From NEAT Portal Wiki
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==Market Money Maker IV== | ==Market Money Maker IV== | ||
'''Great script for trading in the market. Please read the notes inside the script and if you have any questions please refer to the [http://forum.duelingelectrons.com/viewtopic.php?f=21&t=6761&start=45#p28427 forum.]''' | '''Great script for trading in the market. Please read the notes inside the script and if you have any questions please refer to the [http://forum.duelingelectrons.com/viewtopic.php?f=21&t=6761&start=45#p28427 forum.]''' |
Revision as of 22:00, 28 December 2011
Medal Farming
This is a simple script for medal farming.
If you have any problems you may receive help in the forum.
Script by: voidship
// Version 2011-09-06 1: config npc:0 2: label start 3: ifgosub ( m_city.cityManager.fields[9].type >= 0 ) abandon 4: sleep 3 5: ifgosub ( m_city.cityManager.fields[9].type >= 0 ) abandon 6: sleep 3 7: ifgosub ( m_city.cityManager.fields[9].type >= 0 ) abandon 8: sleep 3 9: ifgosub ( m_city.cityManager.fields[9].type >= 0 ) abandon 10: ifgosub ( m_city.AnyIdleHero(any) = true ) attack 11: loop start 12: label abandon 13: abandon xxx,yyy 14: gosubreturn 15: label attack 16: attack xxx,yyy any a:13000,w:1,p:1,sw:1,c:1,cata:1 17: gosubreturn
Market Money Maker IV
Great script for trading in the market. Please read the notes inside the script and if you have any questions please refer to the forum.
Script by: schwak
// IF YOU RUN OUT OF GOLD YOUR HEROES WILL LEAVE!!! // Thanks go to sgaggerj for the idea of turning the buy and sell // quantities into variables!! Great idea! set buy_food_price 2.5 set buy_wood_price 24.5 set buy_stone_price .5 set buy_iron_price 19 //^^^^^^^^^^^^^^^^^ set sell_food_price 4.2 set sell_wood_price 33 set sell_stone_price .9 set sell_iron_price 25 //^^^^^^^^^^^^^^^^^ // You must have enough gold on hand to make your initail purchases // before running the program. Also, you must have enough left over // to make more purchases if you buy anything. // The following variiable must be MORE than your // most expensive purchase. (i.e. 6m wood @ 25 =150m) set gold_limit 150000000 //^^^^^^^^^^^^^^^^^ // This is where sgaggerj deserves kudos: // Enter the quantity of each commodity the you // want to buy or sell with each transaction. // The following 8 variables MUST BE UNIQUE // if any 2 are the same you will not be happy set buy_food_qty 8000000 set buy_wood_qty 5000000 set buy_stone_qty 9999999 set buy_iron_qty 5000001 set sell_food_qty 9000000 set sell_wood_qty 2500000 set sell_stone_qty 9999998 set sell_iron_qty 2500001 //^^^^^^^^^^^^^^^^^ set food_max 5000111000 set wood_max 2000111000 set stone_max 10000111000 set iron_max 2000111000 //^^^^^^^^^^^^^^^^^ set food_min 400111000 set wood_min 5111000 set stone_min 20111000 set iron_min 5111000 //^^^^^^^^^^^^^^^^^ 1: gosub setup 2: label wait 3: print x checking 4: ifgoto ( m_city.cityManager.resource.gold < %gold_limit% ) end 5: Ifgosub ( m_city.cityManager.tradesArray.length < 8 ) find1 6: print x waiting 7: sleep rnd:30 8: loop wait 9: label find1 10: print x checking if we bought food 11: ifgoto ( m_city.cityManager.tradesArray[0].amount == %buy_food_qty% ) find2 12: ifgoto ( m_city.cityManager.tradesArray[1].amount == %buy_food_qty% ) find2 13: ifgoto ( m_city.cityManager.tradesArray[2].amount == %buy_food_qty% ) find2 14: ifgoto ( m_city.cityManager.tradesArray[3].amount == %buy_food_qty% ) find2 15: ifgoto ( m_city.cityManager.tradesArray[4].amount == %buy_food_qty% ) find2 16: ifgoto ( m_city.cityManager.tradesArray[5].amount == %buy_food_qty% ) find2 17: ifgoto ( m_city.cityManager.tradesArray[6].amount == %buy_food_qty% ) find2 18: ifgoto ( m_city.cityManager.resource.food.amount < %food_max% ) ok_buy_food 19: print x limit reached so no longer buying food 20: buy food %buy_food_qty% .01 21: gosubreturn 22: label ok_buy_food 23: buy food %buy_food_qty% %buy_food_price% 24: gosubreturn 25: label find2 26: print x checking if we bought wood 27: ifgoto ( m_city.cityManager.tradesArray[1].amount == %buy_wood_qty% ) find3 28: ifgoto ( m_city.cityManager.tradesArray[0].amount == %buy_wood_qty% ) find3 29: ifgoto ( m_city.cityManager.tradesArray[2].amount == %buy_wood_qty% ) find3 30: ifgoto ( m_city.cityManager.tradesArray[3].amount == %buy_wood_qty% ) find3 31: ifgoto ( m_city.cityManager.tradesArray[4].amount == %buy_wood_qty% ) find3 32: ifgoto ( m_city.cityManager.tradesArray[5].amount == %buy_wood_qty% ) find3 33: ifgoto ( m_city.cityManager.tradesArray[6].amount == %buy_wood_qty% ) find3 34: ifgoto ( m_city.cityManager.resource.wood.amount < %wood_max% ) ok_buy_wood 35: print x limit reached so no longer buying wood 36: buy wood %buy_wood_qty% .01 37: gosubreturn 38: label ok_buy_wood 39: buy lumber %buy_wood_qty% %buy_wood_price% 40: gosubreturn 41: label find3 42: print x checking if we bought iron 43: ifgoto ( m_city.cityManager.tradesArray[2].amount == %buy_iron_qty% ) find4 44: ifgoto ( m_city.cityManager.tradesArray[0].amount == %buy_iron_qty% ) find4 45: ifgoto ( m_city.cityManager.tradesArray[1].amount == %buy_iron_qty% ) find4 46: ifgoto ( m_city.cityManager.tradesArray[3].amount == %buy_iron_qty% ) find4 47: ifgoto ( m_city.cityManager.tradesArray[4].amount == %buy_iron_qty% ) find4 48: ifgoto ( m_city.cityManager.tradesArray[5].amount == %buy_iron_qty% ) find4 49: ifgoto ( m_city.cityManager.tradesArray[6].amount == %buy_iron_qty% ) find4 50: ifgoto ( m_city.cityManager.resource.iron.amount < %iron_max% ) ok_buy_iron 51: print x limit reached so no longer buying iron 52: buy iron %buy_iron_qty% .01 53: gosubreturn 54: label ok_buy_iron 55: buy iron %buy_iron_qty% %buy_iron_price% 56: gosubreturn 57: label find4 58: print x checking if we bought stone 59: ifgoto ( m_city.cityManager.tradesArray[3].amount == %buy_stone_qty% ) find5 60: ifgoto ( m_city.cityManager.tradesArray[0].amount == %buy_stone_qty% ) find5 61: ifgoto ( m_city.cityManager.tradesArray[1].amount == %buy_stone_qty% ) find5 62: ifgoto ( m_city.cityManager.tradesArray[2].amount == %buy_stone_qty% ) find5 63: ifgoto ( m_city.cityManager.tradesArray[4].amount == %buy_stone_qty% ) find5 64: ifgoto ( m_city.cityManager.tradesArray[5].amount == %buy_stone_qty% ) find5 65: ifgoto ( m_city.cityManager.tradesArray[6].amount == %buy_stone_qty% ) find5 66: ifgoto ( m_city.cityManager.resource.stone.amount < %stone_max% ) ok_buy_stone 67: print x limit reached so no longer buying stone 68: buy stone %buy_stone_qty% .01 69: gosubreturn 70: label ok_buy_stone 71: buy stone %buy_stone_qty% %buy_stone_price% 72: gosubreturn 73: label find5 74: print x seeing if we sold food 75: ifgoto ( m_city.cityManager.tradesArray[4].amount == %sell_food_qty% ) find6 76: ifgoto ( m_city.cityManager.tradesArray[0].amount == %sell_food_qty% ) find6 77: ifgoto ( m_city.cityManager.tradesArray[1].amount == %sell_food_qty% ) find6 78: ifgoto ( m_city.cityManager.tradesArray[2].amount == %sell_food_qty% ) find6 79: ifgoto ( m_city.cityManager.tradesArray[3].amount == %sell_food_qty% ) find6 80: ifgoto ( m_city.cityManager.tradesArray[5].amount == %sell_food_qty% ) find6 81: ifgoto ( m_city.cityManager.tradesArray[6].amount == %sell_food_qty% ) find6 82: ifgoto ( m_city.cityManager.resource.food.amount > %food_min% ) ok_sell_food 83: print x limit reached so not selling any more food 84: sell food %sell_food_qty% 99 85: gosubreturn 86: label ok_sell_food 87: sell food %sell_food_qty% %sell_food_price% 88: gosubreturn 89: label find6 90: print x seeing if we sold wood 91: ifgoto ( m_city.cityManager.tradesArray[5].amount == %sell_wood_qty% ) find7 92: ifgoto ( m_city.cityManager.tradesArray[0].amount == %sell_wood_qty% ) find7 93: ifgoto ( m_city.cityManager.tradesArray[1].amount == %sell_wood_qty% ) find7 94: ifgoto ( m_city.cityManager.tradesArray[2].amount == %sell_wood_qty% ) find7 95: ifgoto ( m_city.cityManager.tradesArray[3].amount == %sell_wood_qty% ) find7 96: ifgoto ( m_city.cityManager.tradesArray[4].amount == %sell_wood_qty% ) find7 97: ifgoto ( m_city.cityManager.tradesArray[6].amount == %sell_wood_qty% ) find7 98: ifgoto ( m_city.cityManager.resource.wood.amount > %wood_min% ) ok_sell_wood 99: print x limit reached so not selling any more wood 100: sell lumber %sell_wood_qty% 99 101: gosubreturn 102: label ok_sell_wood 103: sell lumber %sell_wood_qty% %sell_wood_price% 104: gosubreturn 105: label find7 106: print x seeing if we sold iron 107: ifgoto ( m_city.cityManager.tradesArray[6].amount == %sell_iron_qty% ) find8 108: ifgoto ( m_city.cityManager.tradesArray[0].amount == %sell_iron_qty% ) find8 109: ifgoto ( m_city.cityManager.tradesArray[1].amount == %sell_iron_qty% ) find8 110: ifgoto ( m_city.cityManager.tradesArray[2].amount == %sell_iron_qty% ) find8 111: ifgoto ( m_city.cityManager.tradesArray[3].amount == %sell_iron_qty% ) find8 112: ifgoto ( m_city.cityManager.tradesArray[4].amount == %sell_iron_qty% ) find8 113: ifgoto ( m_city.cityManager.tradesArray[5].amount == %sell_iron_qty% ) find8 114: ifgoto ( m_city.cityManager.resource.iron.amount > %iron_min% ) ok_sell_iron 115: print x limit reached so not selling any more iron 116: sell iron %sell_iron_qty% 99 117: gosubreturn 118: label ok_sell_iron 119: sell iron %sell_iron_qty% %sell_iron_price% 120: gosubreturn 121: label find8 122: print x musta sold stone 123: ifgoto ( m_city.cityManager.resource.stone.amount > %stone_min% ) ok_sell_stone 124: print x limit reached so not selling any more stone 125: sell stone %sell_stone_qty% 99 126: gosubreturn 127: label ok_sell_stone 128: sell stone %sell_stone_qty% %sell_stone_price% 129: gosubreturn 130: label setup 131: config trade:0 132: canceltrade 133: print x initializing 134: ifgoto ( %buy_food_qty% == %buy_wood_qty% ) error 135: ifgoto ( %buy_food_qty% == %buy_iron_qty% ) error 136: ifgoto ( %buy_food_qty% == %buy_stone_qty% ) error 137: ifgoto ( %buy_food_qty% == %sell_food_qty% ) error 138: ifgoto ( %buy_food_qty% == %sell_wood_qty% ) error 139: ifgoto ( %buy_food_qty% == %sell_iron_qty% ) error 140: ifgoto ( %buy_food_qty% == %sell_stone_qty% ) error 141: ifgoto ( %buy_wood_qty% == %buy_iron_qty% ) error 142: ifgoto ( %buy_wood_qty% == %buy_stone_qty% ) error 143: ifgoto ( %buy_wood_qty% == %sell_food_qty% ) error 144: ifgoto ( %buy_wood_qty% == %sell_wood_qty% ) error 145: ifgoto ( %buy_wood_qty% == %sell_iron_qty% ) error 146: ifgoto ( %buy_wood_qty% == %sell_stone_qty% ) error 147: ifgoto ( %buy_iron_qty% == %buy_stone_qty% ) error 148: ifgoto ( %buy_iron_qty% == %sell_food_qty% ) error 149: ifgoto ( %buy_iron_qty% == %sell_wood_qty% ) error 150: ifgoto ( %buy_iron_qty% == %sell_iron_qty% ) error 151: ifgoto ( %buy_iron_qty% == %sell_stone_qty% ) error 152: ifgoto ( %buy_stone_qty% == %sell_food_qty% ) error 153: ifgoto ( %buy_stone_qty% == %sell_wood_qty% ) error 154: ifgoto ( %buy_stone_qty% == %sell_iron_qty% ) error 155: ifgoto ( %buy_stone_qty% == %sell_stone_qty% ) error 156: ifgoto ( %sell_food_qty% == %sell_wood_qty% ) error 157: ifgoto ( %sell_food_qty% == %sell_iron_qty% ) error 158: ifgoto ( %sell_food_qty% == %sell_stone_qty% ) error 159: ifgoto ( %sell_wood_qty% == %sell_iron_qty% ) error 160: ifgoto ( %sell_wood_qty% == %sell_stone_qty% ) error 161: ifgoto ( %sell_iron_qty% == %sell_stone_qty% ) error 162: buy food %buy_food_qty% %buy_food_price% 163: buy lumber %buy_wood_qty% %buy_wood_price% 164: buy iron %buy_iron_qty% %buy_iron_price% 165: buy stone %buy_stone_qty% %buy_stone_price% 166: sell food %sell_food_qty% %sell_food_price% 167: sell lumber %sell_wood_qty% %sell_wood_price% 168: sell iron %sell_iron_qty% %sell_iron_price% 169: sell stone %sell_stone_qty% %sell_stone_price% 170: Gosubreturn 171: label error 172: print x error 173: print x all buy and sell qty values must be different 174: print x please try again 175: goto exit 176: label end 177: ifgoto ( m_city.cityManager.resource.food.amount < %food_min% ) done 178: print x WARNING we are going to sell food 179: print x Warning 30 sec 180: sleep 10 181: print x 20 seconds 182: print x Warning 183: print x Warning selling 10m food @5 184: print x 12 seconds 185: print x Warning 186: print x Warning 187: print x 8 seconds 188: print x Warning 189: print x too late 190: sell food 9999999 2.5 191: loop 3 192: goto finished 193: label done 194: print x not enough food to sell to raise cash 195: print x i hope your limit was not too low 196: print x or your heroes may be running away 197: goto exit 198: label finished 199: print x Thats it we ran out cash twice 200: print x the good news is we did sell food before 201: print x exiting, so the heroes are safe 202: label exit 203: print x thank you come again 204: print x don't forget to thank the author
Power Level Hero
Great script to level your hero quicker that also builds troops with said hero. If you need help with this script please ask in the forum.
Script by: Candy
// Troop Builder & Hero Trainer 1: label MAINLOOP 2: waithero HERONAME 3: gosub checkPopulation 4: gosub checkTrain 5: gosub checkNextCity 6: label checkPopulation 7: ifgosub ( m_city.cityManager.resource.curPopulation > 40000 ) buildTroop 8: gosubreturn 9: label buildTroop 10: ifgosub ( m_city.cityManager.troop.archer < 450000 ) buildArchers 11: ifgosub ( m_city.cityManager.troop.scouter < 450000 ) buildScouts 12: production 100 100 100 100 13: gosubreturn 14: label buildArchers 15: production 0 0 0 0 16: sleep rnd:3:5 17: train a:10000 HERONAME 18: sleep rnd:3:5 19: train a:10000 HERONAME 20: production 100 100 100 100 21: gosubreturn 22: label buildScouts 23: production 0 0 0 0 24: sleep rnd:3:5 25: train s:10000 HERONAME 26: sleep rnd:3:5 27: train s:10000 HERONAME 28: production 100 100 100 100 29: gosubreturn 30: label checkTrain 31: ifgosub ( m_city.cityManager.troop.archer > 350000 ) heroTrain 32: gosubreturn 33: label heroTrain //change the npc 10 coords to be the ones listed 3 miles from your city when you run the last line of this script 34: attack xxx,xxx HERONAME s:5000,a:95000 35: waithero HERONAME 36: sleep rnd:7:9 37: attack xxx,xxx HERONAME s:5000,a:95000 38: waithero HERONAME 39: sleep rnd:7:9 40: attack xxx,xxx HERONAME s:5000,a:95000 41: waithero HERONAME 42: sleep rnd:7:9 43: attack xxx,xxx HERONAME s:5000,a:95000 44: waithero HERONAME 45: sleep rnd:7:9 46: attack xxx,xxx HERONAME s:5000,a:95000 47: waithero HERONAME 48: sleep rnd:3:5 49: attack xxx,xxx HERONAME s:5000,a:95000 50: gosubreturn 51: label checkNextCity 52: reinforce xxx,xxx HERONAME s:1 // change the coords to be the next city you send your hero 53: loop //findfield npc 10 3 HERONAME s:5000,a:95000 //run this line first, so that it finds for you the npc 10 coords within 3 miles of your city and copy paste it into the section heroTrain