[TFS 1.x+] Generate big depot

LUA code to generate backpack full of backpacks:

function fillContainer(container, level, innerContainerCount)
    if level > 0 then
        for i = 1, innerContainerCount do
            local innerContainer = Game.createItem(2000)
            container:addItemEx(innerContainer)
            fillContainer(innerContainer, level - 1, innerContainerCount)
        end
    else
        for i = 1, 20 do
            local item = Game.createItem(i % 2 == 0 and 2376 or 2400)
            container:addItemEx(item)
        end
    end
end

function generateBigContainer(player, innerContainerCount, deepness)
    local item = player:getTile():addItem(2000)
    fillContainer(item, deepness, innerContainerCount)
    return item
end

Code to call it:

!lua generateBigContainer(player, 20, 2)

Requires !lua debug:

https://otland.net/threads/debug-lua-scripts-with-talkaction.112027/

https://otland.net/threads/tfs-1-x-luajit-debug-lua-scripts-with-talkaction.260910/

https://otland.net/threads/tfs-1-3-lua-5-2-debug-lua-scripts-with-talkaction.266086/

Autowalk/cavebot for OTClient

Someone asked me about script that will make character run to given position and after reaching it run to another. I made it for free, so I decided to publish it as it may be interesting for others.

It’s not ready-to-run module, but I think it’s very close. For tests I pasted parts of it to ‘battle’ module and it worked.

This code requires ‘BOT_PROTECTION’ disabled in OTClient.

local walkEvent = nil
local positionsList = {
    { x = 32608, y = 32131, z = 7 },
    { x = 32601, y = 32131, z = 7 },
    { x = 32601, y = 32138, z = 7 },
    { x = 32608, y = 32138, z = 7 },
}

local isAttacking = 0
local isFollowing = 0
local currentTargetPositionId = 1

local autowalkTargetPosition = positionsList[currentTargetPositionId]

function init()
    connect(LocalPlayer, {
        onPositionChange = onCreaturePositionChange
    })

    connect(g_game, {
        onAttackingCreatureChange = onAttack,
        onFollowingCreatureChange = onFollow,
        onDisappear = onCreatureDisappear
    })
end

function terminate()
    disconnect(LocalPlayer, {
        onPositionChange = onCreaturePositionChange
    })

    disconnect(g_game, {
        onAttackingCreatureChange = onAttack,
        onFollowingCreatureChange = onFollow,
        onDisappear = onCreatureDisappear
    })
end

function walkToTarget()
    if not g_game.isOnline() then
        walkEvent = scheduleEvent(walkToTarget, 500)
        return
    end

    if g_game.getLocalPlayer():getStepTicksLeft() > 0 then
        -- wait until walk animation finish
        walkEvent = scheduleEvent(walkToTarget, g_game.getLocalPlayer():getStepTicksLeft())
        return
    end

    if isAttacking or isFollowing or not autowalkTargetPosition then
        -- do not walk with selected attack/follow target or when there is no target position
        walkEvent = scheduleEvent(walkToTarget, 100)
        return
    end

    -- fast search path on minimap (known tiles)
    steps, result = g_map.findPath(g_game.getLocalPlayer():getPosition(), autowalkTargetPosition, 5000, 0)
    if result == PathFindResults.Ok then
        g_game.walk(steps[1], true)
    elseif result == PathFindResults.Position then
        -- on target position
        currentTargetPositionId = currentTargetPositionId + 1
        autowalkTargetPosition = positionsList[(currentTargetPositionId % #positionsList) + 1]
    else
        -- slow search path on minimap, if not found, start 'scanning' map
        steps, result = g_map.findPath(g_game.getLocalPlayer():getPosition(), autowalkTargetPosition, 25000, 1)
        if result == PathFindResults.Ok then
            g_game.walk(steps[1], true)
        end
    end

    -- limit steps to 10 per second (100 ms between steps)
    walkEvent = scheduleEvent(walkToTarget, math.max(100, g_game.getLocalPlayer():getStepTicksLeft()))
end

function onCreaturePositionChange(creature, newPos, oldPos)
    if not walkEvent then
        -- start automoving 1 second after logging into game
        walkEvent = scheduleEvent(walkToTarget, 1000)
    end
end

function onAttack(creature)
    isAttacking = creature and creature:getId() or 0
end

function onFollow(creature)
    isFollowing = creature and creature:getId() or 0
end

function onCreatureDisappear(creature)
    if isAttacking == creature:getId() then
        isAttacking = 0
    end
    if isFollowing == creature:getId() then
        isFollowing = 0
    end
end