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[help] how to make scripts (l2w)?


xin

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i only know how to make easy scripts like f.e. mana pots, but if i want change weapon when i have hp under 30%, start skill, than eqip other weapon and start other skill and back to the 1st weapon??

or sth like that

 

plz any "good" guide HOW TO MAKE SCRIPTS;p

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well..to make a script..you need 3 things : Knowing the Variables,Creativity,Patience.

 

i can only give you the variable..the rest you got to have by your self :P

 

i did not write them..but i also dunno who wrote them cuz its copied on all over the net by different authors...but it has been useful ;)

 

Variables:

 

MOVETO(x,Y,Z)

Moves to x,Y,Z. You can check your posistion by clicking: SETUP | OPTION - Pathing | .Cur

 

NPCSEL(name[iD=x])

Chooses NPC. Can select an NPC within the field of range. Noticed that you can select them even if you don't use ID. IE: NPCSEL(Sovin)

 

NPCDLG(name[iD=x])

With NPC dialogue. Opens up the dialog the NPC has.

 

USESKILL (name [iD=x], SELF|PLAYER|PARTY|NPC|PET, Target)

Example: USESKILL(Battle Heal, PLAYER, SE)

Note: It doesn't require ID's

 

Set(L2WALKER, ENABLE|DISABLE)

How it works: Disables/Enables feaures except the script function within L2Walker. Things like auto buff, auto follow, auto fish would quit working if disabled.

 

Set(RANGETYPE, RAND)

How it works: Your character will aimlessly attack the nearest monster, no matter how far the radii is.

 

Set(RANGETYPE, STARTPOS, radii)

How it works: First monster attacked is the central point. Anything outside the radii would not be attacked. Disables all other kinds of ranges.

 

Set(RANGETYPE, DEFPOS, x, y, z, radii)

How it works: Pre-sets the central point with radii. Anything outside the radii would not be attacked. Disables all other kinds of ranges.

 

Set(RANGETYPE, DEFRANGE)

How it works: Uses Ranges. Disables all other kinds of ranges.

 

Set(DEFRANGE, ADD, x, y, z)

How it works: Adds another Range Point to a specific location.

 

Set(DEFRANGE, CLEAR)

How it works: Clears all added Ranges.

 

Set(RANGETYPE, DEFPATH)

How it works: Uses Paths. Disables all other kinds of ranges.

 

Set(DEFPATH, ADD, x, y, z, radii)

How it works: Adds another Range Point to a specific location.

 

Set(DEFPATH, CLEAR)

How it works: Clears all added Paths.

 

 

Set(MON, ATTACK|NOATTACK|ATTACK ONE, Name [ ID=n ]; Name1 [ ID=n ]; |*)

How it works: Seems to crash L2Walker everytime its used. It might REQUIRE ID numbers unlike the rest.

 

Set(ITEM, PICK|NOPICK|SAVE, Name [ ID=n ]; Name1 [ ID=n ]; |*)

 

DLGSEL(name)

Dialogue choice. Look for certain words in dialog and select.

 

GOHOME()

Return to nearest town on death.

 

SAY(writing)

Speaks generally. Anyone in game can view.

 

MSG(writing)

Outside hangs the prompt, Only you can see.

 

UseItem(name[iD=x])

Uses the stage prop. ID is not required.

 

BuyItem(name [ ID=x ],Quantity)

Purchase goods. ID is required.

 

SellItem(name [ ID=x ],Quantity)

Sell goods. ID is required.

 

SaveItem(name [ ID=x ],Quantity)

No Clue what this is used for.

 

LoadItem(name [ ID=x ],Quantity)

No Clue what this is used for.

 

ChangeWaitType(x)

The character stands or sits down

 

StrInDlg(dialogue writing)

Judges in the NPC dialogue dialog box whether has the writing which assigns

 

StrNotInDlg (dialogue writing)

Judges in the NPC dialogue dialog box whether it doesn't have assigned writing

 

CharStatus([ CHP|CMP|HP|MP|WEIGHT|LV|SP|RACE|STAND ],[ >=|>|==|!=|<|<=],Num)

Character condition judgment.

HP,MP,WEIGHT: is a percentage

CHP,CMP: Health current actual value

WEIGHT: is carries a heavy load the percentage

LV: Your Level

RACE: manner race (human=0, Demon=1,Dark Elf=2, Elf=3, Dwarf=4)

STAND:STAND==1 is standing and STAND==0 is sitting

 

PosInRange(x,Y,Z,Range)

Examines the character current coordinates whether by x,Y,Z is central point range is in the radius center of a circle

 

PosOutRange(x,Y,Z,Range)

Examines the character current coordinates whether by x,Y,Z is central point range is outside the radius center of a circle

 

ItemCount(name[iD=x],* ,Count)

>= Greater than or equal to

> Greater than

== Equal to

!= Does not equal

< Less than

<= Less than or equal to

Assigns the name or the ID stage prop quantity compared with thecharacter body on whether does satisfy the condition

 

CALL(LABEL name)

Transfers the LABEL marking the label address execution,Carries out returns, Must have to have the RETURN instruction

 

useskill (name[iD=x]) ---> Something isn't working here.

 

JMP(LABEL name)

Jumps changes to the LABEL marking the label address execution

 

RETURN()

When CALL transfer must use this to return

 

EXIT()

Conclusion script movement

 

DELAY(x)

Retards x millisecond

 

PAUSE()

Pause the Script

 

LABEL(Zone)

Definition Zone,Uses for JMP or CALL

 

SET([ FIGHTSTART|FIGHTSTOP ])

The establishment commencing of action or stops fighting

 

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well..to make a script..you need 3 things : Knowing the Variables,Creativity,Patience.

 

i can only give you the variable..the rest you got to have by your self :P

 

i did not write them..but i also dunno who wrote them cuz its copied on all over the net by different authors...but it has been useful ;)

 

Variables:

 

MOVETO(x,Y,Z)

Moves to x,Y,Z. You can check your posistion by clicking: SETUP | OPTION - Pathing | .Cur

 

NPCSEL(name[iD=x])

Chooses NPC. Can select an NPC within the field of range. Noticed that you can select them even if you don't use ID. IE: NPCSEL(Sovin)

 

NPCDLG(name[iD=x])

With NPC dialogue. Opens up the dialog the NPC has.

 

USESKILL (name [iD=x], SELF|PLAYER|PARTY|NPC|PET, Target)

Example: USESKILL(Battle Heal, PLAYER, SE)

Note: It doesn't require ID's

 

Set(L2WALKER, ENABLE|DISABLE)

How it works: Disables/Enables feaures except the script function within L2Walker. Things like auto buff, auto follow, auto fish would quit working if disabled.

 

Set(RANGETYPE, RAND)

How it works: Your character will aimlessly attack the nearest monster, no matter how far the radii is.

 

Set(RANGETYPE, STARTPOS, radii)

How it works: First monster attacked is the central point. Anything outside the radii would not be attacked. Disables all other kinds of ranges.

 

Set(RANGETYPE, DEFPOS, x, y, z, radii)

How it works: Pre-sets the central point with radii. Anything outside the radii would not be attacked. Disables all other kinds of ranges.

 

Set(RANGETYPE, DEFRANGE)

How it works: Uses Ranges. Disables all other kinds of ranges.

 

Set(DEFRANGE, ADD, x, y, z)

How it works: Adds another Range Point to a specific location.

 

Set(DEFRANGE, CLEAR)

How it works: Clears all added Ranges.

 

Set(RANGETYPE, DEFPATH)

How it works: Uses Paths. Disables all other kinds of ranges.

 

Set(DEFPATH, ADD, x, y, z, radii)

How it works: Adds another Range Point to a specific location.

 

Set(DEFPATH, CLEAR)

How it works: Clears all added Paths.

 

 

Set(MON, ATTACK|NOATTACK|ATTACK ONE, Name [ ID=n ]; Name1 [ ID=n ]; |*)

How it works: Seems to crash L2Walker everytime its used. It might REQUIRE ID numbers unlike the rest.

 

Set(ITEM, PICK|NOPICK|SAVE, Name [ ID=n ]; Name1 [ ID=n ]; |*)

 

DLGSEL(name)

Dialogue choice. Look for certain words in dialog and select.

 

GOHOME()

Return to nearest town on death.

 

SAY(writing)

Speaks generally. Anyone in game can view.

 

MSG(writing)

Outside hangs the prompt, Only you can see.

 

UseItem(name[iD=x])

Uses the stage prop. ID is not required.

 

BuyItem(name [ ID=x ],Quantity)

Purchase goods. ID is required.

 

SellItem(name [ ID=x ],Quantity)

Sell goods. ID is required.

 

SaveItem(name [ ID=x ],Quantity)

No Clue what this is used for.

 

LoadItem(name [ ID=x ],Quantity)

No Clue what this is used for.

 

ChangeWaitType(x)

The character stands or sits down

 

StrInDlg(dialogue writing)

Judges in the NPC dialogue dialog box whether has the writing which assigns

 

StrNotInDlg (dialogue writing)

Judges in the NPC dialogue dialog box whether it doesn't have assigned writing

 

CharStatus([ CHP|CMP|HP|MP|WEIGHT|LV|SP|RACE|STAND ],[ >=|>|==|!=|<|<=],Num)

Character condition judgment.

HP,MP,WEIGHT: is a percentage

CHP,CMP: Health current actual value

WEIGHT: is carries a heavy load the percentage

LV: Your Level

RACE: manner race (human=0, Demon=1,Dark Elf=2, Elf=3, Dwarf=4)

STAND:STAND==1 is standing and STAND==0 is sitting

 

PosInRange(x,Y,Z,Range)

Examines the character current coordinates whether by x,Y,Z is central point range is in the radius center of a circle

 

PosOutRange(x,Y,Z,Range)

Examines the character current coordinates whether by x,Y,Z is central point range is outside the radius center of a circle

 

ItemCount(name[iD=x],* ,Count)

>= Greater than or equal to

> Greater than

== Equal to

!= Does not equal

< Less than

<= Less than or equal to

Assigns the name or the ID stage prop quantity compared with thecharacter body on whether does satisfy the condition

 

CALL(LABEL name)

Transfers the LABEL marking the label address execution,Carries out returns, Must have to have the RETURN instruction

 

useskill (name[iD=x]) ---> Something isn't working here.

 

JMP(LABEL name)

Jumps changes to the LABEL marking the label address execution

 

RETURN()

When CALL transfer must use this to return

 

EXIT()

Conclusion script movement

 

DELAY(x)

Retards x millisecond

 

PAUSE()

Pause the Script

 

LABEL(Zone)

Definition Zone,Uses for JMP or CALL

 

SET([ FIGHTSTART|FIGHTSTOP ])

The establishment commencing of action or stops fighting

 

 

so to use f.e frenzy (with dagger to faster reuse) do i have to write sth like that:

 

call(what i have to write here exacly?)

{

characterstatus(hp,<=,30)

useitem(that dagger what i have)

useskill(fezny)

useitem(my main sword or blunt or pole)

}

return

 

??

 

anyway thx for help^^

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  • 3 months later...

so to use f.e frenzy (with dagger to faster reuse) do i have to write sth like that:

 

call(what i have to write here exacly?)

{

characterstatus(hp,<=,30)

useitem(that dagger what i have)

useskill(fezny)

useitem(my main sword or blunt or pole)

}

return

 

??

 

anyway thx for help^^

 

 

Open Walker, Go to Heal Options:

HP < 20%, use pots.

HP < 31%, Item "Cursed Dagger [Rsk.Haste]"  Check "Use in Combat".

HP < 29%, use "Frenzy" Check "Use in Combat".

HP < 27%, use "Zealot" Check "Use in Combat".

--

Buffs:

Buff Skill 1 "Rage" Check "Auto Detect" and "In Fight"

--

Policy:

Check "Equip Weapon" - "Select your PvE weapon"

Skill1 "Battle Roar / Elixir Life" Self:HP<20% MP> 33 (Not really necessary if you have vampire buffs)

--

The problem is that some times, it doesn't activate the skills fast enough, so if you are being attacked it will switch back to the PvE weapon and use zealot with it, depends on the damage you are under, your attack speed, but it's most likely that it will always activate frenzy with the dagger.

 

I'm sorry, this is the only way I know, i hope it helps you, not sure if a script would do it better anyway.

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