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Posted

It is enchant script for the L2Net's bot, which is enchanting w/a/j one by one, and stops at the last one.

 

You need to collect some scrolls, and items which will be enchanted, change names od these items at script and just run it.

 


///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// made by easy2k4
// enchanting w/a/j one by one and stops on the last one
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////

INCLUDE StdLib\inventory.l2c

///////////////////////////////////////////////////////////////////////////////

// You can (need to) change these values :)

DEFINE_GLOBAL STRING selected_enchanted_item "Omen Beast's Eye Earring"
DEFINE_GLOBAL STRING selected_enchanted_scroll "Scroll: Enchant Armor (D)"
DEFINE_GLOBAL STRING selected_enchanted_crystals "Crystal: D-Grade"
DEFINE_GLOBAL INT loop_delay 1100

///////////////////////////////////////////////////////////////////////////////

// start -->>

Enchant_one_by_one

SCRIPT_END



FUNCTION Enchant_one_by_one	

DEFINE STRING item_name 0
DEFINE ARRAYLIST bag_inventory 0	

DEFINE ARRAYLIST list_of_enchanted_items 0

DEFINE INT enchanted_items_count 0
DEFINE INT enchanted_scrolls_count 0
DEFINE INT crystals_count 0
DEFINE INT crystals_count_after_enchanting 0

DEFINE INT id_of_item 0
DEFINE INT id_of_enchant 0
DEFINE INT id_of_crystals 0

DEFINE Inventory item_of_scroll 0

DEFINE INT enchanting_process 0

DEFINE INT enchant_size 0	

DEFINE INT random_loop_delay 0

ITEM_GET_ID id_of_enchant "<&selected_enchanted_scroll&>"
ITEM_COUNT enchanted_scrolls_count "<&id_of_enchant&>"

ITEM_GET_ID id_of_crystals "<&selected_enchanted_crystals&>"
ITEM_COUNT crystals_count "<&id_of_crystals&>"
ITEM_COUNT crystals_count_after_enchanting "<&id_of_crystals&>"

ITEM_GET_ID id_of_item "<&selected_enchanted_item&>"	

PRINT_TEXT " "
PRINT_TEXT "------------------------------"
PRINT_TEXT "Enchant one by one has started"
PRINT_TEXT "by easy2k4"
PRINT_TEXT "------------------------------"
PRINT_TEXT " "

GET_INVENTORY bag_inventory
FOREACH item Inventory bag_inventory
	item_name = bag_inventory.item.name

	if item_name == selected_enchanted_item
		enchanted_items_count = enchanted_items_count + ONE

		list_of_enchanted_items.add bag_inventory.item
	endif 

	if item_name == selected_enchanted_scroll
		item_of_scroll = bag_inventory.item
	endif 
NEXTEACH

PRINT_TEXT "Selected item is: <&selected_enchanted_item&> (x<&enchanted_items_count&>)"
PRINT_TEXT "Selected scroll is <&selected_enchanted_scroll&> (x<&enchanted_scrolls_count&>)"
PRINT_TEXT "Selected crystals are <&selected_enchanted_crystals&> (x<&crystals_count&>)"
PRINT_TEXT " "	

if enchanted_items_count < TWO
	PRINT_TEXT "Not enough items to enchanting."
	RETURN VOID
endif

if enchanted_scrolls_count < ONE
	PRINT_TEXT "Not enough scrolls to enchanting."
	RETURN VOID
endif

enchanting_process = ONE

do
	FOREACH item Inventory list_of_enchanted_items			
		if enchanting_process == ONE	
			enchant_size = list_of_enchanted_items.item.enchant

			DEFINE BYTEBUFFER buffer_of_selected_enchant 256
			DEFINE BYTEBUFFER buffer_of_selected_item 256
			DEFINE BYTEBUFFER buffer_of_selecting_item 256

			ITEM_GET_ID id_of_enchant "<&selected_enchanted_scroll&>"				

			buffer_of_selected_enchant.write_byte #i25
			buffer_of_selected_enchant.write_int32 item_of_scroll.id
			buffer_of_selected_enchant.write_int32 #i0
			buffer_of_selected_enchant.trim_to_index

			INJECTBB buffer_of_selected_enchant

			SLEEP "<&loop_delay&>"				

//				buffer_of_selecting_item.write_byte #i208
//				buffer_of_selecting_item.write_byte #i79
//				buffer_of_selecting_item.write_byte #i0
//				buffer_of_selecting_item.write_int32 list_of_enchanted_items.item.id
//				buffer_of_selecting_item.trim_to_index

//				INJECTBB buffer_of_selecting_item

//				SLEEP "<&loop_delay&>"

			GET_RAND random_loop_delay 100 300

			SLEEP "<&random_loop_delay&>"

			buffer_of_selected_item.write_byte #i95
			buffer_of_selected_item.write_int32 list_of_enchanted_items.item.id
			buffer_of_selected_item.write_int32 #i0
			buffer_of_selected_item.trim_to_index

			INJECTBB buffer_of_selected_item

			SLEEP "<&loop_delay&>"				

			ITEM_COUNT crystals_count_after_enchanting "<&id_of_crystals&>"
			ITEM_COUNT enchanted_scrolls_count "<&id_of_enchant&>"

//				PRINT_TEXT "S: <&item_of_scroll.id&> / <&enchanted_scrolls_count&> / <&id_of_enchant&>"
//				PRINT_TEXT "P: <&list_of_enchanted_items.item.name&> / <&list_of_enchanted_items.item.id&> / <&list_of_enchanted_items.item.enchant&> / <&list_of_enchanted_items.count&>"

			if crystals_count_after_enchanting > crystals_count
				PRINT_TEXT "Item has been crystallized at x <&enchant_size&>"
				list_of_enchanted_items.remove item
			else					
				PRINT_TEXT "Item has been enchanted from <&enchant_size&>"
			endif				

			ITEM_COUNT crystals_count "<&id_of_crystals&>"

			DELETE buffer_of_selected_enchant
			DELETE buffer_of_selected_item
			DELETE buffer_of_selecting_item
		endif									

		if list_of_enchanted_items.count < TWO
			enchanting_process = ZERO
		endif

		if enchanted_scrolls_count < ONE
			enchanting_process = ZERO
		endif

	NEXTEACH

	list_of_enchanted_items.clear

	GET_INVENTORY bag_inventory
	FOREACH item Inventory bag_inventory
		item_name = bag_inventory.item.name

		if item_name == selected_enchanted_item			
			list_of_enchanted_items.add bag_inventory.item
		endif 
	NEXTEACH

	PRINT_TEXT "The remaining quantity of the items after enchanting: <&list_of_enchanted_items.count&>"

loop enchanting_process == ONE	

PRINT_TEXT " "
PRINT_TEXT "The end of Enchanting One by One :) "
PRINT_TEXT " "

RETURN VOID

 

I made it on l2.NET v361 (v357 datapack)

 

 

easy2k4

 

 

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////

 

Enchanting one by one at L2Net v2 (made by easy2k4)

 

>> it is highly recomended to use this version of my script >>

 

The problem appeared. I had several items with various levels of enchants. I wanted to keep three items (because I had so many chars). So I made a brand new script :)

This time script with doing loops, is finding items with the smallest levels of enchants. It's enchanting in this way next items, leaving declared by us their counts. So it will stops when we remain items count, or when we spend all our scrolls.

 

///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// made by easy2k4
// enchanting w/a/j (with different enchant's levels) one by one 
// starting from item with the lowest enchant's level, and stops
// on the last one (or few if you wish)
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////

INCLUDE StdLib\inventory.l2c

///////////////////////////////////////////////////////////////////////////////

// You can (need to) change these values :)

DEFINE_GLOBAL STRING selected_enchanted_item "Omen Beast's Eye Earring"
DEFINE_GLOBAL STRING selected_enchanted_scroll "Scroll: Enchant Armor (D)"
DEFINE_GLOBAL STRING selected_enchanted_crystals "Crystal: D-Grade"
DEFINE_GLOBAL INT loop_delay 1100
DEFINE_GLOBAL INT number_of_items_which_should_stay 1

///////////////////////////////////////////////////////////////////////////////

// start -->>

Enchant_one_by_one_v2

SCRIPT_END



FUNCTION Enchant_one_by_one_v2

DEFINE STRING item_name 0
DEFINE ARRAYLIST bag_inventory 0	

DEFINE INT enchanted_items_count 0
DEFINE INT enchanted_scrolls_count 0
DEFINE INT crystals_count 0
DEFINE INT crystals_count_after_enchanting 0

DEFINE INT id_of_item 0
DEFINE INT id_of_enchant 0
DEFINE INT id_of_crystals 0

DEFINE Inventory current_enchanted_item 0
DEFINE INT current_enchant_level 9999
DEFINE INT current_items_count 0

DEFINE Inventory item_of_scroll 0

DEFINE INT enchanting_process 0

DEFINE INT enchant_size 0	

DEFINE INT random_loop_delay 0

ITEM_GET_ID id_of_enchant "<&selected_enchanted_scroll&>"
ITEM_COUNT enchanted_scrolls_count "<&id_of_enchant&>"

ITEM_GET_ID id_of_crystals "<&selected_enchanted_crystals&>"
ITEM_COUNT crystals_count "<&id_of_crystals&>"
ITEM_COUNT crystals_count_after_enchanting "<&id_of_crystals&>"

ITEM_GET_ID id_of_item "<&selected_enchanted_item&>"	

PRINT_TEXT " "
PRINT_TEXT "------------------------------"
PRINT_TEXT "Enchant one by one has started"
PRINT_TEXT "v 2"
PRINT_TEXT "by easy2k4"
PRINT_TEXT "------------------------------"
PRINT_TEXT " "

GET_INVENTORY bag_inventory
FOREACH item Inventory bag_inventory
	item_name = bag_inventory.item.name

	if item_name == selected_enchanted_item
		enchanted_items_count = enchanted_items_count + ONE
	endif 

	if item_name == selected_enchanted_scroll
		item_of_scroll = bag_inventory.item
	endif 
NEXTEACH

PRINT_TEXT "Selected item is: <&selected_enchanted_item&> (x<&enchanted_items_count&>)"
PRINT_TEXT "Selected scroll is <&selected_enchanted_scroll&> (x<&enchanted_scrolls_count&>)"
PRINT_TEXT "Selected crystals are <&selected_enchanted_crystals&> (x<&crystals_count&>)"
PRINT_TEXT "Number of items which you want to keep is <&number_of_items_which_should_stay&>"
PRINT_TEXT " "	

if enchanted_items_count <= number_of_items_which_should_stay
	PRINT_TEXT "Not enough items to enchanting."
	RETURN VOID
endif

if enchanted_scrolls_count < ONE
	PRINT_TEXT "Not enough scrolls to enchanting."
	RETURN VOID
endif

enchanting_process = ONE

do
	bag_inventory.clear

	GET_INVENTORY bag_inventory

	current_enchant_level = #i9999
	current_items_count = ZERO

	ITEM_COUNT crystals_count "<&id_of_crystals&>"
	ITEM_COUNT enchanted_scrolls_count "<&id_of_enchant&>"

	FOREACH item Inventory bag_inventory
		item_name = bag_inventory.item.name

		if item_name == selected_enchanted_item	
			current_items_count = current_items_count + ONE

			if bag_inventory.item.enchant < current_enchant_level
				current_enchant_level = bag_inventory.item.enchant
				current_enchanted_item = bag_inventory.item
			endif
		endif 
	NEXTEACH

	if current_items_count <= number_of_items_which_should_stay
		PRINT_TEXT " "
		PRINT_TEXT "The number of items which you have kept is: <&current_items_count&>"
		PRINT_TEXT " "

		enchanting_process = ZERO
	endif

	if enchanted_scrolls_count < ONE
		PRINT_TEXT " "
		PRINT_TEXT "Not enough scrolls to enchanting."
		PRINT_TEXT " "

		enchanting_process = ZERO
	endif

	if enchanting_process == ONE
		DEFINE BYTEBUFFER buffer_of_selected_enchant 256
		DEFINE BYTEBUFFER buffer_of_selected_item 256
		DEFINE BYTEBUFFER buffer_of_selecting_item 256

		buffer_of_selected_enchant.write_byte #i25
		buffer_of_selected_enchant.write_int32 item_of_scroll.id
		buffer_of_selected_enchant.write_int32 #i0
		buffer_of_selected_enchant.trim_to_index
		INJECTBB buffer_of_selected_enchant
		SLEEP "<&loop_delay&>"

//			buffer_of_selecting_item.write_byte #i208
//			buffer_of_selecting_item.write_byte #i79
//			buffer_of_selecting_item.write_byte #i0
//			buffer_of_selecting_item.write_int32 current_enchanted_item.id
//			buffer_of_selecting_item.trim_to_index
//			INJECTBB buffer_of_selecting_item
//			SLEEP "<&loop_delay&>"

		GET_RAND random_loop_delay 200 400
		SLEEP "<&random_loop_delay&>"

		buffer_of_selected_item.write_byte #i95
		buffer_of_selected_item.write_int32 current_enchanted_item.id
		buffer_of_selected_item.write_int32 #i0
		buffer_of_selected_item.trim_to_index
		INJECTBB buffer_of_selected_item
		SLEEP "<&loop_delay&>"

		ITEM_COUNT crystals_count_after_enchanting "<&id_of_crystals&>"

		if crystals_count_after_enchanting > crystals_count
			PRINT_TEXT "Item has been crystallized at +<&current_enchant_level&>"
		else					
			PRINT_TEXT "Item has been enchanted from +<&current_enchant_level&>"
		endif	

		DELETE buffer_of_selected_enchant
		DELETE buffer_of_selected_item
		DELETE buffer_of_selecting_item
	endif

loop enchanting_process == ONE	

PRINT_TEXT "List of enchanted items:"
PRINT_TEXT "--------------------------------------------------------"

GET_INVENTORY bag_inventory

ITEM_COUNT crystals_count "<&id_of_crystals&>"
ITEM_COUNT enchanted_scrolls_count "<&id_of_enchant&>"

FOREACH item Inventory bag_inventory
	item_name = bag_inventory.item.name

	if item_name == selected_enchanted_item			
		PRINT_TEXT "<&bag_inventory.item.name&> +<&bag_inventory.item.enchant&>"
	endif 
NEXTEACH

PRINT_TEXT " "
PRINT_TEXT "The end of Enchanting One by One v2 :) by easy2k4 "
PRINT_TEXT " "

RETURN VOID

 

easy2k4

Posted

and the Polish version of it

 


///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// made by easy2k4
// enchanting w/a/j one by one and stops on the last one
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////

INCLUDE StdLib\inventory.l2c

///////////////////////////////////////////////////////////////////////////////

// You can (need to) change these values :)

DEFINE_GLOBAL STRING enchantowany_przedmiot "Draconic Leather Helmet"
DEFINE_GLOBAL STRING enchantowany_scrol "Scroll: Enchant Armor (S)"
DEFINE_GLOBAL STRING enchantowane_krysztalki "Crystal: S-Grade"
DEFINE_GLOBAL INT opoznienie 1100

///////////////////////////////////////////////////////////////////////////////

// start -->>

Enchant_one_by_one

SCRIPT_END



FUNCTION Enchant_one_by_one	

DEFINE STRING nazwa_przedmiotu 0
DEFINE ARRAYLIST zawartosc_plecaka 0	

DEFINE ARRAYLIST lista_przedmiotow_do_enchantowania 0

DEFINE INT ilosc_enchantowanych_przedmiotow 0
DEFINE INT ilosc_enchantowanych_scroli 0
DEFINE INT ilosc_krysztalkow 0
DEFINE INT ilosc_krysztalkow_po_enchancie 0

DEFINE INT id_przedmiotu 0
DEFINE INT id_enchantu 0
DEFINE INT id_krysztalkow 0

DEFINE Inventory przedmiot_scrola 0

DEFINE INT trwa_enchantowanie 0

DEFINE INT nieudany_enchant 0	

DEFINE INT przypadkowe_opoznienie 0

ITEM_GET_ID id_enchantu "<&enchantowany_scrol&>"
ITEM_COUNT ilosc_enchantowanych_scroli "<&id_enchantu&>"

ITEM_GET_ID id_krysztalkow "<&enchantowane_krysztalki&>"
ITEM_COUNT ilosc_krysztalkow "<&id_krysztalkow&>"
ITEM_COUNT ilosc_krysztalkow_po_enchancie "<&id_krysztalkow&>"

ITEM_GET_ID id_przedmiotu "<&enchantowany_przedmiot&>"	

PRINT_TEXT " "
PRINT_TEXT "------------------------------"
PRINT_TEXT "Enchant one by one has started"
PRINT_TEXT "------------------------------"
PRINT_TEXT " "

GET_INVENTORY zawartosc_plecaka
FOREACH przedmiot Inventory zawartosc_plecaka
	nazwa_przedmiotu = zawartosc_plecaka.przedmiot.name

	if nazwa_przedmiotu == enchantowany_przedmiot
		ilosc_enchantowanych_przedmiotow = ilosc_enchantowanych_przedmiotow + ONE

		lista_przedmiotow_do_enchantowania.add zawartosc_plecaka.przedmiot
	endif 

	if nazwa_przedmiotu == enchantowany_scrol
		przedmiot_scrola = zawartosc_plecaka.przedmiot
	endif 
NEXTEACH

PRINT_TEXT "Enchantowanych przedmiot to <&enchantowany_przedmiot&> (x<&ilosc_enchantowanych_przedmiotow&>)"
PRINT_TEXT "Enchantowanych scroll to <&enchantowany_scrol&> (x<&ilosc_enchantowanych_scroli&>)"
PRINT_TEXT "Enchantowane krysztalki to <&enchantowane_krysztalki&> (x<&ilosc_krysztalkow&>)"
PRINT_TEXT " "

PRINT_TEXT "Ilosc skopiowanych przedmiotow do listy enchantowania: <&lista_przedmiotow_do_enchantowania.count&>"
PRINT_TEXT " "

if ilosc_enchantowanych_przedmiotow < TWO
	PRINT_TEXT "Brak wystarczajacej ilosci przedmiotow do enchantowania."
	RETURN VOID
endif

if ilosc_enchantowanych_scroli < ONE
	PRINT_TEXT "Brak wystarczajacej ilosci scroli do enchantowania."
	RETURN VOID
endif

trwa_enchantowanie = ONE

do
	FOREACH przedmiot Inventory lista_przedmiotow_do_enchantowania			
		if trwa_enchantowanie == ONE	
			nieudany_enchant = lista_przedmiotow_do_enchantowania.przedmiot.enchant

			DEFINE BYTEBUFFER bufor_enchantu 256
			DEFINE BYTEBUFFER bufor_przedmiotu 256
			DEFINE BYTEBUFFER bufor_unknown 256

			ITEM_GET_ID id_enchantu "<&enchantowany_scrol&>"				

			bufor_enchantu.write_byte #i25
			bufor_enchantu.write_int32 przedmiot_scrola.id
			bufor_enchantu.write_int32 #i0
			bufor_enchantu.trim_to_index

			INJECTBB bufor_enchantu

			SLEEP "<&opoznienie&>"				

//				bufor_unknown.write_byte #i208
//				bufor_unknown.write_byte #i79
//				bufor_unknown.write_byte #i0
//				bufor_unknown.write_int32 lista_przedmiotow_do_enchantowania.przedmiot.id
//				bufor_unknown.trim_to_index

//				INJECTBB bufor_unknown

//				SLEEP "<&opoznienie&>"

			GET_RAND przypadkowe_opoznienie 100 300

			SLEEP "<&przypadkowe_opoznienie&>"

			bufor_przedmiotu.write_byte #i95
			bufor_przedmiotu.write_int32 lista_przedmiotow_do_enchantowania.przedmiot.id
			bufor_przedmiotu.write_int32 #i0
			bufor_przedmiotu.trim_to_index

			INJECTBB bufor_przedmiotu

			SLEEP "<&opoznienie&>"				

			ITEM_COUNT ilosc_krysztalkow_po_enchancie "<&id_krysztalkow&>"
			ITEM_COUNT ilosc_enchantowanych_scroli "<&id_enchantu&>"

//				PRINT_TEXT "S: <&przedmiot_scrola.id&> / <&ilosc_enchantowanych_scroli&> / <&id_enchantu&>"
//				PRINT_TEXT "P: <&lista_przedmiotow_do_enchantowania.przedmiot.name&> / <&lista_przedmiotow_do_enchantowania.przedmiot.id&> / <&lista_przedmiotow_do_enchantowania.przedmiot.enchant&> / <&lista_przedmiotow_do_enchantowania.count&>"

			if ilosc_krysztalkow_po_enchancie > ilosc_krysztalkow
				PRINT_TEXT "Przedmiot pekl z enchantem x <&nieudany_enchant&>"
				lista_przedmiotow_do_enchantowania.remove przedmiot
			else					
				PRINT_TEXT "Kolejny przedmiot enchantowany na +<&nieudany_enchant&>"
			endif				

			ITEM_COUNT ilosc_krysztalkow "<&id_krysztalkow&>"

			DELETE bufor_enchantu
			DELETE bufor_przedmiotu
			DELETE bufor_unknown
		endif									

		if lista_przedmiotow_do_enchantowania.count < TWO
			trwa_enchantowanie = ZERO
		endif

		if ilosc_enchantowanych_scroli < ONE
			trwa_enchantowanie = ZERO
		endif

	NEXTEACH

	lista_przedmiotow_do_enchantowania.clear

	GET_INVENTORY zawartosc_plecaka
	FOREACH przedmiot Inventory zawartosc_plecaka
		nazwa_przedmiotu = zawartosc_plecaka.przedmiot.name

		if nazwa_przedmiotu == enchantowany_przedmiot			
			lista_przedmiotow_do_enchantowania.add zawartosc_plecaka.przedmiot
		endif 
	NEXTEACH

	PRINT_TEXT "Pozostala ilosc przedmiotow po enchantowaniu: <&lista_przedmiotow_do_enchantowania.count&>"

loop trwa_enchantowanie == ONE	

PRINT_TEXT " "
PRINT_TEXT "Koniec enchantowania One by One :) "
PRINT_TEXT " "

RETURN VOID

Posted

sry this its sure a nubish question but how i run this?

i think its very usefully coz i waste like 2h x day trying enchanting stuff....

thx-.

 

Posted

sry this its sure a nubish question but how i run this?

i think its very usefully coz i waste like 2h x day trying enchanting stuff....

thx-.

 

 

You need to download, and install L2.NET bot.

 

There are some links

 

http://l2net.insane-gamers.com/download.php

 

http://www.maxcheaters.com/forum/index.php?topic=38224.0

 

http://www.maxcheaters.com/forum/index.php?topic=23187.0

 

Now, you need to login in to the game.

Collect at your inventory items (which will be enchanted), and scrolls.

Open for editing script, and change names of item, scroll, and crystals (at the firs part of script).

 

///////////////////////////////////////////////////////////////////////////////

// You can (need to) change these values :)

DEFINE_GLOBAL STRING selected_enchanted_item "Omen Beast's Eye Earring"
DEFINE_GLOBAL STRING selected_enchanted_scroll "Scroll: Enchant Armor (D)"
DEFINE_GLOBAL STRING selected_enchanted_crystals "Crystal: D-Grade"
DEFINE_GLOBAL INT loop_delay 1100

///////////////////////////////////////////////////////////////////////////////

 

and after that you need to just run it.

 

Be sure that you have copy correct names of enchanted item, scroll, and crystals.

 

Incorrect name of crystals will make you will cry at the end ;)

 

At few servers (or at all) D grade's crystal name is seperate by "-" sign, and S grade's crystal haven't that sign.

 

DEFINE_GLOBAL STRING selected_enchanted_crystals "Crystal: D-Grade"
DEFINE_GLOBAL STRING enchantowane_krysztalki "Crystal: S Grade"

 

If you will not write a correct name of crystals, script will not know if item has been crystallized. If you want to have some fun, just start it with D-Grade stuff. It will be cheaper :)

Posted

You need to download, and install L2.NET bot.

 

There are some links

 

http://l2net.insane-gamers.com/download.php

 

http://www.maxcheaters.com/forum/index.php?topic=38224.0

 

http://www.maxcheaters.com/forum/index.php?topic=23187.0

 

Now, you need to login in to the game.

Collect at your inventory items (which will be enchanted), and scrolls.

Open for editing script, and change names of item, scroll, and crystals (at the firs part of script).

 

///////////////////////////////////////////////////////////////////////////////

// You can (need to) change these values :)

DEFINE_GLOBAL STRING selected_enchanted_item "Omen Beast's Eye Earring"
DEFINE_GLOBAL STRING selected_enchanted_scroll "Scroll: Enchant Armor (D)"
DEFINE_GLOBAL STRING selected_enchanted_crystals "Crystal: D-Grade"
DEFINE_GLOBAL INT loop_delay 1100

///////////////////////////////////////////////////////////////////////////////

 

and after that you need to just run it.

 

Be sure that you have copy correct names of enchanted item, scroll, and crystals.

 

Incorrect name of crystals will make you will cry at the end ;)

 

At few servers (or at all) D grade's crystal name is seperate by "-" sign, and S grade's crystal haven't that sign.

 

DEFINE_GLOBAL STRING selected_enchanted_crystals "Crystal: D-Grade"
DEFINE_GLOBAL STRING enchantowane_krysztalki "Crystal: S Grade"

 

If you will not write a correct name of crystals, script will not know if item has been crystallized. If you want to have some fun, just start it with D-Grade stuff. It will be cheaper :)

can u asking something more?

this its like i buy 10 weapons and lets said 100 scrolls.

u run this whit l2.net and he made the job to enchant to +16 and if fail before reaach 16 take another weapon and try again or something?

tanks.

 

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    • https://l2.gamedream.pl/ Update #2 — GameDream Interlude (C6)     This update focuses on Epic bosses, quest chains and overall QoL :cool Highlights: Frintezza access follows a full retail-like chain: Four Goblets → Last Imperial Prince → Journey to a Settlement Retail-like entry requirements restored (scroll + Command Channel) Four Goblets quest is now available in-game Shot visuals synced with attack/skill usage Community Board Premium Shop refreshed with classic Interlude buttons and cleaner tables Epic Raidboss access: Frintezza — 4–5 party Command Channel + scroll + Antique Brooch Antharas — Portal Stone Baium — Bloody Fabric Valakas — Floating Stone Queen Ant / Core / Orfen / Zaken — no quest gates Bug Fixes & QoL: Frintezza quest chain fully fixed TvT rewards — single reward + anti-abuse protection Shots — no double triggering Premium Shop — no blank tabs Mammon NPCs in Giran working correctly Cancel works retail-like (up to 5 buffs removed) Summon Friend fixed with anti-exploit guards YetiBuffer — Saved Buff Profiles (Save / Clear / Restore) PvE — increased aggro range + balance tweaks EXP toggle commands: expoff / expon / expblock Thanks for testing and feedback — more updates coming soon ❤️
    • Hello I would like to offer You my NEW 2026 Updater / Launcher with custom skins.   - UPDATER FEATURES -   1. Performance and Intelligent Resource Management: Smart Disk Detection (SSD/HDD): The updater automatically detects the user's drive type. For SSD/NVMe drives: Launches up to 8-12 concurrent threads, utilizing the full yet optimized connection speed. For HDD drives: Limits the thread count (to 2-3) to prevent computer slowdowns and avoid overloading the drive head. Multi-threaded Downloading: Instead of downloading file by file, the updater downloads multiple files simultaneously, drastically reducing update time. ZSTD Compression: Support for the modern Zstandard compression algorithm (.zst). Files are downloaded in compressed form and decompressed on the fly, saving bandwidth and accelerating downloads. HTTP/2 and Keep-Alive Support: Utilizing the HTTP/2 protocol and persistent connections allows for the instant download of thousands of small files without establishing a new connection for each one.   2. Modern User Interface (UI/UX): Transparency and PNG Graphics: Support for irregular window shapes, allowing for the creation of a unique, modern launcher look. Taskbar Integration: The progress bar is displayed not only in the window but also on the Windows taskbar icon. Built-in News Browser (Optional): The updater features a built-in browser module that displays news/changelogs directly within the launcher (without opening an external browser). Multi-language Support (Optional): Built-in language switching system (e.g., EN/PL/RU, etc.) with dynamic loading of button graphics and text. Animated Buttons (Optional): Dedicated, animated buttons redirecting to Discord, Facebook, YouTube, Instagram, and the website.   3. Technical Features and Application Security: Anti-Dual Run (Optional): The updater checks if the game is already running to prevent file conflicts during updates. Error Diagnostics: Built-in logging system (debug_log.txt) and hardware exception handling (SEH), facilitating the diagnosis of problems for players who cannot run the game. Internal Configuration: Updater settings are stored inside the .exe file, eliminating publicly accessible configuration files.   4. File Categorization (Normal vs. Critical vs. Once): Critical Files: Critical files are verified more thoroughly (via MD5 Hash) even in quick check mode to guarantee stability. Normal Files: Standard game files (textures, models, sounds) are checked depending on the selected mode (Quick vs. Full). Once Files (Overwrite Exclusions): Applies to user configuration files (e.g., Option.ini, User.ini).   5. Check Modes (Verification Algorithms): Self-Update: The updater can update itself before checking game files, allowing for easy deployment of launcher fixes. The updater supports two main operating modes that switch intelligently based on user action: Smart Check (Startup Quick Check): Runs automatically upon updater startup or pressing the START button (unless a full check is forced). Full Check (Full MD5 Verification): Manually triggered by the player via the "Full Check" button. Automatic Update Detection: If a newer version of a file appears on the server, it is automatically detected and downloaded without player interaction. Atomic Updates: Files are downloaded and verified first, and only then saved to the disk. This prevents game client corruption in case of internet connection loss. The entire process takes seconds, even with clients weighing 30GB+. - PATCH BUILDER FEATURES -   1. Professional File Structure Management (Tree-List Hybrid): Directory Tree Visualization: Instead of a flat file list, the Builder displays a clear structure of folders and subfolders. You can collapse and expand entire tree branches, facilitating work with thousands of files. Normal and Critical Division: A clear window division into two main zones: Normal Files and Critical Files. Ghost and Excluded Files Division: The interface visually informs about the status of unchanged files (existing in the previous patch version) and files excluded from the update. Show/Hide Ghosts: With one click, you can hide unchanged files to focus solely on what you are actually sending to players in this update.   2. Intuitive Interaction: Drag & Drop: Full Drag & Drop support. You can grab files or entire folders and drag them between the "Normal" and "Critical" lists. Transfer is intelligent – it moves the entire content of selected folders. Keyboard Shortcuts: Fast workflow thanks to keyboard support: Delete, Enter, Ctrl+A / Ctrl+C (select and copy paths).   3. Advanced Filtering and Searching: Context Search: The search bar works in real-time, filtering the file tree. Type /folder: Searches only within folder names. Type *ex: Shows only excluded files. Standard Typing: Searches files by name.   4. Automation and Security: Auto Self-Update: The Builder automatically detects the updater executable file. Real-Time Statistics: The status bar continuously shows the file count (Normal/Critical), total patch weight (in Bytes/MB/GB), and the last update date. System File Protection: Files marked as "Critical" cannot be accidentally added to the exclusion list – the program blocks such actions.   5. Performance (Backend): ZSTD Compression: The Builder uses the latest Zstandard algorithm to compress files before sending, ensuring a significantly smaller patch size than standard ZIP, saving server bandwidth and player time. Multi-threading: The packing and MD5 checksum generation process utilizes multiple CPU threads, drastically reducing patch building time.   - PRICING - NEW Updater standard price: 79 euro (if You ask for mods, price will change).   - CONTACT - Discord: ave7309   CLICK HERE TO CHECK LATEST TEMPLATES!                   * I have right to REFUSE to take an order. ** Supported games: Lineage 2 / Black Desert Online / MU Online / Tantra Online / Rohan / Aion / Cabal / Fiesta Online any many more...
    • 🔥 Upgrade Your Server's Visual Identity 🔥 Hello Community! We are proud to present the Shadowbane Collection – a premium, oriental-style visual suite designed specifically for Metin2 and Silkroad private servers. Forget about static, boring pages. Give your players a true "AAA" experience with a fully animated video header and a professional brand identity. 🎥 VIDEO PREVIEW   🐉 1. Shadowbane – Animated HTML Website Template A fully coded, responsive website template with a stunning video background. No coding skills required – just upload and configure! 🚀 Technology: HTML5 / CSS3 / JS (No PSD, ready code) 🎥 Animated Header: Loopable video background included (.mp4) 📱 Responsive: Works perfectly on Mobile & Desktop 📂 Pages Included: Home, Rankings, Register, Download, News 👉 DOWNLOAD WEBSITE TEMPLATE HERE       ⚔️ 2. Shadowbane – Game Logo & Text Effect Complete your branding with this matching Logo Template. It works as a Photoshop Text Effect – just type your server name! 🎨 Style: Oriental Gold & Brush Ink ⚡ Easy Edit: Smart Objects (One-click change) 🎁 Bonus: Social Media Kit included (Banner + Avatar) 👉 DOWNLOAD LOGO TEMPLATE HERE 🎁 SPECIAL LAUNCH DISCOUNT 🎁 For forum members, we have prepared a special code. Get 20% OFF on your entire order! CODE: LOVEM2 Elevate your server today with Pixarts.store  
    • Contact me on discord have an offer for you. l2avalon.net  
    • At this point, you’re better off buying server files that have actually been heavily tested by you or that you’ve personally played on. Working with public sources is a waste of time. These days, it’s also a waste of time to deal with files that have never powered a live server, or with people trying to sell you a story without real proof or a solid player base to back it up.
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