Jump to content

Recommended Posts

Posted

 

 

A simple script which randomizes your target from shortest -> furthest so you can farm with Rush Impact on your doombringer

 

Edit your skill id (Default 45179):

SkillList.ByID(45159, sweep)

 

Edit your search range (Default 900):

 Script.NewThread(@SweepThread, Pointer(900));
 

 

var
  bSweepFurthest: boolean; // Global state variable to track which mob to get next

// This procedure now alternates between finding the furthest and nearest mob.
procedure SweepThread(dist: integer);
var
  sweep: TL2Skill;
  mob: TL2Npc;
begin
  while Delay(100) do begin
    if (Engine.Status = lsOnline)
    and SkillList.ByID(45159, sweep) then begin

      // Decide which mob to find based on the bSweepFurthest state
      if (bSweepFurthest) then begin
        mob:= GetFurthestSweepableMob(dist); // Looking for the furthest mob
       end else begin
        mob:= GetNearestSweepableMob(dist); // Looking for the nearest mob
       end;

      if (mob <> nil) then begin
        if Engine.SetTarget(mob) then Delay(1);
         Engine.UseSkill(sweep) ;
        // Flip the state for the next loop iteration
        bSweepFurthest := not bSweepFurthest;
      end;
    end;
  end;
end;

// Corrected to check for dead mobs
function GetNearestSweepableMob(dist: integer): TL2Npc;
var i: integer;
begin
  Result:= nil;
  for i:= 0 to NpcList.Count-1 do begin
    if (NpcList(i).Valid)
    and (User.DistTo(NpcList(i)) < dist)
    and not (NpcList(i).Dead) then begin // <<< Corrected: Sweepable mobs are dead
      Result:= NpcList(i);
      dist:= User.DistTo(NpcList(i));
    end;
  end;
end;

// Modified to accept a distance parameter and corrected to check for dead mobs
function GetFurthestSweepableMob(dist: integer): TL2Npc;
var
  i: integer;
  max_dist: integer;
begin
  Result:= nil;
  max_dist:= 0;
  for i:= 0 to NpcList.Count-1 do begin
    if (NpcList(i).Valid)
    and (User.DistTo(NpcList(i)) < dist) // <<< Changed from 400 to the 'dist' parameter
    and not (NpcList(i).Dead)                // <<< Corrected: Sweepable mobs are dead
    and (User.DistTo(NpcList(i)) > max_dist) then begin
      Result:= NpcList(i);
      max_dist:= User.DistTo(NpcList(i));
    end;
  end;
end;

// Main execution block
begin
  // Initialize the state to start by finding the furthest mob first
  bSweepFurthest := true;

  // Start the thread, passing 300 as the max distance for both nearest and furthest searches
  Script.NewThread(@SweepThread, Pointer(900));

  Delay(-1);
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

    • Hi, I'm selling Interface sources. I was working with one of bigger Essence projects (for ±1 year) delivering them Interface source KR. Per this period gathered knowledge about UE, UE Scripting, saw a lot of tools and their progression. So finally I decided that I can open up my own sales topic. I'm selling source for any protocol - If I don't have source, I will need you to provide whole system folder or for Essence/main - provide me protocol number. Sources are acquired by my OWN decompiler - written in Java, so we're not using popular UEExplorer upgraded by anyone. Decompiler extracts already compile ready sources. It outputs clean code, however constants are mapped 60-70%. Why only 60-70%? Well tl;dr when you compile any sources, they take at that time constant value and place it instead of = CONST_NAME to = THAT_CONST_NAME_VALUE, so it's not possible to have const name instead of value. Example of output: https://pastebin.com/cjyXcJvT for bigger .uc class (557p). p.s pastebin messed up encoding, but KR symbols are preserved - you won't see "?" symbols, rather you will see proper original korean text. I will give you guide as well, how not to mess it up with your editor VS Code/Notepad++ or what you use it to make them preserve it. You will get source + my compiler wrapper (written in java) - works on Windows/Mac/Linux - it has small GUI but supports CLI. Small notice, who thinks 'this is decompiled source' - basically all sources that are on sale are made by decompiling .u and applying changes. I think powerhouse few years ago was ArtToKill/kick (kick added support for INT64 to the publicly available compiler sources) etc. So no - there are no straight from 'creator' sources anywhere, all sellers offer the same - just the quality is different. UEExplorer upgraded was a big step, however, it introduces still a lot of nesting, if statements wrapping incorrectly which could lead to bugs. There are many things how to identify poor quality sources, as if the seller tries to sell 'out-of-box' when they see it compiles - sad news, some bugs are in the logic due to seller focusing only on 'it compiles' rather than issues that their decompiler is not capable so solve. On request I can restore ±100% const mapping.   Later I can attach compiled .u to try. Price is 400EUR. Payment methods USDT (Crypto). I'm still in debate with myself, wether to start selling XDat Editor with structures and ClientDat with 100% all files openings (no unk namings) and improved experience (such as comments support in .dat files, mass sync, improved performance and so on). P.s. If you ask me to give you some project's custom interface - the price may vary - there are couple things per project that need to be hand checked and adjusted (for example Innadril completely changes tokens which then I need to adjust my program to their token Ids). So it might take more time = more money. P.s.s. I have more things in the garage, like my own dsetup source that can allow you 'unlocking' system with your desired encrypting - you don't need to wait till 'patched' systems start appearing and so on, but I think at this time everyone who needs it make them selves it. AAC crypt removals and so on, BuildZone, everything that 'unlocks' client, however, I don't plan to make them on sale as mentioned, everyone can do them.  
    • It has been a while since I updated this thread. I am currently actively working on a full-scale port of the shader library to ensure the fast and accurate transfer of all effects. I have decompiled the original game and created a tool that fully logs the entire *Lineage 2 Interlude* particle system. This allows me to extract the original formulas hardcoded into the game, resulting in a high-fidelity port. For instance, *Lineage 2* uses an `appRnd` system that generates unique randomization patterns for different skills, giving them distinct visual characteristics; there are countless formulas and technical nuances like this. Ultimately, I will derive all the key formulas and replicate the geometry with high precision. Twelve basic geometry formulas have already been ported. The effect was created in 10 minutes using a .uc file, HLSL formulas, and SpriteEmitter particle blending formulas.   https://prnt.sc/_3UDLQVX_Y-_
  • 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..