Below is the creational instruction:
SET (L2WALKER, ENABLE|DISABLE) // stops outside the start hanging the function
Explained: Outside the establishment stops hanging outside the function or the start hangs the function
Example: SET (L2WALKER, ENABLE) outside // start hangs the function
Outside SET (L2WALKER, DISABLE) // stops hanging the function
USESKILL (name [ ID=x ], SELF|PLAYER|PARTY|NPC|PET, TargetName)
Explained: Use skill
SELF // own
PLAYER // plays the family
PARTY // troop members
NPC // did not explain
PET // pet
TargetName// goal name
Example: USESKILL (the attack strengthens [ ID=104 ], SELF)
USESKILL (ultimate cures the technique [ ID=XXX ], PLAYER, only suitablly roams about)
Establishment instruction:
SET ([ FIGHTSTART|FIGHTSTOP ])
Explained: The establishment commencing of action or stops fighting
:SET (FIGHTSTART) // starts to fight
SET (FIGHTSTOP) // stops fighting
SET (RANGETYPE, RAND)
Explained: Establishes stochastically looks strangely
SET (RANGETYPE, STARTPOS, radii)
Explained: The establishment starts to fight looks strangely for the central point
Example: SET (RANGETYPE, STARTPOS,1,500) // starts to fight is the central point, the radius 1,500
SET (RANGETYPE, DEFPOS, x, y, z, radii)
Explained: The establishment looks strangely from the definition central point
Example: SET (RANGETYPE, DEFPOS,43950,51153, -3022,2000;) / Take 43950,51153, -3022 as the central point, the radius 2,000
SET (RANGETYPE, DEFRANGE)
Explained: The establishment looks strangely from the definition scope
SET (RANGETYPE, DEFPATH)
Explained: The establishment looks strangely from the definition way
SET (DEFRANGE, CLEAR)
Explained: The elimination eliminates from the definition scope
SET (DEFRANGE, ADD, x, y, z)
Explained: Increase from definition scope spot
Example: SET (DEFRANGE, ADD,43950,51153, -3022;)
SET (DEFPATH, CLEAR)
Explained: Elimination from definition way
SET (DEFPATH, ADD, x, y, z, radii)
Explained: Increase from definition way spot
Example: SET (DEFPATH, ADD,43950,51153, -3022,1000;) / Take 43950,51153, -3022 as from definition way spot, radius 1,000
SET (MON, ATTACK|NOATTACK|ATTACK ONE, Name [ ID=n ]; Name1 [ ID=n ]; |*)
Explained: The establishment attack monster or does not attack the monster
ATTACK// is the attack
NOATTACK// is does not attack
ATTACKONE// is the attack completes the order form
SET (ITEM, PICK|NOPICK|SAVE, Name [ ID=n ]; Name1 [ ID=n ]; |*)
Explained: Establishes the stage prop to pick takes; Does not pick takes; Preservation
PICK// is picks takes
NOPICK// is does not pick takes
SAVE// is the preservation
Movement instruction:
MOVETO (x, y, z)
Explained: Moves to x, y, z
NPCSEL (name [ ID=x ])
Explained: Chooses NPC
NPCDLG (name [ ID=x ])
Explained: With NPC dialogue
DLGSEL (name)
Explained: Dialogue choice
GOHOME ()
Explained: Died the city
SAY (writing)
Explained: Generally speaks
MSG (writing)
Explained: Outside hangs the prompt blind, the others
UseItem (name [ ID=x ])
Explained: Uses the stage prop
BUYSEED (name [ ID=x ], quantity)
Explained: Purchase seed
Example: BUYSEED (air conditioning tan oak cypress seed [ ID=5046 ],2,000;)
SELLSEED (name [ ID=x ], quantity)
Explained: Special product settlement
Example: SELLSEED (red tan oak tower [ ID=5068 ],3,000;)
BuyItem (name [ ID=x ], quantity)
Explained: Purchase goods
Example 1:BuyItem (returns to the reel [ ID=736 ],2)
Example 2:BuyItem (returns to the reel [ ID=736 ],2; Reactivating reel [ ID=737 ],3)
SellItem (name [ ID=x ], quantity)
Example 1:SellItem (returns to the reel [ ID=736 ],2)
Example 2:SellItem (returns to the reel [ ID=736 ],2; Reactivating reel [ ID=737 ],3)
Example 3:SellItem (*) sells in the stage prop hypothesis to suppose is "sells" the complete goods
SaveItem (name [ ID=x ], quantity)
Example 1:SavelItem (returns to the reel [ ID=736 ],2)
Example 2:SavelItem (returns to the reel [ ID=736 ],2; Reactivating reel [ ID=737 ],3)
Example 3:SavelItem (*) preserves in the stage prop hypothesis to suppose is "saves" the complete goods
LoadItem (name [ ID=x ], quantity)
Example 1:LoadlItem (returns to the reel [ ID=736 ],2)
Example 2:LoadlItem (returns to the reel [ ID=736 ],2; Reactivating reel [ ID=737 ],3)
ChangeWaitType (x)
The character stands or sits down
X = 0 seats
X = 1 station
Conditional order:
StrInDlg (dialogue writing)
Explained: Uses for to judge and in the NPC dialogue dialog box whether has the writing which assigns
Example:
NPCSEL (gram Pu [ ID=1007534 ])
NPCDLG (gram Pu [ ID=1007534 ])
DLGSEL (duty)
STRINDLG (complies to entrust)
{
DLGSEL (complies to entrust)
JMP (duty meets)
}
JMP (duty already received)
StrNotInDlg (dialogue writing)
Explained: Uses for to judge and in the NPC dialogue dialog box hasn't assigned whether writing
Example:
NPCSEL (gram Pu [ ID=1007534 ])
NPCDLG (gram Pu [ ID=1007534 ])
DLGSEL (duty)
STRNOTINDLG (complies to entrust)
{
MSG (already received duty)
JMP (has met duty)
}
DLGSEL (complies to entrust)
CharStatus ([ CHP|CMP|HP|MP|WEIGHT|LV|SP|RACE|STAND ], [ >=|>|==|! =|<|<= ], num)
Explained: The character condition judgement, HP.MP.WEIGHT is a percentage
CHP, CMP manner current actual value
WEIGHT is carries a heavy load the percentage
LV manner rank
RACE manner race (human =0, demon =1, dark demon =2, half beastly person =3, dwarf =4)
PosInRange (x, y, z, range)
Explained: Examines the character current coordinates whether in take x, y, z as central point range is in the radius center of a circle
PosOutRange (x, y, z, range)
Explained: Examines the character current coordinates whether in take x, y, z as central point range is outside the radius center of a circle
Example: Joins in the script opening
PosOutRange (100,100,100,500)
{
MSG (please stand nearby xxx starts)
EXIT ()
}
ItemCount (name [ ID=x ], [ >=|>|==|! =|<|<= ], count)
Explained: Assigns the name or the ID stage prop quantity compared with the character body on whether does satisfy the condition
Flow control instruction:
CALL (LABEL name)
Explained: Transfers the LABEL marking the label address execution, carries out returns, must have to have the RETURN instruction
Example:
CALL (next step)
The transfer completes can continue the execution next step
...
EXIT ()
LABEL (next step)
...
RETURN
JMP (LABEL name)
Explained: Jumps changes to the LABEL marking the label address execution
RETURN ()
Explained: When CALL transfer must use this to return
EXIT ()
Explained: Conclusion script movement
DELAY (x)
Explained: Retards x millisecond
PAUSE ()
Explained: The suspension script execution, prompts the information for to play the family, lets play the family to control continues to carry out
LABEL (sign signs)
Explained: The definition sign signature, uses for JMP or CALL
original post here
You can also record some parts of your script using l2walker IG
Hope that's enough to get you going :wink: