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Deviouz1

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Posts posted by Deviouz1

  1. 53 minutes ago, Mantosh said:

    Yes! You've enabled `translit` option under .cfg options. It toggles through 3 options, so you might need to switch it twice to set it to disabled.

    thanks man, that was driving me nuts.

    image.png.d9bee7d0937b1cff7bcb9f3ef15c8ae8.png

    • Thanks 1
  2. Yeah, weird right?

    So in game, all of my words are in english, but the letters themselves look like theyre in cyrrilic. Like... what?

    Meaning that this:

    image.png.8a264d4972d3807bc59a9317b90cbe87.png

     

    Is displayed like this:

    image.png.b7ba73f2c788f48a0842d2181ba628b6.png

    Any idea what might be causing that?

  3. Also, just FYI, the reason you aren't seeing the "Run As Administrator" option in the right click menu of the Adrenaline executable is because that's normal for .exe's. right click any exe and youll get that same advanced properties list you posted:

    image.png.8a37026e2f1a6711ef71c3d198cad0c7.png

    to get the "Run As Administrator" option for any exe via a properties > Advanced button, you would need to create a shortcut for it, which does have the "Run As Administrator" option in its Advanced button:
     

    image.png.072cdbb283e3ac7be32ee6239b56cba2.png

     

     But, unless im imagining things, you won't be running adrenaline yourself anyway, since adsmon should be opening it automatically.

    Did that make sense?

  4. Not sure if i'm missing something but have you tried clicking this? O.o

    Not meaning to be cheeky or anything, but it doesn't look like you set it to run as admin. just sayin.

    image.png.3ee36267403eab4f7e45dc3c65bdef2b.png


    That said, if you're really having trouble with it, i could write up a powershell script to force it, i'm sure. assuming you have local admin which i can only assume you do if you can run it as admin with the right-click context menu option.

  5. On 10/29/2020 at 1:13 PM, Mantosh said:

    I built a few extensive scripts, mostly processing and building packets myself.

    So, i went into L2net and turned on the client dump mode then went into the client and hit alt+b. this produced the following:

    alt+b:
    9:14:52 PM :[CLIENT DUMP: 23 5F 00 62 00 62 00 73 00 68 00 6F 00 6D 00 65 00 00 00

    if i want to tell the client to do that via script, how would i do it? O.o i see some similar references in the script above, but they're all referring to speaking to an npc. i'm assuming this wouldn't be the same process but i cant seem to find anything poking around the internet.

     

    I then went and performed the same action using the packet window and see this

    GAH... dammit, i didnt mean to post that yet. to be continued momentarily.

  6.  

    ah HAH! that is, in fact, what I'm using.


    image.png.9fc4ff06504f55efe8b4efd6556da9cb.png

     

    My D drive.

    image.png.ff728b79ab73d9671099b17c889e989e.png
     

    Since it (the error) referenced Virtual Memory, which is slightly odd as I have 32 GB of DDR4, my memory usage never got above like 45% or so, I removed the page file from the C drive and added it to the E drive and set it to 100GB. It's made quite the difference in my Tower toon's performance, but it didn't seem to have any affect whatsoever with the L2net IG, which I also thought was odd. why would it affect one but not the other? 😞

    Anyway, once I reach a stopping point, I'll go log out one of my toons and log it in with L2net IG, let it die, and post the error it throws. Maybe I'm missing something?

  7. 59 minutes ago, Mantosh said:

    The point would be that multiple things could be ran separately from each other. If you'd do one loop that would go through all the check and call functions in one thread then bot would do only that one thing until it's done. If it's casting a spell it wouldn't check for potion usage (just an example).
    Another thing to consider, you could pause threaded loops with global variables for cases like if the character is now in town, so a restock function will be called. While that is in progress we might want to stop auto potions, because it might interrupt purchasing (item usage closes trade dialog). Not a great example, but I hope it makes sense.

    iiiinteresting... ok, ok, so then what if i had a main script, that looped forever basically, and its entire job is to do nothing but "perceive" for the toon its running on, and interpret/react to events?

    i've seen some examples of setting up chat reception events, taking the message and using it to trigger functions. if i can figure out how that works, which im fairly sure i can, i can write a set of functions that could be called to do all sorts of things based on what i tell the toons to do, and from which chat it was received. theoretically, i could use clan and ally chats to send commands to an entire alliance/clan of toons. maybe make a clan for each 2 parties, and then use ally chats to send commands to specific clan leaders which would then, in turn send their own messages to their respective minions, and i could literally command an army of fearless, fanatically loyal, though admittedly kinda stupid toons to do my bidding on a party, clan, and alliance level, all from my dead toons ability to talk to teh bots.

    "/allychat ClanName01 LeaderName Delegate Party01 Function01 my_target"

    to which the clan leader would post in their clan chat a similar message telling the leader of Party01 to attack my_target

    Then i could send the next:

    "/allychat ClanLeaderName01 Delegate Party02 Function02  Party01"

    to which the clan leader would send party02 to monitor the area around party01, and engage any newcomers that come within range of party01.. or something.

    could even use them as macros allowing me to interactively control the individual parties when i want to, but allow them to do their normal thing otherwise.

    hrm... sorry, you may have noticed that i tend to dive headlong into my thoughts. anyway,

    59 minutes ago, Mantosh said:

    Each parameter or each NPC?

    Parameter:

    
    NpcList.P.HP > 0

    Each NPC:

    
      NpcList.CLEAR <---- btw, this name was not changed
      GET_NPCS NpcList
      SLEEP 500
      FOREACH P Npc NpcList
        NpcList.P.PARAMATER
      NEXTEACH

    Note: NpcList wasn't cleared every loop. Maybe you've noticed by now.
     

    not a chance, i'm not running it until i fully understand what it SHOULD be doing, and how so i can understand why it isnt doing what i want it to when it fails. 

    For the moment i'm working on something a little less ambitious. one of the things that drives me nuts about the bot options is that it doesnt seem to work with toggle skills. takes a ton of DPS away from my AW parties. I need to rectify that.

    Like, now. my minions are hitting 70-76 currently. up until now things have been fairly smooth and with the buffs i wasnt really missing the damage, but now that theyre higher and my gear still kinda sucks, relatively speaking, i am definitely missing it and i could use all the help i can get with clearing rooms. suddenly using VS on 5 AWs should help accomplish that nicely 🙂 

    // New Script
    INCLUDE StdLib\Player.l2c
    INCLUDE StdLib\Skill.l2c
    
    DEFINE_GLOBAL STRING Toggle1 "Vicious Stance"
    DEFINE_GLOBAL INT Toggle_1 0
    
    SKILL_GET_ID Toggle_1 "<&Toggle1&>"
    
    //toggle1
    DO
         //this should be different... i need to reference whether or not vicious stance is currently active
         //not whether or not its skillID is > 0 ... right?
         IF Toggle_1 > 0
              USE_SKILL "<&Toggle_1&>"
         ENDIF
         SLEEP 1000
    LOOP 1 == 1 
    

    unfortunately, it just turns on and off every second. I believe this is because Toggle_1 is the skillID for VS, which will always be greater than 0. So, any idea how i can determine whether or not VS is currently active? i guess a better question would be, how do you see what is currently populating a variable? in powershell i would write-verbose "$var" after setting it to verify that it had what i was expecting it to have. But i cant seem to figure out how to do that. I did see this in the player.l2c:

    image.png.c1707cd8595ef718c3e85d313457583a.png

    but i havent the foggiest how to dig into that list to see whats in it.

  8. 1 hour ago, Mantosh said:

    These call functions into separate threads, so that they can run independently.

    Ok, is there any reason it should be in that part of the script? coming from powershell, it seems way out of place. like it just kinda shows up in the middle somewhere for no particular reason. if thats the case, is there anywhere it should NOT be? like, x has to happen first, then you start the threading, then you  put in your functions or something? the flow of it confuses me.

    Quote
    
    //---------------------------------------------------------------------------------------
    FUNCTION CheckEQ
    
      <..>
    
    DO
    GET_INVENTORY INV_LIST
    SLEEP 500
      FOREACH I Inventory INV_LIST
        IF INV_LIST.I.NAME == "#$<&WEAPON&>"
            IF INV_LIST.I.EQUIPPED == #i0
              PRINT_TEXT " Equipping <&WEAPON&> ]"
              INJECT "<&USE_ME&>"
            ENDIF
        ENDIF
      NEXTEACH
    SLEEP 1000
    LOOP 1 == 1
    RETURN VOID

    The DO - LOOP 1 == 1 is the part that is looping inside of a thread, so it's always checking the inventory. You can find DO - LOOP 1 == 1 in Get_Target function too.

    yeah, just wondering where the loop for those threads comes in. if they run in that order, which would make sense, ... wait.

    ...

     

    ... i feel like something just clicked. they arent running in an order. theyre constantly running "in their own thread" DUH! lol so lets say the function does not have a loop in it. does that mean that as soon as the function completes that thread goes away and you would have to spin up another one? if that's the case then basically, i could make as many threads as my box can handle, which is a lot, for things like keeping an eye on everything that is going on around each toon, based on whatever role they happen to play in my party. so i could have one monitoring for specific things to become perceivable like, say treasure chests, and if one becomes visible or whatever, stop the bot options, target the chest,  move_to like in the other part of the script, and once within like 50 or so, use_item keyid, then pickup anything that popped out, and then re-enable the bot options to continue farming, for example.

    ?

    but if thats the case, isnt that what a function does anyway? whats the point of threading it? I feel like im missing something important here

    Quote
    
    //--  need to verify the CHAR_* vs a possible NPC_*. It's likely, but unsure
    DISTANCE dist NpcList.P.X NpcList.P.Y NpcList.P.Z CHAR_X CHAR_Y CHAR_Z 

     

    The distance calculation is correct.

    Yeah i figured that just a few moments before i popped back in her to see if i got a response. the above is basically filling the variable DISTANCE with a calculation made between the NPC coordinates, vs my "CHAR_" coordinates which ends up being an INT that will be used to determine which action to take next, based on how far away it is.

    Quote

     

    
    IF ( NpcList.P.ATTACKABLE == 1 ) && ( NpcList.P.LOOKS_DEAD == 0 )

    I would change PVPFLAG to ATTACKABLE. I'm not sure if NPCs have LOOKS_DEAD but you can test it out.

    So, i was looking in the IDE for JingJing, and it lists the classes and such on the left and i can open them up and see most of the things in here, but i still dont understand how to reference each one of them.

    for example, the screenshots below are of the npc and player class files. their properties do seem to be pretty similar. as expected, the pvpflag one is not in the npc class:

    image.thumb.png.87fdfa8310ca72f6d35dd08c9d9a476e.pngimage.thumb.png.2a0308f6333619f25c2bde93c7c126c4.png

     

    Having said that, I dont think the looks dead one will be very useful for this particular piece... but i do think its something i can incorporate somewhere else.

    what i desperately need now is a way to send that alt+b command and try to figure out how to navigate the menus and select what i am looking for.

  9. Hello Mantosh, anyone else,

    I feel like i may have come across wrong. I am literally not asking anyone to provide me a script that does everything i want. which is what i think i came off as. what i am looking for is some back and forth regarding whatever im working on. please bear in mind i have very limited scripting experience, and even that is only in powershell. I have added some comments to the below script. It was found on max cheaters and looks like it could very likely be modified to do what i am looking for. All of the original writers comments are intact, anything that starts with '//--' is from me.


    I've already made some changes that i think are putting me on the right track, mainly adding the Npc.l2c reference, and the objects one which i plan on using later, and then modifying everything in the ifs from Player* to Npc*. the Char_ vs Npc_ is a question, i have no idea how to know whether the info in the player has the same properties as the info in the npc. sorry for the terminology here, im sure im saying it wrong, but i hope you get my meaning. the comments i added are just comments to myself about what needs to be done to accomplish what i want to do, as well as places where im not sure about something or whatever. Also, i added the appropriate values for a dagger class. just something i modified, doesnt really matter much. more to show that i went through everything and did what i could before addressing things that would have to be addressed before event testing it really.

    One obvious thing to point out, i know the PVPFLAG references are NOT going to be available for an npc, at least, i wouldnt expect it to, and that that is something that i will need to change, just no idea what to change it to atm and figure i'll learn that going forward. i understand that is something to change, can you show me how to figure out what to change it to? lol

    Anyway, any assistance would be greatly appreciated and i will be happy to clarify my questions or anything if that would help.

     

    /* This Scipt was created with JingJing IDE. 
    * Author: Phear3d
    * @ 2012.March.09 at 05:40 PM 
    * -- Reworked by deviouz1 11/10/20
    */
    INCLUDE StdLib\Player.l2c
    INCLUDE StdLib\Object.l2c
    INCLUDE StdLib\Npc.l2c
    INCLUDE StdLib\inventory.l2c
    INCLUDE \char_buffs.l2c
    DEFINE_GLOBAL SORTEDLIST DoNotAttack 0
    
    //Chars to not target and not attack (add as many as you like)
    DoNotAttack.ADD 1 "MyFriend1"
    DoNotAttack.ADD 1 "MYFriend2"
    
    //Leave blank, "" , if not using toggle1 or toggle2
    DEFINE_GLOBAL STRING Toggle1 "Vicious stance"
    DEFINE_GLOBAL STRING Toggle2 ""
    
    //Buff Type: 1=Warrior, 2=Tanker , 3=Mage
    DEFINE_GLOBAL INT BuffType 1
    //Rebuff if char has under # of buffs (toggles/self buffs are counted as buffs)
    DEFINE_GLOBAL INT Buff_If_Under 20
    //Skill and Attack Range
    DEFINE_GLOBAL INT Range 600
    //Click To Village Delay/Sleep(ms), 12000 ms = 12 seconds (increase delay if you get ported to nearest village)
    DEFINE_GLOBAL INT To_Village_Delay 11000
    
    
    //--**--**--**--**--**--**--**--**--**--**--**--**--**--**
    //DO NOT CHANGE ANYTHING BELOW!!!!!!! - Phear3d
    //-- I DO WHAT I WAWNT!!  ,,|,(>.<),|,, ~ Deviouz1
    DEFINE_GLOBAL STRING Nearest_Npc ""
    DEFINE_GLOBAL ARRAYLIST FlagList 0
    DEFINE_GLOBAL SORTEDLIST MyBuffs 0
    DEFINE_GLOBAL STRING NoName ""
    DEFINE_GLOBAL INT NeedBuffs 0
    DEFINE_GLOBAL INT Toggle_1 0
    DEFINE_GLOBAL INT Toggle_2 0
    
    SET_EVENT "<&SCRIPTEVENT_SERVERPACKET&>" "<&SYSTEM_CURRENTFILE&>" SystemMessage 98
    SET_EVENT "<&SCRIPTEVENT_SERVERPACKET&>" "<&SYSTEM_CURRENTFILE&>" AbnormalStatusUpdate 133
    //-- Add more events like chat events, treasure chest on radar(? but prolly not), if my target is affected by w/e, etc... stuff to react to.
    
    PRINT_TEXT " Started <&SYSTEM_CURRENTFILE&> ] "
    
    SKILL_GET_ID Toggle_1 "<&Toggle1&>"
    SKILL_GET_ID Toggle_2 "<&Toggle2&>"
    //-- add more toggles
    
    THREAD CheckEQ
    THREAD Get_Target
    THREAD Check_Dead
    THREAD Check_Buffs
    //--  ^ is this the main order in which things happen? and then the while keeps these looping? Please clarify.
    
    THREAD Spam_HP
    THREAD Spam_MP
    //THREAD Spam_CP
    
    DEFINE ARRAYLIST NpcList 0
    DEFINE INT dist 0
    
    DO
      FlagList.CLEAR
      GET_NPCS NpcList
      SLEEP 500
      FOREACH P Npc NpcList
         IF ( NpcList.P.PVPFLAG == 1 ) && ( NpcList.P.LOOKS_DEAD == 0 )
              DISTANCE dist NpcList.P.X NpcList.P.Y NpcList.P.Z CHAR_X CHAR_Y CHAR_Z  
              
    //--  need to verify the CHAR_* vs a possible NPC_*. It's likely, but unsure
              
              IF dist <= 9
                   CALL ADD_LIST VOID 1 NpcList.P.NAME
              ENDIF
         ENDIF
      NEXTEACH
      FOREACH P Npc NpcList
         IF ( NpcList.P.PVPFLAG == 1 ) && ( NpcList.P.LOOKS_DEAD == 0 )
              DISTANCE dist NpcList.P.X NpcList.P.Y NpcList.P.Z CHAR_X CHAR_Y CHAR_Z
              IF ( dist > 9 ) && ( dist <= 99 )
                   CALL ADD_LIST VOID 1 NpcList.P.NAME
              ENDIF
         ENDIF
      NEXTEACH
      FOREACH P Npc NpcList
         IF ( NpcList.P.PVPFLAG == 1 ) && ( NpcList.P.LOOKS_DEAD == 0 )
              DISTANCE dist NpcList.P.X NpcList.P.Y NpcList.P.Z CHAR_X CHAR_Y CHAR_Z
              IF ( dist > 99 ) && ( dist <= 499 )
                   CALL ADD_LIST VOID 1 NpcList.P.NAME
              ENDIF
         ENDIF
      NEXTEACH
      FOREACH P PLAYER PlayerList
         IF ( PlayerList.P.PVPFLAG == 1 ) && ( PlayerList.P.LOOKS_DEAD == 0 )
              DISTANCE dist PlayerList.P.X PlayerList.P.Y PlayerList.P.Z CHAR_X CHAR_Y CHAR_Z
              IF ( dist > 499 ) && ( dist <= 999 )
                   CALL ADD_LIST VOID 1 PlayerList.P.NAME
              ENDIF
         ENDIF
      NEXTEACH
      FOREACH P PLAYER PlayerList
         IF ( PlayerList.P.PVPFLAG == 1 ) && ( PlayerList.P.LOOKS_DEAD == 0 )
              DISTANCE dist PlayerList.P.X PlayerList.P.Y PlayerList.P.Z CHAR_X CHAR_Y CHAR_Z
              IF ( dist > 999 ) && ( dist <= 1499 )
                   CALL ADD_LIST VOID 1 PlayerList.P.NAME
              ENDIF
         ENDIF
      NEXTEACH
      FOREACH P Npc NpcList
         IF ( NpcList.P.PVPFLAG == 1 ) && ( NpcList.P.LOOKS_DEAD == 0 )
              DISTANCE dist NpcList.P.X NpcList.P.Y NpcList.P.Z CHAR_X CHAR_Y CHAR_Z
              IF ( dist > 1499 ) && ( dist <= 1999 )
                   CALL ADD_LIST VOID 1 NpcList.P.NAME
              ENDIF
         ENDIF
      NEXTEACH
      FOREACH P Npc NpcList
         IF ( NpcList.P.PVPFLAG == 1 ) && ( NpcList.P.LOOKS_DEAD == 0 )
              DISTANCE dist NpcList.P.X NpcList.P.Y NpcList.P.Z CHAR_X CHAR_Y CHAR_Z
              IF ( dist > 1999 ) && ( dist <= 2499 )
                   CALL ADD_LIST VOID 1 NpcList.P.NAME
              ENDIF
         ENDIF
      NEXTEACH
      FOREACH P Npc NpcList
         IF ( NpcList.P.PVPFLAG == 1 ) && ( NpcList.P.LOOKS_DEAD == 0 )
              DISTANCE dist NpcList.P.X NpcList.P.Y NpcList.P.Z CHAR_X CHAR_Y CHAR_Z
              IF ( dist > 2499 ) && ( dist <= 2999 )
                   CALL ADD_LIST VOID 1 NpcList.P.NAME
              ENDIF
         ENDIF
      NEXTEACH
      FOREACH P Npc NpcList
         IF ( NpcList.P.PVPFLAG == 1 ) && ( NpcList.P.LOOKS_DEAD == 0 )
              DISTANCE dist NpcList.P.X NpcList.P.Y NpcList.P.Z CHAR_X CHAR_Y CHAR_Z
              IF ( dist > 2999 ) && ( dist <= 3499 )
                   CALL ADD_LIST VOID 1 NpcList.P.NAME
              ENDIF
         ENDIF
      NEXTEACH
      FOREACH P Npc NpcList
         IF ( NpcList.P.PVPFLAG == 1 ) && ( NpcList.P.LOOKS_DEAD == 0 )
              DISTANCE dist NpcList.P.X NpcList.P.Y NpcList.P.Z CHAR_X CHAR_Y CHAR_Z
              IF ( dist > 3499 ) && ( dist <= 3999 )
                   CALL ADD_LIST VOID 1 NpcList.P.NAME
              ENDIF
         ENDIF
      NEXTEACH
      FOREACH P Npc NpcList
         IF ( NpcList.P.PVPFLAG == 1 ) && ( NpcList.P.LOOKS_DEAD == 0 )
              DISTANCE dist NpcList.P.X NpcList.P.Y NpcList.P.Z CHAR_X CHAR_Y CHAR_Z
              IF ( dist > 3999 ) && ( dist <= 4999 )
                   CALL ADD_LIST VOID 1 NpcList.P.NAME
              ENDIF
         ENDIF
      NEXTEACH
    
    SLEEP 2000
    LOOP 1 == 1
    END_SCRIPT
    
    
    
    //---------------------------------------------------------------------------------------
    FUNCTION Get_Target
    DEFINE INT _dist 0
    DEFINE INT F 0
    
    DO
    IF NeedBuffs != 1
    F = 0
    Nearest_Npc = ""
    FOREACH F STRING FlagList
         IF F == 0
              Nearest_Npc = FlagList.F
         ENDIF
    NEXTEACH
    
         IF ( TARGET_NAME == NULL ) || ( TARGET_NAME == "#$<&NoName&>" )
              IF ("DoNotAttack.CONTAINS_KEY <&Nearest_Npc&>" == FALSE)
                   COMMAND "/target <&Nearest_Npc&>"
              ENDIF
         ELSE
              DISTANCE _dist TARGET_X TARGET_Y TARGET_Z CHAR_X CHAR_Y CHAR_Z
              IF ( TARGET_LOOKS_DEAD == 1 ) || ( TARGET_NAME == CHAR_NAME ) || ( _dist > Range )
                   CANCEL_TARGET
              ENDIF
         ENDIF
    
    SLEEP 1300
    ENDIF
    LOOP 1 == 1
    RETURN VOID
    
    
    //---------------------------------------------------------------------------------------
    FUNCTION Check_Dead
    DEFINE INT randSleep 0
    DEFINE INT t_max 0
    DEFINE INT t_min 0
    t_min = To_Village_Delay - 1500
    t_max = To_Village_Delay + 3500
    
    DO
        IF CHAR_CUR_HP <= 0
         CALL To_Village
        ENDIF
    SLEEP 1000
    LOOP 1 == 1
    RETURN VOID
    
    
    //---------------------------------------------------------------------------------------
    FUNCTION To_Village
    LOCK TV
    DEFINE INT randSleep 0
    DEFINE INT t_max 0
    DEFINE INT t_min 0
    t_min = To_Village_Delay - 1500
    t_max = To_Village_Delay + 3500
    
    
         CANCEL_TARGET
         GET_RAND randSleep "<&t_min&>" "<&t_max&>"
         SLEEP "<&randSleep&>"
         TAP_TO TOWN
         SLEEP 2500
         //toggle1
         IF Toggle_1 > 0
              USE_SKILL "<&Toggle_1&>"
         ENDIF
         SLEEP 1000
         //toggle2
         IF Toggle_2 > 0
              USE_SKILL "<&Toggle_2&>"
         ENDIF
    
    
    SLEEP 1000
    UNLOCK TV
    RETURN VOID
    
    
    //---------------------------------------------
    FUNCTION ADD_LIST 1 _name
    LOCK ADDL
    
    IF ("DoNotAttack.CONTAINS_KEY <&_name&>" == FALSE)
         FlagList.ADD _name
         //PRINT_TEXT " Added FlagList List:  <&_name&> ]"
    ELSE
         //PRINT_TEXT " Found _name on DoNotAttack List: <&_name&> ]"
    ENDIF
    
    UNLOCK ADDL
    RETURN VOID
    
    
    //---------------------------------------------------------------------------------------
    FUNCTION SPAM_CP
    DEFINE INT CPOT 1
    ITEM_GET_ID CPOT "Greater CP Potion"
    DO
        IF CHAR_CUR_CP < CHAR_MAX_CP
            USE_ITEM "<&CPOT&>"
        ENDIF
    SLEEP 500
    LOOP 1 == 1
    RETURN VOID
    
    
    //---------------------------------------------------------------------------------------
    FUNCTION Spam_MP
    DEFINE INT MPOT 1
    DEFINE INT Half_MP
    Half_MP = CHAR_MAX_MP / 2
    ITEM_GET_ID MPOT "Mana Potion"
    
    DO
        IF CHAR_CUR_MP < Half_MP
                USE_ITEM "<&MPOT&>"
                SLEEP 500
        ENDIF
    SLEEP 500
    LOOP 1 == 1
    RETURN VOID
    
    
    //---------------------------------------------------------------------------------------
    FUNCTION Spam_HP
    DEFINE INT HPOT 1
    ITEM_GET_ID HPOT "Greater Healing Potion"
    DO
        IF CHAR_CUR_HP < CHAR_MAX_HP
            USE_ITEM "<&HPOT&>"
            SLEEP 11000
        ENDIF
    SLEEP 500
    LOOP 1 == 1
    RETURN VOID
    
    
    //---------------------------------------------------------------------------------------
    // Needs to be completely redone. Need to figure out how to access alt+b
    //---------------------------------------------------------------------------------------
    FUNCTION Check_Buffs
    
    DO
    IF NeedBuffs == 1
         COMMAND "/target Jack Sage"
         SLEEP 1000
         COMMAND "/target Jack Sage"
         SLEEP 1000
         IF BuffType == 1
              NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Buff 1501 1499 1504 1500 1502 1519 825 829 4699 1363 1461 1364 1416 1238 914 271 272 274 275 309 310 915 530 264 265 266 267 268 269 304 305 349 364 529 1035 1397 1259 1542 1062 1388 1191 1182 1189 1354 1392 1393 1352 1307 1044 1323"
         ENDIF
         IF BuffType == 2
              NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Buff 1501 1499 1504 1500 1502 1519 1503 825 828 4699 1363 1461 1364 1416 1238 914 271 272 274 275 309 310 530 264 266 267 268 269 265 304 305 349 364 529 1035 1397 1259 1542 1389 1191 1182 1189 1354 1392 1393 1352 1307 1044 1323"
         ENDIF
         IF BuffType == 3
              NPC_DIALOG "bypass -h npc_<&TARGET_ID&>_Buff 1501 1499 1504 1500 1503 830 4703 1363 1461 1364 1416 1238 914 273 276 309 365 915 530 264 266 267 268 265 304 305 349 529 1035 1078 1085 1397 1303 1259 1542 1062 1389 1191 1182 1189 1354 1392 1393 1352 1307 1044 1323"
         ENDIF
         SLEEP 2000
    ENDIF
    IF ( NeedBuffs == 0 ) && ( TARGET_NAME == "#$Jack Sage" )
         CANCEL_TARGET
         SLEEP 1000
    ENDIF
    SLEEP 2000
    LOOP 1 == 1
    RETURN VOID
    
    
    //---------------------------------------------
    FUNCTION AbnormalStatusUpdate
    LOCK ASU
    MyBuffs.CLEAR
    
      DEFINE INT PacketType 0
      DEFINE INT ListSize 0
      DEFINE INT SkillId 0
      DEFINE INT SkillLevel 0
      DEFINE INT Duration 0
    
      PACKET.READ_BYTE PacketType
      PACKET.READ_INT16 ListSize
    
      //PRINT_TEXT " Received AbnormalStatusUpdate packet: Size: <&ListSize&> ]"
    
      DEFINE char_buffs my_buff
    
      FOR MyBuffsEntryIDX 0 "<&ListSize&>" 1
         PACKET.READ_INT32 SkillId
         PACKET.READ_INT16 SkillLevel
         PACKET.READ_INT32 Duration
         Duration = ( ( Duration * TICKS_PER_S ) + NOW )
    
         my_buff.cha_id = CHAR_ID
         my_buff.sk_id = SkillId
         my_buff.sk_level = SkillLevel
         my_buff.sk_dur = Duration
    
         IF SkillId != 0
             IF ("MyBuffs.CONTAINS_KEY <&SkillId&>" == FALSE)
                   MyBuffs.ADD my_buff.clone "<&SkillId&>"
              ENDIF
         ENDIF
      NEXT
    
      IF MyBuffs.COUNT < Buff_If_Under
         NeedBuffs = 1
      ELSE
         NeedBuffs = 0
      ENDIF
    
    UNLOCK ASU
    RETURN VOID
    
    
    //---------------------------------------------------------------------------------------
    //--  Should be reworked
    FUNCTION SystemMessage
    
      DEFINE INT PacketType 0
      DEFINE INT MsgID 0
      DEFINE INT typesCount 0
      DEFINE INT Unk1 0
      DEFINE INT TypeID 0
      DEFINE STRING SName " "
    
      PACKET.READ_BYTE PacketType
      PACKET.READ_INT32 MsgID
      PACKET.READ_INT32 typesCount
      PACKET.READ_INT32 Unk1
      //PACKET.READ_STRING SName
      PACKET.READ_INT32 TypeID
    
         IF MsgID == 113
              IF TypeID == 1539
                   CANCEL_TARGET
                   PRINT_TEXT " MsgID=<&MsgID&> | TypeID: <&TypeID&> (cannot be used due to unsuitable terms.) ]"
                   //PRINT_TEXT " MsgID=<&MsgID&> | TypeID: <&TypeID&> | Packet: <&PACKET.GET_HEX&> ]"
                   SLEEP 1000
                   CALL To_Village
              ENDIF
         ENDIF
    
         IF MsgID == 144
              PRINT_TEXT " MsgID=<&MsgID&> | Cancelling Target! (That is an incorrect target.) ]"
               FOREACH F STRING FlagList
                   IF ( F == 0 ) && ( TARGET_NAME == FlagList.F )
                      FlagList.REMOVE F
                      SLEEP 500
                      CANCEL_TARGET
                   ENDIF
               NEXTEACH
         ENDIF
    
         IF MsgID == 1996
              CANCEL_TARGET
              PRINT_TEXT " MsgID=<&MsgID&> | Cancelling Target! (The attack has been blocked) ]"
              SLEEP 1000
         ENDIF
    
         IF MsgID == 181
              CANCEL_TARGET
              PRINT_TEXT " MsgID=<&MsgID&> | Cancelling Target! (Cannot see target.)]"
              SLEEP 1000
         ENDIF
    
         IF MsgID == 748
              CANCEL_TARGET
              PRINT_TEXT " MsgID=<&MsgID&> | Cancelling Target! (The distance is too far and so the casting has been stopped.) ]"
              SLEEP 1000
         ENDIF
    
         IF MsgID == 2187
              CANCEL_TARGET
              PRINT_TEXT " MsgID=<&MsgID&> | Cancelling Target! (The target is located where you cannot charge.) ]"
              SLEEP 1000
         ENDIF
    
    RETURN VOID
    
    
    //---------------------------------------------------------------------------------------
    FUNCTION CheckEQ
    DEFINE STRING WEAPON ""
    DEFINE STRING USE_ME ""
    DEFINE STRING TEMP ""
    DEFINE ARRAYLIST INV_LIST 0
    
    GET_INVENTORY INV_LIST
    SLEEP 1000
      FOREACH I Inventory INV_LIST
         IF ( ( INV_LIST.I.EQUIPPED == 1 ) ) && ( ( INV_LIST.I.SLOT == 16384 ) || ( INV_LIST.I.SLOT == 128 ) )
              WEAPON = INV_LIST.I.NAME
              PRINT_TEXT " Detected Weapon Being Used: <&WEAPON&> ]"
              TEMP = INV_LIST.I.ID.GET_HEX32
              USE_ME = "#$19 <&TEMP&> 00 00 00 00"
         ENDIF
      NEXTEACH
    
    DO
    GET_INVENTORY INV_LIST
    SLEEP 500
      FOREACH I Inventory INV_LIST
        IF INV_LIST.I.NAME == "#$<&WEAPON&>"
            IF INV_LIST.I.EQUIPPED == #i0
              PRINT_TEXT " Equipping <&WEAPON&> ]"
              INJECT "<&USE_ME&>"
            ENDIF
        ENDIF
      NEXTEACH
    SLEEP 1000
    LOOP 1 == 1
    RETURN VOID

     

    • Like 1
  10. oh a ton, mostly pretty basic stuff I'm sure. especially at first. honestly, if i can get a hunting script and that egg delivery quest script I can probably take the stuff in there and Frankenstein something that would be serviceable if not shareworthy. In essence, i want to create a few different script templates to use in a number of scenarios. one for a TH to go gather all the treasure chests he can find, lots... and lots of pathing. That, i know how to do, how to interact with the NPCs? i remember using the debugger, and i have the bypass lines saved, but i cant for the life of me remember how to send that to the NPC. 

    another one for duos, ideally just a "get buffs, go to a spot, hunt it until you die, tap to town, get buffs go to a spot, hunt till you die, etc.." nothing overly fancy, not looking to drop off anything in a warehouse or make any trades or anything. just buff-kill-die, buff-kill-die, buff-kill-die, ad nauseum.

    and one for full parties. I simply cannot get what I'm looking for with just the bot options it seems.


    One of the issues I'm having is that I'm no developer, or coder really. More of a scripter. I'm a fair hand with PowerShell, but that's about the only language I can claim to know at all.

    also, dear god will someone please help me understand how to make them login again automatically when disconnected.

    On another note, I work ... well, lets just say i'm a SCOM Admin of sorts. thats the System Center Operations Manager if youre unfamiliar. It's used to monitor server environments and allows you to write management packs that are used to alert when a bad thing happens on your custom application. system center also has two other products, Orchestrator, or SCORCH, and Config Manager, or SCCM.

    Using these things, i feel like i could effectively take the logistics nightmare out of running 50+ accounts at once. Basically, bot the bot. lol

    but i need a starting place.

    1. the ability to log in and select a character
    2. a framework for starting the app with the appropriate switches for the appropriate party members and their roles
      1. This is already mostly complete. i run a script, and 9 l2nets pop up prepopulated with the appropriate bot options
    3. looping hunting scripts that include pathing, buffs, resurrection, etc
    4. a way to make l2net fire events into the... probably application event log. would make creating rule based monitors in scom easy.

    i want to try to run like 200 accounts at once, without having to constantly tinker and fiddle. with what system center can do, if i can get the above things worked out, i can do this. eventually. will be a bitch to get it going, but once its rolling...

     

    ...

     

    now consider the siege ramifications O.o

    also, the hardware. I have two of these in my closet on CAT6, with SSDs, and a gigabit connection:

    image.thumb.png.906bb242a4f4a23185cba1289e0f9943.png

     

  11. Pretty self explanatory, but i can't bear to leave the body empty, so, a little backstory.

    I've been playing this shit since the beginning. before the beginning actually. closed beta march 2004 IIRC. i didnt get into botting until much later. had a thing against botters actually. then i grew up. went to college, got a job and, well, the rest is history. I got hooked on L2net and used it for a long time. but its been foreeeeeever since then and i cant quite figure out how to do the things i want to do anymore. it used to be i would go to the forums at insane gamers and d00d, mpj123, and... hell i dont even remember the other names anymore, were always willing to explain things.

    but now i cant find anyone who knows it. Looking in some sample scripts helps to some degree, but without having anyone to clarify anything, i'm struggling pretty bad. it's like trying to remember russian, when i wasnt very good at it in the first place, by using a list of russian words and a couple of russian newspaper articles.

    here are the JingJing commands and such. no descriptions, no definitions, nothing. just the commands:

    https://github.com/Xackery/l2net/wiki/L2net-Jingjing-Table-of-Contents

    And i cant seem to make heads or tails of a lot of it.

    Anyone know this apparently dead language?

    • Like 1
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