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    COMANDO PARA SCRIPT L2WAKER

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    Zuratho
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    Mensagens : 1
    Data de inscrição : 03/11/2012

    COMANDO PARA SCRIPT  L2WAKER Empty COMANDO PARA SCRIPT L2WAKER

    Mensagem por Zuratho 3/11/2012, 07:17

    tenho muita experiencia com l2walker e com scripts, vai ae uma lista quase completa dos comandos>>>>

    alquem da uma forcinha pra min no comando pra desloga pk e desativa o pk pela script, so isso que naun consigo por , porque naun tenho o comando, naun achei o certo ainda

    config dele de desloga pk eu sei ond e mas queria fazer isso pela escript

    o resto abaixo eu fasso

    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

      Data/hora atual: 19/4/2024, 11:49