here the code
// Fight your way into the Inner Sanctum of the ogre chieftain, and defeat her.
// summon troops
var stage = 1;
var tacktick = 'hold';
var summonTypes = ['griffin-rider'];
function summon() {
var types = summonTypes[hero.built.length % summonTypes.length];
if (hero.gold >= hero.costOf(types)) {
hero.summon(types);
}
}
/* -summon
-command
-findlowhelt
-attack
-strat
-move
-collect
-command troop
*/
function findLowHelt() {
var lowestHealth = 99999;
var lowestFriend = null;
var friends = hero.findFriends();
for (var f = 0; f < friends.length; f++) {
var friend = friends[f];
if (friend.health < lowestHealth && friend.health < friend.maxHealth) {
lowestHealth = friend.health;
lowestFriend = friend;
}
}
return lowestFriend;
}
function commandPal(pal, warlock) {
var friends = hero.findFriends();
var low = findLowHelt();
for (var i = 0; i < friends.length; i ++) {
var friend = friends[i];
if (low) {
if (pal.canCast("heal", low)) {
hero.command(pal, "cast", "heal", low);
}
} else if (pal.health < 100) {
hero.command(pal, "shield");
} else if (stage < 4) {
hero.command(paladin, "move", {'x': 94, 'y': 34});
} else if (stage == 5) {
hero.command(paladin, "move", {'x': 284, 'y': 33});
} else {
var enemy = pal.findNearestEnemy();
if (warlock) {
enemy = warlock;
}
if (enemy) {
hero.command(pal, "attack", enemy);
}
}
}
}
function commandSol(sol, warlock) {
var enemy = sol.findNearestEnemy();
if (warlock) {
enemy = warlock;
} if (stage == 3) {
hero.command(soldier, "move", {'x': 84, 'y': 34});
} else if (enemy) {
hero.command(sol, "attack", enemy);
}
}
function commandTroops() {
var friends = hero.findFriends();
var warlock = hero.findNearest(hero.findByType("warlock"));
for (var i = 0; i < friends.length; i ++) {
var friend = friends[i];
if (tacktick == 'hold') {
hero.command(friend, "defend", {'x': 1, 'y': 40});
} else if (friend.type == "paladin") {
commandPal(friend, warlock);
} else {
commandSol(friend, warlock);
}
}
}
function move(pos) {
if (hero.isReady("jump")) {
hero.jumpTo(pos);
}
else {
hero.move(pos);
}
}
function attack(target) {
if (target) {
if (hero.distanceTo(target) < 10) {
move(target.pos);
} else if (hero.isReady("bash")) {
hero.bash(target);
} else if (hero.canCast("chain-lightning", target)) {
hero.cast("chain-lightning", target);
} else {
hero.attack(target);
}
}
}
function pickUp() {
var item = hero.findNearestItem();
if (item) {
move(item.pos);
}
}
commandTroops();
hero.moveXY(31, 56);
while(true) {
var catal = hero.findNearest(hero.findByType("catapult"));
var warlok = hero.findNearest(hero.findByType("warlock"));
var enemy = hero.findNearestEnemy();
var item = hero.findNearestItem();
var time = hero.time;
if (catal) {
stage = 1;
attack(catal);
} else if (time < 20) {
tacktick = 'defend';
stage = 2;
move({"x": 50, "y": 33});
} else if (stage < 4) {
if (enemy) {
stage = 3;
attack(enemy);
}
else {
move({"x": 172, "y": 46});
}
if (hero.pos.x > 170) {
stage = 4;
}
} else if (stage < 5) {
if (hero.pos.x < 240) {
move({"x": 274, "y": 35});
tacktick = 'defend';
} else if (item && hero.distanceTo(item) < 10) {
pickUp();
tacktick = "attack";
} else if (warlok) {
enemy = warlok;
summon();
attack(enemy);
} else if (enemy && enemy.type != 'gates') {
attack(enemy);
} else if (item && hero.distanceTo(item) < 45) {
pickUp();
tacktick = 'defend';
summon();
} else {
attack(enemy);
} if (hero.pos.x > 290) {
stage = 5;
}
tacktick = attack;
} else {
summon();
attack(enemy);
} commandTroops();
}
help while hero trying to kill catapult catapult kill him first anyone have idea how do i avoid getting kiiled?