xin Posted September 13, 2008 Share Posted September 13, 2008 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 Quote Link to comment Share on other sites More sharing options...
ZoOoOoM Posted September 14, 2008 Share Posted September 14, 2008 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 Quote Link to comment Share on other sites More sharing options...
xin Posted September 14, 2008 Author Share Posted September 14, 2008 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^^ Quote Link to comment Share on other sites More sharing options...
zazazaza Posted September 14, 2008 Share Posted September 14, 2008 GOHOME() Return to nearest town on death. is there a command for HQ/clan hall too pls ? Quote Link to comment Share on other sites More sharing options...
picolo1992 Posted December 22, 2008 Share Posted December 22, 2008 could someone tell me what to code if i want to make a pm...? SAY("name text) doesnt work... Quote Link to comment Share on other sites More sharing options...
eL2user Posted December 22, 2008 Share Posted December 22, 2008 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. Quote Link to comment Share on other sites More sharing options...
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