Jump to content

Recommended Posts

Posted (edited)

 

engine.gohome(rtclanhall); // when u die for go ch
Engine.UseItem(736); // Use Soe change Id for Id SoeCH
Engine.EnterText('/unstuck'); // for ustuck

Edited by BouKipiKe
Posted

hi adr, i whant try to make script lvl 1 too lvl 40 for farm clan reputation.

can u help me, i dont have any idea how can i make function for buy armor, weapon,shots ... at npc when i m lvl 20 and how can i Equip the stuff.

and how can check my lvl ( if user.lvl(20); ).

 

a lot of question need alot of answer :) thx again :)

Posted

hi adr, i whant try to make script lvl 1 too lvl 40 for farm clan reputation.

can u help me, i dont have any idea how can i make function for buy armor, weapon,shots ... at npc when i m lvl 20 and how can i Equip the stuff.

and how can check my lvl ( if user.lvl(20); ).

 

a lot of question need alot of answer :) thx again :)

this will help for you http://l2bot.eu/ScriptHelpEN.pdf

Posted

hi again.

adr if u can help me pls i have try alot of kind and impossibel find.

i just try too buy item too npc.

all chat work great but when i try buy item in windows store that's does'nt work :/

       var item:tl2item;
            begin
while true do begin
delay(1000);
if not inventory.user.byid(189, item) or (item.count<1) then begin
Engine.SetTarget(30499);
Engine.DlgOpen;
Engine.DlgSel (1);
Delay(500);
Engine.DlgSel(1);
  Delay(500);
Engine.NPCExchange(189, 1);    // Staf of life
   Delay(1000);
  end;
  end;  
 end.

http://www.hostingpics.net/viewer.php?id=991239Sanstitre.jpg

 

Posted

hi again.

adr if u can help me pls i have try alot of kind and impossibel find.

i just try too buy item too npc.

all chat work great but when i try buy item in windows store that's does'nt work :/

       var item:tl2item;
            begin
while true do begin
delay(1000);
if not inventory.user.byid(189, item) or (item.count<1) then begin
Engine.SetTarget(30499);
Engine.DlgOpen;
Engine.DlgSel (1);
Delay(500);
Engine.DlgSel(1);
  Delay(500);
Engine.NPCExchange(189, 1);    // Staf of life
   Delay(1000);
  end;
  end;  
 end.

http://www.hostingpics.net/viewer.php?id=991239Sanstitre.jpg

from screen i see, it is interlude, so on interlude doesnt work buy/sell

Posted

from screen i see, it is interlude, so on interlude doesnt work buy/sell

ok :'( i m so sad . u think its possible too make auto trade script with another bot have all stuf in her inventory ? and i play on interlude i forgot tell u that at my previous post :/

Posted

ok :'( i m so sad . u think its possible too make auto trade script with another bot have all stuf in her inventory ? and i play on interlude i forgot tell u that at my previous post :/

im sure all is posible, but i dont know how do this

Posted

I need some help aswell guys :D Is it possible to make a script like this[1minute left for buffs to end he will try to escape and rebuff with alt+b (because you cant be in combat) then comeback to the same spot and do this over and over?]

Posted
if not user.buffs.byid(123, buff) or (buff.endtime<60*1000) then begin  //123 buff id // 60*1000 is 60 seconds
engine.useitem(456);  // use item, soe, or change it to engine.entertext('/unstuck');
delay(10000);  //delay to wait until end cast soe/unstuck and teleport to town, to awoid stuck or somethin
end;

gived example, have fun

Posted

the dialoge interface working on adrenaline cracked version?... the dialog window never appear

 

PD: i did the same you did in the tutorial video

dialog interface? more about this?

Posted

How can i set up in adrenaline when my hp is below 40% to change to a meele weapon so i can lifesteal and when my hp is above 80% to change back to crossbow? I tried putting it in both attack and self buff with conditions but it keeps spam equiping the weapon can i do it with a script or is it possible without one?

Posted (edited)

How can i set up in adrenaline when my hp is below 40% to change to a meele weapon so i can lifesteal and when my hp is above 80% to change back to crossbow? I tried putting it in both attack and self buff with conditions but it keeps spam equiping the weapon can i do it with a script or is it possible without one?

have fun xd
var meele, range, lowHP, highHP:cardinal;
    item:tl2item;
begin
lowHP   := 40;     //change HP count in %
meele   := 6592;   //weapon ID
highHP  := 80;     //change HP count in %
range   := 7577;   //weapon ID

  while true do begin
  delay(500);
  if (user.hp<lowHP) and inventory.user.byid(meele, item) and not(item.equipped) then begin
  engine.useitem(meele);
  end;
  if (user.hp>highHP) and inventory.user.byid(range, item) and not(item.equipped) then begin
  engine.useitem(range);
  end;
  end;
end.

EDIT: rly nice, take script and run, even "thanks" dont say xd

Edited by adr.bot
Posted

 

 

 

have fun xd
var meele, range, lowHP, highHP:cardinal;
    item:tl2item;
begin
lowHP   := 40;     //change HP count in %
meele   := 6592;   //weapon ID
highHP  := 80;     //change HP count in %
range   := 7577;   //weapon ID

  while true do begin
  delay(500);
  if (user.hp<lowHP) and inventory.user.byid(meele, item) and not(item.equipped) then begin
  engine.useitem(meele);
  end;
  if (user.hp>highHP) and inventory.user.byid(range, item) and not(item.equipped) then begin
  engine.useitem(range);
  end;
  end;
end.

EDIT: rly nice, take script and run, even "thanks" dont say xd

 

 

I have this script that i made based on yours in the start of this thread but i cant seem to be able to add your script to mine i only know very little c# so its hard for me :P

var
item: TL2Item;
function buffCheck: Boolean;
var buff: TL2Buff;
begin
    if not User.Buffs.ByID(1388, buff) then begin
        Result:=true;
        Print('Buffs are needed. Buffing...');
        Engine.MoveTo(81909, 148285, -3464);
        Delay(500);
        Engine.SetTarget('Horadrim'); // NPC ID
        Delay(500);
        Engine.DlgOpen;
        Delay(500);
        Engine.DlgSel('farm');
        Delay(500);
        Print('Buffed.');
        Engine.MoveTo(83378, 147917, -3400);
    end;
     Result:=false;
end;
function deadCheck: Boolean;
begin
Result := false;
    if User.Dead then begin
        Print('Dead. Pressing to village.');
        Delay(1000);
        Engine.FaceControl(0,false);
        Engine.GoHome;
        Delay(10000);
        end;
    end;

begin
while true do begin
delay(150);

  if User.Dead then begin
    deadCheck;
    end;

  if User.inrange(131369,114436,-3713, 250, 1000) then begin
		Engine.MoveTo(134874,114441,-3720);
		Engine.FaceControl(0,true);
		Delay(20000);
		Engine.MoveTo(135968,114977,-3720);
		Delay(20000);
		Engine.MoveTo(137824,114366,-3720);
		Engine.MoveTo(139808,114388,-3720); //close to entrance
		Delay(20000);
		Engine.MoveTo(141847,114428,-3720);
		Engine.MoveTo(142725,113730,-3720);
		Engine.MoveTo(144446,114477,-3720);
		Engine.MoveTo(146443,112252,-3720);
    end;

    if user.inrange(81940, 148398, -3469, 10000) then begin
        buffCheck;
    end;  
    
    if user.inrange(83378, 147917, -3400, 500) and User.Buffs.ByID(1388, buffCheck) then begin
        Engine.SetTarget('Mystra');
        delay(500);
        Engine.DlgOpen;
        delay(500);
        Engine.DlgSel('High Level Hunting Areas');
        delay(500);
        Engine.DlgSel('Dragon Valley Cave');
        delay(500);
        Engine.DlgSel('Confirm');
    end;
    end;
end.
Posted
var
item: TL2Item;
function buffCheck: Boolean;
var buff: TL2Buff;
begin
    if not User.Buffs.ByID(1388, buff) then begin
        Result:=true;
        Print('Buffs are needed. Buffing...');
        Engine.MoveTo(81909, 148285, -3464);
        Delay(500);
        Engine.SetTarget('Horadrim'); // NPC ID
        Delay(500);
        Engine.DlgOpen;
        Delay(500);
        Engine.DlgSel('farm');
        Delay(500);
        Print('Buffed.');
        Engine.MoveTo(83378, 147917, -3400);
    end;
     Result:=false;
end;
function deadCheck: Boolean;
begin
Result := false;
    if User.Dead then begin
        Print('Dead. Pressing to village.');
        Delay(1000);
        Engine.FaceControl(0,false);
        Engine.GoHome;
        Delay(10000);
        end;
    end;

procedure all;
begin
while true do begin
delay(150);

  if User.Dead then begin
    deadCheck;
    end;

  if User.inrange(131369,114436,-3713, 250, 1000) then begin
		Engine.MoveTo(134874,114441,-3720);
		Engine.FaceControl(0,true);
		Delay(20000);
		Engine.MoveTo(135968,114977,-3720);
		Delay(20000);
		Engine.MoveTo(137824,114366,-3720);
		Engine.MoveTo(139808,114388,-3720); //close to entrance
		Delay(20000);
		Engine.MoveTo(141847,114428,-3720);
		Engine.MoveTo(142725,113730,-3720);
		Engine.MoveTo(144446,114477,-3720);
		Engine.MoveTo(146443,112252,-3720);
    end;

    if user.inrange(81940, 148398, -3469, 10000) then begin
        buffCheck;
    end;  
    
    if user.inrange(83378, 147917, -3400, 500) and User.Buffs.ByID(1388, buffCheck) then begin
        Engine.SetTarget('Mystra');
        delay(500);
        Engine.DlgOpen;
        delay(500);
        Engine.DlgSel('High Level Hunting Areas');
        delay(500);
        Engine.DlgSel('Dragon Valley Cave');
        delay(500);
        Engine.DlgSel('Confirm');
    end;
    end;
end;

procedure weapons;
var meele, range, lowHP, highHP:cardinal;
    item:tl2item;
begin
lowHP   := 40;     //change HP count in %
meele   := 6592;   //weapon ID
highHP  := 80;     //change HP count in %
range   := 7577;   //weapon ID

  while true do begin
  delay(500);
  if (user.hp<lowHP) and inventory.user.byid(meele, item) and not(item.equipped) then begin
  engine.useitem(meele);
  end;
  if (user.hp>highHP) and inventory.user.byid(range, item) and not(item.equipped) then begin
  engine.useitem(range);
  end;
  end;
end;

begin
Script.NewThread(@all);
Script.NewThread(@weapons);
end.

example how merge scripts

procedure script1;
begin
while true do begin
delay(1000);
print('Here is script1.');
end;
end;

procedure script2;
begin
while true do begin
delay(1000);
print('Here is script2.');
end;
end;

begin
Script.NewThread(@script1);
Script.NewThread(@script2);
end.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now



  • Posts

    • New Release World & atmosphere A complete dynamic weather system has arrived, with Clear, Light Rain, Rain, Heavy Rain, Storm, Snow, and Windy presets. Rain and snow react to roofs, wind moves foliage, lightning illuminates storms, exposed ground becomes wet and develops puddles, and snow builds up and melts over time. Weather includes Low to Ultra quality levels and advanced controls for precipitation, wind, cloud cover, lightning, surface wetness, puddles, and snow. The game server can also select or restore the current weather while local quality settings continue to control rendering cost. The weather can be controlled from the server with custom packets. For more details use Shift+Alt+P. Enhanced lighting now allows authored lamps, fires, and other light sources to illuminate towns and interiors. Lights can pulse, flicker, blink, and strobe, flames produce warm dynamic light, and lamps display depth-aware halos. Remastered emissive surfaces are now supported, beginning with illuminated windows in Giran that glow and cast light into their surroundings. Broadcasting Towers now use their correct original scale and animated rings and glow effects. Map, quests & navigation A complete quest journal has been added, with active and completed quests, expandable stages, descriptions, requirements, item progress, quest inventory integration, location controls, and quest cancellation. Quest objectives now appear through flashing minimap and world-map markers, an overhead directional guide, a notification button beside chat, and rotating quest symbols above eligible NPCs. Server-directed radar markers now work across the live minimap and world map, including the original overhead guidance effect and arrival behavior. The original tutorial system now works, including scrollable tutorial pages, animated illustrations, the flashing question button, tutorial links, and movement, camera, pickup, and sit/rest progression events. Server-opened town maps now display their original artwork and the supplied player marker. Shops, storage & items Personal, clan, castle, and freight warehouses now work, including deposits, withdrawals, stack quantities, fees, weight and capacity previews, tooltips, and the original warning and empty-storage dialogs. Account freight now works through the original recipient picker and delivery window, allowing items to be sent to another character on the same account. Multisell exchanges now work, with paged recipe lists, product details, required materials, quantity selection, warnings, and server-backed completion. Manor seed purchasing is now supported through the shop interface, including availability and pricing. Inventory items can now be dragged to the trash button and destroyed after the appropriate warning or quantity prompt. The original in-game calculator now works with mouse and keyboard input. Community The Community Board is now available from the system menu or Alt+B, with Home, Favorites, Region, Clan, Memo, Mail, and Friends sections, retained navigation, forms, scrolling, minimization, and server-provided pages. Characters, cameras & events Striders and Wyverns now render as fully animated mounts with the rider attached correctly. Striders remain ground-based, while Wyverns support three-dimensional flight. Characters now enter a proper falling state after high drops or airborne dismounts, with falling animations and server-authoritative landing and fall-damage handling. Players can now sit on authored world chairs using the correct sit, wait, and stand animations. Server-driven special camera sequences now work, including target tracking, interpolation, duration, widescreen bars, and restoration to the normal camera. GM camera mode and server-authorized ///fly movement are now supported. The original 102-second Kamael teaser sequence has been restored with its complete slideshow, transitions, panning artwork, localized subtitles, and narration. Hats, masks, circlets, and other hair accessories now use their authored head placement and correctly adjust the character's hairstyle. Timed server confirmation dialogs, short-duration status effects, regeneration previews, and the seasonal Christmas Seal presentation are now supported. Interface & performance Character creation has been refined with corrected description wrapping, clipping, layout, and name-entry presentation. Tutorial and NPC dialog windows now use polished proportional scrollbars, improved HTML layout, and correctly sized illustrations and controls. A new independent 3D render-resolution setting offers Native, 720p, 900p, 1080p, 1440p, and 4K choices while keeping the window, HUD, text, and FermaUI at native resolution. Major rendering optimizations reduce unnecessary work in local lighting, shadows, visibility, exposure, bloom, post-processing, and GPU diagnostics. Download from the launcher you have installed, or at https://updates.fermata.gg/ if you don't have the launcher. Fermata Light Engine Preview All lights can be baked in the client, shipped to the users, and exported and imported as .femlight files.
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..