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ModFly Tree Harvesting Script Guide

The document provides a script for a mod called 'ModFly' that automates tree harvesting in a game. It includes instructions for modifying a for loop to adjust the harvesting process and outlines the necessary functions and packet structures for executing the harvesting action. The script is designed to identify specific tree tiles and perform actions to harvest them efficiently.

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zenzstay
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0% found this document useful (0 votes)
23 views1 page

ModFly Tree Harvesting Script Guide

The document provides a script for a mod called 'ModFly' that automates tree harvesting in a game. It includes instructions for modifying a for loop to adjust the harvesting process and outlines the necessary functions and packet structures for executing the harvesting action. The script is designed to identify specific tree tiles and perform actions to harvest them efficiently.

Uploaded by

zenzstay
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

-- ON MODFLY --

-- if you want to harvest a tree just exchange the for loop where x should be at
the bottom and y at the top (don't forget the numbers too) --
block = 928 -- tree you want to harvest --
EditToggle("ModFly",true)
var ={}
var.v1 = "OnTextOverlay"
var.v2 = "Free Auto Science Script by Jmvidad"
SendVariant(var)
function hit()

packet = {}

[Link] = 3

[Link] = 18

packet.x = GetLocal().posX

packet.y = GetLocal().posY

[Link] = [Link](GetLocal().posX//32)

[Link] = [Link](GetLocal().posY//32)

sendPacketRaw(false,packet)

end

function Ready(id)
for _, tile in pairs(GetTiles()) do
if [Link] == block then
return [Link]
end
end
end

for x = 0, 100 do

for y = 0, 54 do

if GetTile(x,y).fg == block and GetTile(x,y).readyharvest then


Sleep(300)
FindPath(x,y)
Sleep(300)
hit()
Sleep(300)

end

end

end

Common questions

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The script determines if a tree is ready for harvesting by iterating through all tiles using nested loops and checking if the foreground ID of a tile equals the block ID of the tree. It specifically checks the 'readyharvest' status of the tile to determine readiness .

The 'hit()' function is executed to harvest a tree. When it's called, it sends a packet with specific type and value using the current position of the player to simulate the action of hitting the tree for harvesting. The function is executed after confirming a tile is ready for harvest and finding a path to it .

The 'Ready(id)' function improves efficiency by preventing redundant checks over tiles that don't contain the specific block ID. It leverages pairs of tile data to directly identify if a given tile is ready for harvest, streamlining the decision-making process and minimizing unnecessary operations .

The document suggests exchanging the positions of the variables x and y in the for loop, thus potentially optimizing the sequence of checks performed across the grid. This could enhance the efficiency of the script by altering the traversal strategy, although the explicit outcome is not detailed beyond the implication of improved harvesting .

'Sleep(300)' introduces a delay between certain script actions, likely to manage performance or ensure proper completion of asynchronous actions such as moving or interacting with a tile. These pauses can make the script's execution smoother, prevent excessive resource demand or ensure synchronization with server updates .

The nested loop systematically checks each tile on the grid by iterating through x and y coordinates. Changing the loop order could alter the spatial traversal sequence, potentially optimizing the script’s access pattern and region ordering for efficiency improvements, depending on tree location distribution .

The condition 'GetTile(x,y).fg == block' assumes that tree tiles are uniformly labeled with the same foreground ID, which may not account for variances in ID assignment or dynamic changes. To address this, additional conditions or lookup tables could be integrated to validate tree block types more comprehensively .

Tile readiness is determined through the 'readyharvest' property of each tile, indicating if a tree can be harvested. The harvesting algorithm relies on this property to selectively engage tiles, optimizing operations by focusing only on actionable tiles, thus reducing inefficiencies linked to checking non-harvestable tiles .

The script utilizes 'math.floor' to calculate and round down the position values of the player to the nearest whole number, ensuring consistent and accurate positioning data. This ensures that position-dependent functions like 'hit()' are applied precisely to the expected grid location, enhancing the robustness of the harvesting process .

The 'SendVariant' function is used to communicate specific information, possibly for debugging or user feedback. It sends a variant with properties likely used to overlay text or display a status, such as 'Free Auto Science Script by Jmvidad'. The interaction with the script appears to be related to maintaining an updated overlay status .

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