Jump to content

Recommended Posts

Posted (edited)

nop, delphi is my first language,for me helped examples, read this thread probably you find examples, i remember i posted some procedures of my frinteza scroll quest, that can help, also i give link from other guy quest which helped for me when i make lizardmen quest

 

ops read this thread http://www.maxcheaters.com/topic/189997-l2-adrenaline-scripts/page-20

 

and probably all bigest problem that dont read good what write, like example i write that delphi be my first language but you didnt see  :dat:

Edited by adr.bot
Posted (edited)

nop, delphi is my first language,for me helped examples, read this thread probably you find examples, i remember i posted some procedures of my frinteza scroll quest, that can help, also i give link from other guy quest which helped for me when i make lizardmen quest

 

ops read this thread http://www.maxcheaters.com/topic/189997-l2-adrenaline-scripts/page-20

 

and probably all bigest problem that dont read good what write, like example i write that delphi be my first language but you didnt see  :dat:

 

Edit: Ok, i found id's in google im retard xDD

I have now 2 dudes if u can help, i make script for take lizardman quests, now for go kill mobs i just need add engine.move (localition) with adrenaline autotarget and autoattack on, or need any code? im trying found in pdf any code for that, but dont see

 

And when i take lizardman item for kill raidboss, how can i detect if i have item or not? looking l2bot.eu pdf found this:

This code: QuestStatus(QuestID:Cardinal;Step:Integer):Boolean; i think detect if quest is done or something, we need use this for detect if i have object?

Edited by CristianPascual
Posted

you can check quest status 

var i,z :integer;
a,b: string;
begin
for z:=1 to 20000do begin
  for i:=-20 to -1 do begin
    if  Engine.QuestStatus(z, (abs(i)))then begin
      str(z,b) ;
      str(abs(i),a) ;
      print('QUEST '+b+' stage '+a);
      break;
    end;
  end;
end;
end.

for kill mobs just use engine.facecontrol(0,true) its turn on bot interface

Posted

Ofc. you can learn it if you want to.

Do as adr.bot says and open the help pdf, find some script examples and find out what they do and what the different lines mean.

As I've said numerous times before around here: I don't mind giving hints and help as long as you have tried yourself first but don't expect anything without a bit of effort on your side.

Posted

you can check quest status 

var i,z :integer;
a,b: string;
begin
for z:=1 to 20000do begin
  for i:=-20 to -1 do begin
    if  Engine.QuestStatus(z, (abs(i)))then begin
      str(z,b) ;
      str(abs(i),a) ;
      print('QUEST '+b+' stage '+a);
      break;
    end;
  end;
end;
end.

for kill mobs just use engine.facecontrol(0,true) its turn on bot interface

 

I have in red error this part of code: var i,z :integer; , i tried add ) after integer but its not the problem

Posted

i recommend start first from simple things xd when i start i try make farm script, if good remember i tried it make 3days xdd ofc 2times i give up but finally i make it work, then step by step learn more and more

Posted

better start with newbie farm adena like you teleport to spot and turn on  bot

 

after when u sell your first 1b u can buy your first script for that location 

 

after 68789709b sold u can buy everything what u want lolol,oolkol 

Posted (edited)

better start with newbie farm adena like you teleport to spot and turn on  bot

 

after when u sell your first 1b u can buy your first script for that location 

 

after 68789709b sold u can buy everything what u want lolol,oolkol 

 

If u bot in front of pc why notxD press bot on is 0,1 seg

Just need bot 1 week and u full for olys, dont need more :D

Edited by Anitah
Posted (edited)

i recommend start first from simple things xd when i start i try make farm script, if good remember i tried it make 3days xdd ofc 2times i give up but finally i make it work, then step by step learn more and more

 

So im now relax xD

I am trying understand this fucking .pdf :rage:

For example this line: SetTarget(constName:string):Boolean;overload; for target by name, what is "overload" "boolean" and "const"?

Edited by CristianPascual
Posted

So im now relax xD

I am trying understand this fucking .pdf :rage:

For example this line: SetTarget(constName:string):Boolean;overload; for target by name, what is "overload" "boolean" and "const"?

hmm, good question, if really i have no idea , i just know how use it xd

Guest
This topic is now closed to further replies.



  • 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..