Functions: Smart Sell, Smart mine, Build bot & more
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)