War/Pal - Equip/UnEquip
Datum: 23/11/2014 23:15:48
Staženo: 415x
Popis:
Nasazení brnění/sundání (vhodné do dungu)
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);
}
}
}

