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    Script de enchant

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    nabu15
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    Mensagens : 10
    Data de inscrição : 11/06/2011

    Script de enchant Empty Script de enchant

    Mensagem por nabu15 19/2/2012, 01:02

    Alguem aew sabe de um script de enchant do walker?
    Rmb0
    Rmb0
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    Diretor


    Mensagens : 227
    Data de inscrição : 04/12/2010
    Idade : 30
    Localização : São Gabriel do Oest - MS

    Script de enchant Empty Re: Script de enchant

    Mensagem por Rmb0 19/2/2012, 01:38

    Movido para Pedidos
    Walker não tem essa capacidade. Sad
    Esse é para L2.net, salve em unicode com extenção .l2s,
    Código:
    INCLUDE StdLib\inventory.l2c
    // ===================================================================================================================
    // START OF EDITING PART (YOU SHOULD CHANGE THE SETTINGS FROM BELOW TO YOUR NEEDS)
    // ===================================================================================================================
    DEFINE_GLOBAL STRING item_name "Vesper Cutter {PvP}"        // Here you need to change with what item you want to enchant
    DEFINE_GLOBAL STRING normal_enchant_name "Scroll: Enchant Weapon (S)"        // The exact name of your normal enchant scroll
    DEFINE_GLOBAL STRING blessed_enchant_name "Blessed Scroll: Enchant Weapon (S)"        // The exact name of you blessed enchant scroll(only for blessed enchants)
    DEFINE_GLOBAL INT type_of_enchanting 6    // The method of enchanting you want set from 1-7 (see below):
            // 1 - Normal enchant each One by One;
            // 2 - Normal enchant each One to Top;
            // 3 - Blessed enchant only one item;
            // 4 - Blessed enchant each One to Top;
            // 5 - Blessed enchant each One by One an keep the highest;
            // 6 - Normal enchant each One by One and stop to Top;
            // 7 - Blessed enchant each One by One and stop to Top;
                                                 
    DEFINE_GLOBAL INT keep_items_num 5        // How meny items you want to keep when enchanting One by One (for One by One enchanting + blessed)
    DEFINE_GLOBAL INT enchant_to_top 17        // The top level witch enchantig should stop at (for One to Top enchanting + blessed)
    DEFINE_GLOBAL INT enchant_safe 5        // Safe enchant level on witch normal anchant stop and continues with blessed (for Blessed enchanting)
    DEFINE_GLOBAL INT min_little_delay 120        // min_little_delay should be always lower than max_little_delay - these two are for random delay between the values.
    DEFINE_GLOBAL INT max_little_delay 220        // max_little_delay should be always higher than main_little_delay - this two will add some delay so carefull what you set.
    // ===================================================================================================================
    // END OF EDITING PART (DON'T CHANGE NOTHING FROM BELOW)
    // ===================================================================================================================
    // 
    // TEMP Auto Enchant IS temporary solution - have 7 methods of enchanting and is safe for auto kick
    //                                                                  (don't cancel the enchant window when ingame)
    // Fully working with L2NET v37x and on L2J Gracia Final (ct2.3) servers.
    //
    // special thanks to: slothmo, mpj123, rocket666, easy2k4, trixy and everybody working for l2net project
    // made by iosc
    // ===================================================================================================================
    // ===================================================================================================================
    DEFINE_GLOBAL INT min_delay 2118
    DEFINE_GLOBAL INT max_delay 2333
    DEFINE_GLOBAL INT rand_delay 0
    DEFINE_GLOBAL INT some_loop 0
    DEFINE_GLOBAL INT item_uid 0
    DEFINE_GLOBAL INT enchant_result 9999
    DEFINE_GLOBAL INT n_scroll_id 0
    DEFINE_GLOBAL INT b_scroll_id 0
    DEFINE_GLOBAL INT n_scrolls_count 0
    DEFINE_GLOBAL INT b_scrolls_count 0
    DEFINE_GLOBAL Inventory n_enchant_scroll 0
    DEFINE_GLOBAL Inventory b_enchant_scroll 0
    DEFINE_GLOBAL ARRAYLIST full_inventory 0
    DEFINE_GLOBAL ARRAYLIST remove_uid 0
    ITEM_GET_ID n_scroll_id "<&normal_enchant_name&>"
    ITEM_GET_ID b_scroll_id "<&blessed_enchant_name&>"
    GET_INVENTORY full_inventory
    PRINT_TEXT "10 seconds ========================"
    PRINT_TEXT "== Temp Auto Enchant Script"
    PRINT_TEXT "================================"
    SLEEP 1000
    ITEM_COUNT n_scrolls_count "<&n_scroll_id&>"
    ITEM_COUNT b_scrolls_count "<&b_scroll_id&>"
    FOREACH x Inventory full_inventory
        IF full_inventory.x.name == normal_enchant_name
            n_enchant_scroll = full_inventory.x
        ENDIF
        IF full_inventory.x.name == blessed_enchant_name
            b_enchant_scroll = full_inventory.x
        ENDIF
    NEXTEACH
    IF n_scrolls_count == ONE
        PRINT_TEXT "You don't have <&normal_enchant_name&>"
        JUMP_TO_LABEL THE_END
    ENDIF
    SWITCH type_of_enchanting
        CASE #i3
        CASE #i4
        CASE #i5
        CASE #i7
            IF b_scrolls_count == ONE
                PRINT_TEXT "You don't have <&blessed_enchant_name&>"
                JUMP_TO_LABEL THE_END
            ENDIF
            BREAK 1
        DEFAULT
            BREAK 1
    ENDSWITCH
    SWITCH type_of_enchanting
        CASE #i1
            PRINT_TEXT "== "
            PRINT_TEXT "== You chosed the One by One method"
            PRINT_TEXT "== Enchanting: <&item_name&>"
            PRINT_TEXT "== Keeping: <&keep_items_num&>"
            PRINT_TEXT "== "
            PRINT_TEXT "9 seconds ========================="
            SLEEP 9000
            CALL EnchantEachOnebyOne
            BREAK 1
        CASE #i2
            PRINT_TEXT "== "
            PRINT_TEXT "== You chosed the One to Top method"
            PRINT_TEXT "== Enchanting: <&item_name&>"
            PRINT_TEXT "== Enchant till: +<&enchant_to_top&>"
            PRINT_TEXT "== "
            PRINT_TEXT "9 seconds ========================="
            SLEEP 9000
            CALL EnchantEachOnetoTop
            BREAK 1
        CASE #i3
            PRINT_TEXT "== "
            PRINT_TEXT "== You chosed Blessed Enchant one item"
            PRINT_TEXT "== Enchanting: <&item_name&>"
            PRINT_TEXT "== Enchant till: +<&enchant_to_top&>"
            PRINT_TEXT "== Safe enchant is set to: +<&enchant_safe&>"
            PRINT_TEXT "== "
            PRINT_TEXT "9 seconds ========================="
            SLEEP 9000
            CALL BlessedEnchantOne
            BREAK 1
        CASE #i4
            PRINT_TEXT "== "
            PRINT_TEXT "== You chosed Blessed Enchant each One to Top"
            PRINT_TEXT "== Enchanting: <&item_name&>"
            PRINT_TEXT "== Enchant till: +<&enchant_to_top&>"
            PRINT_TEXT "== Safe enchant is set to: +<&enchant_safe&>"
            PRINT_TEXT "== "
            PRINT_TEXT "9 seconds ========================="
            SLEEP 9000
            CALL EnchantEachOnetoTop
            BREAK 1
        CASE #i5
            PRINT_TEXT "== "
            PRINT_TEXT "== You chosed Blessed Enchant each One by One"
            PRINT_TEXT "== Enchanting: <&item_name&>"
            PRINT_TEXT "== Keep enchanted: <&keep_items_num&>"
            PRINT_TEXT "== Safe enchant is set to: +<&enchant_safe&>"
            PRINT_TEXT "== "
            PRINT_TEXT "9 seconds ========================="
            SLEEP 9000
            CALL EnchantEachOnebyOne
            BREAK 1
        CASE #i6
            PRINT_TEXT "== "
            PRINT_TEXT "== You chosed each One by One and stop to Top"
            PRINT_TEXT "== Enchanting: <&item_name&>"
            PRINT_TEXT "== Keep - <&keep_items_num&> - items or stop to +<&enchant_to_top&>"
            PRINT_TEXT "== "
            PRINT_TEXT "9 seconds ========================="
            SLEEP 9000
            CALL EnchantEachOnebyOne
            BREAK 1
        CASE #i7
            PRINT_TEXT "== "
            PRINT_TEXT "== You chosed Blessed - One by One and stop to Top"
            PRINT_TEXT "== Enchanting: <&item_name&>"
            PRINT_TEXT "== Enchant till: +<&enchant_to_top&>"
            PRINT_TEXT "== "
            PRINT_TEXT "9 seconds ========================="
            SLEEP 9000
            CALL EnchantEachOnebyOne
            BREAK 1
        DEFAULT
            PRINT_TEXT "Bad option chosen at Type of Enchant"
    ENDSWITCH
    LABEL THE_END
    GET_RAND rand_delay "<&min_little_delay&>" "<&max_little_delay&>"
    SLEEP "<&rand_delay&>"
    full_inventory.clear
    GET_INVENTORY full_inventory
    CALL RemoveFromInv
    PRINT_TEXT "==============================="
    PRINT_TEXT "== Thanks for using Temp Auto Enchant Script =="
    PRINT_TEXT "==============================="
    FOREACH x Inventory full_inventory
        IF full_inventory.x.name == item_name
            PRINT_TEXT "==  <&item_name&> +<&full_inventory.x.enchant&>"
        ENDIF
    NEXTEACH
    PRINT_TEXT "=======================iosc======"
    END_SCRIPT
    FUNCTION EnchantEachOnebyOne
        DEFINE ARRAYLIST current_items 0
       
        DEFINE INT total_items 0
        DEFINE INT enchanting_level 0
        DEFINE INT lag_flag1 0
        DEFINE INT lag_flag2 0
        DEFINE INT lag_flag6 0
        DEFINE INT bless_start 0
        LABEL A_FLAGS
        current_items.clear
        full_inventory.clear
        GET_INVENTORY full_inventory
        CALL RemoveFromInv
        enchanting_level = #i65535
        total_items = ZERO
        ITEM_COUNT n_scrolls_count "<&n_scroll_id&>"
        ITEM_COUNT b_scrolls_count "<&b_scroll_id&>"
       
        IF ( type_of_enchanting == #i5 ) && ( bless_start == ONE )
            FOREACH x Inventory full_inventory
                IF ( full_inventory.x.name == item_name ) && ( full_inventory.x.enchant > ZERO )
                    total_items = total_items + ONE
                    IF  full_inventory.x.enchant < enchanting_level
                        enchanting_level = full_inventory.x.enchant
                    ENDIF
                ENDIF
            NEXTEACH
        ELSE
            IF type_of_enchanting == #i6
               
                FOREACH x Inventory full_inventory
                    IF full_inventory.x.name == item_name
                        total_items = total_items + ONE
                        IF (full_inventory.x.enchant < enchanting_level) && ( full_inventory.x.enchant < enchant_to_top )
                            enchanting_level = full_inventory.x.enchant
                        ENDIF
                    ENDIF
                NEXTEACH
            ELSE
                IF type_of_enchanting == #i7
                    FOREACH x Inventory full_inventory
                        IF full_inventory.x.name == item_name
                            IF ( full_inventory.x.enchant < enchanting_level ) && ( full_inventory.x.enchant < enchant_to_top )
                                enchanting_level = full_inventory.x.enchant
                            ENDIF
                        ENDIF
                    NEXTEACH
                ELSE
                    FOREACH x Inventory full_inventory
                        IF full_inventory.x.name == item_name
                            total_items = total_items + ONE
                            IF full_inventory.x.enchant < enchanting_level
                                enchanting_level = full_inventory.x.enchant
                            ENDIF
                        ENDIF
                    NEXTEACH
                ENDIF
            ENDIF
        ENDIF
        FOREACH x Inventory full_inventory
            IF full_inventory.x.name == item_name
                IF full_inventory.x.enchant == enchanting_level
                    current_items.ADD full_inventory.x.id
                ENDIF
            ENDIF
        NEXTEACH
        IF current_items.count == ZERO
            lag_flag1 = lag_flag1 + ONE
            IF lag_flag1 == #i3
                PRINT_TEXT "No more items to echant."
                JUMP_TO_LABEL THE_END
            ENDIF
            JUMP_TO_LABEL A_FLAGS
            lag_flag1 = ZERO
        ENDIF
        FOREACH y INT current_items
            IF type_of_enchanting != #i7
                IF total_items <= keep_items_num
                    lag_flag1 = lag_flag1 + ONE
                    IF lag_flag1 == #i3
                        PRINT_TEXT "We are done here. Your items number is <&total_items&>"
                        JUMP_TO_LABEL THE_END
                    ENDIF
                    JUMP_TO_LABEL A_FLAGS
                ENDIF
            ENDIF
            IF n_scrolls_count == ONE
                lag_flag2 = lag_flag2 + ONE
                IF lag_flag2 == #i3
                    PRINT_TEXT "You are out of <&normal_enchant_name&>"
                    JUMP_TO_LABEL THE_END
                ENDIF
                JUMP_TO_LABEL A_FLAGS
            ENDIF
            IF ( type_of_enchanting == #i5 ) || ( type_of_enchanting == #i7 )
                IF b_scrolls_count == ONE
                    lag_flag6 = lag_flag6 + ONE
                    IF lag_flag6 == #i3
                        PRINT_TEXT "You are out of <&blessed_enchant_name&>"
                        JUMP_TO_LABEL THE_END
                    ENDIF
                    JUMP_TO_LABEL A_FLAGS
                ENDIF
            ENDIF
            lag_flag1 = ZERO
            lag_flag2 = ZERO
            lag_flag6 = ZERO
           
            item_uid = current_items.y
           
            IF ( type_of_enchanting == #i5 ) || ( type_of_enchanting == #i7 )
       
                IF enchanting_level < enchant_safe
                    CALL Enchanting VOID 1 n_enchant_scroll.id
                ELSE
                    CALL Enchanting VOID 1 b_enchant_scroll.id
                    IF type_of_enchanting == #i5
                    bless_start = ONE
                    ENDIF
                ENDIF
                ITEM_COUNT n_scrolls_count "<&n_scroll_id&>"
                ITEM_COUNT b_scrolls_count "<&b_scroll_id&>"
                IF enchant_result > ZERO
                    IF type_of_enchanting == #i5
                        total_items = total_items - ONE
                    ELSE
                        JUMP_TO_LABEL A_FLAGS
                    ENDIF
                    PRINT_TEXT "Enchanting <&item_name&> faild at +<&enchanting_level&>. (<&n_scrolls_count&>/<&b_scrolls_count&> scrolls left)"
                ELSE
                    PRINT_TEXT "Enchanting <&item_name&> succeeded from +<&enchanting_level&>. (<&n_scrolls_count&>/<&b_scrolls_count&> scrolls left)"
                ENDIF
            ELSE
                       
                CALL Enchanting VOID 1 n_enchant_scroll.id
               
                ITEM_COUNT n_scrolls_count "<&n_scroll_id&>"
               
                IF enchant_result > ZERO
                    total_items = total_items - ONE
                    PRINT_TEXT "<&item_name&> was cristalized at +<&enchanting_level&>. (<&n_scrolls_count&> scrolls left)"
                    remove_uid.ADD "#i<&item_uid&>"
                ELSE
                    PRINT_TEXT "Enchanting <&item_name&> succeeded from +<&enchanting_level&>. (<&n_scrolls_count&> scrolls left)"
                ENDIF
            ENDIF
        NEXTEACH
        JUMP_TO_LABEL A_FLAGS
    RETURN VOID
    FUNCTION EnchantEachOnetoTop
        DEFINE INT enchant_level 0
        DEFINE INT lag_flag3 0
        DEFINE INT lag_flag4 0
        DEFINE INT lag_flag5 0
        LABEL B_FLAGS
       
        full_inventory.clear
        GET_INVENTORY full_inventory
        CALL RemoveFromInv
        item_uid = ZERO
        enchant_level = ZERO
        ITEM_COUNT n_scrolls_count "<&n_scroll_id&>"
        ITEM_COUNT b_scrolls_count "<&b_scroll_id&>"
       
        FOREACH x Inventory full_inventory
            IF full_inventory.x.name == item_name
                IF full_inventory.x.enchant < enchant_to_top
                    item_uid = full_inventory.x.id
                    enchant_level = full_inventory.x.enchant
                ENDIF
            ENDIF
        NEXTEACH
       
        IF item_uid == ZERO
            lag_flag3 = lag_flag3 + ONE
            IF lag_flag3 == #i3
                PRINT_TEXT "We are done here. No more items to enchant."
                JUMP_TO_LABEL THE_END
            ENDIF
            JUMP_TO_LABEL B_FLAGS
        ENDIF
        IF n_scrolls_count == ONE
            lag_flag4 = lag_flag4 + ONE
            IF lag_flag4 == #i3
                PRINT_TEXT "You are out of <&normal_enchant_name&>"
                JUMP_TO_LABEL THE_END
            ENDIF
            JUMP_TO_LABEL B_FLAGS
        ENDIF
        IF type_of_enchanting == #i4
            IF b_scrolls_count == ONE
                lag_flag5 = lag_flag5 + ONE
                IF lag_flag5 == #i3
                    PRINT_TEXT "You are out of <&blessed_enchant_name&>"
                    JUMP_TO_LABEL THE_END
                ENDIF
                JUMP_TO_LABEL B_FLAGS
            ENDIF
            lag_flag5 = ZERO
        ENDIF
        lag_flag3 = ZERO
        lag_flag4 = ZERO
       
       
        DO
            IF n_scrolls_count == ONE
                PRINT_TEXT "You are out of <&normal_enchant_name&>"
                JUMP_TO_LABEL THE_END
            ENDIF
       
            IF type_of_enchanting == #i4
                IF b_scrolls_count == ONE
                    PRINT_TEXT "You are out of <&blessed_enchant_name&>"
                    JUMP_TO_LABEL THE_END
                ENDIF
           
                IF enchant_level < enchant_safe
                    CALL Enchanting VOID 1 n_enchant_scroll.id
                ELSE
                    CALL Enchanting VOID 1 b_enchant_scroll.id
                ENDIF
                ITEM_COUNT n_scrolls_count "<&n_scroll_id&>"
                ITEM_COUNT b_scrolls_count "<&b_scroll_id&>"
                IF enchant_result > ZERO
                    PRINT_TEXT "Enchanting <&item_name&> faild at +<&enchant_level&>. (<&n_scrolls_count&>/<&b_scrolls_count&> scrolls left)"
                    enchant_level = ZERO
                ELSE
                    enchant_level = enchant_level + ONE
                    PRINT_TEXT "Enchanting <&item_name&> succeeded to +<&enchant_level&>. (<&n_scrolls_count&>/<&b_scrolls_count&> scrolls left)"
                ENDIF
            ELSE
       
                CALL Enchanting VOID 1 n_enchant_scroll.id
       
                ITEM_COUNT n_scrolls_count "<&n_scroll_id&>"
               
                IF enchant_result > ZERO
                    PRINT_TEXT "<&item_name&> was cristalized at +<&enchant_level&>. (<&n_scrolls_count&> scrolls left)"
                    remove_uid.ADD "#i<&item_uid&>"
                    JUMP_TO_LABEL B_FLAGS
                ELSE
                    enchant_level = enchant_level + ONE
                    PRINT_TEXT "Enchanting <&item_name&> succeeded to +<&enchant_level&>. (<&n_scrolls_count&> scrolls left)"
                ENDIF
           
            ENDIF
       
        LOOP enchant_level < enchant_to_top
       
        JUMP_TO_LABEL B_FLAGS
    RETURN VOID
    FUNCTION BlessedEnchantOne
        DEFINE INT enchant_level 0
        DEFINE INT lag_flag8 0
        LABEL C_FLAGS
       
        full_inventory.clear
        GET_INVENTORY full_inventory
        item_uid = ZERO
        enchant_level = ZERO
        ITEM_COUNT n_scrolls_count "<&n_scroll_id&>"
        ITEM_COUNT b_scrolls_count "<&b_scroll_id&>"
       
        FOREACH x Inventory full_inventory
            IF full_inventory.x.name == item_name
                IF full_inventory.x.enchant < enchant_to_top
                    item_uid = full_inventory.x.id
                    enchant_level = full_inventory.x.enchant
                ENDIF
            ENDIF
        NEXTEACH
       
        IF item_uid == ZERO
            lag_flag8 = lag_flag8 + ONE
            IF lag_flag8 == #i3
                PRINT_TEXT "No item to enchant!"
                JUMP_TO_LABEL THE_END
            ENDIF
            JUMP_TO_LABEL C_FLAGS
        ENDIF
        lag_flag8 = ZERO
       
        DO
       
            IF n_scrolls_count == ONE
                PRINT_TEXT "You are out of <&normal_enchant_name&>"
                JUMP_TO_LABEL THE_END
            ENDIF
            IF b_scrolls_count == ONE
                PRINT_TEXT "You are out of <&blessed_enchant_name&>"
                JUMP_TO_LABEL THE_END
            ENDIF
       
            IF enchant_level < enchant_safe
                CALL Enchanting VOID 1 n_enchant_scroll.id
            ELSE
                CALL Enchanting VOID 1 b_enchant_scroll.id
            ENDIF
       
            ITEM_COUNT b_scrolls_count "<&b_scroll_id&>"
            ITEM_COUNT n_scrolls_count "<&n_scroll_id&>"
           
            IF enchant_result > ZERO
                PRINT_TEXT "Enchanting <&item_name&> faild at +<&enchant_level&>. (<&n_scrolls_count&>/<&b_scrolls_count&> scrolls left)"
                enchant_level = ZERO
            ELSE
                enchant_level = enchant_level + ONE
                PRINT_TEXT "Enchanting <&item_name&> succeeded to +<&enchant_level&>. (<&n_scrolls_count&>/<&b_scrolls_count&> scrolls left)"
            ENDIF
       
        LOOP enchant_level < enchant_to_top
       
        JUMP_TO_LABEL THE_END
    RETURN VOID
    FUNCTION Enchanting 1 scroll_id
        enchant_result = #i9999
        some_loop = ZERO
        GET_RAND rand_delay "<&min_little_delay&>" "<&max_little_delay&>"
        SLEEP "<&rand_delay&>"
        SET_EVENT "<&SCRIPTEVENT_SERVERPACKET&>" "<&SYSTEM_CURRENTFILE&>" InsertItem 124
        DEFINE BYTEBUFFER use_scroll_buffer 256
        use_scroll_buffer.write_byte #i25
        use_scroll_buffer.write_int32 scroll_id
        use_scroll_buffer.write_int32 #i0
        use_scroll_buffer.trim_to_index
        INJECTBB use_scroll_buffer
        DELETE use_scroll_buffer
       
        WHILE some_loop == ZERO
        SLEEP 50
        WEND
        LOCK A
        SLEEP 50
        UNLOCK A
       
    RETURN VOID
    FUNCTION InsertItem
       
        LOCK A
        some_loop = ONE
       
        SET_EVENT "<&SCRIPTEVENT_SERVERPACKET&>" "<&SYSTEM_CURRENTFILE&>" BlankFunc 124
        SET_EVENT "<&SCRIPTEVENT_SERVERPACKETEX&>" "<&SYSTEM_CURRENTFILE&>" ClickOK 129
       
        GET_RAND rand_delay "<&min_little_delay&>" "<&max_little_delay&>"
        SLEEP "<&rand_delay&>"
       
        DEFINE BYTEBUFFER use_item_buffer 256
        use_item_buffer.write_byte #i208
        use_item_buffer.write_int16 #i76
        use_item_buffer.write_int32 item_uid
        use_item_buffer.trim_to_index
        INJECTBB use_item_buffer
        DELETE use_item_buffer
       
    RETURN VOID
    FUNCTION ClickOK
        SET_EVENT "<&SCRIPTEVENT_SERVERPACKETEX&>" "<&SYSTEM_CURRENTFILE&>" BlankFunc 129
        SET_EVENT "<&SCRIPTEVENT_SERVERPACKET&>" "<&SYSTEM_CURRENTFILE&>" EnchantComplete 135
        GET_RAND rand_delay "<&min_delay&>" "<&max_delay&>"
        SLEEP "<&rand_delay&>"
       
        DEFINE BYTEBUFFER confirm_enchant_buffer 256
        confirm_enchant_buffer.write_byte #i95
        confirm_enchant_buffer.write_int32 item_uid
        confirm_enchant_buffer.write_int32 #i0
        confirm_enchant_buffer.trim_to_index
        INJECTBB confirm_enchant_buffer
        DELETE confirm_enchant_buffer
    RETURN VOID
    FUNCTION EnchantComplete
        SET_EVENT "<&SCRIPTEVENT_SERVERPACKET&>" "<&SYSTEM_CURRENTFILE&>" BlankFunc 135
       
        DEFINE INT result_byte 0
       
        PACKET.READ_BYTE result_byte
        PACKET.READ_INT32 enchant_result
       
        DELETE result_byte
       
        UNLOCK A
    RETURN VOID
    FUNCTION RemoveFromInv
        DEFINE ARRAYLIST temp_arr 0
       
        FOREACH igzs Inventory full_inventory
            FOREACH zedt INT remove_uid
               
                IF full_inventory.igzs.ID == remove_uid.zedt
                    full_inventory.igzs.NAME = "none"
                    full_inventory.igzs.ID = #i0
                    full_inventory.igzs.ITEM_ID = #i0
                    full_inventory.igzs.ENCHANT = #i0
                ENDIF
               
            NEXTEACH
        NEXTEACH
    RETURN VOID
    FUNCTION BlankFunc
    SLEEP 25 //e = mc^2 nonsence
    RETURN VOID






    avatar
    nabu15
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    Script de enchant Empty Re: Script de enchant

    Mensagem por nabu15 19/2/2012, 07:58

    só l2 net tem esse função ?
    avatar
    nabu15
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    Script de enchant Empty Re: Script de enchant

    Mensagem por nabu15 19/2/2012, 07:59

    não seu usar l2 net '--
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    JuninxD
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    Script de enchant Empty Re: Script de enchant

    Mensagem por JuninxD 2/5/2012, 22:36

    Ola Moderador eu gostaria de saber onde tenho que mudar pra alterar a "weapom" que vou enchantar ...
    Onde muda o enchant...

    quero uma ajuda detalhada desse escrip pois ele roda mais nao enchantar nada...

    Ajuda awee ...
    Rmb0
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    Script de enchant Empty Re: Script de enchant

    Mensagem por Rmb0 4/5/2012, 04:29


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