Trykon
05-21-2016, 10:25 AM
Hello. :D
I have problem with my script for manual playing:
local checkItems = true
local itemsToCheck = 15793
local itemsAmount = 900
registerEventListener(WALKER_SELECTLABEL, "onWalkerSelectLabel")
function onWalkerSelectLabel(labelName)
if (LabelName == "CheckCap") then
Walker.Delay(1000)
if (Self.Cap()<110) then
gotoLabel ("DropVials")
else
gotoLabel ("CheckItems")
end
elseif(LabelName == "DropVials") then
Walker.Delay(1000)
Self.DropFlasks(Self.Position().x, Self.Position().y, Self.Position().z)
sleep(math.random(500, 1000))
if(Self.Cap()<100) then
gotoLabel ("DropGold")
else
gotoLabel ("CheckItems")
end
elseif(LabelName == "DropGold") then
Walker.Delay(1000)
if(Self.ItemCount("gold coin")>((100 - Self.Cap())*10)) then
Self.DropItem(Self.Position().x, Self.Position().y, Self.Position().z, "gold coin", (100 - Self.Cap())*10)
sleep(math.random(5000, 10000))
end
gotoLabel ("CheckItems")
elseif(LabelName == "CheckItems") then
Walker.Delay(1000)
if(checkItems) then
if(Self.ItemCount(itemsToCheck)<(itemsAmount*30/100)) then
print("Using one of " ..Self.ItemCount(itemsToCheck).. " crystalline arrows...")
checkItems = false
end
end
sleep(math.random(50000, 100000))
gotoLabel("CheckCap")
end
end
simply I want it to drop vials below 110 cap and if cap is still below 100, then to drop gold coins...
also to inform me if my crystalline arrows are finishing
but walker simply goes on those labels as if those have no functionality.
I have problem with my script for manual playing:
local checkItems = true
local itemsToCheck = 15793
local itemsAmount = 900
registerEventListener(WALKER_SELECTLABEL, "onWalkerSelectLabel")
function onWalkerSelectLabel(labelName)
if (LabelName == "CheckCap") then
Walker.Delay(1000)
if (Self.Cap()<110) then
gotoLabel ("DropVials")
else
gotoLabel ("CheckItems")
end
elseif(LabelName == "DropVials") then
Walker.Delay(1000)
Self.DropFlasks(Self.Position().x, Self.Position().y, Self.Position().z)
sleep(math.random(500, 1000))
if(Self.Cap()<100) then
gotoLabel ("DropGold")
else
gotoLabel ("CheckItems")
end
elseif(LabelName == "DropGold") then
Walker.Delay(1000)
if(Self.ItemCount("gold coin")>((100 - Self.Cap())*10)) then
Self.DropItem(Self.Position().x, Self.Position().y, Self.Position().z, "gold coin", (100 - Self.Cap())*10)
sleep(math.random(5000, 10000))
end
gotoLabel ("CheckItems")
elseif(LabelName == "CheckItems") then
Walker.Delay(1000)
if(checkItems) then
if(Self.ItemCount(itemsToCheck)<(itemsAmount*30/100)) then
print("Using one of " ..Self.ItemCount(itemsToCheck).. " crystalline arrows...")
checkItems = false
end
end
sleep(math.random(50000, 100000))
gotoLabel("CheckCap")
end
end
simply I want it to drop vials below 110 cap and if cap is still below 100, then to drop gold coins...
also to inform me if my crystalline arrows are finishing
but walker simply goes on those labels as if those have no functionality.