War/Pal - Equip/UnEquip

Datum: 23/11/2014 23:15:48

Staženo: 415x

Popis:

Nasazení brnění/sundání (vhodné do dungu)


Hodnocení: 3.1/10 (110 hlasy)

Download file:cs

Příkazy:

  • ,exec equip
  • ,exec unequip

Kód:

using System;
using System.Collections.Generic;
using Phoenix;
using Phoenix.WorldData;
using System.Text;
using System.Windows.Forms;
using System.Diagnostics;
using System.Runtime.InteropServices;
using Phoenix.Gui;
namespace Scripts.DarkParadise
{
    public class equips
    {
        [Executable]
        public void equip()
        {

            ushort[] invulko = new ushort[7];
            invulko[0] = 0x1411; // Layer: InnerLegs
            invulko[1] = 0x1415; // Layer: InnerTorso
            invulko[2] = 0x1410; // Layer: Arms
            invulko[3] = 0x1414; // Layer: Gloves
            invulko[4] = 0x1412; // Layer: Hat
            invulko[5] = 0x1413; // Layer: Neck
            invulko[6] = 0x1B76; // Layer: LeftHand

             
                for (int i = 0; i < invulko.Length; i++)
                {
                    if (over_existenci(invulko[i]))
                    {
                            UO.EquipItem(over_serial(invulko[i]));
                            UO.Print(0x024D, "Nasazuji Equip - {0} z {1}", i, invulko.Length);
                            UO.Wait(50);
                    }
                }  
        }


         public static bool over_existenci(ushort type)
         {
             UOItem overime_existenci_casti_tela = World.Player.Backpack.AllItems.FindType(type);
             return overime_existenci_casti_tela.Exist;
         }
         public static Serial over_serial(ushort type)
         {
             UOItem overime_existenci_casti_telas = World.Player.Backpack.AllItems.FindType(type);
             return overime_existenci_casti_telas.Serial;
         }

[Executable]
        public void unequip()
        {


            Layer[] impes = new Layer[7];
            impes[0] = Layer.InnerLegs; // Layer: InnerLegs
            impes[1] = Layer.InnerTorso; // Layer: InnerTorso
            impes[2] = Layer.Arms; // Layer: Arms
            impes[3] = Layer.Gloves; // Layer: Gloves
            impes[4] = Layer.Hat; // Layer: Hat
            impes[5] = Layer.Neck; // Layer: Neck
            impes[6] = Layer.LeftHand; // Layer: LeftHand


            for (int i = 0; i < impes.Length; i++)
                {
                    if (sundat_existujici(impes[i]))
                    {
                        sundat_layers(impes[i]);
                    }
                }  
        }


        public static bool sundat_existujici(Layer type)
         {
             UOItem overimasd = World.Player.Layers[type] ;
             return overimasd.Exist;
         }
        public static void sundat_layers(Layer type)
         {
             UO.MoveItem(World.Player.Layers[type].Serial, 1, World.Player.Backpack);
             UO.Wait(50);
         }


    }
}

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