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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.

Trykon
05-21-2016, 10:42 AM
Ok... nvm, yesterday I couldn't sove it for few hours and I have noticed mistake now after posting... there is LabelName, instead labelName :D
sorry for this tread -> to close