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Farming script problem

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Hi everyone, im using a basic farming script on adrenaline + its config to attack/self-buff/self-heal

My problem is that when character dies, it goes to village and does everything told by script, but my attack/self-buff/self-heal stuff just disables.

I tested this stuff without running the script and it works fine. Any idea whats causing the problem?

 

var Figth_Flag:boolean;
     Item: TL2Item;
     Npc: TL2Npc;
     Obj: TL2Buff;
     IdBuff: integer;
     Buffs:TL2Buff;
var L2Skill: TL2Skill;

procedure toVillage;
begin
  Delay(100);
    if (User.HP=0) then
      begin
       Delay(1000);
       Engine.GoHome;
       Engine.Facecontrol(0,False);
       Buff;
       end;
end;

procedure buff;
begin
     Engine.Settarget(8077); 
     Delay(1000);
     Engine.Settarget(8077);
     Delay(1000);
     Engine.DlgOpen;
     Delay(1000);
     Engine.DlgSel(3);
     Delay(800);
     Engine.DlgSel(2);   
     Delay(400);
end;

procedure RunTo;
begin
     Engine.SetTarget(30001);  
     Delay(1000);
     Engine.SetTarget(30001);  
     Delay(550);
     Engine.DlgOpen; 
     Delay(550);
     Engine.DlgSel(3);
     Delay(550);
     Engine.DlgSel(13);
     Delay(550);
     
end;

procedure toBuff;
  begin
  IdBuff:=1204 ;  
   while not User.Buffs.ById(IdBuff,obj) do begin
        Delay(7000);
        buff;
   end;
end;

procedure Fight;
   begin
    Engine.MoveTo(180152, -111385, -5832);
    Engine.MoveTo(182007, -110121, -5832);
    Engine.MoveTo(181864, -107736, -6000);
    Delay(550);

end;


begin    
  repeat
   toBuff;
   Runto;
   toVillage;
  until Engine.Status = lsOffline;
  Delay(3000);
end.

 

Edited by Kenzhal1997

2 hours ago, Kenzhal1997 said:

Hi everyone, im using a basic farming script on adrenaline + its config to attack/self-buff/self-heal

My problem is that when character dies, it goes to village and does everything told by script, but my attack/self-buff/self-heal stuff just disables.

I tested this stuff without running the script and it works fine. Any idea whats causing the problem?

 


var Figth_Flag:boolean;
     Item: TL2Item;
     Npc: TL2Npc;
     Obj: TL2Buff;
     IdBuff: integer;
     Buffs:TL2Buff;
var L2Skill: TL2Skill;

procedure toVillage;
begin
  Delay(100);
    if (User.HP=0) then
      begin
       Delay(1000);
       Engine.GoHome;
       Engine.Facecontrol(0,False);
       Buff;
       end;
end;

procedure buff;
begin
     Engine.Settarget(8077); 
     Delay(1000);
     Engine.Settarget(8077);
     Delay(1000);
     Engine.DlgOpen;
     Delay(1000);
     Engine.DlgSel(3);
     Delay(800);
     Engine.DlgSel(2);   
     Delay(400);
end;

procedure RunTo;
begin
     Engine.SetTarget(30001);  
     Delay(1000);
     Engine.SetTarget(30001);  
     Delay(550);
     Engine.DlgOpen; 
     Delay(550);
     Engine.DlgSel(3);
     Delay(550);
     Engine.DlgSel(13);
     Delay(550);
     
end;

procedure toBuff;
  begin
  IdBuff:=1204 ;  
   while not User.Buffs.ById(IdBuff,obj) do begin
        Delay(7000);
        buff;
   end;
end;

procedure Fight;
   begin
    Engine.MoveTo(180152, -111385, -5832);
    Engine.MoveTo(182007, -110121, -5832);
    Engine.MoveTo(181864, -107736, -6000);
    Delay(550);

end;


begin    
  repeat
   toBuff;
   Runto;
   toVillage;
  until Engine.Status = lsOffline;
  Delay(3000);
end.

 

 

The shame of l2

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