• 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?
  •  

꧁Phantasm꧂

MU Louis .lua script autopots + right click. :drinkiing  :drinkiing

I'll assume your client looks like this (like the pack you showed):

QuoteScript/
  ScriptMain.lua
  System/
  Util/
    KeysValue.lua
  Scripts/
    ... other scripts ...

And that these exist in your Lua API:
GetCharacterLifePercent()

GetCharacterManaPercent()

GetCharacterSDPercent()

GetCharacterAGPercent()

SendKey(vk) 

BridgeFunctionAttach(eventName,functionName)

require("Util\\KeysValue")

If any names are slightly different, you'll just map them, but let's start with the standard ones.

1. Create the auto pots + right-click script

Create a new file:

QuoteScript/Scripts/AutoPotsRightClick.lua

Put this full code inside:
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If your environment has a nicer on-screen text function (like PrintText, AddNotice, etc.), you can replace the print(...) lines with that so you get in-game feedback instead of console.

2. Hook the script in ScriptMain.lua

Open:

QuoteScript/ScriptMain.lua

Add a require for this new script.

Example:
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Save it.

3. In-game setup

Now the "dumb but important" part: bars and usage.
1. Put your potions on the correct keys:
    •    HP potion → Q
    •    MP potion → W
    •    SD potion → E
    •    AG potion → R
2. Put your main attack/skill on right click like you normally would.
3. Start the client and log in.
4. Check for errors:
- If your Lua engine prints errors to a console/log, make sure there's no "attempt to call global" type issues.
- If something breaks at boot, it's usually a typo in require paths or missing API function.

4. Using the features

Once you're in game:
    •    Auto pots
    •    Starts enabled by default.
    •    Press F8 to toggle:
    •    F8 → "AutoPots ENABLED / DISABLED" in the console/log.
    •    When HP/MP/SD/AG drop below configured thresholds:
    •    Script will press Q/W/E/R with a small cooldown.
    •    Auto right-click
    •    Starts disabled by default.
    •    Press F9 to toggle:
    •    F9 → "AutoRightClick ENABLED / DISABLED".
When enabled:
- It will call SendKey(VK_RBUTTON) every RIGHTCLICK_TICK_INTERVAL ticks.
— If VK_RBUTTON doesn't work in your client, you'll swap that line for whatever mouse API the client exposes (e.g. MouseClickR() if it exists).

5. Tweaking behavior

You don't need to rewrite logic; just tune the constants at the top of the file.
- Want pots to kick in earlier?
→ Increase thresholds:
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Too many keys firing?
- Increase CHECK_EVERY_TICKS or POT_COOLDOWN_TICKS.
Right-click too fast or too slow?
- Change:
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6. If right-click doesn't fire

If you don't see right-click happening at all:
1. First confirm F9 toggling works (you see the log line).
2. If it does, but no in-game effect:
- Your SendKey function might ignore 0x02.
- Check your other scripts / docs to see if there's a mouse function like:
MouseClickR()
MouseClick(x, y, button)
SendMouseClick(button)

If you find the actual function name, you just go to:
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and replace it with whatever your environment uses, e.g.:
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...leaving everything else in the script as is.

:magic

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