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(Medal Farming)
(Market Money Maker IV)
Line 53: Line 53:
 
<div style="height:150px; width:auto; overflow-y: scroll; padding-bottom:10px; border:1px solid black;">
 
<div style="height:150px; width:auto; overflow-y: scroll; padding-bottom:10px; border:1px solid black;">
 
//  IF YOU RUN OUT OF GOLD YOUR HEROES WILL LEAVE!!!
 
//  IF YOU RUN OUT OF GOLD YOUR HEROES WILL LEAVE!!!
 +
<br>
 
//  Thanks go to sgaggerj for the idea of turning the buy and sell
 
//  Thanks go to sgaggerj for the idea of turning the buy and sell
 +
<br>
 
//  quantities into variables!!  Great idea!
 
//  quantities into variables!!  Great idea!
 +
<br>
 +
<br>set buy_food_price 2.5
 +
<br>set buy_wood_price 24.5
 +
<br>set buy_stone_price .5
 +
<br>set buy_iron_price 19
 +
<br>//^^^^^^^^^^^^^^^^^
 +
<br>
 +
<br>set sell_food_price 4.2
 +
<br>set sell_wood_price 33
 +
<br>set sell_stone_price .9
 +
<br>set sell_iron_price 25
 +
<br>//^^^^^^^^^^^^^^^^^
 +
<br>
 +
<br>//  You must have enough gold on hand to make your initail purchases
 +
<br>//  before running the program.  Also, you must have enough left over
 +
<br>//  to make more purchases if you buy anything.
 +
<br>
 +
<br>//  The following variiable must be MORE than your
 +
<br>//  most expensive purchase. (i.e. 6m wood @ 25 =150m)
 +
<br>
 +
<br>set gold_limit 150000000
 +
<br>//^^^^^^^^^^^^^^^^^
 +
<br>//  This is where sgaggerj deserves kudos:
 +
<br>
 +
<br>//  Enter the quantity of each commodity the you
 +
<br>//  want to buy or sell with each transaction.
 +
<br>//  The following 8 variables MUST BE UNIQUE
 +
<br>//  if any 2 are the same you will not be happy
 +
<br>
 +
<br>set buy_food_qty 8000000
 +
<br>set buy_wood_qty 5000000
 +
<br>set buy_stone_qty 9999999
 +
<br>set buy_iron_qty 5000001
 +
<br>
 +
<br>set sell_food_qty 9000000
 +
<br>set sell_wood_qty 2500000
 +
<br>set sell_stone_qty 9999998
 +
<br>set sell_iron_qty 2500001
 +
<br>//^^^^^^^^^^^^^^^^^
  
set buy_food_price 2.5
+
<br>set food_max 5000111000
set buy_wood_price 24.5
+
<br>set wood_max 2000111000
set buy_stone_price .5
+
<br>set stone_max 10000111000
set buy_iron_price 19
+
<br>set iron_max 2000111000
//^^^^^^^^^^^^^^^^^
+
<br>
 
+
<br>//^^^^^^^^^^^^^^^^^
set sell_food_price 4.2
+
<br>
set sell_wood_price 33
+
<br>set food_min 400111000
set sell_stone_price .9
+
<br>set wood_min 5111000
set sell_iron_price 25
+
<br>set stone_min 20111000
//^^^^^^^^^^^^^^^^^
+
<br>set iron_min 5111000
 
+
<br>//^^^^^^^^^^^^^^^^^
//  You must have enough gold on hand to make your initail purchases
+
<br>
//  before running the program.  Also, you must have enough left over
+
<br>1: gosub setup
//  to make more purchases if you buy anything.
+
<br>
 
+
<br>2: label wait
//  The following variiable must be MORE than your
+
<br>3: print x checking
//  most expensive purchase. (i.e. 6m wood @ 25 =150m)
+
<br>4: ifgoto ( m_city.cityManager.resource.gold < %gold_limit% ) end
 
+
<br>5: Ifgosub ( m_city.cityManager.tradesArray.length < 8 ) find1
set gold_limit 150000000
+
<br>6: print x waiting
//^^^^^^^^^^^^^^^^^
+
<br>7: sleep rnd:30
//  This is where sgaggerj deserves kudos:
+
<br>8: loop wait
 
+
<br>
//  Enter the quantity of each commodity the you
+
<br>9: label find1
//  want to buy or sell with each transaction.
+
<br>10: print x checking if we bought food
//  The following 8 variables MUST BE UNIQUE
+
<br>11: ifgoto ( m_city.cityManager.tradesArray[0].amount == %buy_food_qty% ) find2
//  if any 2 are the same you will not be happy
+
<br>12: ifgoto ( m_city.cityManager.tradesArray[1].amount == %buy_food_qty% ) find2
 
+
<br>13: ifgoto ( m_city.cityManager.tradesArray[2].amount == %buy_food_qty% ) find2
set buy_food_qty 8000000
+
<br>14: ifgoto ( m_city.cityManager.tradesArray[3].amount == %buy_food_qty% ) find2
set buy_wood_qty 5000000
+
<br>15: ifgoto ( m_city.cityManager.tradesArray[4].amount == %buy_food_qty% ) find2
set buy_stone_qty 9999999
+
<br>16: ifgoto ( m_city.cityManager.tradesArray[5].amount == %buy_food_qty% ) find2
set buy_iron_qty 5000001
+
<br>17: ifgoto ( m_city.cityManager.tradesArray[6].amount == %buy_food_qty% ) find2
 
+
<br>18: ifgoto ( m_city.cityManager.resource.food.amount < %food_max% ) ok_buy_food
set sell_food_qty 9000000
+
<br>19: print x limit reached so no longer buying food
set sell_wood_qty 2500000
+
<br>20: buy food %buy_food_qty% .01
set sell_stone_qty 9999998
+
<br>21: gosubreturn
set sell_iron_qty 2500001
+
<br>
//^^^^^^^^^^^^^^^^^
+
<br>22: label ok_buy_food
 
+
<br>23: buy food %buy_food_qty% %buy_food_price%
set food_max 5000111000
+
<br>24: gosubreturn
set wood_max 2000111000
+
<br>
set stone_max 10000111000
+
<br>25: label find2
set iron_max 2000111000
+
<br>26: print x checking if we bought wood
 
+
<br>27: ifgoto ( m_city.cityManager.tradesArray[1].amount == %buy_wood_qty% ) find3
//^^^^^^^^^^^^^^^^^
+
<br>28: ifgoto ( m_city.cityManager.tradesArray[0].amount == %buy_wood_qty% ) find3
 
+
<br>29: ifgoto ( m_city.cityManager.tradesArray[2].amount == %buy_wood_qty% ) find3
set food_min 400111000
+
<br>30: ifgoto ( m_city.cityManager.tradesArray[3].amount == %buy_wood_qty% ) find3
set wood_min 5111000
+
<br>31: ifgoto ( m_city.cityManager.tradesArray[4].amount == %buy_wood_qty% ) find3
set stone_min 20111000
+
<br>32: ifgoto ( m_city.cityManager.tradesArray[5].amount == %buy_wood_qty% ) find3
set iron_min 5111000
+
<br>33: ifgoto ( m_city.cityManager.tradesArray[6].amount == %buy_wood_qty% ) find3
//^^^^^^^^^^^^^^^^^
+
<br>34: ifgoto ( m_city.cityManager.resource.wood.amount < %wood_max% ) ok_buy_wood
 
+
<br>35: print x limit reached so no longer buying wood
1: gosub setup
+
<br>36: buy wood %buy_wood_qty% .01
 
+
<br>37: gosubreturn
2: label wait
+
<br>
3: print x checking
+
<br>38: label ok_buy_wood
4: ifgoto ( m_city.cityManager.resource.gold < %gold_limit% ) end
+
<br>39: buy lumber %buy_wood_qty% %buy_wood_price%
5: Ifgosub ( m_city.cityManager.tradesArray.length < 8 ) find1
+
<br>40: gosubreturn
6: print x waiting
+
<br>
7: sleep rnd:30
+
<br>41: label find3
8: loop wait
+
<br>42: print x checking if we bought iron
 
+
<br>43: ifgoto ( m_city.cityManager.tradesArray[2].amount == %buy_iron_qty% ) find4
9: label find1
+
<br>44: ifgoto ( m_city.cityManager.tradesArray[0].amount == %buy_iron_qty% ) find4
10: print x checking if we bought food
+
<br>45: ifgoto ( m_city.cityManager.tradesArray[1].amount == %buy_iron_qty% ) find4
11: ifgoto ( m_city.cityManager.tradesArray[0].amount == %buy_food_qty% ) find2
+
<br>46: ifgoto ( m_city.cityManager.tradesArray[3].amount == %buy_iron_qty% ) find4
12: ifgoto ( m_city.cityManager.tradesArray[1].amount == %buy_food_qty% ) find2
+
<br>47: ifgoto ( m_city.cityManager.tradesArray[4].amount == %buy_iron_qty% ) find4
13: ifgoto ( m_city.cityManager.tradesArray[2].amount == %buy_food_qty% ) find2
+
<br>48: ifgoto ( m_city.cityManager.tradesArray[5].amount == %buy_iron_qty% ) find4
14: ifgoto ( m_city.cityManager.tradesArray[3].amount == %buy_food_qty% ) find2
+
<br>49: ifgoto ( m_city.cityManager.tradesArray[6].amount == %buy_iron_qty% ) find4
15: ifgoto ( m_city.cityManager.tradesArray[4].amount == %buy_food_qty% ) find2
+
<br>50: ifgoto ( m_city.cityManager.resource.iron.amount < %iron_max% ) ok_buy_iron
16: ifgoto ( m_city.cityManager.tradesArray[5].amount == %buy_food_qty% ) find2
+
<br>51: print x limit reached so no longer buying iron
17: ifgoto ( m_city.cityManager.tradesArray[6].amount == %buy_food_qty% ) find2
+
<br>52: buy iron %buy_iron_qty% .01
18: ifgoto ( m_city.cityManager.resource.food.amount < %food_max% ) ok_buy_food
+
<br>53: gosubreturn
19: print x limit reached so no longer buying food
+
<br>
20: buy food %buy_food_qty% .01
+
<br>54: label ok_buy_iron
21: gosubreturn
+
<br>55: buy iron %buy_iron_qty% %buy_iron_price%
 
+
<br>56: gosubreturn
22: label ok_buy_food
+
<br>
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
 
57: label find4
 
58: print x checking if we bought stone
 
58: print x checking if we bought stone

Revision as of 23:44, 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