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Hard To Find Enchant Script (One By One Or Not) For Interlude Server/l2Net...


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Posted (edited)

i have found this:

 

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


// START OF EDITING PART (YOU SHOULD CHANGE THE SETTINGS FROM BELOW TO YOUR NEEDS)
// ===================================================================================================================
DEFINE_GLOBAL STRING item_name "Tallum Plate Armor"        // "tên item cần enchant
DEFINE_GLOBAL STRING normal_enchant_name "Scroll: Enchant Weapon (A-Grade)"        // Tên dấy Enchant thường
DEFINE_GLOBAL STRING blessed_enchant_name "Scroll: Enchant Armor (A-Grade)"               // tên dấy blessed enchant (only for blessed enchants)


DEFINE_GLOBAL INT type_of_enchanting 6    // chọn 1-7 theo mấy cách dưới:                  
         // 1 - Normal enchant each One by One; enchant bình thường từng cái                   
         // 2 - Normal enchant each One to Top; Enchant BT từng cái tới max         
         // 3 - Blessed enchant only one item;     Bless Enchant 1 item         
         // 4 - Blessed enchant each One to Top; Bless Enchant từng cai tới max         
         // 5 - Blessed enchant each One by One an keep the highest; enchant từng cái + bằng nhau và giử lai cai cao nhất (+1 +1 +1 =>>+2+2+2)         
         // 6 - Normal enchant each One by One and stop to Top; tương tự 5 nhưng bằng dấy thường. chỉ dừng lại khi lên max
         // 7 - Blessed enchant each One by One and stop to Top; 


DEFINE_GLOBAL INT keep_items_num 1        // số item giử lại khi enchanting One by One (for One by One enchanting + blessed)
DEFINE_GLOBAL INT enchant_to_top 15      // max enchant (for One to Top enchanting + blessed)
DEFINE_GLOBAL INT enchant_safe 10        // Safe enchant (for Blessed enchanting)
DEFINE_GLOBAL INT min_little_delay 2000    // 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 3000      // 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 2000
DEFINE_GLOBAL INT max_delay 3000
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.x.enchant&>" 
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
CALL Enchanting VOID 1 n_enchant_scroll.id
ELSE
CALL Enchanting VOID 1 b_enchant_scroll.id
IF type_of_enchanting == #i5
bless_start = ONE
ENDIF
ENDIF


ITEM_COUNT n_scrolls_count "<&n_scroll_id&>"
ITEM_COUNT b_scrolls_count "<&b_scroll_id&>"


IF enchant_result > 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
CALL Enchanting VOID 1 n_enchant_scroll.id
ELSE
CALL Enchanting VOID 1 b_enchant_scroll.id
ENDIF


ITEM_COUNT n_scrolls_count "<&n_scroll_id&>"
ITEM_COUNT b_scrolls_count "<&b_scroll_id&>"


IF enchant_result > 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
CALL Enchanting VOID 1 n_enchant_scroll.id
ELSE
CALL Enchanting VOID 1 b_enchant_scroll.id
ENDIF


ITEM_COUNT b_scrolls_count "<&b_scroll_id&>"
ITEM_COUNT n_scrolls_count "<&n_scroll_id&>"


IF enchant_result > 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

for example it start to write in chat the method, the process will starting in few seconds, but after nothing happen.. and the server doesn't say me the command in chat "Select item to enchant"...

 

i tried to do double click on scroll enchant in inventory from l2net window, and i focused that write in chat "select item to enchant", while when start the script process it doesn't write this LITTLE particular (and after 3-4 sequence the server will interrupt me connection).

 

any idea to what modify?

Edited by LuxorITA

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