Inscript v2
Datum: 7/04/2013 23:00:10
Staženo: 1030x
Zapínání ,insc "kouzlo" do parametru druh zadejte následující název kouzla.
Do parametru zadejte:
- Agility
- Arch Cure
- Arch Protection
- Blade Spirits
- Bless
- Clumsy
- Create Food
- Cunning
- Cure
- Curse
- Dispel
- Dispel Field
- Energy Bolt
- Energy Field
- Energy Vortex
- Explosion
- Feeblemind
- Fire Field
- Fireball
- Flamestrike
- Gate Travel
- Greater Heal
- Harm
- Heal
- Chain Lighting
- Lighting
- Magic Arrow
- Magic Reflection
- Magic Trap
- Magic Untrap
- Mark
- Mass Dispel
- Meteor Swarm
- Mind Blast
- Night Sight
- Paralyze
- Paralyze Field
- Poison
- Poison Field
- Polymorph
- Protection
- Reactive Armor
- Recall
- Resurrection
- Reveal
- Strenght
- Summon Air Elemental
- Summon Daemon
- Summon Earth Elemental
- Summon Fire Elemental
- Summon Water Elemental
- Teleport
- Unlock
- Wall Of Stone
- Weaken
Nektery argument muze byt spatne tak opravit .. IVM funguje krásně :P
Dále je možnost nastavit:
- Způsob doplňování many:
1 - Jen Potion
2 - Jen Meditace
3 - Meditace + Potion
- Druh Mana potionu:
1 - TMR
2 - MR
Targety pokud zrušíte pomoci ESC, tak jsou automaticky přesměrované do BACKPACKU.
Jsou tam pak další nastavení, ale já osobně bych je nechal tak, ale nastavte si je jak chcete...
Příkazy:
- ,insc
Kód:
using System;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Text;
using Phoenix;
using Phoenix.WorldData;
namespace Scripts.MagicGeneration
{
public class Inscript
{
/// <summary>
/// Způsob doplňování many:
/// 1 - Jen Potion
/// 2 - Jen Meditace
/// 3 - Meditace + Potion
/// </summary>
public const int zpusob = 3;
/// <summary>
/// Druh Mana potionu:
/// 1 - TMR
/// 2 - MR
/// </summary>
public const int drink = 1;
/// <summary>
/// Zapnout PRINT hlasky:
/// True - Ano
/// False - Ne
/// </summary>
public const bool print = true;
/// <summary>
/// Zadej pocet svitku (hotovich), kdy se maj prenest do truhle zadane:
/// </summary>
public const int prenest_scroll = 5;
/// <summary>
/// Zadej pocet kolik blanku ma prenaset
/// </summary>
public const int prenest_blanky = 20;
/// <summary>
/// ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
/// </summary>
///
#region Define_svitku
private UOItem box_blanky;
private UOItem box_regy;
private UOItem box_scroll;
private string druh_memmory;
private int min_mana_potrebna;
private int temp_ui,temp_ov=0;
private int statistika_ok = 0;
private int statistika_fizz = 0;
private struct TMR
{
public const ushort Keg_t = 0x1843;
public const ushort Keg_c = 0x0003;
public const ushort type = 0x0F09;
public const ushort color = 0x0003;
}
private struct ManaRef
{
public const ushort Keg_t = 0x1843;
public const ushort Keg_c = 0x0005;
public const ushort type = 0x0F09;
public const ushort color = 0x0005;
}
private Dictionary<string, ScrollType> scroll = new Dictionary<string, ScrollType>
{
{"Agility", new ScrollType(2,10 ,0x1F35, 1,BM,1,MR,0,NIC,0,NIC)},
{"Arch Cure", new ScrollType(4,10 ,0x1F45, 1,GA,1,GI,1,MR,0,NIC)},
{"Arch Protection", new ScrollType(4,10 ,0x1F46 , 1,GA,1,GI,1,MR,1,SA)},
{"Blade Spirits", new ScrollType(5,10 ,0x1F4D, 1,BP,1,MR,1,NS,1,GA)},
{"Bless", new ScrollType(3,10 ,0x1F3D, 1,GA,1,MR,0,NIC,0,NIC)},
{"Clumsy", new ScrollType(1,10 ,0x1F2E, 1,BM,1,NS,0,NIC,0,NIC)},
{"Create Food", new ScrollType(1,10 ,0x1F2F, 10,GA,10,GI,10,MR,0,NIC)},
{"Cunning", new ScrollType(2,10 ,0x1F36 , 1,MR,1,NS,0,NIC,0,NIC)},
{"Cure", new ScrollType(2,10 ,0x1F37, 1,GA,1,GI,0,NIC,0,NIC)},
{"Curse", new ScrollType(4,10 ,0x0E35, 1,GA,1,NS,1,SA,0,NIC)},
{"Dispel", new ScrollType(6,10 ,0x1F55, 1,GA,1,MR,1,SA,0,NIC)},
{"Dispel Field", new ScrollType(5,10 ,0x1F4E , 1,GA,1,BP,1,SS,1,SA)},
{"Energy Bolt", new ScrollType(6,10 ,0x1F56, 1,BP,1,NS,0,NIC,0,NIC)},
{"Energy Field", new ScrollType(7,10 ,0x1F5E, 1,BP,1,NS,0,NIC,0,NIC)},
{"Energy Vortex", new ScrollType(8,10 ,0x1F66, 1,BP,1,NS,0,NIC,0,NIC)},
{"Explosion", new ScrollType(6,10 ,0x1F57, 1,BP,1,MR,1,SA,0,NIC)},
{"Feeblemind", new ScrollType(1,10 ,0x1F30, 1,GI,1,NS,0,NIC,0,NIC)},
{"Fire Field", new ScrollType(4,10 ,0x1F48, 1,GI,1,NS,0,NIC,0,NIC)},
{"Fireball", new ScrollType(3,10 ,0x1F3E, 1,BP,1,SA,0,NIC,0,NIC)},
{"Flamestrike", new ScrollType(7,10 ,0x1F5F, 1,BP,1,SA,0,NIC,0,NIC)},
{"Gate Travel", new ScrollType(7,10 ,0x1F60 , 1,BP,1,MR,1,SA,0,NIC)},
{"Greater Heal", new ScrollType(4,10 ,0x1F49, 1,GA,1,GI,1,MR,1,SS)},
{"Harm", new ScrollType(2,10 ,0x1F38, 1,SS,1,NS,0,NIC,0,NIC)},
{"Heal", new ScrollType(1,10 ,0x1F31, 1,GA,1,GI,1,SS,0,NIC)},
{"Chain Lighting", new ScrollType(7,10 ,0x1F5D, 1,BP,1,MR,1,BM,1,SA)},
{"Lighting", new ScrollType(4,10 ,0x1F4A , 1,BP,1,MR,1,BM,1,SA)},
{"Magic Arrow", new ScrollType(1,10 ,0x1F32, 1,BP,1,NS,0,NIC,0,NIC)},
{"Magic Reflection", new ScrollType(5,10 ,0x1F50, 1,BP,1,NS,0,NIC,0,NIC)},
{"Magic Trap", new ScrollType(2,10 ,0x1F39, 1,BP,1,NS,0,NIC,0,NIC)},
{"Magic Untrap", new ScrollType(2,10 ,0x1F40, 1,BM,1,SA,0,NIC,0,NIC)},
{"Mark", new ScrollType(6,10 ,0x1F59, 1,BP,1,BM,1,MR,0,NIC)},
{"Mass Dispel", new ScrollType(7,10 ,0x1F62, 1,BP,1,GA,1,MR,1,SA)},
{"Meteor Swarm", new ScrollType(7,10 ,0x1F63, 1,BM,1,SS,1,MR,1,SA)},
{"Mind Blast", new ScrollType(5,10 ,0x1F51, 1,BP,1,MR,1,NS,1,SA)},
{"Night Sight", new ScrollType(1,10 ,0x1F33 , 1,SS,1,SA,0,NIC,0,NIC)},
{"Paralyze", new ScrollType(5,10 ,0x1F52, 1,GA,1,MR,1,SS,0,NIC)},
{"Paralyze Field", new ScrollType(6,10 ,0x1F5B , 1,GA,1,MR,1,SS,0,NIC)},
{"Poison", new ScrollType(3,10 ,0x1F40, 1,GA,1,MR,1,SS,0,NIC)},
{"Poison Field", new ScrollType(5,10 ,0x1F53, 1,GA,1,MR,1,SS,0,NIC)},
{"Polymorph", new ScrollType(7,10 ,0x1F64, 1,BM,1,MR,1,SS,0,NIC)},
{"Protection", new ScrollType(2,10 ,0x1F3B, 1,GA,1,GI,1,SA,0,NIC)},
{"Reactive Armor", new ScrollType(1,10 ,0x1F2D, 1,GA,1,SA,1,SS,0,NIC)},
{"Recall", new ScrollType(4,10 ,0x1F4C, 1,BP,1,BM,1,MR,0,NIC)},
{"Resurrection", new ScrollType(8,10 ,0x1F67, 1,BM,1,GA,1,GI,0,NIC)},
{"Reveal", new ScrollType(6,10 ,0x1F5C, 1,BM,1,SA,0,NIC,0,NIC)},
{"Strenght", new ScrollType(2,10 ,0x1F3C, 1,MR,1,NS,0,NIC,0,NIC)},
{"Summon Air Elemental", new ScrollType(9,10 ,0x1F68, 1,BM,1,MR,1,SS,0,NIC)},
{"Summon Daemon", new ScrollType(8,10 ,0x1F69, 1,BM,1,MR,1,SS,0,NIC)},
{"Summon Earth Elemental", new ScrollType(8,10 ,0x1F6A, 1,BM,1,MR,1,SS,0,NIC)},
{"Summon Fire Elemental", new ScrollType(8,10 ,0x1F6B, 1,BM,1,MR,1,SS,1,SA)},
{"Summon Water Elemental", new ScrollType(8,10 ,0x1F6C, 1,BM,1,MR,1,SS,0,NIC)},
{"Teleport", new ScrollType(3,10 ,0x1F42, 1,BM,1,MR,0,NIC,0,NIC)},
{"Unlock", new ScrollType(3,10 ,0x1F43, 1,BM,1,SA,0,NIC,0,NIC)},
{"Wall Of Stone", new ScrollType(3,10 ,0x1F44, 1,BM,1,SA,0,NIC,0,NIC)},
{"Weaken", new ScrollType(1,10 ,0x1F34, 1,GA,1,NS,0,NIC,0,NIC)}
};
#endregion
#region ScrollType
public class ScrollType
{
private int kruh;
private int min_mana;
private ushort scroll;
private int creg1;
private ushort reg1;
private int creg2;
private ushort reg2;
private int creg3;
private ushort reg3;
private int creg4;
private ushort reg4;
public ScrollType(int _kruh, int _mana, ushort _ushort, int _regc1, ushort _reg1, int _regc2, ushort _reg2, int _regc3, ushort _reg3, int _regc4, ushort _reg4)
{
kruh = _kruh;
min_mana = _mana;
scroll = _ushort;
reg1 = _reg1;
creg1 = _regc1;
reg2 = _reg2;
creg2 = _regc2;
reg3 = _reg3;
creg3 = _regc3;
reg4 = _reg4;
creg4 = _regc4;
}
public int Kruh { get { return kruh; } }
public int Minimal_Mana { get { return min_mana; } }
public ushort Scroll { get { return scroll; } }
public ushort Reg1 { get { return reg1; } }
public ushort Reg2 { get { return reg2; } }
public ushort Reg3 { get { return reg3; } }
public ushort Reg4 { get { return reg4; } }
public int CReg1 { get { return creg1; } }
public int CReg2 { get { return creg2; } }
public int CReg3 { get { return creg3; } }
public int CReg4 { get { return creg4; } }
}
public const ushort BP = 0x0F7A;
public const ushort BM = 0x0F7B;
public const ushort GA = 0x0F84;
public const ushort GI = 0x0F85;
public const ushort MR = 0x0F86;
public const ushort NS = 0x0F88;
public const ushort SA = 0x0F8C;
public const ushort SS = 0x0F8D;
public const ushort NIC = 0x0000;
#endregion
[Command("insc")]
[BlockMultipleExecutions("insc")]
public void insc(string druh)
{
target_box();
if (!scroll.ContainsKey(druh))
{
UO.Print("Zadany svitek v parametru neexistuje {0}", druh);
return;
}
else
{
UO.Print("Dneska budeme psati {0}", druh);
if (druh_memmory != druh)
{
statistika_ok = 0;
statistika_fizz = 0;
}
druh_memmory = druh;
min_mana_potrebna = scroll[druh_memmory].Minimal_Mana+5;
}
while (!World.Player.Dead)
{
check_vyrobku();
UO.Wait(300);
check_regy();
UO.Wait(300);
check_blanky();
UO.Wait(500);
check_mana();
check_mana();
UO.Wait(300);
inscript();
UO.Wait(300);
}
info("Konec programu");
}
private void inscript()
{
if (World.Player.Mana > min_mana_potrebna)
{
info("Pisu svitek ..");
UO.DeleteJournal();
temp_ui = World.Player.Mana;
string[] incs = { "Spell Circles", scroll[druh_memmory].Kruh.ToString(), scroll[druh_memmory].Kruh.ToString(), druh_memmory };
UO.WaitMenu(incs);
UOItem blanky = World.Player.Backpack.AllItems.FindType(0x0E34);
blanky.Use();
string[] hlaskys = { "You put", "You fail" };
Journal.WaitForText(true, hlaskys);
if (temp_ov == 0)
{
min_mana_potrebna = (temp_ui - World.Player.Mana)+5;
info(0x0116, "Nastavena minimalni mana na svitek: " + min_mana_potrebna.ToString());
}
temp_ov = 1;
if (UO.InJournal("You put"))
{
statistika_ok++;
info(0x010C,"Uspesny");
}
else
{
statistika_fizz++;
info(0x0080,"Neuspesny");
}
statistika();
}
}
private void statistika()
{
int celkem = statistika_fizz+statistika_ok;
float vysledek = (statistika_ok / celkem)*100;
UO.Print(0x055A, "Statistika:");
UO.Print(0x055A, "Celkem: {0} ", celkem);
UO.Print(0x055A, "Uspesne: {0} ", statistika_ok);
UO.Print(0x055A, "Neuspesne: {0}", statistika_fizz);
UO.Print(0x055A, "Uspesnost: {0}%", (float)vysledek);
}
private void check_mana()
{
if (World.Player.Mana < min_mana_potrebna)
{
#pragma warning disable
info(0x0116, "Malo Many, jdu to resit");
switch (zpusob)
{
case 1:
piti();
break;
case 2:
meditace();
break;
case 3:
piti();
meditace();
break;
default:
info("Chyba v nastaveni zpusobu doplnovani many!!!!");
meditace();
break;
}
#pragma warning restore
}
}
private void check_blanky()
{
if (UO.Count(0x0E34) == 0)
{
if (!box_blanky.Opened) { box_blanky.Use(); UO.Wait(500); }
info(0x002B,"Prenasim " + prenest_blanky.ToString() + " blanky do backpacku");
UOItem blanks = new UOItem(box_blanky.AllItems.FindType(0x0E34));
if (!blanks.Exist) { info(0x002B, "Nejdou pretahnout blanky do backpacku ... KONEC"); UO.TerminateAll(); }
blanks.Move(prenest_blanky, World.Player.Backpack);
}
}
private void check_regy()
{
if (UO.Count(scroll[druh_memmory].Reg1) < scroll[druh_memmory].CReg1)
{
if (!box_regy.Opened) { box_regy.Use(); UO.Wait(500); }
UOItem regs1 = new UOItem(box_regy.AllItems.FindType(scroll[druh_memmory].Reg1));
if (!regs1.Exist) { info("Nenalezeny reg typu 1.. Viz DP. web ... KONEC"); UO.TerminateAll(); }
regs1.Move(100, World.Player.Backpack);
info(0x002B, "Doplneni regu 1");
UO.Wait(300);
}
if (UO.Count(scroll[druh_memmory].Reg2) < scroll[druh_memmory].CReg2)
{
if (!box_regy.Opened) { box_regy.Use(); UO.Wait(500); }
UOItem regs2 = new UOItem(box_regy.AllItems.FindType(scroll[druh_memmory].Reg2));
if (!regs2.Exist) { info("Nenalezeny reg typu 2.. Viz DP. web ... KONEC"); UO.TerminateAll(); }
regs2.Move(100, World.Player.Backpack);
info(0x002B, "Doplneni regu 2");
UO.Wait(300);
}
if (UO.Count(scroll[druh_memmory].Reg3) < scroll[druh_memmory].CReg3)
{
if (!box_regy.Opened) { box_regy.Use(); UO.Wait(500); }
UOItem regs3 = new UOItem(box_regy.AllItems.FindType(scroll[druh_memmory].Reg3));
if (!regs3.Exist) { info("Nenalezeny reg typu 1.. Viz DP. web ... KONEC"); UO.TerminateAll(); }
regs3.Move(100, World.Player.Backpack);
info(0x002B, "Doplneni regu 3");
UO.Wait(300);
}
if (UO.Count(scroll[druh_memmory].Reg4) < scroll[druh_memmory].CReg4)
{
if (!box_regy.Opened) { box_regy.Use(); UO.Wait(500); }
UOItem regs4 = new UOItem(box_regy.AllItems.FindType(scroll[druh_memmory].Reg4));
if (!regs4.Exist) { info("Nenalezeny reg typu 1.. Viz DP. web ... KONEC"); UO.TerminateAll(); }
regs4.Move(100, World.Player.Backpack);
info(0x002B, "Doplneni regu 4");
UO.Wait(300);
}
}
private void check_vyrobku()
{
if (UO.Count(scroll[druh_memmory].Scroll) >= prenest_scroll && box_scroll.Serial != World.Player.Backpack)
{
info(0x002B, "Zjistuju stav ");
UOItem hotov_vyrobek = new UOItem(World.Player.Backpack.AllItems.FindType(scroll[druh_memmory].Scroll));
hotov_vyrobek.Move(0, box_scroll.Serial);
info(0x002B, "Prenos "+hotov_vyrobek.Amount.ToString() +" svitku dokoncen...");
}
}
private void target_box()
{
info(0x010C,"Zvol truhlu s blanky");
box_blanky = new UOItem(UIManager.TargetObject());
UO.Wait(500);
if(!box_blanky.Exist)
{
info(0x0026, "Truhla s blanky neexistuje nastavuje se BackPack");
box_blanky = World.Player.Backpack;
}
info(0x010C, "Zvol truhlu, kam se budou prenaset svitky hotove");
box_scroll = new UOItem(UIManager.TargetObject());
UO.Wait(500);
if (!box_scroll.Exist)
{
info(0x0026,"Truhla s hotovima svitkama neexistuje nastavuje se BackPack");
box_scroll = World.Player.Backpack;
}
info(0x010C, "Zvol truhlu s regy");
box_regy = new UOItem(UIManager.TargetObject());
UO.Wait(500);
if (!box_regy.Exist)
{
info(0x0026, "Truhla s REGY neexistuje nastavuje se BackPack");
box_blanky = World.Player.Backpack;
}
}
private void piti()
{
#pragma warning disable
switch (drink)
{
case 1:
if (UO.Count(TMR.type, TMR.color) > 0)
{
vypij(TMR.type, TMR.color, "TMR");
}
else
{
if (UO.Count(TMR.Keg_t, TMR.Keg_c) > 0)
{
nalij(TMR.Keg_t, TMR.Keg_c, "TMR");
vypij(TMR.type, TMR.color, "TMR");
}
else
{
jak_doplnit_manu();
}
}
break;
case 2:
if (UO.Count(ManaRef.type, ManaRef.color) > 0)
{
vypij(ManaRef.type, ManaRef.color, "MR");
}
else
{
if (UO.Count(ManaRef.Keg_t, ManaRef.Keg_c) > 0)
{
nalij(ManaRef.Keg_t, ManaRef.Keg_c, "MR");
vypij(ManaRef.type, ManaRef.color, "MR");
}
else
{
jak_doplnit_manu();
}
}
break;
default:
if (UO.Count(TMR.type, TMR.color) > 0)
{
vypij(TMR.type, TMR.color, "TMR");
}
else
{
if (UO.Count(TMR.Keg_t, TMR.Keg_c) > 0)
{
nalij(TMR.Keg_t, TMR.Keg_c, "TMR");
vypij(TMR.type, TMR.color, "TMR");
}
else
{
jak_doplnit_manu();
}
}
break;
}
#pragma warning restore
}
private void jak_doplnit_manu()
{
#pragma warning disable
if (zpusob == 2 || zpusob == 3)
{
meditace();
}
else
{
Cekani_intervals("TMR");
}
#pragma warning restore
}
private void vypij(ushort type, ushort color, string name)
{
UOItem potion = World.Player.Backpack.AllItems.FindType(type,color);
potion.Use();
info(0x0116, "Vypito "+name+" ");
}
private void nalij(ushort type, ushort color,string name)
{
UOItem keg = World.Player.Backpack.AllItems.FindType(type, color);
UOItem emptyBottle = World.Player.Backpack.AllItems.FindType(0x0F0E);
UO.WaitTargetObject(emptyBottle.Serial);
keg.Use();
UO.Wait(200);
info(0x0116, "Nalil jsem "+name+" z kade");
}
private void info(string hlaska)
{
info(0x00baf, hlaska);
}
private void info(ushort color, string hlaska)
{
if (print)
{
UO.Print(color,"Inscript: {0}", hlaska);
}
}
private void Cekani_intervals(string hlaska)
{
while(World.Player.Mana <= (min_mana_potrebna+2))
{
UO.Wait(2000);
}
info(0x0120,"Mana hranice pro svitek docerpana");
}
private void meditace()
{
while (World.Player.Mana < World.Player.MaxMana)
{
if (!World.Player.Dead)
{
UO.UseSkill("Meditation");
UO.Wait(2500);
// info(0x0120,"Medituju " + World.Player.Mana.ToString() + "/" + World.Player.MaxMana.ToString() + "");
}
else { break; }
}
}
}
}


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