Script a little help

09/02/2007 00:01 thebangler#1
If you are searching for help on Script you can do ask here. And you can also check on these websites:

Website :
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Possible scripts:
Decker : Auto buff


If you know another website who provide help about script say it here please.
If you have some script aznd you want share with other people say it here too. Dont forgot to put the correct credit to the guy/girl (:D) who did it. Dont stole job that other people did.
09/02/2007 00:02 thebangler#2
Quote:
Originally Posted by Decker View Post
Code:
LABEL(buff)

{
USESKILL(Wind Walk[ID=1204],PLAYER,name)
}
DELAY(6500)
{
USESKILL(Shield[ID=1040],PLAYER,name)
}
DELAY(6500)
{
USESKILL(Might[ID=1068],PLAYER,name)
}
DELAY(6500)
{
USESKILL(Focus[ID=1077],PLAYER,name)
}
DELAY(6500)
{
USESKILL(Mental Shield[ID=1035],PLAYER,name)
}
DELAY(6500)
{
USESKILL(Acumen[ID=1085],PLAYER,name)
}
DELAY(6500)
{
USESKILL(Concentration[ID=1078],PLAYER,name)
}
DELAY(6500)
{
USESKILL(Resist Fire[ID=1191],PLAYER,name)
}

DELAY(1140000)
JMP(buff)
if u need to add some skills just use USESKILL(Resist Fire[ID=1191],PLAYER,name) and change spellname + ID.

Rebuff automatically after 19 mins or atleast it should :P

If u wanna buff urself use USESKILL(Resist Fire[ID=1191],SELF)
For pet USESKILL(Resist Fire[ID=1191],PET,name)
NPC: USESKILL(Resist Fire[ID=1191],NPC,name)
And for name, write name of that char what u wanna buff.

If u don't need automatically rebuff, remove last delay + jmp command and it buffs and stops and u need to run it again after buffs goes off.
From decker about the autobuff
09/02/2007 00:05 thebangler#3
Explanation about how to script from Decker :

Quote:
Originally Posted by Decker View Post
SET (L2WALKER, ENABLE|DISABLE) // stops outside the start hanging the function
Explained: Outside the establishment stops hanging outside the function or the start hangs the function
Example: SET (L2WALKER, ENABLE) outside // start hangs the function
Outside SET (L2WALKER, DISABLE) // stops hanging the function

USESKILL (name [ ID=x ], SELF|PLAYER|PARTY|NPC|PET, TargetName)
Explained: Use skill
SELF // own
PLAYER // plays the family
PARTY // troop members
NPC // did not explain
PET // pet
TargetName// goal name
Example: USESKILL (the attack strengthens [ ID=104 ], SELF)
USESKILL (ultimate cures the technique [ ID=XXX ], PLAYER, only suitablly roams about)



Establishment instruction:
SET ([ FIGHTSTART|FIGHTSTOP ])
Explained: The establishment commencing of action or stops fighting
:SET (FIGHTSTART) // starts to fight
SET (FIGHTSTOP) // stops fighting

SET (RANGETYPE, RAND)
Explained: Establishes stochastically looks strangely

SET (RANGETYPE, STARTPOS, radii)
Explained: The establishment starts to fight looks strangely for the central point
Example: SET (RANGETYPE, STARTPOS,1,500) // starts to fight is the central point, the radius 1,500

SET (RANGETYPE, DEFPOS, x, y, z, radii)
Explained: The establishment looks strangely from the definition central point
Example: SET (RANGETYPE, DEFPOS,43950,51153, -3022,2000;) / Take 43950,51153, -3022 as the central point, the radius 2,000

SET (RANGETYPE, DEFRANGE)
Explained: The establishment looks strangely from the definition scope

SET (RANGETYPE, DEFPATH)
Explained: The establishment looks strangely from the definition way

SET (DEFRANGE, CLEAR)
Explained: The elimination eliminates from the definition scope

SET (DEFRANGE, ADD, x, y, z)
Explained: Increase from definition scope spot
Example: SET (DEFRANGE, ADD,43950,51153, -3022;)

SET (DEFPATH, CLEAR)
Explained: Elimination from definition way

SET (DEFPATH, ADD, x, y, z, radii)
Explained: Increase from definition way spot
Example: SET (DEFPATH, ADD,43950,51153, -3022,1000;) / Take 43950,51153, -3022 as from definition way spot, radius 1,000

SET (MON, ATTACK|NOATTACK|ATTACK ONE, Name [ ID=n ]; Name1 [ ID=n ]; |*)
Explained: The establishment attack monster or does not attack the monster
ATTACK// is the attack
NOATTACK// is does not attack
ATTACKONE// is the attack completes the order form


SET (ITEM, PICK|NOPICK|SAVE, Name [ ID=n ]; Name1 [ ID=n ]; |*)
Explained: Establishes the stage prop to pick takes; Does not pick takes; Preservation
PICK// is picks takes
NOPICK// is does not pick takes
SAVE// is the preservation


Movement instruction:
MOVETO (x, y, z)
Explained: Moves to x, y, z

NPCSEL (name [ ID=x ])
Explained: Chooses NPC

NPCDLG (name [ ID=x ])
Explained: With NPC dialogue

DLGSEL (name)
Explained: Dialogue choice

GOHOME ()
Explained: Died the city

SAY (writing)
Explained: Generally speaks

MSG (writing)
Explained: Outside hangs the prompt blind, the others

UseItem (name [ ID=x ])
Explained: Uses the stage prop

BUYSEED (name [ ID=x ], quantity)
Explained: Purchase seed
Example: BUYSEED (air conditioning tan oak cypress seed [ ID=5046 ],2,000;)

SELLSEED (name [ ID=x ], quantity)
Explained: Special product settlement
Example: SELLSEED (red tan oak tower [ ID=5068 ],3,000;)

BuyItem (name [ ID=x ], quantity)
Explained: Purchase goods
Example 1:BuyItem (returns to the reel [ ID=736 ],2)
Example 2:BuyItem (returns to the reel [ ID=736 ],2; Reactivating reel [ ID=737 ],3)

SellItem (name [ ID=x ], quantity)
Example 1:SellItem (returns to the reel [ ID=736 ],2)
Example 2:SellItem (returns to the reel [ ID=736 ],2; Reactivating reel [ ID=737 ],3)
Example 3:SellItem (*) sells in the stage prop hypothesis to suppose is "sells" the complete goods

SaveItem (name [ ID=x ], quantity)
Example 1:SavelItem (returns to the reel [ ID=736 ],2)
Example 2:SavelItem (returns to the reel [ ID=736 ],2; Reactivating reel [ ID=737 ],3)
Example 3:SavelItem (*) preserves in the stage prop hypothesis to suppose is "saves" the complete goods

LoadItem (name [ ID=x ], quantity)
Example 1:LoadlItem (returns to the reel [ ID=736 ],2)
Example 2:LoadlItem (returns to the reel [ ID=736 ],2; Reactivating reel [ ID=737 ],3)

ChangeWaitType (x)
The character stands or sits down
X = 0 seats
X = 1 station


Conditional order:
StrInDlg (dialogue writing)
Explained: Uses for to judge and in the NPC dialogue dialog box whether has the writing which assigns
Example:
NPCSEL (gram Pu [ ID=1007534 ])
NPCDLG (gram Pu [ ID=1007534 ])
DLGSEL (duty)
STRINDLG (complies to entrust)
{
DLGSEL (complies to entrust)
JMP (duty meets)
}
JMP (duty already received)

StrNotInDlg (dialogue writing)
Explained: Uses for to judge and in the NPC dialogue dialog box hasn't assigned whether writing
Example:
NPCSEL (gram Pu [ ID=1007534 ])
NPCDLG (gram Pu [ ID=1007534 ])
DLGSEL (duty)
STRNOTINDLG (complies to entrust)
{
MSG (already received duty)
JMP (has met duty)
}
DLGSEL (complies to entrust)


CharStatus ([ CHP|CMP|HP|MP|WEIGHT|LV|SP|RACE|STAND ], [ >=|>|==|! =|<|<= ], num)
Explained: The character condition judgement, HP.MP.WEIGHT is a percentage
CHP, CMP manner current actual value
WEIGHT is carries a heavy load the percentage
LV manner rank
RACE manner race (human =0, demon =1, dark demon =2, half beastly person =3, dwarf =4)

PosInRange (x, y, z, range)
Explained: Examines the character current coordinates whether in take x, y, z as central point range is in the radius center of a circle


PosOutRange (x, y, z, range)
Explained: Examines the character current coordinates whether in take x, y, z as central point range is outside the radius center of a circle
Example: Joins in the script opening
PosOutRange (100,100,100,500)
{
MSG (please stand nearby xxx starts)
EXIT ()
}


ItemCount (name [ ID=x ], [ >=|>|==|! =|<|<= ], count)
Explained: Assigns the name or the ID stage prop quantity compared with the character body on whether does satisfy the condition


Flow control instruction:
CALL (LABEL name)
Explained: Transfers the LABEL marking the label address execution, carries out returns, must have to have the RETURN instruction
Example:
CALL (next step)
The transfer completes can continue the execution next step
...
EXIT ()
LABEL (next step)
...
RETURN


JMP (LABEL name)
Explained: Jumps changes to the LABEL marking the label address execution

RETURN ()
Explained: When CALL transfer must use this to return

EXIT ()
Explained: Conclusion script movement

DELAY (x)
Explained: Retards x millisecond

PAUSE ()
Explained: The suspension script execution, prompts the information for to play the family, lets play the family to control continues to carry out

LABEL (sign signs)
Explained: The definition sign signature, uses for JMP or CALL

Original post can be found: [Only registered and activated users can see links. Click Here To Register...]

I didn't found em anywhere here so looked around and found this :)
09/10/2007 21:26 thebangler#4
noone have some website about scrips ?
or some of your script to shar ewith us ?

Moderator can you fix this topic ? or maybe it is not yet enough complete to fix it yet?