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
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