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varens

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Everything posted by varens

  1. like i sey i make "l2net pictures creator" for that script here is all about that: http://www.maxcheaters.com/forum/index.php?topic=114221.0
  2. Hi all When i see that post(Link) i made something from my, that is l2net pictures creator, you can here easy make pictures for drop :) L2NET Pictures Creator(new host) Copyright Varens. All Rights Reserved. How to use tutorial you can find on web. If something does not work or if you have some questions write. For use that you need have that script(it is not my but edited by me): http://varens.cba.pl/L2Paint.txt'>http://varens.cba.pl/L2Paint.txt (for kamael and up chronicles) http://varens.cba.pl/L2Paint%28for_interlude%29.txt'>http://varens.cba.pl/L2Paint%28for_interlude%29.txt (for interlude, edited by my but dont tested) I have some problem with host then i change it, now come on that adres: http://varens.cba.pl/ , sorry for problem :)
  3. it must act, you have bad settings i think
  4. but now only lol servers havent bot protection and that sometime is annoing ;p but if it work gms are to lame for look on ppl and ban bots ;]
  5. Heh like you wantm, but if u want choice dagger or mage then get dagger becouse dagger vs mage... mage havent any chance, ok sry have that 10% why? becouse dagger is char most for kill robe users and light users but light users have more chance ;]
  6. that isnt true i remember when i play on c4 and interlude, daggers there were weak
  7. Heh man dont trust them ^^, donator will never say "that is donated" BTW on dragon max enchant is +20 o.O (on server x15 dragon i see 5+ ppl who have +26 s grade weapon, when i play on c6)
  8. i never understand ppl who sey "l2 havent best class" that is false becouse in all chronicle are beter and worst class, you never win with dwarf vs hmm GH since hellbound (i dont play on kamael) daggers own but they havent many to do on mass pvp becouse ther own archers(with full buff archer crash) for my all mages are good but if archer, dagger or another warrior target them = quick soil tucker
  9. all always use dc since beginning of the game, mean to say that since this is happening for so long it must be the best
  10. Archer is best but for mass pvp, 1vs1 with GH and he fast die ;] (like Storm Screamer)
  11. balanced? xD do u see that part about +26 weapons?;]
  12. hmm, Ghost Hunter is much better then atventourer, becouse dagger must fast kill not have much HP, GH have better land rate and have hex(very usefull skill) and dont forgot about Focus Death, atventourer have mirage but if u know that u can easy target agen (with full buff you will kill faster atventourer then mirage work)
  13. dc>ma if it comes to attributes (for those daggers) we must invest in Dynasty
  14. because this server is mainly low rate servers, and all can donate +26 weapons, by the way server is full of "Donation Coin"
  15. This is a very quick and easy to use, for the first time I see such a thing (all in one) TY:)
  16. I edited the script but dont test, but it should work in emergency print PS. This script is automatically repeated //Ltwo.co.nr for more scripts! //Credits to GrandMasterBash for bailing my ass out once again... DEFINE INT FIVE 5 DEFINE INT FOUR 4 DEFINE INT THREE 3 DEFINE INT x ZERO DEFINE INT y ZERO DEFINE INT z ZERO DEFINE INT SOETIME 736 DEFINE INT HASTEPOT 734 DEFINE STRING itemname1 "Boiled Eggs" DEFINE STRING itemname2 "Special Drink" DEFINE INT BoiledEggs 0 DEFINE INT SpecialDrink 0 DEFINE INT BoiledEggs2 7195 DEFINE INT SpecialDrink2 7197 DEFINE INT COINS1 ZERO DEFINE INT COINS2 ZERO ITEM_GET_ID BoiledEggs "<&itemname1&>" ITEM_GET_ID SpecialDrink "<&itemname2&>" PRINT_TEXT "<&BoiledEggs&>" PRINT_TEXT "<&SpecialDrink&>" //Change the following... this is how close until the next coordinates get sent out. DEFINE_GLOBAL INT HOW_GAY_IS_MPJ 10 //START DO CALLSUB GETQUESTS CALLSUB BEOLIN1 CALLSUB Pulin1 CALLSUB NAFF1 CALLSUB Kuber1 CALLSUB CROCUS CALLSUB Kuber2 CALLSUB Beolin2 CALLSUB NAFF2 CALLSUB Pulin2 CALLSUB Jeremy2 CALLSUB SOETOGODDARD CALLSUB MagicShopEgg CALLSUB WarehouseLiquor CALLSUB TOGK LOOP ZERO == ZERO END_SCRIPT ///////////SUB//////////////// //////////START///////////// SUB GETQUESTS //Setting up anti-newb lag DO PRINT_TEXT "Getting Egg Quest" TARGET_NEAREST_NAME "Jeremy" SLEEP 1000 TALK_TARGET SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest" SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest 621_EggDelivery" SLEEP 1000 NPC_DIALOG "bypass -h Quest 621_EggDelivery 31521-1.htm" SLEEP 1000 ITEM_COUNT BoiledEggs2 "7195" PRINT_TEXT "<&BoiledEggs2&>" LOOP BoiledEggs2 == ZERO //Getting Liquor Quest DO PRINT_TEXT "Getting Liquor Quest" TARGET_NEAREST_NAME "Jeremy" SLEEP 1000 TALK_TARGET SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest" SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest 622_DeliveryOfSpecialLiquor" SLEEP 1000 NPC_DIALOG "bypass -h Quest 622_DeliveryOfSpecialLiquor 31521-1.htm" SLEEP 1000 ITEM_COUNT SpecialDrink2 "7197" PRINT_TEXT "<&SpecialDrink2&>" LOOP SpecialDrink2 == ZERO PRINT_TEXT "WE GOT OUR QUESTS!" RETURNSUB ///////////Talking to Beolin////////// SUB BEOLIN1 PRINT_TEXT "Moving from Jeremy to Beolin" x = #i149590 y = #i-112618 z = #i-2065 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i149038 y = #i-112434 z = #i-2075 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i147514 y = #i-113272 z = #i-2112 CALL MPJ_IS_A_HOMO VOID 3 X Y Z DO PRINT_TEXT "Getting quest for liquor Beorin" TARGET_NEAREST_NAME "Beolin" SLEEP 1000 TALK_TARGET SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest" SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest 622_DeliveryOfSpecialLiquor" SLEEP 1000 NPC_DIALOG "bypass -h Quest 622_DeliveryOfSpecialLiquor 31547-1.htm" SLEEP 1000 ITEM_COUNT SpecialDrink2 "7197" PRINT_TEXT "<&SpecialDrink2&>" LOOP SpecialDrink2 == FIVE RETURNSUB ////////////Beolin TO Pulin/////////// //Beolin to Pulin SUB Pulin1 PRINT_TEXT "BEOLIN TO PULIN" CALLSUB DASHSTEALTH x = #i147564 y = #i-113237 z = #i-2112 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i148802 y = #i-113145 z = #i-2087 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i150112 y = #i-114296 z = #i-1920 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i151597 y = #i-115397 z = #i-1559 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i154221 y = #i-115556 z = #i-1499 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i157621 y = #i-115412 z = #i-1904 CALL MPJ_IS_A_HOMO VOID 3 X Y Z DO PRINT_TEXT "Talking to Pulin" TARGET_NEAREST_NAME "Pulin" SLEEP 1000 TALK_TARGET SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest" SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest 621_EggDelivery" SLEEP 1000 NPC_DIALOG "bypass -h Quest 621_EggDelivery 31543-1.htm" SLEEP 1000 PRINT_TEXT "Done talking to Pulin" ITEM_COUNT BoiledEggs2 "7195" PRINT_TEXT "<&BoiledEggs2&>" LOOP BoiledEggs2 == FIVE RETURNSUB ///////////////////////Pulin to Naff//////////////////// SUB NAFF1 //Pulin to... Naff PRINT_TEXT "Pulin to Naff" CALLSUB DASHSTEALTH x = #i156734 y = #i-114259 z = #i-1754 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i156379 y = #i-112824 z = #i-1797 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i156388 y = #i-112394 z = #i-1824 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i156555 y = #i-111673 z = #i-2337 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i156046 y = #i-110691 z = #i-2611 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i156042 y = #i-110221 z = #i-2641 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i156592 y = #i-107927 z = #i-2636 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i156019 y = #i-106350 z = #i-2737 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i155678 y = #i-105758 z = #i-2754 CALL MPJ_IS_A_HOMO VOID 3 X Y Z DO PRINT_TEXT "Talking to Naff" TARGET_NEAREST_NAME "Naff" SLEEP 1000 TALK_TARGET SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest" SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest 621_EggDelivery" SLEEP 1000 NPC_DIALOG "bypass -h Quest 621_EggDelivery 31544-1.htm" SLEEP 1000 ITEM_COUNT BoiledEggs2 "7195" PRINT_TEXT "<&BoiledEggs2&>" LOOP BoiledEggs2 == FOUR RETURNSUB //////////////Naff to Kuber////////////////// Sub Kuber1 PRINT_TEXT "Naff to Kuber" CALLSUB DASHSTEALTH x = #i154115 y = #i-109093 z = #i-2715 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i153891 y = #i-110109 z = #i-2695 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i151776 y = #i-111818 z = #i-2388 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i150268 y = #i-112034 z = #i-2208 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i149021 y = #i-108991 z = #i-2561 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i147715 y = #i-108844 z = #i-2873 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i145667 y = #i-108976 z = #i-3406 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i142399 y = #i-109492 z = #i-3577 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i141682 y = #i-109428 z = #i-3592 CALL MPJ_IS_A_HOMO VOID 3 X Y Z DO PRINT_TEXT "Talking to Kuber" TARGET_NEAREST_NAME "Kuber" SLEEP 1000 TALK_TARGET SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest" SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest 622_DeliveryOfSpecialLiquor" SLEEP 1000 NPC_DIALOG "bypass -h Quest 622_DeliveryOfSpecialLiquor 31546-1.htm" SLEEP 1000 ITEM_COUNT SpecialDrink2 "7197" PRINT_TEXT "<&SpecialDrink2&>" LOOP SpecialDrink2 == FOUR RETURNSUB ///////////////////////Kuber to Crocus//////////////////////////////////// SUB CROCUS PRINT_TEXT "Kuber to Crocus" CALLSUB DASHSTEALTH x = #i142119 y = #i-107911 z = #i-3517 PRINT_TEXT "SEE I DID SET ME SHIT RIGHT!" CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i141129 y = #i-106027 z = #i-3622 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i140698 y = #i-105505 z = #i-3632 CALL MPJ_IS_A_HOMO VOID 3 X Y Z DO PRINT_TEXT "Crocus" TARGET_NEAREST_NAME "Crocus" SLEEP 1000 TALK_TARGET SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest" SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest 621_EggDelivery" SLEEP 1000 NPC_DIALOG "bypass -h Quest 621_EggDelivery 31545-1.htm" SLEEP 1000 ITEM_COUNT BoiledEggs2 "7195" PRINT_TEXT "<&BoiledEggs2&>" LOOP BoiledEggs2 == THREE DO PRINT_TEXT "Crocus" TARGET_NEAREST_NAME "Crocus" SLEEP 1000 TALK_TARGET SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest" SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest 622_DeliveryOfSpecialLiquor" SLEEP 1000 NPC_DIALOG "bypass -h Quest 622_DeliveryOfSpecialLiquor 31545-1.htm" SLEEP 1000 ITEM_COUNT SpecialDrink2 "7197" PRINT_TEXT "<&SpecialDrink2&>" LOOP SpecialDrink2 == THREE RETURNSUB ////////Crocus to Kuber again//////// Sub Kuber2 CALLSUB DASHSTEALTH PRINT_TEXT "Speaking to Kuber 2nd time" x = #i141887 y = #i-106614 z = #i-3515 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i142315 y = #i-109086 z = #i-3587 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i141690 y = #i-109422 z = #i-3591 CALL MPJ_IS_A_HOMO VOID 3 X Y Z DO PRINT_TEXT "Talking to Kuber again" TARGET_NEAREST_NAME "Kuber" SLEEP 1000 TALK_TARGET SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest" SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest 621_EggDelivery" SLEEP 1000 NPC_DIALOG "bypass -h Quest 621_EggDelivery 31546-1.htm" SLEEP 1000 ITEM_COUNT BoiledEggs2 "7195" PRINT_TEXT "<&BoiledEggs2&>" LOOP BoiledEggs2 == TWO RETURNSUB /////////Kuber to Beolin again/////////////// SUB Beolin2 CALLSUB DASHSTEALTH PRING_TEXT "Kuber to Beolin " x = #i143148 y = #i-108942 z = #i-3537 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i147629 y = #i-108921 z = #i-2906 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i148846 y = #i-108876 z = #i-2601 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i149582 y = #i-109791 z = #i-2419 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i149398 y = #i-111684 z = #i-2192 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i147655 y = #i-113165 z = #i-2112 CALL MPJ_IS_A_HOMO VOID 3 X Y Z DO PRINT_TEXT "Beolin again..." TARGET_NEAREST_NAME "Beolin" SLEEP 1000 TALK_TARGET SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest" SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest 621_EggDelivery" SLEEP 1000 NPC_DIALOG "bypass -h Quest 621_EggDelivery 31547-1.htm" SLEEP 1000 ITEM_COUNT BoiledEggs2 "7195" PRINT_TEXT "<&BoiledEggs2&>" LOOP BoiledEggs2 == ONE RETURNSUB ///////////Beolin to Naff again/////// Sub NAFF2 CALLSUB DASHSTEALTH x = #i148798 y = #i-111892 z = #i-2163 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i151016 y = #i-112054 z = #i-2282 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i152378 y = #i-111421 z = #i-2489 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i154392 y = #i-109620 z = #i-2705 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i155063 y = #i-106873 z = #i-2682 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i155587 y = #i-105695 z = #i-2755 CALL MPJ_IS_A_HOMO VOID 3 X Y Z DO PRINT_TEXT "We are at Naff" TARGET_NEAREST_NAME "Naff" SLEEP 1000 TALK_TARGET SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest" SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest 622_DeliveryOfSpecialLiquor" SLEEP 1000 NPC_DIALOG "bypass -h Quest 622_DeliveryOfSpecialLiquor 31544-1.htm" SLEEP 1000 ITEM_COUNT SpecialDrink2 "7197" PRINT_TEXT "<&SpecialDrink2&>" LOOP SpecialDrink2 == TWO RETURNSUB /////////////Naff to Pulin again////////////////// SUB Pulin2 CALLSUB DASHSTEALTH PRINT_TEXT "Naff to Pulin" x = #i153926 y = #i-110085 z = #i-2697 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i151049 y = #i-112380 z = #i-2260 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i149956 y = #i-114620 z = #i-1861 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i152211 y = #i-115299 z = #i-1562 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i154502 y = #i-115495 z = #i-1496 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i157602 y = #i-115349 z = #i-1904 CALL MPJ_IS_A_HOMO VOID 3 X Y Z DO PRINT_TEXT "Pulin" TARGET_NEAREST_NAME "Pulin" SLEEP 1000 TALK_TARGET SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest" SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest 622_DeliveryOfSpecialLiquor" SLEEP 1000 NPC_DIALOG "bypass -h Quest 622_DeliveryOfSpecialLiquor 31543-1.htm" SLEEP 1000 ITEM_COUNT SpecialDrink2 "7197" PRINT_TEXT "<&SpecialDrink2&>" LOOP SpecialDrink2 == ONE RETURNSUB ///////////////////////Pulin to Jeremy//////////////// SUB Jeremy2 CALLSUB DASHSTEALTH x = #i155723 y = #i-115362 z = #i-1668 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i153582 y = #i-114831 z = #i-1555 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i150536 y = #i-115312 z = #i-1638 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i149773 y = #i-112643 z = #i-2065 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i149527 y = #i-112682 z = #i-2065 CALL MPJ_IS_A_HOMO VOID 3 X Y Z PRINT_TEXT "almost done, last step before we SOE (Egg)" TARGET_NEAREST_NAME "Jeremy" SLEEP 1000 TALK_TARGET SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest" SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest 621_EggDelivery" SLEEP 1000 NPC_DIALOG "bypass -h Quest 621_EggDelivery 31521-3.htm" SLEEP 1000 TARGET_NEAREST_NAME "Jeremy" SLEEP 1000 TALK_TARGET SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest" SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest 621_EggDelivery" SLEEP 1000 NPC_DIALOG "bypass -h Quest 621_EggDelivery 31521-3.htm" SLEEP 1000 PRINT_TEXT "almost done, last step before we SOE (Liquor)" TARGET_NEAREST_NAME "Jeremy" SLEEP 1000 TALK_TARGET SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest" SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest 622_DeliveryOfSpecialLiquor" SLEEP 1000 NPC_DIALOG "bypass -h Quest 622_DeliveryOfSpecialLiquor 31521-3.htm" SLEEP 1000 PRINT_TEXT "almost done, last step before we SOE (Liquor)" TARGET_NEAREST_NAME "Jeremy" SLEEP 1000 TALK_TARGET SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest" SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest 622_DeliveryOfSpecialLiquor" SLEEP 1000 NPC_DIALOG "bypass -h Quest 622_DeliveryOfSpecialLiquor 31521-3.htm" SLEEP 1000 RETURNSUB ///////////////////////SOE to Goddard/////////////// SUB SOETOGODDARD PRINT_TEXT "using Scroll of Escape" USE_ITEM "<&SOETIME&>" SLEEP 30000 PRINT_TEXT "Arrived in Goddard!" RETURNSUB ///////////////////////Goddard to Magic Shop//////////////////////////// SUB MagicShopEgg x = #i150276 y = #i-57095 z = #i-2981 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i149289 y = #i-58120 z = #i-2981 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i149101 y = #i-57631 z = #i-2968 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i149309 y = #i-57488 z = #i-2968 CALL MPJ_IS_A_HOMO VOID 3 X Y Z DO PRINT_TEXT "Talking to Valentine" TARGET_NEAREST_NAME "Valentine" SLEEP 1000 TALK_TARGET SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest" SLEEP 1000 NPC_DIALOG "bypass -h Quest 621_EggDelivery 31584-2.htm" SLEEP 1000 ITEM_COUNT COINS1 "7196" PRINT_TEXT "<&COINS1&>" LOOP COINS1 >= ONE RETURNSUB ///////////////////////Magic shop to Liquor/////////////////////////////// SUB WarehouseLiquor x = #i149131 y = #i-57712 z = #i-2968 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i149249 y = #i-58086 z = #i-2981 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i146048 y = #i-58205 z = #i-2981 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i146400 y = #i-57545 z = #i-2967 CALL MPJ_IS_A_HOMO VOID 3 X Y Z DO PRINT_TEXT "Talking to Lietta" TARGET_NEAREST_NAME "Lietta" SLEEP 1000 TALK_TARGET SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Quest" SLEEP 1000 NPC_DIALOG "bypass -h Quest 622_DeliveryOfSpecialLiquor 31267-2.htm" SLEEP 1000 ITEM_COUNT COINS2 "7198" PRINT_TEXT "<&COINS2&>" LOOP COINS2 >= ONE RETURNSUB ///////////////////////Warehouse to GK AKADONE/////////////////////// SUB TOGK x = #i146103 y = #i-58144 z = #i-2981 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i147654 y = #i-58329 z = #i-2981 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i147813 y = #i-55708 z = #i-2743 CALL MPJ_IS_A_HOMO VOID 3 X Y Z x = #i147940 y = #i-55272 z = #i-2735 CALL MPJ_IS_A_HOMO VOID 3 X Y Z PRINT_TEXT "Teleporting" TARGET_NEAREST_NAME "Tatiana" SLEEP 1000 TALK_TARGET SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Chat 1" SLEEP 1000 NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_goto 1095" SLEEP 30000 RETURNSUB SUB USEPOTS USE_ITEM "<&HASTEPOT&>" SLEEP 500 RETURNSUB SUB DASHSTEALTH USE_SKILL 411 SLEEP 2000 USE_SKILL 4 SLEEP 1000 RETURNSUB PRINT_TEXT "Shouldn't get to this point :<" SCRIPT_END //Functions here FUNCTION MPJ_IS_A_HOMO 3 X Y Z DEFINE INT TDIST 0 PRINT_TEXT "TDIST = <&tdist&>" DISTANCE TDIST X Y Z CHAR_X CHAR_Y CHAR_Z WHILE TDIST > HOW_GAY_IS_MPJ MOVE_TO "<&X&>" "<&Y&>" "<&Z&>" SLEEP 500 DISTANCE TDIST X Y Z CHAR_X CHAR_Y CHAR_Z PRINT_TEXT "TDIST = <&tdist&>" WEND RETURN VOID
  17. All normal players do not say never admin/gms about boting etc. for that you can get easily ban but in general this topic is useless
  18. tomorrow i share here web made by my for easy create pictures becous now i cant send that on web server :/
  19. catch :) L2NET v231b: http://l2net.insane-gamers.com/Download/L2Net231b.rar L2NET Datafiles v230b: http://l2net.insane-gamers.com/Download/DataFiles_230b.rar
  20. i dont know how is in 231b version but in new if u want write function like that IF something > 200 u need add #i not only i and u i that script write: IF moob have more hp then 8k then use soulshot, i dont know what u want to do but if u wan use soulshot all tie delete that function here u have code: DEFINE INT ITEMCOUNT 0 //Will count how SoulShot S ITEM_COUNT ITEMCOUNT 1467 //Soulshot: S-grade //While u have less then 200 soulshot S will stop the loop and will use Blessed Scroll of Escape: Clan Hall WHILE ITEMCOUNT > #i200 //To save Sss, i’ll use only if the mob’s HP more then 8000 ( u can Edit this if u wanna) IF TARGET_CUR_HP > #i8000 USE_ITEM 1467 //Soulshot: S-grade ENDIF ITEM_COUNT ITEMCOUNT 1467 //Soulshot: S-grade WEND USE_ITEM 5858 //BsoeCH SCRIPT_END
  21. if i dont forgot IG for interlude is 1.79 version i havent link but www.google.com :)
  22. Try that ^^ // __________________________________________________ // 0=Skip, 1=Adena, B=Blue(SSD), R=Red(SSB), G=Green(SSC) // W=White(SSNG), G=Grey(SSA), Y=Yellow(SS-S), *=CR/LF // __________________________________________________ // Now you can do more than 40*40 pixels/boxes (drop grid) // Mover Function Added =) // __________________________________________________ DEFINE_GLOBAL INT Drop_Delay 500 //Adena Dropping Delay, Adjust up if misses DEFINE_GLOBAL INT Move_Delay 1500 //Move Delay, adjust up if script misses after move DEFINE String WordToDraw "11111100110000001111001100110111111000000000000000*11111100110000011111101100110111111000000000000000*00110000110000011001101100110110000000000000000000*00110000110000011001100111100111100000000000000000*00110000110000011001100111100110000000000000000000*11111100111111011111100011000111111000000000000000*11111100111111001111000011000111111000000000000000*00000000000000000000000000000000000000000000000000*00000000000000000000000000000000000000000000000000*00000000011110011000001100000000000000000000000000*00000000111111011000001100000000000000000000000000*00000000110011011000001100000000000000000000000000*00000000110011011000001100000000000000000000000000*00000000111111011000001100000000000000000000000000*00000000111111011111101111110000000000000000000000*00000000110011011111101111110000000000000000000000*00000000000000000000000000000000000000000000000000*00000000001110000000001110000000000000000000000000*00000000111111100000111111100000000000000000000000*00000001111111110001111111110000000000000000000000*00000011111111111011111111111000000000000000000000*00000011111111111111111111111000000000000000000000*00000011111111111111111111111000000000000000000000*00000011111111011111011111111000000000000000000000*00000001111110001110001111110000000000000000000000*00000001111110101110101111110000000000000000000000*00000001111111011111011111110000000000000000000000*00000000111111111111111111100000000000000000000000*00000000111110111111101111100000000000000000000000*00000000011111001110011111000000000000000000000000*00000000001111100000111110000000000000000000000000*00000000000111110001111100000000000000000000000000*00000000000011111111111000000000000000000000000000*00000000000001111111110000000000000000000000000000*00000000000000111111100000000000000000000000000000*00000000000000011111000000000000000000000000000000*00000000000000001110000000000000000000000000000000*00000000000000000100000000000000000000000000000000*00000000000000000000000000000000000000000000000000*00000000000000000000000000000000000000000000000000*00000000000000000000000000000000000000000000000000*00000000000000000000000000000000000000000000000000*00000000000000000000000000000000000000000000000000*00000000000000000000000000000000000000000000000000*00000000000000000000000000000000000000000000000000*00000000000000000000000000000000000000000000000000*00000000000000000000000000000000000000000000000000*00000000000000000000000000000000000000000000000000*00000000000000000000000000000000000000000000000000*00000000000000000000000000000000000000000000000000*" DEFINE_GLOBAL INT LOOPER 1 DEFINE_GLOBAL INT BEGIN_DIST 0 DEFINE String CharToDraw "0" DEFINE INT TextLength 0 DEFINE INT Current_X_Position 0 DEFINE INT Current_Y_Position 0 DEFINE INT Start_X_Position 0 DEFINE INT Start_Y_Position 0 DEFINE INT Start_Z_Position 0 DEFINE INT Counter 0 DEFINE INT LetterSpacing 2.5 DEFINE INT LineSpacing 2.5 DEFINE INT AdenaLetterSpacing 5 DEFINE INT AdenaLineSpacing 5 DEFINE INT Z_Add 0 DEFINE_GLOBAL INT Dummy 0 DEFINE INT ItemID 57 DEFINE INT AdenaUID 0 DEFINE INT NGSS_ID 0 DEFINE INT DSS_ID 0 DEFINE INT CSS_ID 0 DEFINE INT BSS_ID 0 DEFINE INT ASS_ID 0 DEFINE INT SGSS_ID 0 DEFINE INT NGSS_UID 0 DEFINE INT DSS_UID 0 DEFINE INT CSS_UID 0 DEFINE INT BSS_UID 0 DEFINE INT ASS_UID 0 DEFINE INT SGSS_UID 0 DEFINE_GLOBAL INT X 0 DEFINE_GLOBAL INT Y 0 DEFINE_GLOBAL INT Z 0 DEFINE_GLOBAL INT HowFar 0 DEFINE String Skip "0" DEFINE String Draw "1" DEFINE String DrawWhite "W" DEFINE String DrawRed "R" DEFINE String DrawBlue "B" DEFINE String DrawGreen "G" DEFINE String DrawYellow "Y" DEFINE String DrawGrey "G" DEFINE String CRLF "*" ITEM_GET_ID NGSS_ID "Soulshot: No Grade" ITEM_GET_ID DSS_ID "Soulshot: D-grade" ITEM_GET_ID CSS_ID "Soulshot: C-grade" ITEM_GET_ID BSS_ID "Soulshot: B-grade" ITEM_GET_ID ASS_ID "Soulshot: A-grade" ITEM_GET_ID SGSS_ID "Soulshot: S-grade" INVEN_GET_UID AdenaUID "<&ItemID&>" INVEN_GET_UID NGSS_UID "<&NGSS_ID&>" INVEN_GET_UID DSS_UID "<&DSS_ID&>" INVEN_GET_UID CSS_UID "<&CSS_ID&>" INVEN_GET_UID BSS_UID "<&BSS_ID&>" INVEN_GET_UID ASS_UID "<&ASS_ID&>" INVEN_GET_UID SGSS_UID "<&SGSS_ID&>" LABEL START Current_X_Position = CHAR_X - #i105 Current_Y_Position = CHAR_Y - #i100 Start_X_Position = CHAR_X Start_Y_Position = CHAR_Y Start_Z_Position = CHAR_Z TextLength = WordToDraw.LENGTH SLEEP 1000 DO CharToDraw = WordToDraw.SUBSTRING Counter #i1 SWITCH CharToDraw CASE Skip Current_X_Position = Current_X_Position + AdenaLetterSpacing BREAK 1 CASE Draw Current_X_Position = Current_X_Position + AdenaLetterSpacing Callsub DropAdena BREAK 1 CASE DrawWhite Current_X_Position = Current_X_Position + LetterSpacing Callsub DropWhite Current_Y_Position = Current_Y_Position + LineSpacing Callsub DropWhite Current_Y_Position = Current_Y_Position - LineSpacing Current_X_Position = Current_X_Position + LetterSpacing Callsub DropWhite Current_Y_Position = Current_Y_Position + LineSpacing Callsub DropWhite Current_Y_Position = Current_Y_Position - LineSpacing BREAK 1 CASE DrawRed Current_X_Position = Current_X_Position + LetterSpacing Callsub DropRed Current_Y_Position = Current_Y_Position + LineSpacing Callsub DropRed Current_Y_Position = Current_Y_Position - LineSpacing Current_X_Position = Current_X_Position + LetterSpacing Callsub DropRed Current_Y_Position = Current_Y_Position + LineSpacing Callsub DropRed Current_Y_Position = Current_Y_Position - LineSpacing BREAK 1 CASE DrawBlue Current_X_Position = Current_X_Position + LetterSpacing Callsub DropBlue Current_Y_Position = Current_Y_Position + LineSpacing Callsub DropBlue Current_Y_Position = Current_Y_Position - LineSpacing Current_X_Position = Current_X_Position + LetterSpacing Callsub DropBlue Current_Y_Position = Current_Y_Position + LineSpacing Callsub DropBlue Current_Y_Position = Current_Y_Position - LineSpacing BREAK 1 CASE DrawGreen Current_X_Position = Current_X_Position + LetterSpacing Callsub DropGreen Current_Y_Position = Current_Y_Position + LineSpacing Callsub DropGreen Current_Y_Position = Current_Y_Position - LineSpacing Current_X_Position = Current_X_Position + LetterSpacing Callsub DropGreen Current_Y_Position = Current_Y_Position + LineSpacing Callsub DropGreen Current_Y_Position = Current_Y_Position - LineSpacing BREAK 1 CASE DrawYellow Current_X_Position = Current_X_Position + LetterSpacing Callsub DropYellow Current_Y_Position = Current_Y_Position + LineSpacing Callsub DropYellow Current_Y_Position = Current_Y_Position - LineSpacing Current_X_Position = Current_X_Position + LetterSpacing Callsub DropYellow Current_Y_Position = Current_Y_Position + LineSpacing Callsub DropYellow Current_Y_Position = Current_Y_Position - LineSpacing BREAK 1 CASE DrawGrey Current_X_Position = Current_X_Position + LetterSpacing Callsub DropGrey Current_Y_Position = Current_Y_Position + LineSpacing Callsub DropGrey Current_Y_Position = Current_Y_Position - LineSpacing Current_X_Position = Current_X_Position + LetterSpacing Callsub DropGrey Current_Y_Position = Current_Y_Position + LineSpacing Callsub DropGrey Current_Y_Position = Current_Y_Position - LineSpacing BREAK 1 CASE CRLF IF CHAR_X != "#i<&Start_X_Position&>" IF CHAR_Y != "#i<&Start_Y_Position&>" X = "#i<&Start_X_Position&>" Y = "#i<&Start_Y_Position&>" Z = "#i<&Start_Z_Position&>" CALL MOVER VOID 3 X Y Z SLEEP "<&Move_Delay&>" ENDIF ENDIF Current_Y_Position = Current_Y_Position + AdenaLineSpacing Current_X_Position = CHAR_X - #i105 ENDSWITCH Counter = Counter + ONE LOOP TextLength != Counter PRINT_TEXT "DONE" END_SCRIPT SUB DropAdena DISTANCE HowFar Current_X_Position Current_Y_Position ZERO CHAR_X CHAR_Y ZERO Dummy = Current_X_Position - CHAR_X PRINT_TEXT "Distance <&Dummy&>" IF Dummy >= #i106 X = "#i<&Current_X_Position&>" Y = "#i<&Current_Y_Position&>" Z = "#i<&Start_Z_Position&>" CALL MOVER VOID 3 X Y Z ENDIF DROP_ITEM "<&AdenaUID&>" 1 "<&Current_X_Position&>" "<&Current_Y_Position&>" "<&CHAR_Z&>" SLEEP "<&Drop_Delay&>" RETURNSUB SUB DropWhite DISTANCE HowFar Current_X_Position Current_Y_Position ZERO CHAR_X CHAR_Y ZERO Dummy = Current_X_Position - CHAR_X IF Dummy >= #i106 X = "#i<&Current_X_Position&>" Y = "#i<&Current_Y_Position&>" Z = "#i<&Start_Z_Position&>" CALL MOVER VOID 3 X Y Z ENDIF PRINT_TEXT "Distance <&Dummy&>" DROP_ITEM "<&NGSS_UID&>" 1 "<&Current_X_Position&>" "<&Current_Y_Position&>" "<&CHAR_Z&>" SLEEP "<&Drop_Delay&>" RETURNSUB SUB DropRed DISTANCE HowFar Current_X_Position Current_Y_Position ZERO CHAR_X CHAR_Y ZERO Dummy = Current_X_Position - CHAR_X IF Dummy >= #i106 X = "#i<&Current_X_Position&>" Y = "#i<&Current_Y_Position&>" Z = "#i<&Start_Z_Position&>" CALL MOVER VOID 3 X Y Z ENDIF PRINT_TEXT "Distance <&Dummy&>" DROP_ITEM "<&BSS_UID&>" 1 "<&Current_X_Position&>" "<&Current_Y_Position&>" "<&CHAR_Z&>" SLEEP "<&Drop_Delay&>" RETURNSUB SUB DropBlue DISTANCE HowFar Current_X_Position Current_Y_Position ZERO CHAR_X CHAR_Y ZERO Dummy = Current_X_Position - CHAR_X IF Dummy >= #i106 X = "#i<&Current_X_Position&>" Y = "#i<&Current_Y_Position&>" Z = "#i<&Start_Z_Position&>" CALL MOVER VOID 3 X Y Z ENDIF PRINT_TEXT "Distance <&Dummy&>" DROP_ITEM "<&DSS_UID&>" 1 "<&Current_X_Position&>" "<&Current_Y_Position&>" "<&CHAR_Z&>" SLEEP "<&Drop_Delay&>" RETURNSUB SUB DropGreen DISTANCE HowFar Current_X_Position Current_Y_Position ZERO CHAR_X CHAR_Y ZERO Dummy = Current_X_Position - CHAR_X IF Dummy >= #i106 X = "#i<&Current_X_Position&>" Y = "#i<&Current_Y_Position&>" Z = "#i<&Start_Z_Position&>" CALL MOVER VOID 3 X Y Z ENDIF PRINT_TEXT "Distance <&Dummy&>" DROP_ITEM "<&CSS_UID&>" 1 "<&Current_X_Position&>" "<&Current_Y_Position&>" "<&CHAR_Z&>" SLEEP "<&Drop_Delay&>" RETURNSUB SUB DropYellow DISTANCE HowFar Current_X_Position Current_Y_Position ZERO CHAR_X CHAR_Y ZERO Dummy = Current_X_Position - CHAR_X IF Dummy >= #i106 X = "#i<&Current_X_Position&>" Y = "#i<&Current_Y_Position&>" Z = "#i<&Start_Z_Position&>" CALL MOVER VOID 3 X Y Z ENDIF PRINT_TEXT "Distance <&Dummy&>" DROP_ITEM "<&SGSS_UID&>" 1 "<&Current_X_Position&>" "<&Current_Y_Position&>" "<&CHAR_Z&>" SLEEP "<&Drop_Delay&>" RETURNSUB SUB DropGrey DISTANCE HowFar Current_X_Position Current_Y_Position ZERO CHAR_X CHAR_Y ZERO Dummy = Current_X_Position - CHAR_X IF Dummy >= #i106 X = "#i<&Current_X_Position&>" Y = "#i<&Current_Y_Position&>" Z = "#i<&Start_Z_Position&>" CALL MOVER VOID 3 X Y Z ENDIF PRINT_TEXT "Distance <&Dummy&>" DROP_ITEM "<&ASS_UID&>" 1 "<&Current_X_Position&>" "<&Current_Y_Position&>" "<&CHAR_Z&>" SLEEP "<&Drop_Delay&>" RETURNSUB FUNCTION MOVER 3 X Y Z LOOPER = #i1 DISTANCE BEGIN_DIST X Y Z CHAR_X CHAR_Y CHAR_Z PRINT_TEXT "Move Distance of <&BEGIN_DIST&>" WHILE LOOPER == #i1 MOVE_TO "<&X&>" "<&Y&>" "<&Z&>" SLEEP 2000 IF CHAR_X == X IF CHAR_Y == Y LOOPER = #i0 ENDIF ENDIF WEND SLEEP "<&Move_Delay&>" RETURN VOID
  23. MOVETO(x,y,z) - that is commend for move I think that can help u too: Rules of Scripting This page contains a list of codes (syntax) used by the L2Walker and L2Superman scripting language. Before you begin, take a look of these very important rules of scripting. Rules: Rule 1: Always save as Unicode When saving the file, use notepad and select Unicode for the encoding. Go to the tutorials section for more information. Rule 2: Dont use Tabs If you use tabs, your script will not function properly. Notice none of my scripts use tabs. This makes the script hard to read, but it has to be so. Rule 3: Don't use spaces Just like you can't use tabs, you can't use spaces, unless they are used to seperate words in comments, npc names, item names, or skill names. You may also use spaces in some of the control syntax, such as Call(), Jmp() or Label() Rule 4: Conditions within conditions DON'T work Something like this: CharStatus(CHP,>=,1000) { Msg(Condition: Should Not Show 1) CharStatus(CHP,>=,1000) { Msg(Condition: Should Not Show 2) } Msg(Condition: Should Not Show 3) } Will not work. The opening bracket { will seek the first closing bracket }. Code directly after the closing bracket will be executed. In this case, that would be the Msg(Condition: Should Not Show 3). Note: Some of my older scripts (if not updated) use conditions within conditions. They should, however, work fine nevertheless. This is because the conditions are not necessary, but put in as a form of backup coding before I knew the information here. It is, in other words a backup feature that does not work :P Control: / This is a comment. Its sole purpose is to mark sections code. Walker will ignore anything written after a comment, as long as it is on the same line. A comment could consist of a foreward slash /, several foreward slashes //////, or foreward slashes and any text beyond it ////[ East Guard ]//// Here are a few more examples: Code ////[ How to use a comment 101 ]//// /This is a comment you can write anything here even this: /Exit() /the Exit() function above will do nothing at all. /This is because there is a comment placed in front of it. /This however will make your script exit: Exit()/ /This is because the comment is placed after the code. //////////You may use any number of foreward slashes Delay()/<----[You may also use comments like this] /if you do so, the the code before the comment will still work. Call(Text) Call() goes to a Label(), then upon the command Return() it returns back to where the Call() was placed. Take a look at this code for example: CODE Call(Test1) Delay(1000)//1 Call(Test1) Delay(1000)//2 Call(Test1) Delay(1000)//3 Call(Test1) Delay(1000)//4 EXIT() Label(Test1) Delay(2000)//Call1 Return() The first Call(Test1) will jump to the Label(Test1), carry out the codes following it then return back to the first Call(Test1) once it hits Return(). It will then perform the Delay(1000)//1 function and continue to the second Call(Test1). The second Call(Test1) will also jump to the Label(Test1) and perform the functions following but this time, upon the Return() code it will not return to the first Call(Test1) but to the second Call(Test1) and then perform the Delay(1000)//2 function. This will continue to happen for each Call(Test1) and will return to that specific Call(Test1) upon the command Return() If i had used Jmp() instead of Call(), the return would be ineffective, and the code would not return back to the Jmp() upon the Return() code. It would, rather, continue on with the scrip. In the case of the above script, it would end after the Delay(2000)//Call1 as there are no more effective codes following it. I hope this explains it. Try this script to see what i mean...then try replacing all the Call() code with Jmp() code and see what happens. Delay(Milliseconds) This will stop the script for the defined ammount of time. For example, Delay(2000) will stop the script for 2 seconds. 1000 milliseconds is 1 second. Exit(Text) This will terminate the script GoHome(Text) This function goes to town if you are dead. Does nothing if you are alive Jmp(Text) Refer to the Call() function found above Label(Text) Refer to the Call() function found above Pause(Text) This will pause the script indefinately. Press Continue on the script panel to continue to the script Return() Refer to the Call() function found above. The misconception about Return() is that it is used to restart the script, which it does not. Say(Message) This will display the message inside the brackets to the L2walker chat area. Other players CAN see the output of this script. If you were to write say(I am a bot!), you would be saying to other players "I am a bot!" NPC Interaction: Here is an example of NPC Commands: CODE LABEL(Wirphy) NPCSEL(Wirphy) DELAY(1000) NPCDLG(Wirphy) DELAY(1000) DLGSEL(Quest) DELAY(1000) StrInDlg(Say you will help) { DLGSEL(Say you will help) JMP(Wirphy) } StrNotInDlg(Say you will help) { DELAY(1000) NPCDLG(Wirphy) DELAY(1000) DLGSEL(Go to another village) DLGSEL(Go to another village) DLGSEL(The Northeast Coast - 700 ??) DELAY (30000) } DlgSel(Diologue) Selects the defined dilogue in a diologue window NPCDlg(NPCNAME[iD=#]) Enables diologue with the defined NPC NPCSel(NPCNAME[iD=#]) Selects an NPC StrInDlg(Diologue) Looks for a certain string in the dilogue and if it exists performs functions withiin a mathematica brace { }. The brace MUST follow this statement for it to function correctly StrNotInDlg(Diologue) Looks for a certain strin in the dilogue and if it does not exists, the script will performs functions in a mathematica brace { }. a mathematica brace { } must follow the script. BuyItem(ITEMNAME[iD=#],#;) Buys Item. Must have the buy window open with the desired npc BuySeed(SEEDNAME[iD=#],#;) Buys seed. Must have the buy seed window open with the desired npc LoadItem(ITEMNAME[iD=#],#;) takes out the desired item from the warehouse. Withdraw window must be opened. Use semicolon ; to add other items. Here is an example: CODE LoadItem(Stem[iD=1864],50;Varnish[iD=1865],50) This code will remove 50 stems and 50 varnish from the warehouse SaveItem(ITEMNAME[iD=#],#;) similar to the above, except that it will put items into the warehouse instead of take them out. Here is an example: CODE LABEL(Itemdeposit) NPCSEL(Airy[iD=7522]) DELAY(1000) NPCDLG(Airy[iD=7522]) DELAY(1000) DLGSEL(Deposit Item (Private Warehouse)) DELAY(1000) ITEMCOUNT(Stem[iD=1864],>,0) { SaveItem(Stem[iD=1864],9999) CALL(Itemdeposit) Delay(2000) } The first part of this script is not necessary. It selects the desired npc (in this case, Airy), and opens the "Deposit Item" window (see NPCs section below for more information). Similar to the above load item syntax, which removes 50 stems and 50 varnish, it will place 9999 stems (or all, if you don't have that many) into the warehouse. SellItem(ITEMNAME[iD=#],#;) Similar to the BuyItem(ITEMNAME [iD=#],#;) function. The buy window must be open with an NPC. This code will buy the desired items, provided that the NPC carries them and you have the required adena. SellSeed(SEEDNAME[iD=#],#;) Similar to the BuySeed() function, but it sells seeds instead Character I am not entirely familiar with the UseSkill syntax. When it comes to this section, I advise you use common sense. UseSkill(NAME[iD=#],NPC,TARGETNAME) This syntax is used to make your character cast a spell on an NPC target. The target name has to be specified. UseSkill(NAME[iD=#],Party,TARGETNAME) I am unfamiliar with the use of this syntax. If anyone knows, please email me. UseSkill(NAME[iD=#],Pet,TARGETNAME) UseSkill(NAME[iD=#],Player,TARGETNAME) UseSkill(NAME[iD=#],Self,TARGETNAME) ChangeWaitType(0|1) Sets the character to either sit or stand. 0 = sit, 1 = stand. UseItem(ITEMNAME [iD=#];) Uses a desired item or items Settings: Set(DefPath,Add,x,y,z,radii) This syntax adds a Path point to the Define PathPoint section (found on the Pathing tab) of l2walker. Set(DefPath,Clear) This syntax clears all path points Set(DefRange,Add,x,y,z) This syntax adds a point to the Define Range section of the Pathing tab in L2-Walker options. Set(DefRange,CLEAR) This syntax clears all Define Range positions Set(FIGHTSTART) This syntax enables fighting mode. Set(FIGHTSTOP) This syntax disables fighting mode Set(Item,NoPick,NAME[iD=#]) This syntax sets a Set(Item,Pick,NAME[iD=#]) Set(Item,Save,NAME[iD=#]) Set(L2Walker,Disable) This syntax disables L2-Walker. Scripts still function when L2-Walker is disabled Set(L2Walker,Enable) This syntax enables L2-Walker. Scripts still function when L2-Walker is disabled Set(Mon,Attack,NAME [iD=#]) This syntax sets the settings of a perticular monster (as defined by Name[iD=#]) to Attack. In other words, Walker will attack that perticular monster. Set(Mon,AttackOne,NAME [iD=#]) This syntax sets the settings of a perticular monster (as defined by Name[iD=#]) to Attack alone. In other words, Walker will attack that perticular monster, but only if that monster is found to be by itself. Set(Mon,NoAttack,NAME [iD=#]) This syntax sets the settings of a perticular monster (as defined by Name[iD=#]) to Not Attack. In other words, Walker will not attack that perticular monster, unless that monster initiates combat. Set(RangeType,Defpath) This syntax sets the perimiters of fighting to the Define Path Point mode. Set(RangeType,DefPos,x,y,z,radii) This syntax sets the perimiters of fighting to the Center of an x, y and z Point, with a radius as defined by the radii. Set(RangeType,DefRange) This syntax sets the perimiters of fighting to the Define Range mode. Set(RangeType,RAnd) This syntax sets the perimiters of fighting to the RAnd mode (what ever that does). Set(RangeType,StartPos,radii) This syntax sets the perimiters of fighting to the "Combat Begin Point is Center Point" mode with a radius as defined by radii. Conditions: CharStatus(CHP,>=|>|==|!=|<|<=,#) { //code to be executed goes here } Must be followed by a mathematical brace { }. This script is to be followed by a mathematical brace { }. This code will calculate the character's current HP value, and if the conditons >=|> |==|!=|<|<= satisfy the number to the right #, the script within the a mathematical brace { } will be executed . CharStatus(CMP,>=|>|==|!=|<|<=,#) { //code to be executed goes here } Similar to the first of the conditions series, but it calculates the MP value. If it satisfies the conditions it will perform the script within the a mathematical brace { }. CharStatus(HP,>=|>|==|!=|<|<=,#) { //code to be executed goes here } Similar to the first of the conditions series, but it calculates the HP percenage. If it satisfies the conditions it will perform the script within the brackets { }. CharStatus(LV,>=|>|==|!=|<|<=,#) { //code to be executed goes here } Similar to the first of the conditions series, but it calculates the HP percenage. If it satisfies the conditions it will perform the script within the a mathematical brace { }. CharStatus(MP,>=|>|==|!=|<|<=,#) { //code to be executed goes here } Similar to the first of the conditions series, but it calculates the MP percenage. If it satisfies the conditions it will perform the script within the a mathematical brace { }. CharStatus(RACE,>=|>|==|!=|<|<=,#) { //code to be executed goes here } Similar to the first of the conditions series, but it checks the character's race (by this, I assume they mean Class). If it satisfies the conditions it will perform the script within the a mathematical brace { }. CharStatus(SP,>=|>|==|!=|<|<=,#) { //code to be executed goes here } Similar to the first code of the CharStatus() seires, but it calculates the SP value. If it satisfies the conditions it will perform the script within the a mathematical brace { }. CharStatus(STAND,>=|>|==|!=|<|<=,0|1) { //code to be executed goes here } Similar to the first code of the CharStatus() sequence, but it checks wether or not the character is standing. 0 = sit, 1 = stand. If it satisfies the conditions it will perform the script within the a mathematical brace { }. CharStatus(WEIGHT,>=|>|==|!=|<|<=,#) { //code to be executed goes here } Similar to the first code of the CharStatus() sequence, but it calculates the weight value of the character's inventory. If it satisfies the conditions it will perform the script within the a mathematical brace { }. PosInRange(x,y,z,radii) { //code to be executed goes here } Must be followed by a mathematical brace { }. Checks wether or not the character is within the specified area (detirmened by the x, y and z axis as the epicenter of the location and the radius as the possible distance away from that location). If the character is found within this area, the code within the a mathematical brace { } is executed. PosOutRange(x,y,z,radii) { //code to be executed goes here } Must be followed by a mathematical brace { }. Checks wether or not the character is within the specified area (detirmened by the x, y and z axis as the epicenter of the location and the radius as the possible distance away from that location). If the character is NOT found within this area, the code within the a mathematical brace { } is executed. ItemCount(ITEMNAME[iD=#],>=|>|==|!=|<|<=,1) { //code to be executed goes here } This code is to be followedby a mathematical brace { }. Make sure both the open and close bracket is on a seperate line. This code Checks wether or not you have a certain ammount of items in your inventory (including what your character is equiped with) and if it satisfies the conditions it will perform the script within the a mathematical brace { }. Here is an example: CODE ITEMCOUNT(Wooden Arrow[iD=17],<=,20) { DELAY(1000) Call(ToTown) } Operators: { //code to be executed goes here } Mathematical Brace . These are preceeded by a conditonal statement, such as a CharStatus() code. if the condition is satisfied, the code in the a mathematical brace will be executed. otherwise, it will be skipped. This is not to be used alone as a means of defining an object or a section of code. The opening and closing braces are to be each ALONE on a seperate line with no other characters or spaces preceeding and/or following it on that same line. == Equal to. Used in conditional statements > Greater Than. Used in conditional statements >= Greater Than or Equal To. Used in conditional statements < Less Than. Used in conditional statements <= Less Than, or Equal to. Used in conditional statements != Not Equal to. Used in conditional statements ; A semicolon seperates item names in many of the codes under the "Items" section. This lets you define more than one type of item to be stored, sold, bought, withdrawn in a single code. The example under the LoadItems() script, found above, shows how the semicolon would be used.
  24. that is easy rly ;] i think about give u that bot becouse i hate that server, but hmm who want play on him must by stiupid :D becouse i crash server one week and gms dont do anything, when i sey crash i mean drop 20k adena in giran,aden,gludio and goddard xD, server have FAKE online status on server now (if i dont make crash) play hmm 120ppl but on website all time write 400 or 500++ (i know that becous i use to l2net on that server, u can see ther how many ppl online have server) ty for attention :) PS. Some images for you: http://img268.imageshack.us/img268/9253/11154640.jpg http://img526.imageshack.us/img526/8394/18510779.jpg
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