bubulinas Posted July 14, 2011 Posted July 14, 2011 (edited) First of all, you need programming skills to Object Pascal (or Delphi, which is approximately the same) and to manipulate packets naturally need to know what they are presentIn this topic, leash, I will describe the internal functions and variables of the programDescription FastScript: (a scripting dvizhek used in the program)Available variables:pck (string) - current processable package (without first two bytes in sizeFromClient (boolean) - package (pck) has come from the client (vseravno that not FromServer)FromServer (boolean) - package (pck) has come from the server (that vseravno not FromClient)buf (string) - a buffer used by some functionsConnectName (string) - name of chara or to which is a package (v. 3.1.3 +)ConnectID (integer) - number of connections for which the scriptAvailable functions: ShowTab and HideTab - to display / hide the toolbar (UserTab), which can operate from a scriptTo draw on it UserTab controls must be specified as a parentSendToClient - sends the client the contents of the variable buf SendToServer - the server sends the contents of the variable buf SendToClientEx (CharName: string) - sends the client with the name CharName contents of a variable buf (v. 3.1.3 +)SendToServerEx (CharName: string) - sends a server named CharName content variable buf (v. 3.1.3 +)(the package buf automatically added to 2 bytes length)NoFreeOnClientDisconnect - prohibits the closure of the connection when the client disconnect (v. 3.1.9 +)NoFreeOnServerDisconnect - prohibits the closure of the connection with disconnect server (v. 3.1.9 +)YesFreeOnClientDisconnect - allow closing the connection when the client disconnect (v. 3.1.9 +)YesFreeOnServerDisconnect - allow closing the connection with disconnect server (v. 3.1.9 +)(default closure allowed)DisconnectServer - closes the connection to the server (v. 3.2.0 +)DisconnectClient - closes the connection to the client (v. 3.2.0 +)ConnectNameByID (id: integer): string - returns the connection name on his ID (v. 3.2.0 +)ConnectIDByName (name: string): integer - returns the connection ID on his behalf (v. 3.2.0 +)SetName (Name: string) - sets the connection name (v. 3.2.0 +)ReadC (var index: integer): byte - reads from a variable (pck) byteReadH (var index: integer): word - reading from a variable (pck) number (2 bytes) (v. 3.1.8 +)ReadD (var index: integer): integer - reads from a variable (pck) number (4 bytes)ReadF (var index: integer): double - reads from a variable (pck) c floating-point number (8 bytes) (v. 3.1.8 +)ReadS (var index: integer): string - reads from a variable (pck) line (in the package nulterminirovannaya unicode string, and the resulting string is the usual Pascal)Index - start position of reading, which is modified by function (shifted by the number of bytes read)HStr (h: string): string - converts a string to HEX-sequenceFor example, HStr ( 'AA 00 BB 00 CC 00') will return byte string # $ AA # $ 00 # $ BB # $ 00 # $ CC # $ 00. You can pass a string with spaces as well as without them the case of letters does not matter.WriteC (v: byte; ind: integer = 0) - writes in the variable buf one byteWriteH (v: word; ind: integer = 0) - writes in the variable buf number (2 bytes) (v. 3.1.8 +)WriteD (v: integer; ind: integer = 0) - writes in the variable buf number (4 bytes)WriteF (v: double; ind: integer = 0) - writes in the variable buf number c floating point (8 bytes) (v. 3.1.8 +)WriteS (v: string) - writes in the variable buf a line (machine translation in unicode)In the first four procedures, there is an optional parameter ind. If this parameter is not specified, the variable buf is supplemented by a byte / number, otherwise part of the buffer is modifiedLoadLibrary (LibName: String): Integer - loads the program library LibName and returns a pointer to it(v. 3.1.8 +)FreeLibrary (LibHandle: Integer): Boolean - unloads from memory the program library (v. 3.1.8 +)CallFunction (LibHandle: integer; FunctionName: String; Count: Integ er; Params: array of variant): variant - is a function FunctionName of our pre-loaded library with a pointer LibHandle and the parameters listed in Params (v. 3.1.8 +)Example:buf = HStr ( 'AA BB CC DD EE');If you call WriteD (10,1), we obtain buf = [0A 00 00 00 EE].And if you simply WriteD (10), [AA BB CC DD EE 0A 00 00 00].Example script: begin if FromClient and (ConnectName='bubulina') and (pck=HStr('1b 04 00 00 00')) then begin buf:=HStr('45 00 00 00 00 00 00 00 00 00'); SendToServerEx('bubulina'); pck:=''; end; end. Upon receipt of the client plays a chara with the nickname SokolA package 1b 04 00 00 00 (social action "Victory") nepropustit the package and send the package 45 00 00 00 00 00 00 00 00 00 (the command to sit) on behalf of a client for playing with Chara nickname bubulina, ie you are playing in two windows, one bubulina1, in another bubulina2, click in the first Victory, andbubulina1 sits.Example functions from libraries: var lib,Lib1:Integer; Res:variant; ar:array of variant; begin lib := loadLibrary('User32.dll'); lib1 := loadLibrary('GDI32.dll'); Res := CallFunction(lib,'MessageBoxW',4,[nil,'Text1','text2',0]); Res := CallFunction(lib,'GetDC',1,[0]); CallFunction(lib1,'LineTo',3,[Res,100,100]); CallFunction(lib,'ReleaseDC',2,[0,Res]); FreeLibrary(lib); FreeLibrary(lib1); end. Under Scripts: Procedure OnConnect (WithClient: Boolean) is called when a connection is established, the flag WithClient points with the client whether there was a connection (v. 3.1.9 +)Procedure OnDisconnect (WithClient: Boolean) is caused a loss of connection (v. 3.1.9 +)Procedure Init is called when you set the checkbox next to the script.Procedure Free is called when you take away a checkmark next to the script.The main body of the script (between begin and end) is called every time you receive a package from the server or the client if the script is checked.On the Advanced tab:The main body of the script (between begin and end) is invoked by pressing the Run button, and terminated either by pressing Stop, or at the end of the script.Enjoy!!! Quote ps: i made this guide for newbie to learn make alone some script!! Edited May 6, 2014 by Universe Quote
bubulinas Posted July 14, 2011 Author Posted July 14, 2011 On 7/14/2011 at 7:42 PM, Simmoski said: Shouldn't this be in Bots? do you know what means a script?? that is a guide how to make one for phx Quote
Simmoski Posted July 16, 2011 Posted July 16, 2011 On 7/14/2011 at 7:47 PM, bubulιna said: do you know what means a script?? that is a guide how to make one for phx do you know what means a bot?? to exploit is to abuse a flaw or bug in the game's code, a script just refers to a set of instructions that is carried out by a program. A bot on the other hand refers to "robot" something that performs tasks automatically. Which is what this guide is for, when X happens do Z and Y, a bot right? Therefore this topic needs to be moved to the bots section. Quote
bubulinas Posted July 16, 2011 Author Posted July 16, 2011 On 7/16/2011 at 4:00 AM, Simmoski said: do you know what means a bot?? to exploit is to abuse a flaw or bug in the game's code, a script just refers to a set of instructions that is carried out by a program. A bot on the other hand refers to "robot" something that performs tasks automatically. Which is what this guide is for, when X happens do Z and Y, a bot right? Therefore this topic needs to be moved to the bots section. omg omg.. i am here from 2007 and i know what where need to put.. so go away and leave my topic clean... Thx! Quote
Simmoski Posted July 16, 2011 Posted July 16, 2011 On 7/16/2011 at 10:39 AM, bubulιna said: omg omg.. i am here from 2007 and i know what where need to put.. so go away and leave my topic clean... Thx! Lineage II Bots [English] » [Guide]How to write script! Are you sure about that? :) Quote
djpliku Posted July 16, 2011 Posted July 16, 2011 Ty for the share but if you want flexibility of scripting, you should use L2Net and learn JingJing script language (http://wiki.ltwonet.com/wiki/Jingjing) Verry easy, and you can do anything, you just need imagination. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.