Skip to main content

Auto Scripts

Basic syntax:

Condition Operator Value {
	List of actions when condition is met
}

Condition Operator Value {
	List of actions when condition is met
} else {
	List of actions when condition is NOT met
}

AdditionallyAdditionally, actions can be added outside of branches at the "top top-level" to execute regardless of conditions:

Condition Operator Value {
	List of actions when condition is met
}

List of actions that execute regardless of conditions

Examples:

if ItemCount(3155) < 100 {
	StopTargeting()
	Goto("Refill")
} else {
	Goto("Continue")
}
if IsBlessed() == false {
	Say("!bless")
}
if HasCooldown("Ultimate Blood Rage") == false {
   Say("utito rai tempo")
}

List of available condition functions:

  • ItemCount(itemId)
  • TargetName()
  • Stamina()
  • Capacity()
  • IsBlessed()
  • HasCooldown(name)
  • HasBuff(name)

List of available action functions:

  • EnableHealer()
  • DisableHealer()
  • ToggleHealer()
  • EnableSioHealer()
  • DisableSioHealer()
  • ToggleSioHealer()
  • EnableTargeting()
  • DisableTargeting()
  • ToggleTargeting()
  • EnableWalker()
  • DisableWalker()
  • ToggleWalker()
  • Goto(label) (label being the name of a Walker label)
  • Say(message)
  • SayNPC(message)
  • BuyItem(itemId, count)
  • SellItem(itemId, count) (omiting the count parameter will sell all items with itemId)
  • Turn(direction) (direction being "North", "East", "South" or "West")
  • UseItem(itemId)
  • UseItemOnSelf(itemId)
  • UseItemOnPos(itemId, x, y, z)
  • UseTileItemOnPos(itemId, x, y, z)
  • HasCooldown(name)
  • HasBuff(name)
  • UseStackItem(itemId, size) (uses an item with the exact stack size)
  • Return() (interrupts the script, keep in mind that using a return in a branch will interrupt any top level actions)