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addIcon("Utamo Vita", {item=5879, switchable=true, text="UV"},
    macro(60000, function()
        say("utamo vita")
    end)
)

local refillMana = false
addIcon("Auto Target Spell", {item=5879, switchable=true, text="ATS"},
    macro(500, function()
        if not g_game.isAttacking() then return end
        if manapercent() < 50 then
            refillMana = true
        elseif manapercent() > 75 then
            refillMana = false
        end
        
        if not refillMana then
            say("arcane fire")
        end
    end)
)

local eq_manager = {
    {   hppcToEquip = 100, -- HP <= 100% (Default)
        eqToEquip = {
            {itemID = 9802, slot = SlotNeck}
        }
    },
    {   hppcToEquip = tonumber(storage.hppercent) or 75, -- HP <= 75%
        eqToEquip = {
            {itemID = 3081, slot = SlotNeck}
        }
    }
}

UI.Label("MP procenty")
addTextEdit("MP%", storage.hppercent or "75", function(widget, text)
    storage.hppercent = text
end)

table.sort(eq_manager, function(a, b) return b.hppcToEquip > a.hppcToEquip end)

addIcon("Zmiana Amuletu", {item=9802, switchable=true, text="Amulet"},
    macro(500, function()
        for k, v in pairs(eq_manager) do
            if manapercent() <= v.hppcToEquip then
                for i = 1, #v.eqToEquip do
                    moveToSlot(v.eqToEquip[i].itemID, v.eqToEquip[i].slot)
                end
                break
            end
        end
    end)
)

local lists = {
    ["Raid"] = {"Glejt", "Shop Point", "Giant Eye", "exp potion", "Loss Item Box", "Gold Ingot", "Silna Bomba", "Crystal Coin", "Demoniczny Kamien"}
}

local lists2 = {
    ["Exp"] = {"Farm coin", "Crystal coin", "Gold ingot", "Cp fragment", "Shop point", "Mikstura many", "Mikstura zycia", "Glejt", "Lord exp", "Exp potion"}
}

local lists3 = {
    ["Rozbujnik"] = {"Glejt", "Shop Point", "Giant Eye", "exp potion", "Loss Item Box", "Gold Ingot", "Silna Bomba", "Crystal Coin", "Demoniczny Kamien"}
}

UI.Label("Autoloot:")
for n, items in pairs(lists) do
    UI.Button(n, function()
        local delay = 100
        say("!autoloot clear")
        for _, item in pairs(items) do
            delay = delay + 3000
            schedule(delay, function() say('!autoloot add, '..item) end)
        end
    end)
end

for n, items in pairs(lists2) do
    UI.Button(n, function()
        local delay = 100
        say("!autoloot clear")
        for _, item in pairs(items) do
            delay = delay + 3000
            schedule(delay, function() say('!autoloot add, '..item) end)
        end
    end)
end

for n, items in pairs(lists3) do
    UI.Button(n, function()
        local delay = 100
        say("!autoloot clear")
        for _, item in pairs(items) do
            delay = delay + 3000
            schedule(delay, function() say('!autoloot add, '..item) end)
        end
    end)
end

addIcon("getBack", {item=getBack():getId(), text="getBack"}, function()
    g_game.open(getBack())
end)

UI.Separator()

local originalRing = 7924
local ringID = 3048
addIcon("Equip Ring", {item=7924, switchable=true, text="Ring"},
    macro(10, function()
        local currentMana = manapercent()
        local currentRing = getFinger()
        
        if currentMana <= 70 then
            if not currentRing or currentRing:getId() ~= ringID then
                local item = findItem(ringID)
                if item then
                    g_game.move(item, {x=65535, y=SlotFinger, z=0}, 1)
                    print("Equipped mana ring due to low mana")
                else
                    print("Mana ring not found in inventory")
                end
            end
        elseif currentMana >= 90 then
            if not currentRing or currentRing:getId() ~= originalRing then
                local item = findItem(originalRing)
                if item then
                    g_game.move(item, {x=65535, y=SlotFinger, z=0}, 1)
                    print("Equipped original ring due to high mana")
                else
                    print("Original ring not found in inventory")
                end
            end
        end
    end)
)
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