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Cách sử dụng l2net trong sever L2dubai


Websie game: http://l2dubai.com/index-2.html

Patch: Click here

Reg acc: tự động reg acc khi đăng nhập😀

B1: Những thứ cần thiết để có thề xài l2Net

Đầu tiên các bạn cần down file này về NET Framework 3.5
http://download.microsoft.com/download/6/0/f/60fc5854-3cb8-4892-b6db-bd4f42510f28/dotnetfx35.exe (cái này nó sẽ down trong lúc cài đặt, tui thì sử dụng cách này) —> setup

Kế đến là DirectX End-User Runtimes (August 2009)Đây cũng là một phần mềm DirectX dùng để hỗ trợ chơi game nhưng là để nâng cấp cho DirectX 9
http://download.microsoft.com/download/B/7/9/B79FC9D7-47B8-48B7-A75E-101DEBEB5AB4/directx_aug2009_redist.exe
Cái này khi down về sẽ đc 1 file, chay file đó nó sẽ kiu minh chọn đường dẫn, chọn ở đâu cũng đc thưc chất bước này jong nhu extract file thôi, sau đó sẽ đc 1 folder, trong đó có rất nhìu thứ, ráng kiếm cho đc file setup rồi chạy nó

Tiếp theo các bạn lên web http://l2net.insane-gamers.com/download.php down load 3 cái đấu tiên về ( vd: L2NET v378, L2NET DataPack v378, L2NET MapPack v377 /// ver có thể sẽ khác tuỳ theo thời điểm)
Xong xui jai nén 3 file dó vào 1 chỗ sẽ dc folder l2Net
L2net v384 Click here to dowload
Kế đến download file l2ini editor trên web http://www.mediafire.com/?nvinigyomaz

Bước 2:

Copy file l2ini editor vào folder system của l2dubai, rồi run nó sẽ hiện ra cái notepad rất nhìu chữ , kiếm dong` serverAddr=116.68.136.61 /// copy đoạn 116.68.136.61 lại rồi sửa đoạn IP đó thành 127.0.0.1 lun
Sau đó vào folder l2net mở file “loginlist.txt” điền thêm tên của server vô rồi xuống dòng điền IP. VD khi mở lên sẽ thấy có sẵn
Official NA Login
216.107.242.199
Offical NA PTS
216.107.242.195
Official SEA Login
116.68.136.61
ta điền thêm thành
Official NA Login
216.107.242.199
Offical NA PTS
216.107.242.195
Official SEA Login
116.68.136.61
l2dubai.com
86.127.194.6

Bước 3

Chạy l2net trong folder l2net
Góc trái bên trên, chọn file-> login windown

Mọi thứ jong nhu trong trong hình, chỉ khác là chọn CT G+
Rồi bấm IG
Tiếp đến chọn sever l2dubai ( trên chữ login sever port có cái mục để chọn đó, lười up hình nên mọi ng chịu khó )
XOng bấm LISTEN

Bước 4
Chạy l2 để BOT thôi

Sau đây là 1 vài hướng dẫn bot, có ji mọi ng tìm hiểu thêm

Party: nếu farm theo đội thì thì cần 1 con dẩn đầu, mấy con con lại sẻ target theo. ví dụ con dẩn đầu trong hình là Dienso03. add tên con bs vào mục auto accept rez. nó sẻ tự đứng dậy khi con buff hs
Autofight: check 2 ô đầu nếu là chiến, chỉ check ô 1 khi là mage (cái hình trên ghi ngược đó)
tartgeting: để măc định
Buff/heal: trail là điều kiện target ví dụ trong hình là HP < 90% thì buff Majoi group heal delay 1s khi MP>100 và ko cần mục tiêu. phần name nhập tên char càn buff và kiểm tra máu vào, nhiều char thì cach nhau bởi dấu “;”
nếu trail là alway thì buff chỉ phụ thuộc vào thời gian
Item: bật ss và auto mana như trong hình (set vậy khi save lai khoi? phai active ss lại)
Combat:

như auto level chỉ nhấn lập đi lập lại các phím shortcut
ví dụ Shortcut 1 page 1 là F1
shortcut 1 page 2 là số 1
thời gian tính bằng ms (1s=1000ms)
tốt nhất set mấy skill buff vào đây luôn vì bên buff đôi khi nó sẻ ko buff. ưu tiên combat trước mà
Bounding polygon: dùng để giới hạn khu vực train, nhưng hết sự cùi bắp. lở target rồi mà con mob di ra ngoài thì nó ko đánh nủa cung ko bỏ target -> dứng tới sáng
do not: npc ID nó sẻ ko đánh con đó( xem NPC ID trong tab NPC) với Item ID vô nó sẻ ko lụm (tự vào người thì bó tay)

có 2 script quan trọng là auto agu và auto enchant.

Auto Enchant

INCLUDE StdLib\inventory.l2c
// ===================================================================================================================

// START OF EDITING PART (YOU SHOULD CHANGE THE SETTINGS FROM BELOW TO YOUR NEEDS)
// ===================================================================================================================
DEFINE_GLOBAL STRING item_name "Draconic Bow"        // "tên item cần enchant
DEFINE_GLOBAL STRING normal_enchant_name "Scroll: Enchant Weapon (S)"        // Tên dấy Enchant thường
DEFINE_GLOBAL STRING blessed_enchant_name "Scroll: Enchant Armor (S)"               // tên dấy blessed enchant (only for blessed enchants)

DEFINE_GLOBAL INT type_of_enchanting 6    // chọn 1-7 theo mấy cách dưới:         
         // 1 - Normal enchant each One by One; enchant bình thường từng cái          
         // 2 - Normal enchant each One to Top; Enchant BT từng cái tới max
         // 3 - Blessed enchant only one item;     Bless Enchant 1 item
         // 4 - Blessed enchant each One to Top; Bless Enchant từng cai tới max
         // 5 - Blessed enchant each One by One an keep the highest; enchant từng cái + bằng nhau và giử lai cai cao nhất (+1 +1 +1 =>>+2+2+2)
         // 6 - Normal enchant each One by One and stop to Top; tương tự 5 nhưng bằng dấy thường. chỉ dừng lại khi lên max
         // 7 - Blessed enchant each One by One and stop to Top; 

DEFINE_GLOBAL INT keep_items_num 1        // số item giử lại khi enchanting One by One (for One by One enchanting + blessed)
DEFINE_GLOBAL INT enchant_to_top 25      // max enchant (for One to Top enchanting + blessed)
DEFINE_GLOBAL INT enchant_safe 10        // Safe enchant (for Blessed enchanting)
DEFINE_GLOBAL INT min_little_delay 2000    // 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 3000      // 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)
// ===================================================================================================================
//
// AIO Auto Enchant v1.2 - have 7 methods of enchanting and is safe for auto kick
//                                                                   (don't cancel the enchant window when ingame)
// Fully working with L2NET v370 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 2000
DEFINE_GLOBAL INT max_delay 3000
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

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 "== AIO Auto Enchant Script v1.1"
PRINT_TEXT "================================"
SLEEP 1000
//SLEEP "<&little_delay&>"
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
GET_RAND rand_delay "<&min_little_delay&>" "<&max_little_delay&>"
SLEEP "<&rand_delay&>"

PRINT_TEXT "==============================="
PRINT_TEXT "== Thanks for using AIO 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
GET_RAND rand_delay "<&min_little_delay&>" "<&max_little_delay&>"
SLEEP "<&rand_delay&>"

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)"
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
GET_RAND rand_delay "<&min_little_delay&>" "<&max_little_delay&>"
SLEEP "<&rand_delay&>"

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)"
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
GET_RAND rand_delay "<&min_little_delay&>" "<&max_little_delay&>"
SLEEP "<&rand_delay&>"

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 BlankFunc

SLEEP 25 //e = mc^2 nonsence

RETURN VOID

Agu

SET_EVENT "<&SCRIPTEVENT_SERVERPACKET&>" "<&SYSTEM_CURRENTFILE&>" CheckSkillList 95

INCLUDE StdLib\inventory.l2c
INCLUDE StdLib/npc.l2c

DEFINE_GLOBAL ARRAYLIST search_for_skills 0 // DON'T CHANGE

//===========================================================================================
//
// Augmentation script fully automated. v1.3
// Tested on tow lagfree servers and works flawlessly (03.06.09)
// L2NET v370 on Gracia Final (ct 2.3)
//
// made by undercover iosc :P
//===========================================================================================

DEFINE_GLOBAL STRING item_to_aug "Icarus Disperser" // tên item agu (cất hết item cùng tên vào kho,ko thì nó agu hết)
DEFINE_GLOBAL STRING gem_for_aug "Gemstone C" // Gemstone used for augment
DEFINE_GLOBAL STRING ls_for_aug "Top-Grade Life Stone: level 80" // tên life stone
DEFINE_GLOBAL INT num_of_gems 25 // The number of Gemstones used

//===========================================================================================
// The skill ID's that you want to get
// You can add or delete some "search_for_skills.ADD #i" lines
// The IDs of skills are after "#i" ex: #i3250 - 3250
//===========================================================================================
//phần này để lọc skill, nhập ID skill dạng search_for_skills.ADD #i3244 (skill ID trong file đíng kèm)
//search_for_skills.ADD #i3244 // Item Skill: Shield - Passive: Increases P. Def. when equipped.
search_for_skills.ADD #i3240 // Item Skill: Might - Passive: Increases P. Atk. when equipped.
search_for_skills.ADD #i3243 // 10 Item Skill: Duel Might Passive 

//===========================================================================================

DEFINE_GLOBAL INT packet_delay 800 // delay between sent packets ... if it's lag and get some errors you can increase this
DEFINE_GLOBAL INT little_delay 400

//===========================================================================================
// DON'T EDIT ANYTHING FROM BELOW UNLESS U KNOW WHAT U'RE DOING
//===========================================================================================
SET_TARGETING TYPE TWO
SET_TARGETING ATTACKABLE TWO
SET_TARGETING ALIVE TWO
SET_TARGETING INBOX TWO

DEFINE_GLOBAL INT npc_id 0

npc_id = "#i<&TARGET_TYPEID&>"

IF TARGET_TYPE != #I3
PRINT_TEXT "Target the augmentation NPC before start the script."
JUMP_TO_LABEL THE_END
ENDIF

DEFINE_GLOBAL INT random_delay 0
DEFINE_GLOBAL INT loop_flag 0
DEFINE_GLOBAL INT another_flag 0

DEFINE_GLOBAL ARRAYLIST skill_ids 0
DEFINE_GLOBAL ARRAYLIST full_invent 0
DEFINE_GLOBAL Inventory work_item 0
DEFINE_GLOBAL Inventory work_ls 0
DEFINE_GLOBAL Inventory work_gem 0
DEFINE_GLOBAL INT ls_count 0
DEFINE_GLOBAL INT gem_count 0
DEFINE_GLOBAL INT id_of_ls 0
DEFINE_GLOBAL INT id_of_gem 0
ITEM_GET_ID id_of_ls "<&ls_for_aug&>"
ITEM_GET_ID id_of_gem "<&gem_for_aug&>"
ITEM_COUNT ls_count "<&id_of_ls&>"
ITEM_COUNT gem_count "<&id_of_gem&>"

CALL reload_invet

GET_RAND random_delay 150 300
SLEEP "<&random_delay&>"

LABEL INFINITE_LOOP

WHILE loop_flag == ONE

SLEEP 1000

WEND

CALL reload_invet

CALL remove_augment

GET_RAND random_delay 150 300
SLEEP "<&random_delay&>"

CALL reload_invet

another_flag = ONE

CALL add_augment

loop_flag = ONE

GET_RAND random_delay 150 300
SLEEP "<&random_delay&>"

CALL equip_augmented_item

JUMP_TO_LABEL INFINITE_LOOP

LABEL THE_END

PRINT_TEXT "Script Ended."

END_SCRIPT

FUNCTION add_augment

IF work_item.aug_id > ZERO
RETURN VOID
ENDIF

ITEM_COUNT ls_count "<&id_of_ls&>"
GET_RAND random_delay 150 300
SLEEP "<&random_delay&>"
ITEM_COUNT gem_count "<&id_of_gem&>"
GET_RAND random_delay 150 300
SLEEP "<&random_delay&>"

IF ls_count < ONE

ITEM_COUNT ls_count "<&id_of_ls&>"
GET_RAND random_delay 700 1100
SLEEP "<&random_delay&>"

IF ls_count < ONE

PRINT_TEXT "Not enough <&ls_for_aug&>."
JUMP_TO_LABEL THE_END

ENDIF
ENDIF

IF gem_count < num_of_gems

ITEM_COUNT gem_count "<&id_of_gem&>"
GET_RAND random_delay 700 1100
SLEEP "<&random_delay&>"

IF gem_count < num_of_gems

PRINT_TEXT "Not enough <&gem_for_aug&>."
JUMP_TO_LABEL THE_END

ENDIF
ENDIF

TARGET_NEAREST_ID "<&npc_id&>"
SLEEP "<&little_delay&>"
TALK_TARGET
SLEEP "<&little_delay&>"
NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Link common/augmentation_01.htm"
SLEEP "<&little_delay&>"
NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Augment 1"
SLEEP "<&little_delay&>" 

DEFINE BYTEBUFFER select_item_buffer 256
DEFINE BYTEBUFFER select_ls_buffer 256
DEFINE BYTEBUFFER select_gem_buffer 256
DEFINE BYTEBUFFER start_aug_buffer 256

select_item_buffer.write_byte #i208
select_item_buffer.write_int16 #i38
select_item_buffer.write_int32 work_item.id
select_item_buffer.trim_to_index
INJECTBB select_item_buffer
SLEEP "<&packet_delay&>"

select_ls_buffer.write_byte #i208
select_ls_buffer.write_int16 #i39
select_ls_buffer.write_int32 work_item.id
select_ls_buffer.write_int32 work_ls.id
select_ls_buffer.trim_to_index
INJECTBB select_ls_buffer
SLEEP "<&packet_delay&>"

select_gem_buffer.write_byte #i208
select_gem_buffer.write_int16 #i40
select_gem_buffer.write_int32 work_item.id
select_gem_buffer.write_int32 work_ls.id
select_gem_buffer.write_int32 work_gem.id
select_gem_buffer.write_int64 num_of_gems
select_gem_buffer.trim_to_index
INJECTBB select_gem_buffer
SLEEP "<&packet_delay&>"

start_aug_buffer.write_byte #i208
start_aug_buffer.write_int16 #i65
start_aug_buffer.write_int32 work_item.id
start_aug_buffer.write_int32 work_ls.id
start_aug_buffer.write_int32 work_gem.id
start_aug_buffer.write_int64 num_of_gems
start_aug_buffer.trim_to_index
INJECTBB start_aug_buffer
SLEEP "<&packet_delay&>"

DELETE select_item_buffer
DELETE select_ls_buffer
DELETE select_gem_buffer
DELETE start_aug_buffer

RETURN VOID

FUNCTION remove_augment

IF work_item.aug_id == ZERO
RETURN VOID
ENDIF

TARGET_NEAREST_ID "<&npc_id&>"
SLEEP "<&little_delay&>"
TALK_TARGET
SLEEP "<&little_delay&>"
NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Link common/augmentation_02.htm"
SLEEP "<&little_delay&>"
NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Augment 2"
SLEEP "<&little_delay&>" 

DEFINE BYTEBUFFER select_item_buffer 256
DEFINE BYTEBUFFER rem_aug_buffer 256

select_item_buffer.write_byte #i208
select_item_buffer.write_int16 #i66
select_item_buffer.write_int32 work_item.id
select_item_buffer.trim_to_index
INJECTBB select_item_buffer
SLEEP "<&packet_delay&>"

rem_aug_buffer.write_byte #i208
rem_aug_buffer.write_int16 #i67
rem_aug_buffer.write_int32 work_item.id
rem_aug_buffer.trim_to_index
INJECTBB rem_aug_buffer
SLEEP "<&packet_delay&>"

DELETE select_item_buffer
DELETE rem_aug_buffer

RETURN VOID

FUNCTION CheckSkillList

IF another_flag == ZERO
RETURN VOID
ENDIF
another_flag = ZERO

DEFINE INT skill_byte 0
DEFINE INT skill_list_size 0

PACKET.READ_BYTE skill_byte
PACKET.READ_INT32 skill_list_size

FOR Z 0 "<&skill_list_size&>" 1

DEFINE INT _i64
PACKET.READ_INT64 _i64
DELETE _i64

DEFINE INT skillID
PACKET.READ_INT32 skillID
skill_ids.ADD skillID
DELETE skillID

DEFINE INT c_byte
PACKET.READ_BYTE c_byte
DELETE c_byte

NEXT

DELETE skill_byte
DELETE skill_list_size

FOREACH X INT skill_ids
FOREACH Z INT search_for_skills

IF skill_ids.X == search_for_skills.Z
PRINT_TEXT "Augmentation with Skill ID <&search_for_skills.Z&> was succesfull."
PRINT_TEXT " "
JUMP_TO_LABEL THE_END
ENDIF

NEXTEACH
NEXTEACH

PRINT_TEXT "No luck this round... "
PRINT_TEXT " "

CALL equip_augmented_item
GET_RAND random_delay 150 300
SLEEP "<&random_delay&>"

loop_flag = ZERO

RETURN VOID

FUNCTION reload_invet

GET_INVENTORY full_invent
GET_RAND random_delay 400 800
SLEEP "<&random_delay&>"

FOREACH item Inventory full_invent
if full_invent.item.name == item_to_aug
work_item = full_invent.item
endif
if full_invent.item.name == gem_for_aug
work_gem = full_invent.item
endif
if full_invent.item.name == ls_for_aug
work_ls = full_invent.item
endif
NEXTEACH

RETURN VOID

FUNCTION equip_augmented_item

DEFINE BYTEBUFFER equip_item 256

equip_item.write_byte #i25
equip_item.write_int32 work_item.id
equip_item.write_int32 #i0
equip_item.trim_to_index
INJECTBB equip_item
SLEEP "<&packet_delay&>"

DELETE equip_item

RETURN VOID

sau khi edit theo item
vào tab script chọn script editor-> dán vào rồi lưu lại
để chạy script thì script-> main script-> chon file vừa lưu
script-> start script

script auto agu cần target thằng thợ rèn trước khi bắt đầu

Filed under: PC Games, , ,

4 Responses

  1. Mr.TIE says:

    minh da thu lam nhung vao` http://l2net.insane-gamers.com/download.php thi k co 3 file nhu ban da~ noi’ . ban co the huong dan cho minh wa yahoo dc k ? cam on ban rat nhieu

  2. MrZhu says:

    có thể trang web nó bảo trì nên mới zỵ mình đã thêm link MF cho bạn đễ dow rùi🙂
    VN chơi server nài ít wos,giờ mình còn chơi trong đó zới acc MrZhu va rojor có gì pm chat chơi hen😛

  3. Mr.TUE says:

    ban co the add nick yahoo minh huong dan minh ty k😀 h.tienkute264 thanks ban nhieu

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