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I need a little bit of help with phx..i've foud a server where this cheat works.Can sombody say to me what packets do I need to copy to overenchant my weapon ?

Posted

 

INCLUDE StdLib\inventory.l2c 
// ===================================================================================================================

// START OF EDITING PART (YOU SHOULD CHANGE THE SETTINGS FROM BELOW TO YOUR NEEDS) 
// ===================================================================================================================
DEFINE_GLOBAL STRING item_name "Homunkulus's Sword"        // Here you need to change with what item you want to enchant 
DEFINE_GLOBAL STRING normal_enchant_name "Scroll: Enchant Weapon (C)"        // The exact name of your normal enchant scroll 
DEFINE_GLOBAL STRING blessed_enchant_name "Blessed Scroll: Enchant Weapon (C)"        // The exact name of you blessed enchant scroll(only for blessed enchants) 

DEFINE_GLOBAL INT type_of_enchanting 1    // The method of enchanting you want set from 1-7 (see below): 
         // 1 - Normal enchant each One by One; 
         // 2 - Normal enchant each One to Top; 
         // 3 - Blessed enchant only one item; 
         // 4 - Blessed enchant each One to Top; 
         // 5 - Blessed enchant each One by One an keep the highest; 
         // 6 - Normal enchant each One by One and stop to Top; 
         // 7 - Blessed enchant each One by One and stop to Top; 
                                  
DEFINE_GLOBAL INT keep_items_num 1        // How meny items you want to keep when enchanting One by One (for One by One enchanting + blessed) 

DEFINE_GLOBAL INT enchant_to_top 1        // The top level witch enchantig should stop at (for One to Top enchanting + blessed) 

DEFINE_GLOBAL INT enchant_safe 3        // Safe enchant level on witch normal anchant stop and continues with blessed (for Blessed enchanting) 

DEFINE_GLOBAL INT min_little_delay 205        // min_little_delay should be always lower than max_little_delay - these two are for random delay between the values. 
DEFINE_GLOBAL INT max_little_delay 327        // max_little_delay should be always higher than main_little_delay - this two will add some delay so carefull what you set. 
// ===================================================================================================================
// END OF EDITING PART (DON'T CHANGE NOTHING FROM BELOW) 
// ===================================================================================================================
// 
// AIO Auto Enchant v1.2 - have 7 methods of enchanting and is safe for auto kick 
//                                                                   (don't cancel the enchant window when ingame) 
// Fully working with L2NET v370 and on L2J Gracia Final (ct2.3) servers. 
// 
// special thanks to: slothmo, mpj123, rocket666, easy2k4, trixy and everybody working for l2net project 
// made by iosc 
// ===================================================================================================================
// ===================================================================================================================

DEFINE_GLOBAL INT min_delay 2118 
DEFINE_GLOBAL INT max_delay 2533 
DEFINE_GLOBAL INT rand_delay 0 
DEFINE_GLOBAL INT some_loop 0 
DEFINE_GLOBAL INT item_uid 0 
DEFINE_GLOBAL INT enchant_result 9999 
DEFINE_GLOBAL INT n_scroll_id 0 
DEFINE_GLOBAL INT b_scroll_id 0 
DEFINE_GLOBAL INT n_scrolls_count 0 
DEFINE_GLOBAL INT b_scrolls_count 0 
DEFINE_GLOBAL Inventory n_enchant_scroll 0 
DEFINE_GLOBAL Inventory b_enchant_scroll 0 
DEFINE_GLOBAL ARRAYLIST full_inventory 0 

ITEM_GET_ID n_scroll_id "<normal_enchant_name>" 
ITEM_GET_ID b_scroll_id "<blessed_enchant_name>" 

GET_INVENTORY full_inventory 
PRINT_TEXT "10 seconds ========================" 
PRINT_TEXT "== AIO Auto Enchant Script v1.1" 
PRINT_TEXT "================================" 
SLEEP 1000 
//SLEEP "<little_delay>" 
ITEM_COUNT n_scrolls_count "<n_scroll_id>" 
ITEM_COUNT b_scrolls_count "<b_scroll_id>" 

FOREACH x Inventory full_inventory 
   IF full_inventory.x.name == normal_enchant_name 
      n_enchant_scroll = full_inventory.x 
   ENDIF 
   IF full_inventory.x.name == blessed_enchant_name 
      b_enchant_scroll = full_inventory.x 
   ENDIF 
NEXTEACH 

IF n_scrolls_count == ONE 
   PRINT_TEXT "You don't have <normal_enchant_name>" 
   JUMP_TO_LABEL THE_END 
ENDIF 

SWITCH type_of_enchanting 
   CASE #i3 
   CASE #i4 
   CASE #i5 
   CASE #i7 
      IF b_scrolls_count == ONE 
         PRINT_TEXT "You don't have <blessed_enchant_name>" 
         JUMP_TO_LABEL THE_END 
      ENDIF 
      BREAK 1 
   DEFAULT 
      BREAK 1 
ENDSWITCH 

SWITCH type_of_enchanting 
   CASE #i1 
      PRINT_TEXT "== " 
      PRINT_TEXT "== You chosed the One by One method" 
      PRINT_TEXT "== Enchanting: <item_name>" 
      PRINT_TEXT "== Keeping: <keep_items_num>" 
      PRINT_TEXT "== " 
      PRINT_TEXT "9 seconds =========================" 
      SLEEP 9000 
      CALL EnchantEachOnebyOne 
      BREAK 1 
   CASE #i2 
      PRINT_TEXT "== " 
      PRINT_TEXT "== You chosed the One to Top method" 
      PRINT_TEXT "== Enchanting: <item_name>" 
      PRINT_TEXT "== Enchant till: +<enchant_to_top>" 
      PRINT_TEXT "== " 
      PRINT_TEXT "9 seconds =========================" 
      SLEEP 9000 
      CALL EnchantEachOnetoTop 
      BREAK 1 
   CASE #i3 
      PRINT_TEXT "== " 
      PRINT_TEXT "== You chosed Blessed Enchant one item" 
      PRINT_TEXT "== Enchanting: <item_name>" 
      PRINT_TEXT "== Enchant till: +<enchant_to_top>" 
      PRINT_TEXT "== Safe enchant is set to: +<enchant_safe>" 
      PRINT_TEXT "== " 
      PRINT_TEXT "9 seconds =========================" 
      SLEEP 9000 
      CALL BlessedEnchantOne 
      BREAK 1 
   CASE #i4 
      PRINT_TEXT "== " 
      PRINT_TEXT "== You chosed Blessed Enchant each One to Top" 
      PRINT_TEXT "== Enchanting: <item_name>" 
      PRINT_TEXT "== Enchant till: +<enchant_to_top>" 
      PRINT_TEXT "== Safe enchant is set to: +<enchant_safe>" 
      PRINT_TEXT "== " 
      PRINT_TEXT "9 seconds =========================" 
      SLEEP 9000 
      CALL EnchantEachOnetoTop 
      BREAK 1 
   CASE #i5 
      PRINT_TEXT "== " 
      PRINT_TEXT "== You chosed Blessed Enchant each One by One" 
      PRINT_TEXT "== Enchanting: <item_name>" 
      PRINT_TEXT "== Keep enchanted: <keep_items_num>" 
      PRINT_TEXT "== Safe enchant is set to: +<enchant_safe>" 
      PRINT_TEXT "== " 
      PRINT_TEXT "9 seconds =========================" 
      SLEEP 9000 
      CALL EnchantEachOnebyOne 
      BREAK 1 
   CASE #i6 
      PRINT_TEXT "== " 
      PRINT_TEXT "== You chosed each One by One and stop to Top" 
      PRINT_TEXT "== Enchanting: <item_name>" 
      PRINT_TEXT "== Keep - <keep_items_num> - items or stop to +<enchant_to_top>" 
      PRINT_TEXT "== " 
      PRINT_TEXT "9 seconds =========================" 
      SLEEP 9000 
      CALL EnchantEachOnebyOne 
      BREAK 1 
   CASE #i7 
      PRINT_TEXT "== " 
      PRINT_TEXT "== You chosed Blessed - One by One and stop to Top" 
      PRINT_TEXT "== Enchanting: <item_name>" 
      PRINT_TEXT "== Enchant till: +<enchant_to_top>" 
      PRINT_TEXT "== " 
      PRINT_TEXT "9 seconds =========================" 
      SLEEP 9000 
      CALL EnchantEachOnebyOne 
      BREAK 1 
   DEFAULT 
      PRINT_TEXT "Bad option chosen at Type of Enchant" 
ENDSWITCH 


LABEL THE_END 
GET_RAND rand_delay "<min_little_delay>" "<max_little_delay>" 
SLEEP "<rand_delay>" 
full_inventory.clear 
GET_INVENTORY full_inventory 
GET_RAND rand_delay "<min_little_delay>" "<max_little_delay>" 
SLEEP "<rand_delay>" 

PRINT_TEXT "===============================" 
PRINT_TEXT "== Thanks for using AIO Auto Enchant Script ==" 
PRINT_TEXT "===============================" 
FOREACH x Inventory full_inventory 
   IF full_inventory.x.name == item_name 
      PRINT_TEXT "==  <item_name> +<full_inventory>" 
   ENDIF 
NEXTEACH 
PRINT_TEXT "=======================iosc======" 


END_SCRIPT 



FUNCTION EnchantEachOnebyOne 

   DEFINE ARRAYLIST current_items 0 
    
   DEFINE INT total_items 0 
   DEFINE INT enchanting_level 0 
   DEFINE INT lag_flag1 0 
   DEFINE INT lag_flag2 0 
   DEFINE INT lag_flag6 0 
   DEFINE INT bless_start 0 
   LABEL A_FLAGS 
    
   current_items.clear 
   full_inventory.clear 
   GET_INVENTORY full_inventory 
   GET_RAND rand_delay "<min_little_delay>" "<max_little_delay>" 
   SLEEP "<rand_delay>" 
    
   enchanting_level = #i65535 
   total_items = ZERO 
   ITEM_COUNT n_scrolls_count "<n_scroll_id>" 
   ITEM_COUNT b_scrolls_count "<b_scroll_id>" 

   IF ( type_of_enchanting == #i5 ) && ( bless_start == ONE ) 
      FOREACH x Inventory full_inventory 
         IF ( full_inventory.x.name == item_name ) && ( full_inventory.x.enchant > ZERO ) 
            total_items = total_items + ONE 
            IF  full_inventory.x.enchant < enchanting_level 
               enchanting_level = full_inventory.x.enchant 
            ENDIF 
         ENDIF 
      NEXTEACH 
   ELSE 
      IF type_of_enchanting == #i6 
         FOREACH x Inventory full_inventory 
            IF full_inventory.x.name == item_name 
               total_items = total_items + ONE 
               IF (full_inventory.x.enchant < enchanting_level) && ( full_inventory.x.enchant < enchant_to_top ) 
                  enchanting_level = full_inventory.x.enchant 
               ENDIF 
            ENDIF 
         NEXTEACH 
      ELSE 
         IF type_of_enchanting == #i7 
            FOREACH x Inventory full_inventory 
               IF full_inventory.x.name == item_name 
                  IF ( full_inventory.x.enchant < enchanting_level ) && ( full_inventory.x.enchant < enchant_to_top ) 
                     enchanting_level = full_inventory.x.enchant 
                  ENDIF 
               ENDIF 
            NEXTEACH 
         ELSE 
            FOREACH x Inventory full_inventory 
               IF full_inventory.x.name == item_name 
                  total_items = total_items + ONE 
                  IF full_inventory.x.enchant < enchanting_level 
                     enchanting_level = full_inventory.x.enchant 
                  ENDIF 
               ENDIF 
            NEXTEACH 
         ENDIF 
      ENDIF 
   ENDIF 
   FOREACH x Inventory full_inventory 
      IF full_inventory.x.name == item_name 
         IF full_inventory.x.enchant == enchanting_level 
            current_items.ADD full_inventory.x.id 
         ENDIF 
      ENDIF 
   NEXTEACH 
    
   IF current_items.count == ZERO 
      lag_flag1 = lag_flag1 + ONE 
      IF lag_flag1 == #i3 
         PRINT_TEXT "No more items to echant." 
         JUMP_TO_LABEL THE_END 
      ENDIF 
      JUMP_TO_LABEL A_FLAGS 
      lag_flag1 = ZERO 
   ENDIF 

   FOREACH y INT current_items 
      IF type_of_enchanting != #i7 
         IF total_items <= keep_items_num 
            lag_flag1 = lag_flag1 + ONE 
            IF lag_flag1 == #i3 
               PRINT_TEXT "We are done here. Your items number is <total_items>" 
               JUMP_TO_LABEL THE_END 
            ENDIF 
            JUMP_TO_LABEL A_FLAGS 
         ENDIF 
      ENDIF 
      IF n_scrolls_count == ONE 
         lag_flag2 = lag_flag2 + ONE 
         IF lag_flag2 == #i3 
            PRINT_TEXT "You are out of <normal_enchant_name>" 
            JUMP_TO_LABEL THE_END 
         ENDIF 
         JUMP_TO_LABEL A_FLAGS 
      ENDIF 
      IF ( type_of_enchanting == #i5 ) || ( type_of_enchanting == #i7 ) 
         IF b_scrolls_count == ONE 
            lag_flag6 = lag_flag6 + ONE 
            IF lag_flag6 == #i3 
               PRINT_TEXT "You are out of <blessed_enchant_name>" 
               JUMP_TO_LABEL THE_END 
            ENDIF 
            JUMP_TO_LABEL A_FLAGS 
         ENDIF 
      ENDIF 
      lag_flag1 = ZERO 
      lag_flag2 = ZERO 
      lag_flag6 = ZERO 
      
      item_uid = current_items.y 
      
      IF ( type_of_enchanting == #i5 ) || ( type_of_enchanting == #i7 ) 
    
         IF enchanting_level <enchant_safe> ZERO 
            IF type_of_enchanting == #i5 
               total_items = total_items - ONE 
            ELSE 
               JUMP_TO_LABEL A_FLAGS 
            ENDIF 
            PRINT_TEXT "Enchanting <item_name> faild at +<enchanting_level>. (<n_scrolls_count>/<b_scrolls_count> scrolls left)" 
         ELSE 
            PRINT_TEXT "Enchanting <item_name> succeeded from +<enchanting_level>. (<n_scrolls_count>/<b_scrolls_count> scrolls left)" 
         ENDIF 

      ELSE 
                
         CALL Enchanting VOID 1 n_enchant_scroll.id 
          
         ITEM_COUNT n_scrolls_count "<n_scroll_id>" 
          
         IF enchant_result > ZERO 
            total_items = total_items - ONE 
            PRINT_TEXT "<item_name> was cristalized at +<enchanting_level>. (<n_scrolls_count> scrolls left)" 
         ELSE 
            PRINT_TEXT "Enchanting <item_name> succeeded from +<enchanting_level>. (<n_scrolls_count> scrolls left)" 
         ENDIF 
      ENDIF 
   NEXTEACH 
   JUMP_TO_LABEL A_FLAGS 

RETURN VOID 



FUNCTION EnchantEachOnetoTop 

   DEFINE INT enchant_level 0 
   DEFINE INT lag_flag3 0 
   DEFINE INT lag_flag4 0 
   DEFINE INT lag_flag5 0 
   LABEL B_FLAGS 
    
   full_inventory.clear 
   GET_INVENTORY full_inventory 
   GET_RAND rand_delay "<min_little_delay>" "<max_little_delay>" 
   SLEEP "<rand_delay>" 

   item_uid = ZERO 
   enchant_level = ZERO 
   ITEM_COUNT n_scrolls_count "<n_scroll_id>" 
   ITEM_COUNT b_scrolls_count "<b_scroll_id>" 
    
   FOREACH x Inventory full_inventory 
      IF full_inventory.x.name == item_name 
         IF full_inventory.x.enchant < enchant_to_top 
            item_uid = full_inventory.x.id 
            enchant_level = full_inventory.x.enchant 
         ENDIF 
      ENDIF 
   NEXTEACH 
    
   IF item_uid == ZERO 
      lag_flag3 = lag_flag3 + ONE 
      IF lag_flag3 == #i3 
         PRINT_TEXT "We are done here. No more items to enchant." 
         JUMP_TO_LABEL THE_END 
      ENDIF 
      JUMP_TO_LABEL B_FLAGS 
   ENDIF 
   IF n_scrolls_count == ONE 
      lag_flag4 = lag_flag4 + ONE 
      IF lag_flag4 == #i3 
         PRINT_TEXT "You are out of <normal_enchant_name>" 
         JUMP_TO_LABEL THE_END 
      ENDIF 
      JUMP_TO_LABEL B_FLAGS 
   ENDIF 
   IF type_of_enchanting == #i4 
      IF b_scrolls_count == ONE 
         lag_flag5 = lag_flag5 + ONE 
         IF lag_flag5 == #i3 
            PRINT_TEXT "You are out of <blessed_enchant_name>" 
            JUMP_TO_LABEL THE_END 
         ENDIF 
         JUMP_TO_LABEL B_FLAGS 
      ENDIF 
      lag_flag5 = ZERO 
   ENDIF 
   lag_flag3 = ZERO 
   lag_flag4 = ZERO 
    
    
   DO 
      IF n_scrolls_count == ONE 
         PRINT_TEXT "You are out of <normal_enchant_name>" 
         JUMP_TO_LABEL THE_END 
      ENDIF 
    
      IF type_of_enchanting == #i4 

         IF b_scrolls_count == ONE 
            PRINT_TEXT "You are out of <blessed_enchant_name>" 
            JUMP_TO_LABEL THE_END 
         ENDIF 
      
         IF enchant_level <enchant_safe> ZERO 
            PRINT_TEXT "Enchanting <item_name> faild at +<enchant_level>. (<n_scrolls_count>/<b_scrolls_count> scrolls left)" 
            enchant_level = ZERO 
         ELSE 
            enchant_level = enchant_level + ONE 
            PRINT_TEXT "Enchanting <item_name> succeeded to +<enchant_level>. (<n_scrolls_count>/<b_scrolls_count> scrolls left)" 
         ENDIF 

      ELSE 
    
         CALL Enchanting VOID 1 n_enchant_scroll.id 
    
         ITEM_COUNT n_scrolls_count "<n_scroll_id>" 
          
         IF enchant_result > ZERO 
            PRINT_TEXT "<item_name> was cristalized at +<enchant_level>. (<n_scrolls_count> scrolls left)" 
            JUMP_TO_LABEL B_FLAGS 
         ELSE 
            enchant_level = enchant_level + ONE 
            PRINT_TEXT "Enchanting <item_name> succeeded to +<enchant_level>. (<n_scrolls_count> scrolls left)" 
         ENDIF 
      
      ENDIF 
    
   LOOP enchant_level < enchant_to_top 
    
   JUMP_TO_LABEL B_FLAGS 

RETURN VOID 


FUNCTION BlessedEnchantOne 

   DEFINE INT enchant_level 0 
   DEFINE INT lag_flag8 0 
   LABEL C_FLAGS 
    
   full_inventory.clear 
   GET_INVENTORY full_inventory 
   GET_RAND rand_delay "<min_little_delay>" "<max_little_delay>" 
   SLEEP "<rand_delay>" 

   item_uid = ZERO 
   enchant_level = ZERO 
   ITEM_COUNT n_scrolls_count "<n_scroll_id>" 
   ITEM_COUNT b_scrolls_count "<b_scroll_id>" 
    
   FOREACH x Inventory full_inventory 
      IF full_inventory.x.name == item_name 
         IF full_inventory.x.enchant < enchant_to_top 
            item_uid = full_inventory.x.id 
            enchant_level = full_inventory.x.enchant 
         ENDIF 
      ENDIF 
   NEXTEACH 
    
   IF item_uid == ZERO 
      lag_flag8 = lag_flag8 + ONE 
      IF lag_flag8 == #i3 
         PRINT_TEXT "No item to enchant!" 
         JUMP_TO_LABEL THE_END 
      ENDIF 
      JUMP_TO_LABEL C_FLAGS 
   ENDIF 
   lag_flag8 = ZERO 
    
   DO 
    
      IF n_scrolls_count == ONE 
         PRINT_TEXT "You are out of <normal_enchant_name>" 
         JUMP_TO_LABEL THE_END 
      ENDIF 
      IF b_scrolls_count == ONE 
         PRINT_TEXT "You are out of <blessed_enchant_name>" 
         JUMP_TO_LABEL THE_END 
      ENDIF 
    
      IF enchant_level <enchant_safe> ZERO 
         PRINT_TEXT "Enchanting <item_name> faild at +<enchant_level>. (<n_scrolls_count>/<b_scrolls_count> scrolls left)" 
         enchant_level = ZERO 
      ELSE 
         enchant_level = enchant_level + ONE 
         PRINT_TEXT "Enchanting <item_name> succeeded to +<enchant_level>. (<n_scrolls_count>/<b_scrolls_count> scrolls left)" 
      ENDIF 
    
   LOOP enchant_level < enchant_to_top 
    
   JUMP_TO_LABEL THE_END 

RETURN VOID 


FUNCTION Enchanting 1 scroll_id 

   enchant_result = #i9999 
   some_loop = ZERO 
   GET_RAND rand_delay "<&min_little_delay&>" "<&max_little_delay&>" 
   SLEEP "<&rand_delay&>" 
   SET_EVENT "<&SCRIPTEVENT_SERVERPACKET&>" "<&SYSTEM_CURRENTFILE&>" InsertItem 124 
   DEFINE BYTEBUFFER use_scroll_buffer 256 
   use_scroll_buffer.write_byte #i25 
   use_scroll_buffer.write_int32 scroll_id 
   use_scroll_buffer.write_int32 #i0 
   use_scroll_buffer.trim_to_index 
   INJECTBB use_scroll_buffer 
   DELETE use_scroll_buffer 
    
   WHILE some_loop == ZERO 
   SLEEP 50 
   WEND 
   LOCK A 
   SLEEP 50 
   UNLOCK A 
    
RETURN VOID 



FUNCTION InsertItem 
    
   LOCK A 
   some_loop = ONE 
    
   SET_EVENT "<&SCRIPTEVENT_SERVERPACKET&>" "<&SYSTEM_CURRENTFILE&>" BlankFunc 124 
   SET_EVENT "<&SCRIPTEVENT_SERVERPACKETEX&>" "<&SYSTEM_CURRENTFILE&>" ClickOK 129 
    
   GET_RAND rand_delay "<&min_little_delay&>" "<&max_little_delay&>" 
   SLEEP "<&rand_delay&>" 
    
   DEFINE BYTEBUFFER use_item_buffer 256 
   use_item_buffer.write_byte #i208 
   use_item_buffer.write_int16 #i76 
   use_item_buffer.write_int32 item_uid 
   use_item_buffer.trim_to_index 
   INJECTBB use_item_buffer 
   DELETE use_item_buffer 
    
RETURN VOID 


FUNCTION ClickOK 

   SET_EVENT "<&SCRIPTEVENT_SERVERPACKETEX&>" "<&SYSTEM_CURRENTFILE&>" BlankFunc 129 
   SET_EVENT "<&SCRIPTEVENT_SERVERPACKET&>" "<&SYSTEM_CURRENTFILE&>" EnchantComplete 135 

   GET_RAND rand_delay "<&min_delay&>" "<&max_delay&>" 
   SLEEP "<&rand_delay&>" 
    
   DEFINE BYTEBUFFER confirm_enchant_buffer 256 
   confirm_enchant_buffer.write_byte #i95 
   confirm_enchant_buffer.write_int32 item_uid 
   confirm_enchant_buffer.write_int32 #i0 
   confirm_enchant_buffer.trim_to_index 
   INJECTBB confirm_enchant_buffer 
   DELETE confirm_enchant_buffer 

RETURN VOID 


FUNCTION EnchantComplete 

   SET_EVENT "<&SCRIPTEVENT_SERVERPACKET&>" "<&SYSTEM_CURRENTFILE&>" BlankFunc 135 
    
   DEFINE INT result_byte 0 
    
   PACKET.READ_BYTE result_byte 
   PACKET.READ_INT32 enchant_result 
    
   DELETE result_byte 
    
   UNLOCK A 

RETURN VOID 


FUNCTION BlankFunc 

SLEEP 25 //e = mc^2 nonsence 

RETURN VOID

hf

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