [ 'Joan', 'Ronan', 'Nikita', 'Augustus' ]; // array counts from zero, not 1! friendIndex = 0 var; // for each cycle of the array name // use .lenght property to obtain the length of the array. the while (friendIndex <friendNames.length) { // square brackets to obtain the array name. friendNames FRIENDNAME = var [friendIndex]; // Tell your friends back home. + // use to connect two strings. hero.say (FRIENDNAME + ', Go Home!'); // increase in the index to get the next name in the array friendIndex + = 1; } // return to the oasis, built in the X at the "fence" hero.moveXY (15 , 30); hero.buildXY ( "fence", 30, 30);
14 Off: Bank raid
// Wait ogre, beat them and collect gold. the while (to true) { var enemies hero.findEnemies = (); // iterate enemyIndex array. enemyIndex = 0 var; // enemyIndex although less than enemies.length the while (enemyIndex <enemies.length) { // the enemy attack enemyIndex var = Enemy enemies [enemyIndex]; hero.attack (Enemy); // add 1 to enemyIndex . ++ enemyIndex; } var = hero.findItems Coins (); // iterate coinIndex coins array. coinIndex = 0 var; the while (coinIndex <coins.length) { // coinIndex obtained with a gold coins from the array. Coins COIN = var [coinIndex]; // collect the coins. hero.moveXY (coin.pos.x, coin.pos.y); // coinIndex to increase the value 1. ++ coinIndex; } }
15 Off: disembodied spirits
Skeleton @ attack seized gem
the while (to true) {
var enemies hero.findEnemies = ();
var enemyIndex = 0;
the while (enemyIndex <enemies.length) {
; = var Enemy enemies [enemyIndex]
// the blood enemy attack.
the while (enemy.health> 0) {
hero.attack (Enemy);
}
enemyIndex + =. 1;
}
var = hero.findItems items ();
var itemIndex = 0;
// iterate through all items.
the while (itemIndex <items.length) {
var = Item items [itemIndex];
// distance is greater than the article 2:
the while (hero.distanceTo (Item)> 2) {
// try to get the items
hero.moveXY (item. pos.x, item.pos.y);
// Do not forget to make larger itemIndex (itemIndex + = 1) or (+ itemIndex = itemIndex. 1)
itemIndex + =. 1;
}
}
}