Jump to content

Recommended Posts

Posted

This is original from ltwonet.com

I give you the American Flag Script. You will need SSD SSB SSNONGRADE.

Login your bot in a low rate server(cuz items on ground wont disapper)

Now lets start here is the script:

//  __________________________________________________
//  0=Skip, 1=Adena, B=Blue(SSD), R=Red(SSB), G=Green(SSC)
//  W=White(SSNG), G=Grey(SSA), Y=Yellow(SS-S), *=CR/LF
//  __________________________________________________
//  Now you can do more than 40*40 pixels/boxes (drop grid)
//  Mover Function Added =)
//  __________________________________________________


DEFINE_GLOBAL INT Drop_Delay 1100    //Adena  Dropping Delay, Adjust up if misses
DEFINE_GLOBAL INT Move_Delay 1500    //Move Delay, adjust up if script misses after move

DEFINE String WordToDraw "BBBBBBBBBBBBBBBBBBBRRRRRRRRRRRRRRRRRRRRR*BWBBBWBBBWBBBWBBBWBRRRRRRRRRRRRRRRRRRRRR*BBBWBBBWBBBWBBBWBBBWWWWWWWWWWWWWWWWWWWWW*BWBBBWBBBWBBBWBBBWBWWWWWWWWWWWWWWWWWWWWW*BBBWBBBWBBBWBBBWBBBRRRRRRRRRRRRRRRRRRRRR*BWBBBWBBBWBBBWBBBWBRRRRRRRRRRRRRRRRRRRRR*BBBWBBBWBBBWBBBWBBBWWWWWWWWWWWWWWWWWWWWW*BWBBBWBBBWBBBWBBBWBWWWWWWWWWWWWWWWWWWWWW*BBBWBBBWBBBWBBBWBBBRRRRRRRRRRRRRRRRRRRRR*BBBBBBBBBBBBBBBBBBBRRRRRRRRRRRRRRRRRRRRR*WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW*WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW*RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR*RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR*WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW*WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW*RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR*RRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR*"


DEFINE_GLOBAL INT LOOPER 1
DEFINE_GLOBAL INT BEGIN_DIST 0
DEFINE String CharToDraw "0"
DEFINE INT TextLength 0
DEFINE INT Current_X_Position 0
DEFINE INT Current_Y_Position 0
DEFINE INT Start_X_Position 0
DEFINE INT Start_Y_Position 0
DEFINE INT Start_Z_Position 0
DEFINE INT Counter 0
DEFINE INT LetterSpacing 2.5
DEFINE INT LineSpacing 2.5
DEFINE INT AdenaLetterSpacing 5
DEFINE INT AdenaLineSpacing 5
DEFINE INT Z_Add 0
DEFINE_GLOBAL INT Dummy 0
DEFINE INT ItemID 57
DEFINE INT AdenaUID 0
DEFINE INT NGSS_ID 0
DEFINE INT DSS_ID 0
DEFINE INT CSS_ID 0
DEFINE INT BSS_ID 0
DEFINE INT ASS_ID 0
DEFINE INT SGSS_ID 0
DEFINE INT NGSS_UID 0
DEFINE INT DSS_UID 0
DEFINE INT CSS_UID 0
DEFINE INT BSS_UID 0
DEFINE INT ASS_UID 0
DEFINE INT SGSS_UID 0
DEFINE_GLOBAL INT X 0
DEFINE_GLOBAL INT Y 0
DEFINE_GLOBAL INT Z 0
DEFINE_GLOBAL INT HowFar 0
DEFINE String Skip "0"
DEFINE String Draw "1"
DEFINE String DrawWhite "W"
DEFINE String DrawRed "R"
DEFINE String DrawBlue "B"
DEFINE String DrawGreen "G"
DEFINE String DrawYellow "Y"
DEFINE String DrawGrey "G"
DEFINE String CRLF "*"

ITEM_GET_ID NGSS_ID "Soulshot: No Grade"
ITEM_GET_ID DSS_ID "Soulshot: D-grade"
ITEM_GET_ID CSS_ID "Soulshot: C-grade"
ITEM_GET_ID BSS_ID "Soulshot: B-grade"
ITEM_GET_ID ASS_ID "Soulshot: A-grade"
ITEM_GET_ID SGSS_ID "Soulshot: S-grade"
INVEN_GET_UID AdenaUID "<&ItemID&>"
INVEN_GET_UID NGSS_UID "<&NGSS_ID&>"
INVEN_GET_UID DSS_UID "<&DSS_ID&>"
INVEN_GET_UID CSS_UID "<&CSS_ID&>"
INVEN_GET_UID BSS_UID "<&BSS_ID&>"
INVEN_GET_UID ASS_UID "<&ASS_ID&>"
INVEN_GET_UID SGSS_UID "<&SGSS_ID&>"

LABEL START

Current_X_Position = CHAR_X - #i105
Current_Y_Position = CHAR_Y - #i100
Start_X_Position = CHAR_X
Start_Y_Position = CHAR_Y
Start_Z_Position = CHAR_Z
TextLength = WordToDraw.LENGTH

SLEEP 1000

DO
    CharToDraw = WordToDraw.SUBSTRING Counter #i1
    SWITCH CharToDraw
        CASE Skip
            Current_X_Position = Current_X_Position + AdenaLetterSpacing
            BREAK 1
        CASE Draw
            Current_X_Position = Current_X_Position + AdenaLetterSpacing
            Callsub DropAdena
            BREAK 1
         CASE DrawWhite
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropWhite
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropWhite
            Current_Y_Position = Current_Y_Position - LineSpacing
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropWhite
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropWhite
            Current_Y_Position = Current_Y_Position - LineSpacing
            BREAK 1
        CASE DrawRed
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropRed
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropRed
            Current_Y_Position = Current_Y_Position - LineSpacing
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropRed
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropRed
            Current_Y_Position = Current_Y_Position - LineSpacing
            BREAK 1
        CASE DrawBlue
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropBlue
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropBlue
            Current_Y_Position = Current_Y_Position - LineSpacing
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropBlue
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropBlue
            Current_Y_Position = Current_Y_Position - LineSpacing
            BREAK 1
        CASE DrawGreen
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropGreen
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropGreen
            Current_Y_Position = Current_Y_Position - LineSpacing
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropGreen
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropGreen
            Current_Y_Position = Current_Y_Position - LineSpacing
            BREAK 1
        CASE DrawYellow
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropYellow
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropYellow
            Current_Y_Position = Current_Y_Position - LineSpacing
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropYellow
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropYellow
            Current_Y_Position = Current_Y_Position - LineSpacing
            BREAK 1
        CASE DrawGrey
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropGrey
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropGrey
            Current_Y_Position = Current_Y_Position - LineSpacing
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropGrey
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropGrey
            Current_Y_Position = Current_Y_Position - LineSpacing
            BREAK 1

        CASE CRLF
            IF CHAR_X != "#i<&Start_X_Position&>"
                IF CHAR_Y != "#i<&Start_Y_Position&>"
                    X = "#i<&Start_X_Position&>"
                    Y = "#i<&Start_Y_Position&>"
                    Z = "#i<&Start_Z_Position&>"
                    CALL MOVER VOID 3 X Y Z
                    SLEEP "<&Move_Delay&>"
                ENDIF
            ENDIF

            Current_Y_Position = Current_Y_Position + AdenaLineSpacing
            Current_X_Position = CHAR_X - #i105
    ENDSWITCH

    Counter = Counter + ONE

LOOP TextLength != Counter

PRINT_TEXT "DONE"

END_SCRIPT

SUB DropAdena

    DISTANCE HowFar Current_X_Position Current_Y_Position ZERO CHAR_X CHAR_Y ZERO
    Dummy = Current_X_Position - CHAR_X
    PRINT_TEXT "Distance <&Dummy&>"

    IF Dummy >= #i106
        X = "#i<&Current_X_Position&>"
        Y = "#i<&Current_Y_Position&>"
        Z = "#i<&Start_Z_Position&>"
        CALL MOVER VOID 3 X Y Z
    ENDIF

DROP_ITEM "<&AdenaUID&>" 1 "<&Current_X_Position&>" "<&Current_Y_Position&>" "<&CHAR_Z&>"
    SLEEP "<&Drop_Delay&>"

RETURNSUB


SUB DropWhite

            DISTANCE HowFar Current_X_Position Current_Y_Position ZERO CHAR_X CHAR_Y ZERO
            Dummy = Current_X_Position - CHAR_X
        IF Dummy >= #i106
              X = "#i<&Current_X_Position&>"
              Y = "#i<&Current_Y_Position&>"
              Z = "#i<&Start_Z_Position&>"
              CALL MOVER VOID 3 X Y Z
        ENDIF
            PRINT_TEXT "Distance <&Dummy&>"
DROP_ITEM "<&NGSS_UID&>" 1 "<&Current_X_Position&>" "<&Current_Y_Position&>" "<&CHAR_Z&>"
            SLEEP "<&Drop_Delay&>"

RETURNSUB


SUB DropRed

            DISTANCE HowFar Current_X_Position Current_Y_Position ZERO CHAR_X CHAR_Y ZERO
            Dummy = Current_X_Position - CHAR_X
        IF Dummy >= #i106
              X = "#i<&Current_X_Position&>"
              Y = "#i<&Current_Y_Position&>"
              Z = "#i<&Start_Z_Position&>"
              CALL MOVER VOID 3 X Y Z
        ENDIF
            PRINT_TEXT "Distance <&Dummy&>"
DROP_ITEM "<&BSS_UID&>" 1 "<&Current_X_Position&>" "<&Current_Y_Position&>" "<&CHAR_Z&>"
            SLEEP "<&Drop_Delay&>"

RETURNSUB


SUB DropBlue

            DISTANCE HowFar Current_X_Position Current_Y_Position ZERO CHAR_X CHAR_Y ZERO
            Dummy = Current_X_Position - CHAR_X
        IF Dummy >= #i106
              X = "#i<&Current_X_Position&>"
              Y = "#i<&Current_Y_Position&>"
              Z = "#i<&Start_Z_Position&>"
              CALL MOVER VOID 3 X Y Z
        ENDIF
            PRINT_TEXT "Distance <&Dummy&>"
DROP_ITEM "<&DSS_UID&>" 1 "<&Current_X_Position&>" "<&Current_Y_Position&>" "<&CHAR_Z&>"
            SLEEP "<&Drop_Delay&>"

RETURNSUB


SUB DropGreen

            DISTANCE HowFar Current_X_Position Current_Y_Position ZERO CHAR_X CHAR_Y ZERO
            Dummy = Current_X_Position - CHAR_X
        IF Dummy >= #i106
              X = "#i<&Current_X_Position&>"
              Y = "#i<&Current_Y_Position&>"
              Z = "#i<&Start_Z_Position&>"
              CALL MOVER VOID 3 X Y Z
        ENDIF
            PRINT_TEXT "Distance <&Dummy&>"
DROP_ITEM "<&CSS_UID&>" 1 "<&Current_X_Position&>" "<&Current_Y_Position&>" "<&CHAR_Z&>"
            SLEEP "<&Drop_Delay&>"

RETURNSUB


SUB DropYellow

            DISTANCE HowFar Current_X_Position Current_Y_Position ZERO CHAR_X CHAR_Y ZERO
            Dummy = Current_X_Position - CHAR_X
        IF Dummy >= #i106
              X = "#i<&Current_X_Position&>"
              Y = "#i<&Current_Y_Position&>"
              Z = "#i<&Start_Z_Position&>"
              CALL MOVER VOID 3 X Y Z
        ENDIF
            PRINT_TEXT "Distance <&Dummy&>"
DROP_ITEM "<&SGSS_UID&>" 1 "<&Current_X_Position&>" "<&Current_Y_Position&>" "<&CHAR_Z&>"
            SLEEP "<&Drop_Delay&>"

RETURNSUB


SUB DropGrey

            DISTANCE HowFar Current_X_Position Current_Y_Position ZERO CHAR_X CHAR_Y ZERO
            Dummy = Current_X_Position - CHAR_X
        IF Dummy >= #i106
              X = "#i<&Current_X_Position&>"
              Y = "#i<&Current_Y_Position&>"
              Z = "#i<&Start_Z_Position&>"
              CALL MOVER VOID 3 X Y Z
        ENDIF
            PRINT_TEXT "Distance <&Dummy&>"
DROP_ITEM "<&ASS_UID&>" 1 "<&Current_X_Position&>" "<&Current_Y_Position&>" "<&CHAR_Z&>"
            SLEEP "<&Drop_Delay&>"

RETURNSUB


FUNCTION MOVER 3 X Y Z

LOOPER = #i1

DISTANCE BEGIN_DIST X Y Z CHAR_X CHAR_Y CHAR_Z
PRINT_TEXT "Move Distance of <&BEGIN_DIST&>"

WHILE LOOPER == #i1
  MOVE_TO "<&X&>" "<&Y&>" "<&Z&>"
  SLEEP 2000
      IF CHAR_X == X
          IF CHAR_Y == Y
            LOOPER = #i0
        ENDIF
    ENDIF
WEND

SLEEP "<&Move_Delay&>"
RETURN VOID

Here Is :

americaflag.png

And some of my own creation(whit adena):

width=1024 height=753http://img689.imageshack.us/img689/8637/adenaman.png[/img]

 

width=1024 height=753http://img43.imageshack.us/img43/4904/nazzystyle.png[/img]

 

 

 

[glow=red,2,300]I will make more scripts when i get some free time, and i will share them.

Hope this was usefull

 

[/glow]

 

Posted

man very cool are impressed.You are the best in L2PHX: D

This is not l2phx my friend. This is l2net:D.

        //offtopic  I remember you "naramzoiu" from l2java.com:))

                          wana go pwn them again:P?

  • 3 weeks later...
Posted

buhahahaha very nC i love it the last image is good!!!1

btw no to nazi beliefs

 

(its phx script or what?)

It's L2 Net Script.
Posted

The Nazy Emblem:

 

//  __________________________________________________
//  0=Skip, 1=Adena, B=Blue(SSD), R=Red(SSB), G=Green(SSC)
//  W=White(SSNG), G=Grey(SSA), Y=Yellow(SS-S), *=CR/LF
//  __________________________________________________
//  Now you can do more than 40*40 pixels/boxes (drop grid)
//  Mover Function Added =)
//  __________________________________________________


DEFINE_GLOBAL INT Drop_Delay 1100    //Adena  Dropping Delay, Adjust up if misses
DEFINE_GLOBAL INT Move_Delay 1500    //Move Delay, adjust up if script misses after move

DEFINE String WordToDraw "1111111111111111111111000000000000011111*1111111111111111111111000000000000011111*1111111111111111111111000000000000011111*1111111111111111111111000000000000011111*0000000000000000011111000000000000011111*0000000000000000011111000000000000011111*0000000000000000011111000000000000011111*0000000000000000011111000000000000011111*0000000000000000011111000000000000011111*0000000000000000011111000000000000011111*0000000000000000011111000000000000011111*0000000000000000011111000000000000011111*0000000000000000011111000000000000011111*0000000000000000011111000000000000011111*0000000000000000011111000000000000011111*0000000000000000011111000000000000011111*1111111111111111111111111111111111111111*1111111111111111111111111111111111111111*1111111111111111111111111111111111111111*1111111111111111111111111111111111111111*1111111111111111111111111111111111111111*1111100000000000011111000000000000000000*1111100000000000011111000000000000000000*1111100000000000011111000000000000000000*1111100000000000011111000000000000000000*1111100000000000011111000000000000000000*1111100000000000011111000000000000000000*1111100000000000011111000000000000000000*1111100000000000011111000000000000000000*1111100000000000011111000000000000000000*1111100000000000011111000000000000000000*1111100000000000011111000000000000000000*1111100000000000011111000000000000000000*1111100000000000011111000000000000000000*1111100000000000011111000000000000000000*1111100000000000011111000000000000000000*1111100000000000011111111111111111111111*1111100000000000011111111111111111111111*1111100000000000011111111111111111111111*1111100000000000011111111111111111111111"


DEFINE_GLOBAL INT LOOPER 1
DEFINE_GLOBAL INT BEGIN_DIST 0
DEFINE String CharToDraw "0"
DEFINE INT TextLength 0
DEFINE INT Current_X_Position 0
DEFINE INT Current_Y_Position 0
DEFINE INT Start_X_Position 0
DEFINE INT Start_Y_Position 0
DEFINE INT Start_Z_Position 0
DEFINE INT Counter 0
DEFINE INT LetterSpacing 2.5
DEFINE INT LineSpacing 2.5
DEFINE INT AdenaLetterSpacing 5
DEFINE INT AdenaLineSpacing 5
DEFINE INT Z_Add 0
DEFINE_GLOBAL INT Dummy 0
DEFINE INT ItemID 57
DEFINE INT AdenaUID 0
DEFINE INT NGSS_ID 0
DEFINE INT DSS_ID 0
DEFINE INT CSS_ID 0
DEFINE INT BSS_ID 0
DEFINE INT ASS_ID 0
DEFINE INT SGSS_ID 0
DEFINE INT NGSS_UID 0
DEFINE INT DSS_UID 0
DEFINE INT CSS_UID 0
DEFINE INT BSS_UID 0
DEFINE INT ASS_UID 0
DEFINE INT SGSS_UID 0
DEFINE_GLOBAL INT X 0
DEFINE_GLOBAL INT Y 0
DEFINE_GLOBAL INT Z 0
DEFINE_GLOBAL INT HowFar 0
DEFINE String Skip "0"
DEFINE String Draw "1"
DEFINE String DrawWhite "W"
DEFINE String DrawRed "R"
DEFINE String DrawBlue "B"
DEFINE String DrawGreen "G"
DEFINE String DrawYellow "Y"
DEFINE String DrawGrey "G"
DEFINE String CRLF "*"

ITEM_GET_ID NGSS_ID "Soulshot: No Grade"
ITEM_GET_ID DSS_ID "Soulshot: D-grade"
ITEM_GET_ID CSS_ID "Soulshot: C-grade"
ITEM_GET_ID BSS_ID "Soulshot: B-grade"
ITEM_GET_ID ASS_ID "Soulshot: A-grade"
ITEM_GET_ID SGSS_ID "Soulshot: S-grade"
INVEN_GET_UID AdenaUID "<&ItemID&>"
INVEN_GET_UID NGSS_UID "<&NGSS_ID&>"
INVEN_GET_UID DSS_UID "<&DSS_ID&>"
INVEN_GET_UID CSS_UID "<&CSS_ID&>"
INVEN_GET_UID BSS_UID "<&BSS_ID&>"
INVEN_GET_UID ASS_UID "<&ASS_ID&>"
INVEN_GET_UID SGSS_UID "<&SGSS_ID&>"

LABEL START

Current_X_Position = CHAR_X - #i105
Current_Y_Position = CHAR_Y - #i100
Start_X_Position = CHAR_X
Start_Y_Position = CHAR_Y
Start_Z_Position = CHAR_Z
TextLength = WordToDraw.LENGTH

SLEEP 1000

DO
    CharToDraw = WordToDraw.SUBSTRING Counter #i1
    SWITCH CharToDraw
        CASE Skip
            Current_X_Position = Current_X_Position + AdenaLetterSpacing
            BREAK 1
        CASE Draw
            Current_X_Position = Current_X_Position + AdenaLetterSpacing
            Callsub DropAdena
            BREAK 1
         CASE DrawWhite
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropWhite
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropWhite
            Current_Y_Position = Current_Y_Position - LineSpacing
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropWhite
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropWhite
            Current_Y_Position = Current_Y_Position - LineSpacing
            BREAK 1
        CASE DrawRed
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropRed
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropRed
            Current_Y_Position = Current_Y_Position - LineSpacing
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropRed
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropRed
            Current_Y_Position = Current_Y_Position - LineSpacing
            BREAK 1
        CASE DrawBlue
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropBlue
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropBlue
            Current_Y_Position = Current_Y_Position - LineSpacing
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropBlue
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropBlue
            Current_Y_Position = Current_Y_Position - LineSpacing
            BREAK 1
        CASE DrawGreen
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropGreen
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropGreen
            Current_Y_Position = Current_Y_Position - LineSpacing
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropGreen
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropGreen
            Current_Y_Position = Current_Y_Position - LineSpacing
            BREAK 1
        CASE DrawYellow
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropYellow
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropYellow
            Current_Y_Position = Current_Y_Position - LineSpacing
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropYellow
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropYellow
            Current_Y_Position = Current_Y_Position - LineSpacing
            BREAK 1
        CASE DrawGrey
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropGrey
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropGrey
            Current_Y_Position = Current_Y_Position - LineSpacing
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropGrey
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropGrey
            Current_Y_Position = Current_Y_Position - LineSpacing
            BREAK 1

        CASE CRLF
            IF CHAR_X != "#i<&Start_X_Position&>"
                IF CHAR_Y != "#i<&Start_Y_Position&>"
                    X = "#i<&Start_X_Position&>"
                    Y = "#i<&Start_Y_Position&>"
                    Z = "#i<&Start_Z_Position&>"
                    CALL MOVER VOID 3 X Y Z
                    SLEEP "<&Move_Delay&>"
                ENDIF
            ENDIF

            Current_Y_Position = Current_Y_Position + AdenaLineSpacing
            Current_X_Position = CHAR_X - #i105
    ENDSWITCH

    Counter = Counter + ONE

LOOP TextLength != Counter

PRINT_TEXT "DONE"

END_SCRIPT

SUB DropAdena

    DISTANCE HowFar Current_X_Position Current_Y_Position ZERO CHAR_X CHAR_Y ZERO
    Dummy = Current_X_Position - CHAR_X
    PRINT_TEXT "Distance <&Dummy&>"

    IF Dummy >= #i106
        X = "#i<&Current_X_Position&>"
        Y = "#i<&Current_Y_Position&>"
        Z = "#i<&Start_Z_Position&>"
        CALL MOVER VOID 3 X Y Z
    ENDIF

DROP_ITEM "<&AdenaUID&>" 1 "<&Current_X_Position&>" "<&Current_Y_Position&>" "<&CHAR_Z&>"
    SLEEP "<&Drop_Delay&>"

RETURNSUB


SUB DropWhite

            DISTANCE HowFar Current_X_Position Current_Y_Position ZERO CHAR_X CHAR_Y ZERO
            Dummy = Current_X_Position - CHAR_X
        IF Dummy >= #i106
              X = "#i<&Current_X_Position&>"
              Y = "#i<&Current_Y_Position&>"
              Z = "#i<&Start_Z_Position&>"
              CALL MOVER VOID 3 X Y Z
        ENDIF
            PRINT_TEXT "Distance <&Dummy&>"
DROP_ITEM "<&NGSS_UID&>" 1 "<&Current_X_Position&>" "<&Current_Y_Position&>" "<&CHAR_Z&>"
            SLEEP "<&Drop_Delay&>"

RETURNSUB


SUB DropRed

            DISTANCE HowFar Current_X_Position Current_Y_Position ZERO CHAR_X CHAR_Y ZERO
            Dummy = Current_X_Position - CHAR_X
        IF Dummy >= #i106
              X = "#i<&Current_X_Position&>"
              Y = "#i<&Current_Y_Position&>"
              Z = "#i<&Start_Z_Position&>"
              CALL MOVER VOID 3 X Y Z
        ENDIF
            PRINT_TEXT "Distance <&Dummy&>"
DROP_ITEM "<&BSS_UID&>" 1 "<&Current_X_Position&>" "<&Current_Y_Position&>" "<&CHAR_Z&>"
            SLEEP "<&Drop_Delay&>"

RETURNSUB


SUB DropBlue

            DISTANCE HowFar Current_X_Position Current_Y_Position ZERO CHAR_X CHAR_Y ZERO
            Dummy = Current_X_Position - CHAR_X
        IF Dummy >= #i106
              X = "#i<&Current_X_Position&>"
              Y = "#i<&Current_Y_Position&>"
              Z = "#i<&Start_Z_Position&>"
              CALL MOVER VOID 3 X Y Z
        ENDIF
            PRINT_TEXT "Distance <&Dummy&>"
DROP_ITEM "<&DSS_UID&>" 1 "<&Current_X_Position&>" "<&Current_Y_Position&>" "<&CHAR_Z&>"
            SLEEP "<&Drop_Delay&>"

RETURNSUB


SUB DropGreen

            DISTANCE HowFar Current_X_Position Current_Y_Position ZERO CHAR_X CHAR_Y ZERO
            Dummy = Current_X_Position - CHAR_X
        IF Dummy >= #i106
              X = "#i<&Current_X_Position&>"
              Y = "#i<&Current_Y_Position&>"
              Z = "#i<&Start_Z_Position&>"
              CALL MOVER VOID 3 X Y Z
        ENDIF
            PRINT_TEXT "Distance <&Dummy&>"
DROP_ITEM "<&CSS_UID&>" 1 "<&Current_X_Position&>" "<&Current_Y_Position&>" "<&CHAR_Z&>"
            SLEEP "<&Drop_Delay&>"

RETURNSUB


SUB DropYellow

            DISTANCE HowFar Current_X_Position Current_Y_Position ZERO CHAR_X CHAR_Y ZERO
            Dummy = Current_X_Position - CHAR_X
        IF Dummy >= #i106
              X = "#i<&Current_X_Position&>"
              Y = "#i<&Current_Y_Position&>"
              Z = "#i<&Start_Z_Position&>"
              CALL MOVER VOID 3 X Y Z
        ENDIF
            PRINT_TEXT "Distance <&Dummy&>"
DROP_ITEM "<&SGSS_UID&>" 1 "<&Current_X_Position&>" "<&Current_Y_Position&>" "<&CHAR_Z&>"
            SLEEP "<&Drop_Delay&>"

RETURNSUB


SUB DropGrey

            DISTANCE HowFar Current_X_Position Current_Y_Position ZERO CHAR_X CHAR_Y ZERO
            Dummy = Current_X_Position - CHAR_X
        IF Dummy >= #i106
              X = "#i<&Current_X_Position&>"
              Y = "#i<&Current_Y_Position&>"
              Z = "#i<&Start_Z_Position&>"
              CALL MOVER VOID 3 X Y Z
        ENDIF
            PRINT_TEXT "Distance <&Dummy&>"
DROP_ITEM "<&ASS_UID&>" 1 "<&Current_X_Position&>" "<&Current_Y_Position&>" "<&CHAR_Z&>"
            SLEEP "<&Drop_Delay&>"

RETURNSUB


FUNCTION MOVER 3 X Y Z

LOOPER = #i1

DISTANCE BEGIN_DIST X Y Z CHAR_X CHAR_Y CHAR_Z
PRINT_TEXT "Move Distance of <&BEGIN_DIST&>"

WHILE LOOPER == #i1
  MOVE_TO "<&X&>" "<&Y&>" "<&Z&>"
  SLEEP 2000
      IF CHAR_X == X
          IF CHAR_Y == Y
            LOOPER = #i0
        ENDIF
    ENDIF
WEND

SLEEP "<&Move_Delay&>"
RETURN VOID

Posted

Here is the funny Man:D

//  __________________________________________________
//  0=Skip, 1=Adena, B=Blue(SSD), R=Red(SSB), G=Green(SSC)
//  W=White(SSNG), G=Grey(SSA), Y=Yellow(SS-S), *=CR/LF
//  __________________________________________________
//  Now you can do more than 40*40 pixels/boxes (drop grid)
//  Mover Function Added =)
//  __________________________________________________


DEFINE_GLOBAL INT Drop_Delay 1100    //Adena  Dropping Delay, Adjust up if misses
DEFINE_GLOBAL INT Move_Delay 1500    //Move Delay, adjust up if script misses after move

DEFINE String WordToDraw "0000000000000000000000000000000000000000*0000001000000000000000000000001100000000*0000000110000000000000000000110000000000*0000000001100000000000000011000000000000*0000000000010000000000001100000000000000*0000000000001100000000110000000000000000*0000000000000011000011000000000000000000*0000000111111111111111111111100000000000*0000000100000000000000000000100000000000*0000000100000000000000000000100000000000*0000000100000000000000000000100000000000*0000000100001110000001110000100000000000*0000000100011111000011111000100000000000*0000000111111011111111011111100000000000*0000000100011111000011111000100000000000*0000000100001110000001110000100000000000*0000000100000000000000000000100000000000*0000000100000000000000000000100000000000*0000000100000000000000000000100000000000*0000000100000000000000000000100000000000*0000000101000000000000000000100000000000*0000000100110000000000000110100000000000*0000000100001000000000011000100000000000*0000000100000110000001100000100000000000*0000000100000001111110000000100000000000*0000000100000000000000000000100000000000*0000000100000000000000000000100000000000*0010000100000000000000000000100000100000*0001000111111111111111111111100011000000*0000110000000000010000000000000100000000*0000001000000000010000000000011000000000*0000000100000000111000000000100000000000*0000000010000000111000000001000000000000*0000000001000000111000000110000000000000*0000000000110000111000001000000000000000*0000000000001111111111110000000000000000*0000000000000111111111000000000000000000*0000000000000111111111000000000000000000*0000000000000100000001000000000000000000*0000000000001100000001100000000000000000*"


DEFINE_GLOBAL INT LOOPER 1
DEFINE_GLOBAL INT BEGIN_DIST 0
DEFINE String CharToDraw "0"
DEFINE INT TextLength 0
DEFINE INT Current_X_Position 0
DEFINE INT Current_Y_Position 0
DEFINE INT Start_X_Position 0
DEFINE INT Start_Y_Position 0
DEFINE INT Start_Z_Position 0
DEFINE INT Counter 0
DEFINE INT LetterSpacing 2.5
DEFINE INT LineSpacing 2.5
DEFINE INT AdenaLetterSpacing 5
DEFINE INT AdenaLineSpacing 5
DEFINE INT Z_Add 0
DEFINE_GLOBAL INT Dummy 0
DEFINE INT ItemID 57
DEFINE INT AdenaUID 0
DEFINE INT NGSS_ID 0
DEFINE INT DSS_ID 0
DEFINE INT CSS_ID 0
DEFINE INT BSS_ID 0
DEFINE INT ASS_ID 0
DEFINE INT SGSS_ID 0
DEFINE INT NGSS_UID 0
DEFINE INT DSS_UID 0
DEFINE INT CSS_UID 0
DEFINE INT BSS_UID 0
DEFINE INT ASS_UID 0
DEFINE INT SGSS_UID 0
DEFINE_GLOBAL INT X 0
DEFINE_GLOBAL INT Y 0
DEFINE_GLOBAL INT Z 0
DEFINE_GLOBAL INT HowFar 0
DEFINE String Skip "0"
DEFINE String Draw "1"
DEFINE String DrawWhite "W"
DEFINE String DrawRed "R"
DEFINE String DrawBlue "B"
DEFINE String DrawGreen "G"
DEFINE String DrawYellow "Y"
DEFINE String DrawGrey "G"
DEFINE String CRLF "*"

ITEM_GET_ID NGSS_ID "Soulshot: No Grade"
ITEM_GET_ID DSS_ID "Soulshot: D-grade"
ITEM_GET_ID CSS_ID "Soulshot: C-grade"
ITEM_GET_ID BSS_ID "Soulshot: B-grade"
ITEM_GET_ID ASS_ID "Soulshot: A-grade"
ITEM_GET_ID SGSS_ID "Soulshot: S-grade"
INVEN_GET_UID AdenaUID "<&ItemID&>"
INVEN_GET_UID NGSS_UID "<&NGSS_ID&>"
INVEN_GET_UID DSS_UID "<&DSS_ID&>"
INVEN_GET_UID CSS_UID "<&CSS_ID&>"
INVEN_GET_UID BSS_UID "<&BSS_ID&>"
INVEN_GET_UID ASS_UID "<&ASS_ID&>"
INVEN_GET_UID SGSS_UID "<&SGSS_ID&>"

LABEL START

Current_X_Position = CHAR_X - #i105
Current_Y_Position = CHAR_Y - #i100
Start_X_Position = CHAR_X
Start_Y_Position = CHAR_Y
Start_Z_Position = CHAR_Z
TextLength = WordToDraw.LENGTH

SLEEP 1000

DO
    CharToDraw = WordToDraw.SUBSTRING Counter #i1
    SWITCH CharToDraw
        CASE Skip
            Current_X_Position = Current_X_Position + AdenaLetterSpacing
            BREAK 1
        CASE Draw
            Current_X_Position = Current_X_Position + AdenaLetterSpacing
            Callsub DropAdena
            BREAK 1
         CASE DrawWhite
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropWhite
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropWhite
            Current_Y_Position = Current_Y_Position - LineSpacing
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropWhite
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropWhite
            Current_Y_Position = Current_Y_Position - LineSpacing
            BREAK 1
        CASE DrawRed
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropRed
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropRed
            Current_Y_Position = Current_Y_Position - LineSpacing
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropRed
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropRed
            Current_Y_Position = Current_Y_Position - LineSpacing
            BREAK 1
        CASE DrawBlue
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropBlue
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropBlue
            Current_Y_Position = Current_Y_Position - LineSpacing
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropBlue
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropBlue
            Current_Y_Position = Current_Y_Position - LineSpacing
            BREAK 1
        CASE DrawGreen
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropGreen
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropGreen
            Current_Y_Position = Current_Y_Position - LineSpacing
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropGreen
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropGreen
            Current_Y_Position = Current_Y_Position - LineSpacing
            BREAK 1
        CASE DrawYellow
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropYellow
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropYellow
            Current_Y_Position = Current_Y_Position - LineSpacing
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropYellow
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropYellow
            Current_Y_Position = Current_Y_Position - LineSpacing
            BREAK 1
        CASE DrawGrey
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropGrey
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropGrey
            Current_Y_Position = Current_Y_Position - LineSpacing
            Current_X_Position = Current_X_Position + LetterSpacing
            Callsub DropGrey
            Current_Y_Position = Current_Y_Position + LineSpacing
            Callsub DropGrey
            Current_Y_Position = Current_Y_Position - LineSpacing
            BREAK 1

        CASE CRLF
            IF CHAR_X != "#i<&Start_X_Position&>"
                IF CHAR_Y != "#i<&Start_Y_Position&>"
                    X = "#i<&Start_X_Position&>"
                    Y = "#i<&Start_Y_Position&>"
                    Z = "#i<&Start_Z_Position&>"
                    CALL MOVER VOID 3 X Y Z
                    SLEEP "<&Move_Delay&>"
                ENDIF
            ENDIF

            Current_Y_Position = Current_Y_Position + AdenaLineSpacing
            Current_X_Position = CHAR_X - #i105
    ENDSWITCH

    Counter = Counter + ONE

LOOP TextLength != Counter

PRINT_TEXT "DONE"

END_SCRIPT

SUB DropAdena

    DISTANCE HowFar Current_X_Position Current_Y_Position ZERO CHAR_X CHAR_Y ZERO
    Dummy = Current_X_Position - CHAR_X
    PRINT_TEXT "Distance <&Dummy&>"

    IF Dummy >= #i106
        X = "#i<&Current_X_Position&>"
        Y = "#i<&Current_Y_Position&>"
        Z = "#i<&Start_Z_Position&>"
        CALL MOVER VOID 3 X Y Z
    ENDIF

DROP_ITEM "<&AdenaUID&>" 1 "<&Current_X_Position&>" "<&Current_Y_Position&>" "<&CHAR_Z&>"
    SLEEP "<&Drop_Delay&>"

RETURNSUB


SUB DropWhite

            DISTANCE HowFar Current_X_Position Current_Y_Position ZERO CHAR_X CHAR_Y ZERO
            Dummy = Current_X_Position - CHAR_X
        IF Dummy >= #i106
              X = "#i<&Current_X_Position&>"
              Y = "#i<&Current_Y_Position&>"
              Z = "#i<&Start_Z_Position&>"
              CALL MOVER VOID 3 X Y Z
        ENDIF
            PRINT_TEXT "Distance <&Dummy&>"
DROP_ITEM "<&NGSS_UID&>" 1 "<&Current_X_Position&>" "<&Current_Y_Position&>" "<&CHAR_Z&>"
            SLEEP "<&Drop_Delay&>"

RETURNSUB


SUB DropRed

            DISTANCE HowFar Current_X_Position Current_Y_Position ZERO CHAR_X CHAR_Y ZERO
            Dummy = Current_X_Position - CHAR_X
        IF Dummy >= #i106
              X = "#i<&Current_X_Position&>"
              Y = "#i<&Current_Y_Position&>"
              Z = "#i<&Start_Z_Position&>"
              CALL MOVER VOID 3 X Y Z
        ENDIF
            PRINT_TEXT "Distance <&Dummy&>"
DROP_ITEM "<&BSS_UID&>" 1 "<&Current_X_Position&>" "<&Current_Y_Position&>" "<&CHAR_Z&>"
            SLEEP "<&Drop_Delay&>"

RETURNSUB


SUB DropBlue

            DISTANCE HowFar Current_X_Position Current_Y_Position ZERO CHAR_X CHAR_Y ZERO
            Dummy = Current_X_Position - CHAR_X
        IF Dummy >= #i106
              X = "#i<&Current_X_Position&>"
              Y = "#i<&Current_Y_Position&>"
              Z = "#i<&Start_Z_Position&>"
              CALL MOVER VOID 3 X Y Z
        ENDIF
            PRINT_TEXT "Distance <&Dummy&>"
DROP_ITEM "<&DSS_UID&>" 1 "<&Current_X_Position&>" "<&Current_Y_Position&>" "<&CHAR_Z&>"
            SLEEP "<&Drop_Delay&>"

RETURNSUB


SUB DropGreen

            DISTANCE HowFar Current_X_Position Current_Y_Position ZERO CHAR_X CHAR_Y ZERO
            Dummy = Current_X_Position - CHAR_X
        IF Dummy >= #i106
              X = "#i<&Current_X_Position&>"
              Y = "#i<&Current_Y_Position&>"
              Z = "#i<&Start_Z_Position&>"
              CALL MOVER VOID 3 X Y Z
        ENDIF
            PRINT_TEXT "Distance <&Dummy&>"
DROP_ITEM "<&CSS_UID&>" 1 "<&Current_X_Position&>" "<&Current_Y_Position&>" "<&CHAR_Z&>"
            SLEEP "<&Drop_Delay&>"

RETURNSUB


SUB DropYellow

            DISTANCE HowFar Current_X_Position Current_Y_Position ZERO CHAR_X CHAR_Y ZERO
            Dummy = Current_X_Position - CHAR_X
        IF Dummy >= #i106
              X = "#i<&Current_X_Position&>"
              Y = "#i<&Current_Y_Position&>"
              Z = "#i<&Start_Z_Position&>"
              CALL MOVER VOID 3 X Y Z
        ENDIF
            PRINT_TEXT "Distance <&Dummy&>"
DROP_ITEM "<&SGSS_UID&>" 1 "<&Current_X_Position&>" "<&Current_Y_Position&>" "<&CHAR_Z&>"
            SLEEP "<&Drop_Delay&>"

RETURNSUB


SUB DropGrey

            DISTANCE HowFar Current_X_Position Current_Y_Position ZERO CHAR_X CHAR_Y ZERO
            Dummy = Current_X_Position - CHAR_X
        IF Dummy >= #i106
              X = "#i<&Current_X_Position&>"
              Y = "#i<&Current_Y_Position&>"
              Z = "#i<&Start_Z_Position&>"
              CALL MOVER VOID 3 X Y Z
        ENDIF
            PRINT_TEXT "Distance <&Dummy&>"
DROP_ITEM "<&ASS_UID&>" 1 "<&Current_X_Position&>" "<&Current_Y_Position&>" "<&CHAR_Z&>"
            SLEEP "<&Drop_Delay&>"

RETURNSUB


FUNCTION MOVER 3 X Y Z

LOOPER = #i1

DISTANCE BEGIN_DIST X Y Z CHAR_X CHAR_Y CHAR_Z
PRINT_TEXT "Move Distance of <&BEGIN_DIST&>"

WHILE LOOPER == #i1
  MOVE_TO "<&X&>" "<&Y&>" "<&Z&>"
  SLEEP 2000
      IF CHAR_X == X
          IF CHAR_Y == Y
            LOOPER = #i0
        ENDIF
    ENDIF
WEND

SLEEP "<&Move_Delay&>"
RETURN VOID

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

    • Hello everyone,   A long time ago I was also a Lucera customer. After all these years, I started wondering why the source code was never offered publicly, even as a paid option, while customers were still depending on monthly updates, extensions and closed binaries.   Because of that, I decided to start researching the project deeper from a technical point of view. I spent a lot of time analyzing how Lucera was structured, how the protections and bindings were implemented, how the core communicates with the scripts/extensions, and how everything is connected internally.   After a long process of analysis, cleanup and reconstruction, I managed to create my own decompiled Lucera based source environment. This means I can now work directly inside the source, modify core logic, change systems, fix bugs, rewrite scripts, remove limitations and develop features without depending only on external extensions or closed compiled files.   I know that some people already had access to private source versions, but for most customers the answer was always the same: “we do not sell source code.” So I decided to take a different path and build my own working source base from what I had.   This is not just a random claim or forum drama. I have already been working directly with the source, rebuilding parts of it, fixing decompilation issues, compiling scripts, correcting runtime errors and testing everything in-game.   The goal is simple: full control, full customization and the ability to continue development independently.   For anyone who doubts whether this is real or not, I will include a video demonstration showing the project, the source structure, the build process and in-game results..    
    • HOT NEWS: Gemini Spark BETA LAUNCHED! Google has officially released the Beta version of Gemini Spark, its highly anticipated modular AI workspace. Access to the new interface is currently exclusive to Google AI Ultra subscribers located within the United States. The groundbreaking update shifts the Gemini experience from a standard chat window to a clean, real-time code editor and dynamic canvas. ------------------------------------------- CONTACT Order Here: BUY GEMINI PRO Email: support@klouditem.com Telegram Channel: @klouditemcom Telegram Support: klouditem All Contact: https://linktr.ee/klouditem Website: https://klouditem.com Hours: 24/7 -- Always online SHOP NOW: klouditem.com  Gemini Pro can be useful for many daily online tasks, especially if you work with content, marketing, or websites. Some practical use cases:   ✅ Writing product descriptions ✅ Creating ad copy ideas ✅ Summarizing long documents ✅ Rewriting emails professionally ✅ Planning blog content ✅ Creating social media captions ✅ Explaining technical topics in simple words ✅ Brainstorming business ideas ✅ Checking grammar and tone ✅ Creating step-by-step guides   Best tip: don’t use AI output directly every time. Use it as a first draft, then edit it with your own experience. That gives much better and more natural results. ------------------------------------------- CONTACT Order Here: BUY GEMINI PRO Email: support@klouditem.com Telegram Channel: @klouditemcom Telegram Support: klouditem All Contact: https://linktr.ee/klouditem Website: https://klouditem.com Hours: 24/7 -- Always online SHOP NOW: klouditem.com
  • 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..