Jump to content

Recommended Posts

Posted

Macros

Macros are very handy tools and can help you out of all sorts of spots. Basically, everything you click on is actually sending a typed command to the program. The icons are already macros. Try issuing the commands /sit and /stand at the console. Note that your character sits and stands, just like pressing on the icon ... well, almost!

A macro (in case you're not sure) is a string of pre-typed commands. You hit the button, and the macro, "runs," executing those commands one after the other, just as if you had typed them one after the other at the keyboard.

To start with, I'm going to teach you a wonderfully useful macro that was taught to me by the wonderful Jane Muffin. If you have ever come across a mob that you can't attack because the system just won't let you, then you need /attack force - yes typing this in at the keyboard will do the job, but on most servers you may need to do it more regularly. First off, access the Macro section by pressing ALT + R together. The Macro window will pop up. Click the Add button and you will now get the macro edit window. Give, "Attack Force" as the name, "atkf" as the acronym (you've only got four letters) and in the 00 box, type, "/attack force" and click save. Congratulations, you've now made your first macro.

Now you can see that green button on it with the four letters that is your acronym. You can actually drag that button, just like everything else, in to your side bar. Many people overwrite the default attack button with this macro, as it is so useful. When you're done, you can just close the macro window.

Another of Janes useful tips is to put all your buffs in a macro. That way, you just haveone macro button in your side bar, and it triggers all your buffs automatically!

Like before, press ALT R to get the macro window up, and press New to create a new macro. While that window is open, now also open your skills window. You can drag and drop your skills in to the 00, 01, 02, etc. slots on the macro editor! Note that the commands themselves actually appear in the macro editor. Once you've put all your buffs in here, you can just give the macro a name and an acronym, then you can save it. Finally, you can drag the macro button in to your sidebar and use it to fire off all your buffs. You can also do this with the buffs that you use on other characters. It saves a lot of time.

One final word about using macros for things like buffs, is that even if you click on something else, the macro will stop running, so be sure to stay still throughout the macros execution.

In Macro

00 /useskill PowerStrike

01 /usekills sting

02 /attackForce

Posted

Sry guys but i cant load  the image

i do copy and  go for paste but nothing

 

LOL

 

 

btw maybe interesting to make a post in which we mention our "best usefull macro"

 

for example:

 

"selfheal funky HP style"  :P

/target %self

/skill (name of a quick heal)

and so one with delay if necessary

very relevant for healers/buffers

 

"always on the rush" ;D

/forceskill (name of your usefull fight skill)

for all your main skills and put this in the toolbar in order to be always ready ^^

 

"Oh superman!"  ;)

in one click: from no grade set to S grade set ^^

 

"scan" 8)

the famous /target "name of a char" for finding a foe

 

...

 

 

  • 2 weeks later...
Posted

people can someone tell me how to do this?

Like i saw in a video a guy doing this

 

Assist Me ---->"Bart"<----

Assist Me ----> "Katherine"<----

 

 

how can i make a macro to tell in #(party) my target?

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

    • Kroma — Lineage II Interlude on LU4 Client (Latest client)   I'm selling this project. Here's what it actually is and what's been done.   This is a few months of work, most of it on the reverse engineering side. I built it because I wanted to open my own Interlude server on it. That's not happening any more — I've moved on to other projects and don't have the free time left to take it the rest of the way, so I'd rather it went to someone who will.   The idea was to take the modern LU4 client and make it run an Interlude version of the game. Not a reskin of an old client — the actual current client, playing Interlude, against a server I wrote. That's what this is, and it works end to end: the client boots, authenticates, connects, and you play. There are six repositories. Roughly, it splits into three kinds of work: reverse engineering the client, writing the server, and rebuilding the client's own content so it matches Interlude.   Fully reverse engineered   The client's protocol wasn't documented anywhere, so it was derived from scratch off real traffic. I built a sniffer (bypassing anticheat packet encryption) that drops into the client's binaries folder and dumps live traffic to disk, then a separate Java toolchain that decrypts those captures — login and game traffic, both directions. Everything the server knows about the protocol came out of that loop: capture, decrypt, read, implement, test against the real client.   On top of that there's a native x64 hook and injector in C++. It points the client at your own servers and handles its authentication and session layer, plus a few client-side stability fixes that were needed to keep it from falling over once it's talking to something that isn't the official backend. The hooking is pattern-based rather than address-based, so a client patch doesn't automatically break it.   The reverse-engineering notes are in the repos — the patterns, the disassembly, the decompiled functions, what each one does and why it's hooked. That documentation is a real part of what's being sold; it's the difference between inheriting a working system and inheriting a black box.   The server   Interlude ruleset, aCis lineage, but substantially rewritten and extended to speak the LU5 client's protocol with modern features like Party matching, Offline shops or Mailbox. The geodata has been updated according to some layout changes in LU4 cities. There's also a separate login server handling the client's auth flow.   Customized client to adapt to Interlude   This is the part people underestimate. The retail client ships retail content — retail NPCs, retail items, retail zones, retail UI. All of that had to be reshaped. The whole client-side pipeline is scripted: extract the retail PAKs, apply every edit from data files, rebuild, drop the result back into the game folder. 23 purpose-built C# tools, ~6,700 lines, organised into three pipelines that are guaranteed not to write over each other. There's a documented checklist for regenerating everything from scratch when a new patch drops. The important thing is that none of it is hand-editing. Every change is a line in a data file. When the client updates, you re-run the scripts instead of redoing the work from memory.   All NPC / item / drop lists updated according to Interlude   The client's own data tables were rewritten from the real Interlude client data files — `npcname-e`, `itemname-e`, `skillname-e`, `systemmsg-e`, `npcgrp`. That means roughly 6,470 NPC and skill name/title updates and about 4,000 Drops/Spoils rows written directly into the client's `NPCDataTable` and `SkillTable`, so the client shows Interlude names, Interlude item text, Interlude system messages, and Interlude drop and spoil lists. There are also custom NPC rows on top of that, plus 304 game action rewrites.   Opened the catacombs   In the LU4 client the catacombs and necropolises are unusable — flooded, unlit, and with holes in the geometry. All three were fixed: Water removed. Water exclusion volumes were placed over all 12 of them: Rifts, Apostate, Patriots, Devotion, Dark Omens, Heretics, Pilgrims, Saints, Worship, Martyr, Forbidden Path and Witch. This was more involved than it sounds — the volumes' scale is ignored at runtime, so the tool picks the best-fitting native template per hole, and nearby lakes and rivers are separate water bodies that have to be excluded individually or you get leftover water borders. Lights added. About 28,900 light definitions imported into the client's level files. Missing walls fixed. Mesh actors replaced and spawned to close the gaps in the geometry.   Removed the modern "slop" features from the UI   The LU4 client is full of things that have no business in an Interlude server, and most of them are wired into the UI. Those are stripped out: The assistant manager — the auto-hunt / auto-play slot on the XP bar Vitality*and the XP lock button The fatigue system — updated the format to a regular VIP format The in-game browser** and **in-game radio** buttons The "Learn Skill" tab in the player skills window Removals are scripted by path, so they survive a client patch and are trivially reversible if a buyer wants any of them back.   Reworked the UI toward an actual Lineage II feel   The original LU4 UI looks AI-generated. It doesn't feel like Lineage II. A good part of it has been reworked toward the classic look — the menu button row rebuilt as a wrapping layout with a proper background, the self status and target windows cleaned up, and 590 asset field edits covering textures, positions, colours, text and compiled Blueprint literals.   This part is not finished, and I want to be straight about that But the tooling to continue it is all there, and it's the good kind of tooling: you can target any widget property in any UI asset by dotted path, remove widgets by path without knowing their auto-generated slot names, and edit text that's dynamically bound through Blueprint bytecode rather than stored as a plain property. Continuing the UI work means adding lines to a data file, not reverse engineering anything new.   Other client-side work   A custom login scene, built in a real Unreal Engine project that's included Interlude music restored, plus ambient sound work (cities only for now) Custom splash and branding   What's included   All six git repositories, the Unreal Engine project and its custom assets, all the tooling — injector, hook, sniffer, decryptor, asset editor — every data set including geodata, XML, HTML and the SQL schema, the build and repack scripts, and the per-repo technical documentation including the reverse-engineering notes.   Happy to answer questions or show it running.   Gallery
  • 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..