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--[[ ROBLOX Anime Card Clash | Daily Automation script - by kaypop. Feel free to modify or distribute this file, The original author (kaypop.) is not responsible for any malicious insertions, actions, or consequences any version of this file may entail. Version (3.0.0) UPDATE 3.7 - HALLOWEEN ; 2025 slot 1 for DPS/Bosses/Tower/Events slot 2 for infinite --]] -- --- Game Files / Information local _GameEvents = { setInfinite = game.ReplicatedStorage["shared/network@eventDefinitions"]["fightInfinite"], setTower = game.ReplicatedStorage["shared/network@eventDefinitions"]["fightBattleTowerWave"], setBoss = game.ReplicatedStorage["shared/network@eventDefinitions"]["fightStoryBoss"], setPartySlot = game.ReplicatedStorage["shared/network@eventDefinitions"]["setDefaultPartySlot"], setSetting = game.ReplicatedStorage["shared/network@eventDefinitions"]["setSetting"], setExploration = game.ReplicatedStorage["shared/network@eventDefinitions"]["startExploration"], claimExploration = game.ReplicatedStorage["shared/network@eventDefinitions"]["claimExploration"], claimDaily = game.ReplicatedStorage["shared/network@eventDefinitions"]["claimDailyQuest"], forfeitBattle = game.ReplicatedStorage["shared/network@eventDefinitions"]["forfeitBattle"] }; local _GameTowers = { "watery_depths", "frozen_landscape", "stone_citadel", "inferno_depths", "lunar_eclipse", "light_fairy" }; local _GameTowersName = { "Water Tower", "Frozen Tower", "Stone Tower", "Inferno Tower", "Lunar Tower", "Light Fairy Tower" }; local _GameBossesCodes = { -- SPECIAL EVENT CODES 550, -- Soul School (Soul Eater; goated anime ngl) -- ENDOF SPECIAL EVENT CODES 307, -- Bijuu Beast 380, -- Freiza 329, -- Sukuna 354, -- Eren 454, -- Muzan 346, -- Big Mom 321, -- SJW, goodluck 299, -- Cid, the goat 365, -- Jigen? 342 -- Ainz, }; local _GameBossesNames = { -- EVENT "Soul School", -- ENDOF EVENT "Bijuu Beast", "Awakened Galactic Tyrant", "King of Curses", "Combat Giant", "Awakened Pale Demon Lord", "Soul Queen", "Awakened Shadow Monarch", "Lord of Eminence", "Celestial Sovereign", "Undead King" }; local _GameBossesDifficulties = { "normal", "medium", "hard", "extreme" }; local _GameExplorationTiers = { {tier="easy",{"crow_master:basic","crow_master:basic","crow_master:basic","crow_master:basic"}}, {tier="medium",{"crow_master:gold","crow_master:gold","crow_master:gold","crow_master:gold"}}, {tier="hard",{"awakened_galactic_tyrant:basic","awakened_galactic_tyrant:basic","awakened_galactic_tyrant:basic","awakened_galactic_tyrant:basic"}}, {tier="extreme",{"awakened_pale_demon_lord:basic","awakened_pale_demon_lord:basic","awakened_pale_demon_lord:basic","awakened_pale_demon_lord:basic"}}, {tier="nightmare",{"light_admiral:secret","light_admiral:secret","light_admiral:secret","light_admiral:secret"}}, {tier="celestial",{"six_paths_of_pain:rainbow","six_paths_of_pain:rainbow","six_paths_of_pain:rainbow","six_paths_of_pain:rainbow"}} }; -- -- --- User/Local Data local _UserData = { wateryTowerIsEnabled = true, frozenTowerIsEnabled = true, stoneTowerIsEnabled = true, infernoTowerIsEnabled = true, lunarTowerIsEnabled = true, bossesAreEnabled = true, infiniteIsEnabled = true, towerSlot = 1, infiniteSlot = 1, bossesSlot = 1 }; -- -- --- Script Environment Data local promise = {}; promise._positive_promises = {}; promise._negative_promises = {}; function promise:Init() local function promiseAutomation(k) return function(d) if d.ClassName == "TextLabel" then local t = d.ContentText:lower() if t:match("you're already in battle.") or t:match("show battle") or t:match("hide battle") or t:match("on cooldown") then for _, v in ipairs(self[k]) do task.spawn(v) end end end end end game.Players.LocalPlayer.PlayerGui.react.DescendantAdded:Connect(promiseAutomation("_positive_promises")) game.Players.LocalPlayer.PlayerGui.react.DescendantRemoving:Connect(promiseAutomation("_positive_promises")) end function promise.NewPositiveActionPromise(f) table.insert(promise._positive_promises, f) end function promise.NewNegativeActionPromise(f) table.insert(promise._negative_promises, f) end function promise.NewPositiveActionPromiseWait(limit) local c; local o = nil local retv; local tt = tick() c = game.Players.LocalPlayer.PlayerGui.react.DescendantAdded:Connect(function(d) if d.ClassName == "TextLabel" then local t = d.ContentText:lower() if t:match("you're already in battle.") or t:match("show battle") or t:match("hide battle") or t:match("on cooldown") then if o then return end retv = t o = true end end end) repeat wait() until o or (tick() - tt > limit) return retv or false end function promise.NewNegativeActionPromiseWait(limit, txt) local c; local o = nil local retv; local tt = tick() c = game.Players.LocalPlayer.PlayerGui.react.DescendantRemoving:Connect(function(d) if d.ClassName == "TextLabel" then local t = d.ContentText:lower() if t:match(txt) then if o then return end retv = t o = true end end end) repeat wait() until o or (tick() - tt > limit) return retv or false end function promise.NewPositiveActionPromiseWait2(limit, txt) local c; local o = nil local retv; local tt = tick() c = game.Players.LocalPlayer.PlayerGui.react.DescendantAdded:Connect(function(d) if d.ClassName == "TextLabel" then local t = d.ContentText:lower() if t:match(txt) then if o then return end retv = t o = true end end end) repeat wait() until o or (tick() - tt > limit) return retv or false end function communicate(msg, len) local g=Instance.new("Message");g.Text=msg;g.Parent=game.Workspace;game:GetService("Debris"):AddItem(g, len) end function doDailyBosses() _GameEvents.setPartySlot:FireServer("slot_1") wait(3) for i, bossCodes in ipairs(_GameBossesCodes) do if not _UserData.bossesAreEnabled then repeat wait(2) until _UserData.bossesAreEnabled end for j, diff in ipairs(_GameBossesDifficulties) do if not _UserData.bossesAreEnabled then repeat wait(2) until _UserData.bossesAreEnabled end local isInBattle = true; if isInBattle then repeat local result; task.spawn(function() result = promise.NewPositiveActionPromiseWait(2) end); _GameEvents.setBoss:FireServer(bossCodes, diff) repeat wait() until result ~= nil if not result or result:match("on cooldown") then communicate(string.format("Boss %s | [%s] is on cooldown/already in battle", _GameBossesNames[i], _GameBossesDifficulties[j]), 2) break else communicate(string.format("Attempting to fight boss %s | [%s]", _GameBossesNames[i], _GameBossesDifficulties[j]), 2) end local result = promise.NewNegativeActionPromiseWait(99999999, "show battle") isInBattle = false wait() until not isInBattle end wait(2.025) end end end function doDailyTowers() _GameEvents.setPartySlot:FireServer("slot_1") wait(3) for i, towers in ipairs(_GameTowers) do for j = 5, 25, 5 do local isInBattle = true; local timesBeaten = 0 if isInBattle then repeat local result; task.spawn(function() result = promise.NewPositiveActionPromiseWait(2) end); _GameEvents.setTower:FireServer(towers, j) repeat wait() until result ~= nil if not result then communicate(string.format("%s | Floor %d is on cooldown.", _GameTowersName[i], j), 2) break else communicate(string.format("Attempting to fight %s | Floor %d", _GameTowersName[i], j), 2) end local result = promise.NewNegativeActionPromiseWait(99999999, "show battle") isInBattle = false until not isInBattle end wait(2.025) end end end function doHardcoreTower() communicate("Preparing for ***** tower.", 3) _GameEvents.setPartySlot:FireServer("slot_2") wait() _GameEvents.forfeitBattle:FireServer() wait(2) _GameEvents.setSetting:FireServer("auto_repeat_infinite", true) wait(1) _GameEvents.setInfinite:FireServer("halloween_2025") communicate("Doing ***** tower. restarting schedule in 6 hours..", 3) end function doQuestClaim() communicate("collecting quests...", 1.5) for i = 1, 6 do pcall(function() _GameEvents.claimDaily:FireServer(i) end) wait() end end function doExploration() --spawn(function() for _, exploration in ipairs(_GameExplorationTiers) do pcall(function() communicate("collecting/restarting exploration (if able) tier: " .. exploration.tier, 1.5) _GameEvents.claimExploration:FireServer(exploration.tier) wait(1.75) _GameEvents.setExploration:FireServer(exploration.tier, exploration[1]) wait(1.5) end) wait() end --end) end function eventRoutine(type) type = "Halloween" local _GameSPECIALEvents = { claimHalloweenFarmSlot = game.ReplicatedStorage["shared/network@eventDefinitions"]["claimHalloweenFarmSlot"], plantHalloweenFarmSlot = game.ReplicatedStorage["shared/network@eventDefinitions"]["plantHalloweenFarmSlot"], speedupHalloweenFarmSlot = game.ReplicatedStorage["shared/network@eventDefinitions"]["speedupHalloweenFarmSlot"] }; local _GameSPECIALEventSpeedups = { "weak_soul_essence", "medium_soul_essence", "strong_soul_essence", "potent_soul_essence" }; local _GameSPECIALEventSlots = { "slot_1", "slot_2", "slot_3", "slot_4", "slot_5", "slot_6", }; function collectionMaterialRoutine() communicate("collecting halloween stems...", 1) local c = game.Players.LocalPlayer.Character for _, v in ipairs(game.Workspace:GetChildren()) do if v.Name:match("stem_") and v:FindFirstChildOfClass("TouchTransmitter") then c.HumanoidRootPart.CFrame = v.CFrame wait(1) firetouchinterest(c.HumanoidRootPart, v, 1) wait(2) firetouchinterest(c.HumanoidRootPart, v, 0) wait(1) end end end function skipStemTimeRoutine() communicate("running halloween stem speedup routine....", 2) for slot = 1, 6 do wait(0.5) for essenceType = 1, 4 do _GameSPECIALEvents.speedupHalloweenFarmSlot:FireServer(_GameSPECIALEventSlots[slot], _GameSPECIALEventSpeedups[essenceType], 1) wait() end end end function claimStemsRoutine() communicate("claiming/re-planting all halloween stems.. (if any)", 2) for slot = 1, 6 do wait(0.35) local stillGrowing = true spawn(function() stillGrowing = promise.NewPositiveActionPromiseWait2(30, "not finished growing yet") end) _GameSPECIALEvents.claimHalloweenFarmSlot:FireServer(_GameSPECIALEventSlots[slot]) wait(35) if not stillGrowing then _GameSPECIALEvents.plantHalloweenFarmSlot:FireServer(_GameSPECIALEventSlots[slot]) end wait(0.1) end end -- routine while wait(1) do --pcall(collectionMaterialRoutine) wait(1) pcall(skipStemTimeRoutine) wait(1) pcall(claimStemsRoutine) end end local vu = game:GetService("VirtualUser") game.Players.LocalPlayer.Idled:Connect(function() vu:CaptureController() vu:ClickButton2(Vector2.new()) end) -- -- --- Main function main() communicate("Loaded. Beginning in 4 seconds.", 3) _GameEvents.setSetting:FireServer("show_battles", false) _GameEvents.forfeitBattle:FireServer() wait(4) --doExploration() --doQuestClaim() --doDailyBosses() --doQuestClaim() doDailyTowers() --doQuestClaim() --doHardcoreTower() wait(1) end -- --spawn(eventRoutine) while true do main() wait(((60)*(60)) * 6) end
Mark as private (unlisted)
for 30 minutes
for 6 hours
for 1 day
for 1 week
for 1 month
for 1 year
everlasting (like CCCP)