• MU S6 Lua Script Auto Pots and more 5 0 5 1

MU S6 Lua Script Auto Pots and more

Started by ꧁Phantasm꧂, Nov 28, 2025, 10:45 AM

꧁Phantasm꧂

1. Folder structure and loader

Your structure should look like this (case-sensitive on some setups):

QuoteData/
  Scripts/
    Index.lua
    auto_pots.lua
    skill_effects.lua  (optional, if you use the effect toggle script)

Index.lua

This file is your entry point. It just includes your other scripts:

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How to tweak it

- Want more aggressive pots? Lower the thresholds.

- Want less spammy behavior? Increase POT_COOLDOWN_MS or CHECK_INTERVAL_MS.

- If your Lua runtime doesn't have GetTickCount(), the cooldown logic will essentially disable itself and just spam Q/W/E/R when under threshold—still usable, just less elegant.

3. Skill Effect toggle script (skill_effects.lua)

This one is trickier because:

- The auto-pot API is clearly defined in your snippet.

- The "skill effects" controls are not standardised across all Lua-enabled MU clients.

So I'll give you two patterns:

- Direct toggle using an internal API – if your client exposes something like SetSkillEffectLevel() or SetOption()

- Macro-style toggle that just sends a key you bind in your client (if your client already has a hotkey to toggle effects)

You'll need to adapt at least one of these to whatever functions your Lua environment actually has. I'll be explicit about where you have to change things.

3.1 Pattern 1 – Direct control (if you have an API)

Some MU Lua environments expose functions like:

GetSkillEffectMode()

SetSkillEffectMode(mode)

or more generic:

GetOption("SkillEffectMode")

SetOption("SkillEffectMode", value)

You'll have to check your client's existing scripts for hints. Look for any .lua mentioning "Effect", "SkillEffect", "Option", etc.

Here's a generic version:

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Key points:

- You must replace GetCurrentEffectMode() and SetCurrentEffectMode() with the real functions your client exposes (if any).

- If your Lua environment doesn't have RegisterKeyDownCallback, you'll need a different trigger (maybe a chat command callback, a menu hook, or just manually calling from somewhere else).

3.2 Pattern 2 – Macro-style key sender (safest fallback)

If your client:

- Already has some in-game way to toggle skill effects (e.g. option bound to a specific key), then you don't need Lua logic to handle effects directly.

- You could simply bind that to, say, F9 in the client's options, and honestly just press F9 yourself.

In that case, Lua doesn't add much except maybe remapping another key. A very minimal helper would look like:

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Honestly, that's just a glorified key remap. In many cases, it's simpler to just bind "Toggle effects" directly in the client and skip Lua entirely for this piece, unless your client has no built-in hotkey.

4. Putting it all together

1. Create the files:


Quote- Data/Scripts/Index.lua


Quote- Data/Scripts/auto_pots.lua


Quote- Data/Scripts/skill_effects.lua (optional)

2. Paste the code:

- Use the full auto_pots.lua I gave above.

- For skill_effects.lua, choose Pattern 1 or 2 and adapt the API pieces to what your client actually supports.

3. Edit Index.lua:

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4. Restart the client.

5. Test:

- Go somewhere you can safely take damage.

- Lower your HP/MP/SD/AG below the configured thresholds and watch Q/W/E/R get pressed automatically.

- For effects: try your chosen toggle mechanism and verify the client reacts.

mu2020

Will other features of LUA be released?
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꧁Phantasm꧂

That wouldn't be possible sadly.

Thank you, and hope you enjoy so far what I have shared with you.
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