Updated this thread to show my bookmarklets and give a link to where I will put any other scripts I write for IGM.
Adds Import/Export buttons to the save box and a text box. The export save button outputs the code to the text box. The import one brings up a prompt.
Buy 10/100 of a building at a time:
Adds a drop menu containing all visible buildings and buy 10/buy 100 buttons to the save box. Currently you will need to refresh the page and reload the script after new buildings are unlocked.
If you try to use it to buy a building that is no longer visible then nothing will happen. It also stops buying it if the building is locked while being bought. So don't think about using it to cheat! :P
Changes numbers to have k, M etc. Can be customised by setting nums as an array using the letter(s) you want after the powers of 1,000. Must start at 1,000 and go up in powers of 1,000. You can use as many or as few as you want.
//Output the number of each building owned to the console:
buildamount = (Game.buildings[c].name + ': ' + Game.buildings[c].amount + ', ')
else buildamount = ''
return p + buildamount},'')
//output the income of each resource to the console:
if(Game.res[c].visible && Game.res[c].computedPS > 0)
resincome = ('\n' + Game.res[c].name + ': ' + Beautify(Game.res[c].computedPS) + '/s');
else resincome = ''
return p + resincome},'')
/*output to the console the remaining achievements not won and if applicable how many resources/buildings needed (doesn't show when it is unlocked on the purchase of something:*/
achievementsleft = '\n'
for(i in Game.achievements)
if(Game.achievements[i].won == 0)
achievementsleft += Game.achievements[i].name + ': \n'
for(j in Game.achievements[i].unlocksAt)
achievementsleft += "\n " + Beautify(Game.achievements[i].unlocksAt[j].amount) + ' ' + Game.achievements[i].unlocksAt[j].X.name
achievementsleft += "\n \n"