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Ответов(1 - 8)
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19.3.2015, 8:27
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Grandmaster
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Регистрация: 10.2.2007 Группа: Пользователи Наличность: 0 Из: Южное Бутово
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Код ;=============================================================== ; Script Name: BadManiac's Automagic Item Evaluation ; Authors: BadManiac, Nilmer, Snicker7 ; Version: 1.62 ; Client Tested with: 5.0.2b ; EUO version tested with: 1.5 Version 77 ; Shard OSI / FS: OSI / works on FS with correct item types ; Revision Date: 06/10/2006 ; Public Release: 05/12/2004 ; Global Variables Used: None ; Purpose: Called Item Evaluation ; Evaluates the item ID sent as parameter 1 (%1) ; Returns the item value in #RESULT ;=============================================================== ; SCRIPT INIT=================================================== SET %iev_lpc #LPC IF %iev_lpc < 400 SET #LPC 400 IF %iev_once <> #TRUE { ;WEAPON TYPES============================================================= SET %sword YPO_BNF_CPH_INF_FSF_OSF_ASF_HNF_FMH_CNF_LSF_NSF_ISF_SMH_RMH_CSF_ZRF_MPH_LPH_MSF_ BSF_KPO_GUO_KTF_JTF_BPH_EPH_ZSF_ATF_JPH_SOH_POH_NMH_OMH_LPO_ZTO_XTH_YTH_HSF_KSF_ NPO_XPO_FUO_JPO_QPF_NPF_KPH_FYG_RHM_SFR_ SET %fencing SRH_AQF_PPF_TSF_WSF_BUO_VPO_WPO_WRH_VRH_XRH_YRH_LTF_MTF_OPO_RRH_CUO_ SET %mace OLH_JOH_URH_EMH_WTH_DMH_QMH_CFF_BFF_PMH_GMH_ZPF_CQF_FFF_RPF_TRH_YSF_XSF_FBG_VTH_ AUH_ZTH_UOH_VOH_AUO_MPO_BUH_CUH_DMH_GFF_QOH_HFF_TLH_GBG_ SET %bow WOH_TOH_QPO_SPO_WOH_TOH_JSF_USF_LMH_MMH_QPO_SPO_PPO_RPO_JSF_USF_LMH_MMH_PPO_RPO_ JSF_ ;Samurai Empire Weapons--- SET %se_sword CSF_ZRF_MPH_LPH_MSF_BSF_KPO_GUO_KTF_JTF_BPH_EPH_ZSF_ATF_JPH_SOH_POH_NMH_OMH_LPO_ ZTO_XTH_YTH_HSF_KSF_NPO_XPO_FUO_JPO_QPF_NPF_KPH_FYG_RHM_JDP_EDP_YCP_KDP_ SET %se_fencing LDP_HDP_ZCP_FDP_ SET %se_mace DDP_ADP_IDP_ SET %se_bow XCP_ ;Mondain's Legacy Weapons--- SET %ml_sword RFR_NFR_SFR_OFR_EFR_YFR_XFR_DFR_ SET %ml_fencing KFR_GFR_LFR_HFR_IFR_MFR_FFR_JFR_ SET %ml_mace VFR_BFR_WFR_CFR_ SET %ml_bow VER_PFR_wer_QFR_ ;ARMOR TYPES================================================================ ;Medable first---- SET %leatherarmor VKH_NJL_QJL_JKH_QKH_DLH_HKH_PKH_SKH_KKH_ELH_PSF_QSK_ATK_ZSK_OSK_YSK_NSK_ SET %medhelmet NJL_QJL_NZH_TDI_VVI_KZH_PZH_DZH_ SET %medgorget JKH_RJG_SJG_FJG_MWL_ SET %medarm HKH_PKH_ SET %medtunic QKH_DLH_ SET %femalemedtunic ATK_ZSK_OSK_NSK_ SET %medglove KKH_SKH_WTO_ SET %medlegging VKH_ELH_ SET %femalemedlegging QSK_YSK_PSK_ ;Hats--- SET %hats CZH_HZH_GZH_BWI_WVI_XVI_YVI_IWI_HWI_KWI_JWI_EWI_JJN_OZH_DZH_BZH_EZH_VSH_QSH_VSH_ NWL_ ;Samurai Empire Medable Armor--- SET %se_leatherarmor RWO_GCP_UBP_OWO_LCP_SWO_GWO_CCP_NCP_OCP_ SET %se_medhelmet GWO_CCP_ SET %se_medgorget SWO_ SET %se_medarm OWO_ SET %se_medtunic RWO_NCP_ SET %se_medglove OCP_ SET %se_medleggins GCP_UBP_LCP_ECP_ SET %se_medarmor %se_leatherarmor , %se_medhelmet , %se_medgorget , %se_medarm , %se_medtunic , %se_medglove , %se_medleggins ;Mondain's Legacy Medable Armor--- SET %ml_medhelmet IJQ_ SET %ml_medgorget BAS_ SET %ml_medarm MAS_ SET %ml_medtunic ZZR_ SET %ml_medglove CAS_ SET %ml_medleggings OAS_LAS_ SET %ml_medarmor %ml_medhelmet , %ml_medgorget , %ml_medarm , %ml_medtunic , %ml_medglove , %ml_medleggings ;--- SET %medarmor %leatherarmor , %medHelmet , %hats , %medGorget , %medArm , %medTunic , %femaleMedTunic , %medGlove , %medLegging , %femaleMedLegging , %se_medarmor , %ml_medarmor ;Non medable--- SET %studdedarmor ALH_ULH_LLH_YKH_GLH_XKH_FLH_RLH_MLH_SSK_RSK_ SET %bonearmor ZPH_YPH_WPH_PPH_BQH_QPH_VPH_XPH_CQH_AQH_ SET %nonmedhelmet DSH_ASH_TSH_ESH_YPH_GSH_OSH_ZPH_ZRH_IWL_CSH_CSH_BSH_FSH_DPH_LKO_NWL_MKH_ SET %nonmedgorget NSH_ALH_ SET %nonmedarm BQH_JSH_XLH_GLH_MSH_YLH_QPH_YKH_DLO_ SET %nonmedtunic HSH_ULH_LLH_ZOH_IKH_VLH_KSH_WLH_WPH_PKO_PPH_RSK_ SET %femalenonmedtunic USK_SSK_MSK_TSK_LSK_USK_ SET %nonmedglove VPH_ISH_AQH_BMH_USH_XKH_FLH_KMH_RKO_ SET %nonmedlegging HMH_LSH_IMH_CQH_WSH_APH_MLH_RLH_NKH_XPH_NKO_ ;Samurai Empire Non Medable Armor--- SET %se_studdedarmor MWO_NWO_FCP_PCP_TBP_ SET %se_nonmedhelmet RBP_DCP_QWO_DWO_SBP_VBP_FWO_ SET %se_nonmedgorget PCP_ SET %se_nonmedarm NWO_WBP_ SET %se_nonmedtunic MWO_LWO SET %se_nonmedleggins FCP_TBP_ZBP_ SET %se_nonmedarmor %se_studdedarmor , %se_nonmedhelmet , %se_nonmedgorget , %se_nonmedarm , %se_nonmedtunic , %se_nonmedleggins ;Mondain's Legacy Non Medable Armor--- SET %ml_nonmedhelmet RJQ_UJQ_TJQ_ SET %ml_nonmedgorget QJQ_JJQ_ SET %ml_nonmedarm PJQ_GJQ_ SET %ml_nonmedtunic OJQ_ZIQ_ SET %ml_nonmedgloves NJQ_MJQ_ SET %ml_nonmedleggings AKQ_LJQ_ SET %ml_nonmedarmor %ml_nonmedhelmet , %ml_nonmedgorget , %ml_nonmedarm , %ml_nonmedtunic , %ml_nonmedgloves , %ml_nonmedleggings ;--- SET %nonmedarmor %studdedarmor , %bonearmor , %nonmedHelmet , %nonmedGorget , %nonmedArm , %nonmedTunic , %femaleNonMedTunic , %nonmedGlove , %nonmedLegging , %se_nonmedarmor , %ml_nonmedarmor ;INIT LISTS==================================================================== SET %weap %sword , %fencing , %mace , %bow , %se_sword , %se_fencing , %se_mace , %se_bow , %ml_sword , %ml_fencing , %ml_mace , %ml_bow SET %armor %medarmor , %nonmedarmor SET %shield LIK_MIK_CLK_AIK_CIK_LYD_GIK_NIK_ZHK_HLK_BLK_FIK_BIK_OIK_ SET %jewelery CWL_LWL_UJG_IJG_ SET %iev_once #TRUE } IF %1 = INIT { SET #RESULT BMItemEval_OK SET #LPC %iev_lpc EXIT } ; ITEM CHECK==================================================== SET %object %1 SET %value 0 SET %resist 0 SET %medable #FALSE SET %NA IF #FINDID <> %object { FINDITEM %object IF #FINDCNT < 1 SET %iev_done #TRUE } IF #FINDTYPE NOTIN %armor && #FINDTYPE NOTIN %jewelery && #FINDTYPE NOTIN %weap && #FINDTYPE NOTIN %shield SET %iev_done #TRUE IF %iev_done <> #TRUE { GOSUB BMGetProperty #FINDID SET %iev_objecttype #FINDTYPE ; SCRIPT START=================================================== IF #RESULT { IF %iev_objecttype IN %weap GOSUB weapon IF %iev_objecttype IN %armor GOSUB armor IF %iev_objecttype IN %jewelery GOSUB jewelery IF %iev_objecttype IN %shield GOSUB shield } } SET #LPC %iev_lpc SET #RESULT %value EXIT
; SCRIPT END ==================================================== ;=============================== ;Subs Begin here ;=============================== SUB weapon GOSUB chanceIncrease GOSUB damageIncrease GOSUB speedIncrease GOSUB channeling GOSUB slayer GOSUB leech GOSUB lower GOSUB spellChance GOSUB bestWeapon GOSUB luck GOSUB elementdamage RETURN SUB armor GOSUB medable GOSUB regeneration GOSUB resist GOSUB lowercost GOSUB increase GOSUB luck GOSUB selfRepair GOSUB reflectPhysical RETURN SUB jewelery GOSUB skill GOSUB stats GOSUB chanceIncrease GOSUB damageIncrease GOSUB luck GOSUB night GOSUB fastercast GOSUB resist GOSUB lowercost GOSUB enhancepots RETURN SUB shield GOSUB chanceIncrease GOSUB selfRepair GOSUB channeling GOSUB fastercast GOSUB reflectPhysical GOSUB resist RETURN ;================================================= SUB skill { GOSUB Skills SET %value %value + ( #RESULT / 3 ) RETURN } SUB fastercast { IF faster , #spc , casting in #property && faster , #spc , cast , #spc , recovery in #property SET %value %value + 4 GOSUB Property faster , #SPC , casting IF #RESULT > 0 SET %value %value + ( #RESULT * 6 ) GOSUB Property faster , #spc , cast , #spc , recovery SET %value %value + ( #RESULT * 4 ) RETURN } SUB stats { GOSUB Property intelligence , #spc , bonus SET %value %value + ( #RESULT / 2 ) + ( #RESULT / 3 ) GOSUB Property strength , #spc , bonus SET %value %value + ( #RESULT / 2 ) + ( #RESULT / 3 ) GOSUB Property dexterity , #spc , bonus SET %value %value + ( #RESULT / 2 ) + ( #RESULT / 3 ) RETURN } SUB increase { GOSUB Property hit , #SPC , point , #SPC , increase SET %value %value + ( #RESULT / 2 ) GOSUB Property mana , #SPC , increase SET %value %value + ( #RESULT / 2 ) GOSUB Property stamina , #SPC , increase SET %value %value + ( #RESULT / 3 ) RETURN } SUB night { IF night , #SPC , sight IN #property SET %value %value + 1 RETURN } SUB selfRepair { GOSUB Property self , #spc , repair SET %value %value + ( #RESULT / 2 ) RETURN } SUB lowercost { GOSUB Property lower , #spc , reagent , #spc , cost IF #RESULT >= 12 { SET %value %value + ( #RESULT / 2 ) + ( #RESULT / 3 ) IF %medable <> #TRUE SET %value %value - ( #RESULT / 6 ) } GOSUB Property lower , #spc , mana , #spc , cost SET %value %value + ( #RESULT / 2 ) + ( #RESULT / 3 ) RETURN } SUB enhancepots { GOSUB Property enhance , #spc , potions SET %value %value + ( #RESULT / 6 ) RETURN } SUB regeneration { GOSUB Property mana , #spc , regeneration SET %value %value + ( #RESULT * 4 ) GOSUB Property hit , #spc , point , #spc , regeneration SET %value %value + ( #RESULT * 4 ) GOSUB Property stamina , #spc , regeneration SET %value %value + ( #RESULT * 4 ) RETURN } SUB slayer { IF slayer in #property SET %value %value + 3 IF ( dragon in #property ) || ( daemon in #property ) || ( blood , #SPC , elemental IN #PROPERTY ) SET %value %value + 3 IF ( repond in #property ) || ( undead in #property ) || ( demon in #property ) || ( reptile in #property ) || ( $elemental , #spc , slayer IN #PROPERTY ) || ( arachnid , #spc , slayer IN #PROPERTY ) SET %value %value + 5 RETURN } SUB elementdamage { SET %elem_dam 0 GOSUB Property cold , #SPC , damage IF #RESULT = 100 SET %elem_dam 5 GOSUB Property energy , #SPC , damage IF #RESULT = 100 SET %elem_dam 5 GOSUB Property fire , #SPC , damage IF #RESULT = 100 SET %elem_dam 5 GOSUB Property poison , #SPC , damage IF #RESULT = 100 SET %elem_dam 7 IF %elem_dam > 0 { SET %value %value + %elem_dam IF %value < 10 SET %value 10 } RETURN } SUB spellChance { GOSUB Property hit , #spc , lightning IF #RESULT >= 20 SET %value %value + ( #RESULT / 8 ) + ( #RESULT / 12 ) GOSUB Property hit , #spc , harm IF #RESULT >= 20 SET %value %value + ( #RESULT / 8 ) + ( #RESULT / 12 ) GOSUB Property hit , #spc , fireball IF #RESULT >= 20 SET %value %value + ( #RESULT / 8 ) + ( #RESULT / 12 ) GOSUB Property hit , #spc , dispel IF #RESULT >= 20 SET %value %value + ( #RESULT / 8 ) + ( #RESULT / 20 ) GOSUB Property area IF #RESULT >= 20 SET %value %value + ( #RESULT / 10 ) + ( #RESULT / 12 ) RETURN } SUB lower { GOSUB Property lower , #spc , attack IF #RESULT >= 20 SET %value %value + ( #RESULT / 5 ) GOSUB Property lower , #spc , defense IF #RESULT >= 20 SET %value %value + ( #RESULT / 5 ) RETURN } SUB luck { GOSUB Property luck IF %iev_objecttype IN %hats SET #RESULT #RESULT - 40 IF #RESULT >= 50 SET %value %value + ( #RESULT / 11 ) + ( #RESULT / 15 ) RETURN } SUB bestWeapon { IF best , #SPC , weapon , #SPC , skill IN #PROPERTY SET %value %value + 2 RETURN } SUB chanceIncrease { GOSUB Property hit , #spc , chance IF #RESULT >= 6 SET %value %value + ( #RESULT / 2 ) + ( #RESULT / 3 ) GOSUB Property defense , #spc , chance IF #RESULT >= 6 SET %value %value + ( #RESULT / 2 ) + ( #RESULT / 3 ) RETURN } SUB speedIncrease { GOSUB Property swing , #spc , speed , #spc , increase IF #RESULT >= 10 SET %value %value + ( #RESULT / 3 ) + ( #RESULT / 10 ) RETURN } SUB channeling { IF ( spell , #SPC , channeling IN #PROPERTY ) { SET %value %value + 4 IF ( faster , #SPC , casting , #SPC , -1 IN #PROPERTY ) SET %value %value - 3 } IF ( mage , #SPC , weapon IN #PROPERTY ) { GOSUB Property mage , #SPC , weapon SET %_mw_skill ABS #RESULT SET %value %value + ( ( 31 - %_mw_skill ) / 4 ) } RETURN } SUB medable { IF ( %iev_objecttype IN %medarmor ) || ( mage , #SPC , armor IN #PROPERTY ) { SET %value %value + 2 SET %medable #TRUE } RETURN } SUB leech { GOSUB Property mana , #spc , leech IF #RESULT >= 20 SET %value %value + ( #RESULT / 6 ) + ( #RESULT / 10 ) GOSUB Property life , #spc , leech IF #RESULT >= 20 SET %value %value + ( #RESULT / 6 ) + ( #RESULT / 10 ) GOSUB Property stamina , #spc , leech IF #RESULT >= 20 SET %value %value + ( #RESULT / 8 ) + ( #RESULT / 10 ) RETURN } SUB damageIncrease { GOSUB Property spell , #SPC , damage , #spc , increase IF #RESULT > 0 SET %value %value + ( #RESULT / 2 ) GOSUB Property $damage , #spc , increase IF #RESULT >= 20 SET %value %value + ( #RESULT / 5 ) + ( #RESULT / 10 ) RETURN } SUB reflectPhysical { GOSUB Property reflect , #SPC , physical , #SPC , damage SET %value %value + ( #RESULT / 5 ) RETURN } SUB resist { GOSUB Resists IF %iev_objecttype IN %hats SET #RESULT #RESULT - 12 IF %iev_objecttype IN %armor && #RESULT > 30 SET %value %value + ( #RESULT / 4 ) + ( #RESULT / 10 ) IF %iev_objecttype NOTIN %armor SET %value %value + ( #RESULT / 5 ) RETURN } ;--- SUB Resists { IF Resist , #SPC NOTIN #PROPERTY RETURN #FALSE SET %resiststring #PROPERTY SET %totalresists 0 WHILE #TRUE { STR POS %resiststring Resist , #SPC IF #STRRES > 0 { SET #STRRES #STRRES + 6 STR DEL %resiststring 1 #STRRES SET %resiststring #STRRES STR POS #STRRES % STR DEL %resiststring #STRRES 9999 SET %totalresists %totalresists + #STRRES SET %ri 0 } ELSE BREAK } IF Total , #SPC , Resist , #SPC in #PROPERTY { GOSUB Property Total , #SPC , Resist , #SPC SET %totalresists %totalresists - #RESULT } RETURN %totalresists } SUB Skills { IF #SPC , + NOTIN #PROPERTY RETURN #FALSE SET %skillstring #PROPERTY SET %totalskills 0 SET %allskilltotal 0 WHILE #TRUE { STR POS %skillstring #SPC , + IF #STRRES > 0 { SET #STRRES #STRRES + 1 STR DEL %skillstring 1 #STRRES SET %skillstring #STRRES STR POS #STRRES $ STR DEL %skillstring #STRRES 9999 SET %allskilltotal %allskilltotal + #STRRES IF #STRRES >= 10 SET %totalskills %totalskills + #STRRES } ELSE BREAK } IF %totalskills >= 10 SET %totalskills %allskilltotal RETURN %totalskills } SUB Property { IF ( %0 <> 1 ) || ( %1 NOTIN #PROPERTY ) RETURN #FALSE SET %_property %1 STR POS #PROPERTY %_property STR DEL #PROPERTY 1 #STRRES SET %_string #STRRES STR POS #STRRES $ STR DEL %_string #STRRES 9999 SET %_string #STRRES STR LEN %_string IF skill IN %_string SET #STRRES #STRRES - 6 IF % IN %_string SET #STRRES #STRRES - 1 SET %num_len 0 FOR %i #STRRES 1 { SET %num_len %num_len + 1 STR MID %_string %i 1 IF #SPC IN #STRRES { STR MID %_string %i %num_len SET %i 1 } } RETURN #STRRES } SUB BMGetProperty { SET %prop_timeout #SYSTIME + 1500 EVENT PROPERTY %1 WHILE #PROPERTY = $ || No , #SPC , Data IN #PROPERTY { IF No , #SPC , Data IN #PROPERTY EVENT PROPERTY %1 IF #SYSTIME > %prop_timeout RETURN #FALSE } RETURN #TRUE }
режит лутает вкл выкл , кнопка или авто на выбор , открывает паки , главное быстрая и тд )
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