www.roblox-scripter.com

Сontent continues after AD

Rise of Nations script – (Smart Sell, Smart Mine, Build Bot)

Functions: Smart Sell, Smart mine, Build bot & more
Script developer: Regen
Installation guide:
Copy the script from the button below.
Run any Injector (We recommend KRNL Injector)
Install it, insert the script and click execute
Enjoy it)

Thank you for using our website
Your script:

				
					_G.ReserveFlow = 1
_G.SellAmount = 1
_G.SellResource = [==[Electronics]==]
_G.ESPToggle = false
_G.AlertToggle = false
_G.SelectedCountry = ""
_G.SelectedCities = {}
_G.MaxBuildings = 1
_G.SelectedBuilding = ""

local IgnoredAlerts = {
 ["Trade accepted"] = true,
 ["Trade offer declined"] = true,
 ["Trade Cancelled"] = true,
 ["Alliance declined"] = true,
 ["Modifier Lost!"] = true,
 ["New Modifier!"] = true,
 ["Trade Declined"] = true,
 ["Trade declined"] = true,
 ["Faction Disbanded"] = true,
 ["Independence!"] = true,
}

local IgnoredResources = {
 ["Electronics"] = true,
 ["Consumer Goods"] = true,
 ["Fertilizer]"] = true,
 ["Motor Parts"] = true,
 ["Aircraft Parts"] = true,
 ["Oil"] = true,
}

local Gui = loadstring(game:HttpGet([==[https://raw.githubusercontent.com/bloodball/-back-ups-for-libs/main/wall%20v3]==]))()
_G.MainColor = Color3.fromRGB(48,48,48)
_G.SecondaryColor = Color3.fromRGB(48,48,48)
_G.TertiaryColor = Color3.fromRGB(32,32,32)
_G.ArrowColor = Color3.fromRGB(255,255,255)
_G.MainTextColor = Color3.fromRGB(255,255,255)
_G.PointerColor = Color3.fromRGB(255,255,255)
_G.ButtonTextColor = Color3.fromRGB(255,255,255)
_G.SliderColor = Color3.fromRGB(128,0,0)
_G.ButtonColor = Color3.fromRGB(48,48,48)
_G.ToggleColor = Color3.fromRGB(48,48,48)
_G.DraggerCircleColor = Color3.fromRGB(255,255,255)
_G.BindColor3 = Color3.fromRGB(48,48,48)
local Window = Gui:CreateWindow([==[Rise of Nations]==])
local Folder = Window:CreateFolder([==[Sell Bot]==])
local FolderBuild = Window:CreateFolder([==[Build Bot]==])
local FolderMisc = Window:CreateFolder([==[Misc]==])

local GetChildren = game.GetChildren
local FirstChild = game.FindFirstChild
local RunService = game.RunService
local GameGui = game.Players.LocalPlayer.PlayerGui.GameGui.MainFrame
local ReplicatedStorage = game.ReplicatedStorage
local Resources = ReplicatedStorage.Assets.Resources
local Units = workspace.Units
local Countries = workspace.Countries
local CountryData = workspace.CountryData
local ManageAlliance = workspace.GameManager.ManageAlliance
local CreateBuilding = workspace.GameManager.CreateBuilding
local CamVal = Enum.RenderPriority.Camera.Value
local BasePlate = workspace.Baseplate.Cities

local FunctionDump = workspace.FunctionDump
local GetRevenue = require(FunctionDump.ValueCalc.CountryRevenue)
local GetExpenses = require(FunctionDump.ValueCalc.CountryExpenses)
local GetCitiesComposition = require(FunctionDump.ValueCalc.GetCities).Composition
local ResourcesTbl = {Names = {}, Data = {}}
local MinedResources = {Names = {}}
local TradeData = {Sell = {[1] = [==[]==], [2] = [==[]==], [3] = 0, [4] = 1, [5] = [==[]==]}}
local Buildings = {
 "Electronics Factory",
 "Steel ManuFactory",
 "Aircraft Manufactory",
 "Fertilizer Factory",
 "Motor Factory",
 "Civilian Factory",
 "Airport",
 "Recruitment Center",
 "Develop City",
 "Fortifications",
 "Mines"
}

for _,v in next, GetChildren(Resources) do
 local BuyPrice, SellPrice = v.Value, v.Value * .8
 ResourcesTbl.Data[v.Name] = {BuyPrice = 0, SellPrice = 0}
 ResourcesTbl.Data[v.Name].BuyPrice = math.floor(BuyPrice)
 ResourcesTbl.Data[v.Name].SellPrice = math.floor(SellPrice)
 table.insert(ResourcesTbl.Names, v.Name)
 if not IgnoredResources[v.Name] then MinedResources.Names[v.Name] = true end
end


local function ToggleTags()
 for _,v in next, GetChildren(Units) do
   local Tag = FirstChild(v, [==[Tag]==])
   if Tag then Tag.Enabled = true end
 end
end

local function GetMyCountry()
 local Country = game.Players.LocalPlayer.leaderstats.Country.Value

 return Country
end

local function GetBalance(Country)
 local Balance = tonumber(GetRevenue(Country) - GetExpenses(Country))

 return Balance
end

local function GetResourceFlow(Resource)
 local Flow = CountryData[GetMyCountry()].Resources[Resource].Flow.Value

 return Flow
end

local function GetAI()
 local AI = {Names = {}}

 for _,v in next, GetChildren(Countries) do
   local Name = v.Name
   local Len = string.len(Name) - 2
   local Subbed = string.sub(Name, 1, Len)

   if string.match(Name, [==[AI]==], Len) then
     table.insert(AI.Names, Subbed)
   end
 end

 return AI
end

local function RemoveTrades(Resource)
 local Trades = CountryData[GetMyCountry()].Resources[Resource].Trade
 if not GetChildren(Trades) then return end

 for _,v in next, GetChildren(Trades) do
   ManageAlliance:FireServer(v.Name, [==[TradeCancel]==], Resource)
   task.wait(1)
 end

 task.wait(5)
end

local function Sell()
 RemoveTrades(_G.SellResource)
 local AI = GetAI().Names
 local ResourceSellPrice = ResourcesTbl.Data[_G.SellResource].SellPrice
 local Counter = 0

 table.sort(AI, function(a,b) return GetBalance(a) > GetBalance(b) end)
 _G.ResourceFlow = GetResourceFlow(_G.SellResource)

 for _,v in ipairs(AI) do
   local CountriesBalance = GetBalance(v)
   Counter = Counter + 2
   task.wait(Counter)

   if _G.ResourceFlow <= _G.ReserveFlow then break end

   for i = 1, _G.ResourceFlow do
     if ResourceSellPrice * i <= CountriesBalance * .75 then
       _G.SellAmount = i
     end
   end

   _G.ResourceFlow = _G.ResourceFlow - _G.SellAmount
   TradeData.Sell[2] = [==[Sell]==]
   TradeData.Sell[3] = _G.SellAmount - _G.ReserveFlow
   TradeData.Sell[4] = 1
   TradeData.Sell[5] = [==[Trade]==]

   ManageAlliance:FireServer(v, [==[ResourceTrade]==], TradeData.Sell)
 end
end

RunService:BindToRenderStep([==[Unit ESP]==], CamVal, function()
 if not _G.ESPToggle then return end
 task.spawn(ToggleTags)
end)

GameGui.ChildAdded:Connect(function(Child)
 if ( _G.AlertToggle and Child.Name == [==[AlertSample]==] ) then
   local Title = FirstChild(Child, [==[Title]==])
   if Title and IgnoredAlerts[Title.Text] then task.wait(0.1) Child:Destroy() end
 end
end)

local function GetCapturedCounties()
 local CountriesComposition = GetCitiesComposition(GetMyCountry())
 local Captured = {}

 for i,_ in next, CountriesComposition do
   table.insert(Captured, i)
 end

 return Captured
end

local function GetMyCities(Country)
 local Selected = GetCitiesComposition(GetMyCountry())[Country]

 return Selected
end

local function HasBuilding(City, Building)
 if FirstChild(City.Buildings, Building) then
   return true
 else
   return false
 end
end

local function MakeBuilding(Building)
 local Cities = _G.SelectedCities
 local Counter = 0

 for _,v in next, Cities do
   local City = BasePlate[GetMyCountry()][v.Name]
   if not HasBuilding(City, Building) then
     if Counter >= (_G.MaxBuildings) then break end
     Counter = Counter + 1
     task.wait(0.1)
     CreateBuilding:FireServer({City}, Building)
   end
 end
end

local function SmartMine()
 local Cities = _G.SelectedCities
 local Mineable = MinedResources.Names
 local Counter = 0

 for _,v in next, Cities do
   local City = BasePlate[GetMyCountry()][v.Name]
   if not HasBuilding(City, "Mines") then
     if Counter > _G.MaxBuildings then break end
     for _,v2 in next, GetChildren(City.Resources) do
       if Mineable[v2.Name] then
         Counter = Counter + 1
         task.wait(0.1)
         CreateBuilding:FireServer({City}, "Mines")
         break
       end
     end
   end
 end
end

_G.CapturedCountries = GetCapturedCounties()


Folder:Dropdown([==[Resources]==],ResourcesTbl.Names,true,function(Val)
 _G.SellResource = Val
 TradeData.Sell[1] = tostring(Val)

 return Val
end)

Folder:Slider([==[Reserve Flow]==],{min = 1, max = 100, precise = false},function(Val)
 _G.ReserveFlow = Val

 return Val
end)

Folder:Button([==[Send]==],function()
 Sell()
end)

FolderMisc:Toggle([==[Unit ESP]==],function(Bool)
 _G.ESPToggle = Bool

 return Bool
end)

FolderMisc:Toggle([==[Clear Alerts]==],function(Bool)
 _G.AlertToggle = Bool

 return Bool
end)

local DropDown
DropDown = FolderBuild:Dropdown([==[Country]==],_G.CapturedCountries,true,function(Val)
 _G.CapturedCountries = GetCapturedCounties()
 _G.SelectedCountry = Val
 _G.SelectedCities = GetMyCities(_G.SelectedCountry)

 DropDown:Refresh(_G.CapturedCountries)
 return Val
end)

FolderBuild:Dropdown([==[Building]==],Buildings,true,function(Val)
 _G.SelectedBuilding = Val

 return Val
end)

FolderBuild:Slider([==[Max Amount]==],{min = 1, max = 1000, precise = false},function(Val)
 _G.MaxBuildings = Val

 return Val
end)

FolderBuild:Button([==[Build]==],function()
 if _G.SelectedBuilding == "Mines" then
   task.spawn(SmartMine())
 else
   task.spawn(MakeBuilding(_G.SelectedBuilding))
 end
end)
				
			
Subscribe
Notify of
0 Comments
Inline Feedbacks
View all comments

Recent posts: