Матрос

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About Матрос

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  1. Баг с респом монстров

    Нет. Уже накрутил).
  2. Баг с респом монстров

    120 рублей - 1000 участников. Не хочешь не бери, зачем флудильную создавать из темы.
  3. Баг с респом монстров

    Возможно у вас как то по другому, я бы выложил как это делается, в виде видео, но люди начнут искать способ решения. Виноваты монстры. Давайте вы напишите в лс, думаю там мы решим все. Все зависит сколько готовы предложить ?
  4. Баг с респом монстров

    В данный момент интересуют подписчики , активные и не активные . Проблема устранятся со стороны скриптов. И зависит от действия игроков, а не сервера. Ибо проблема решалась, путём совершения этого бага. Так же возможно забагать совершено любую локацию .
  5. Баг с респом монстров

    Не обязательно покупать я написал в первом посте. Можно продвинуть аккаунт в инстаграме. А не копировать , вставить. Я готов и бесплатно это предоставить но смысл от ваших фан серверов.
  6. Предоставлю вам защиту от быстрого респаунта. Когда персонаж багает локацию и на этой локации монстры ресаются по кд в 1 секунду. Многие админы говорят, что ГС перезапустить нужно, но это бред. В любой момент можно забагать карту. Цена договорная, возможна оплата продвижением аккаунта в инстаграм (может кто этим и занимается).
  7. Вы отключены от сервера

    Столкнулся с такой же проблемой, персонаж в аргенте создается и на него заходит, а в шайтане и в ледыне нет. Вырубает, но можно зайти со 2 раза, но уже на карту аргент. Посмотрел по базе в колонке мап - стоит аргент. bith - шайтан. main_map - аргент. А если создать персонажа то в БД выносятся следующее. мап- шайтан, bith - пусто, main_map - пусто. Точки респа для обоих карт прописаны . Бин файлы соответствуют, как это можно поправить? [12-21 21:14:52]cha_id = 10312, begin goout [12-21 21:14:52]Cha-3122132312132321+10312 start configure save data. [12-21 21:14:52]save the main character whole data succeed! [12-21 21:14:52]finish kitbag save. [12-21 21:14:52]finish save the temp kitbag. [12-21 21:14:52]finish the whole bank[0->0]save [12-21 21:14:52]save the whole boat data succeed [12-21 21:14:52]save character whole data succeed. [12-21 21:14:52]cha_id = 10312, goout [12-21 21:14:52]enter game scene failed Cha-3122132312132321+10312(Cha-3122132312132321+10312) [12-21 21:14:52]end up entry map [Cha-3122132312132321+10312]================
  8. По поводу посейшена у меня там стоит все по порядку 168 Владение Феей В -1 0 State_JLFT_Add State_JLFT_Rem 1 0 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 -1 0 0 0 528 -1 0 0 0 0 0 0 0 169 Владение Феей С -1 0 State_JLFT_Add State_JLFT_Rem 1 0 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 -1 0 0 0 529 -1 0 0 0 0 0 0 0 170 Владение Феей D -1 0 State_JLFT_Add State_JLFT_Rem 1 0 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 -1 0 0 0 530 -1 0 0 0 0 0 0 0 171 Владение Феей E -1 0 State_JLFT_Add State_JLFT_Rem 1 0 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 -1 0 0 0 531 -1 0 0 0 0 0 0 0 172 Владение Феей F -1 0 State_JLFT_Add State_JLFT_Rem 1 0 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 -1 0 0 0 532 -1 0 0 0 0 0 0 0 173 Владение Феей G -1 0 State_JLFT_Add State_JLFT_Rem 1 0 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 -1 0 0 0 533 -1 0 0 0 0 0 0 0 174 Владение Феей H -1 0 State_JLFT_Add State_JLFT_Rem 1 0 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 -1 0 0 0 534 -1 0 0 0 0 0 0 0 сравнил в несколько сборок так же. Использую клиент ру офа. При использовании тут свечение голубое, а должно быть фиолетовое по офу. Т.е текстуры или как?
  9. function Skill_JLFT_BEGIN( role , sklv ) local item_elf = GetChaItem(role , 2, 1) -- Слот, гд?должен находить? питоме? local item_elf_type = GetItemType ( item_elf ) -- Ти?питомц? local item_elf_maxhp = GetItemAttr(item_elf,ITEMATTR_MAXURE) -- Максимальн? стамин? local item_elf_hp = GetItemAttr(item_elf,ITEMATTR_URE) -- Текщ? стамин? --local role_hp = GetChaAttr(role, ATTR_HP) -- ЖЗ персонаж?о_?на?надо - не еб? local role_mxhp = GetChaAttr(role, ATTR_MXHP) local Num_JL = GetItemForgeParam ( item_elf , 1 ) if item_elf_type ~= 59 then -- SkillUnable(role) SystemNotice ( role , "\194 \241\235\238\242\229 \228\235\255 \244\229\232 \237\229\242 \244\229\232" ) --SystemNotice ( role , "?слот?для фе?не?фе? ) return end local str = GetItemAttr( item_elf ,ITEMATTR_VAL_STR ) -- Сила local con = GetItemAttr( item_elf ,ITEMATTR_VAL_CON ) -- Телосложение local agi = GetItemAttr( item_elf ,ITEMATTR_VAL_AGI ) -- Ловкость local dex = GetItemAttr( item_elf ,ITEMATTR_VAL_DEX ) -- Ду? local sta = GetItemAttr( item_elf ,ITEMATTR_VAL_STA ) -- Точность local lv_JL = str + con + agi + dex + sta -- итог?уровен?фе? if item_elf_hp < 5000 then -- если ЖЗ фе?< 5000 то SkillUnable ( role ) -- послат?игрока нахе??выводить системку: SystemNotice ( role , "Чтобы использовать этот навык, у феи должно быть 100+ стамины! " ) -- ?вывест?системку return end item_elf_hp = item_elf_hp - (4 * lv_JL / sklv) * 50 -- item_elf_hp = 4500 ?? 95 хп < 100 => пройдё? SetItemAttr ( item_elf , ITEMATTR_URE , item_elf_hp ) -- убивае?фе?ХП за использовани?пасехи 32000 = 640 end function Skill_JLFT_End ( ATKER , DEFER , sklv ) local statelv = sklv -- узнаём уровен?пасехи local statetime = 150 + sklv * 10 -- время использования - 190 ?секундах. local item_elf = GetChaItem(ATKER , 2, 1) -- проверяем одет?фея ил?не? local item_elf_type = GetItemType ( item_elf ) -- ти?фе? local Item_ID = GetItemID ( item_elf ) -- ИД фе? if Item_ID==231 then AddState( ATKER , ATKER , STATE_JLFT1, statelv , statetime ) elseif Item_ID==232 then AddState( ATKER , ATKER , STATE_JLFT1, statelv , statetime ) elseif Item_ID==233 then AddState( ATKER , ATKER , STATE_JLFT1, statelv , statetime ) elseif Item_ID==234 then AddState( ATKER , ATKER , STATE_JLFT1, statelv , statetime ) elseif Item_ID==235 then AddState( ATKER , ATKER , STATE_JLFT1, statelv , statetime ) elseif Item_ID==236 then AddState( ATKER , ATKER , STATE_JLFT1, statelv , statetime ) elseif Item_ID==237 then AddState( ATKER , ATKER , STATE_JLFT1, statelv , statetime ) elseif Item_ID==681 then AddState( ATKER , ATKER , STATE_JLFT6, statelv , statetime ) elseif Item_ID==36 then AddState( ATKER , ATKER , STATE_JLFT7, statelv , statetime ) elseif Item_ID==1545 then AddState( ATKER , ATKER , STATE_JLFT3, statelv , statetime ) end end Исходные данные, я хочу сделать что бы на начальном уровне было уровень феи *6, стандарт уровень феи *3, высший уровень феи *2 . А так она отнимает выносливость но мне ее нужно поменять. Можешь подсказать?
  10. 1. Как узнать где именно правится отнимаемая стамина феи от посейшенов 1 2 3 уровня? 2. Как можно поправить свечение посейшена? (на другой цвет)
  11. защита от ддос атак

    уже 2018 год какой хамачи?) Лучше приобрести хостинг, цена на него адекватная и не дорогая. Цены на нормальный хостинг от 3.000р до 3.500 за средний хост.
  12. Запуск Карт

    Как мне известно их запускают на разных гс.
  13. ConditionsTest

    --[[elseif conditions[i].func == NoNewbie then PRINT( "ConditionsTest:NoNewbie, p1 = ", conditions[i].p1 ) local ret = NoNewbie( npc, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:NoNewbie = false" ) return LUA_FALSE end]]-- Было бы все так просто. При вырезании этого кода НПС выдает ошибку http://skrinshoter.ru/s/141217/b2p3xivc А если закомментировать вот так эту часть elseif conditions[i].func == NoNewbie then --[[ PRINT( "ConditionsTest:NoNewbie, p1 = ", conditions[i].p1 ) local ret = NoNewbie( npc, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:NoNewbie = false" ) return LUA_FALSE end]]-- то работает но все равно криво, в обоих случаях нету файла с логом ошибки
  14. ConditionsTest

    function ConditionsTest( character, conditions, param1, param2, npc ) if conditions == nil then SystemNotice( character, "ConditionsTest: condition test function conditions parameter cannot be as null!" ) return LUA_FALSE end if conditions[1] == nil then PRINT( "ConditionsTest: condition as null return real!" ) else local num = TR_MAXNUM_CONDITIONS if conditions.count ~= nil then num = conditions.count end for i = 1, num, 1 do --јмІвґҐ·ўЖчПЮЦЖМхјюЧо¶а12ёцМхјю if conditions[i] == nil then break; end if conditions[i].func == nil then SystemNotice( character, "ConditionsTest: condition management function cannot be as null!" ) end if conditions[i].func == NoMission then PRINT( "ConditionsTest:NoMission, p1 = ", conditions[i].p1 ) local Ret = NoMission( character, conditions[i].p1 ) if Ret ~= LUA_TRUE then PRINT( "ConditionsTest: NoMission = false" ) return LUA_FALSE end elseif conditions[i].func == HasMission then PRINT( "ConditionsTest:HasMission, p1 = ", conditions[i].p1 ) local ret = HasMission( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest: HasMission = false" ) return LUA_FALSE end elseif conditions[i].func == Checkjlktime then PRINT( "ConditionsTest:Checkjlktime, p1 =", conditions[i].p1 ) local ret = Checkjlktime( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:Checkjlktime = false" ) return LUA_FALSE end elseif conditions[i].func == HasRandMission then PRINT( "ConditionsTest:HasRandMission, p1 = ", conditions[i].p1 ) local ret = HasRandMission( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest: HasRandMission = false" ) return LUA_FALSE end elseif conditions[i].func == HasMisssionFailure then PRINT( "ConditionsTest:HasMisssionFailure, p1 = ", conditions[i].p1 ) local ret = HasMisssionFailure( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest: HasMisssionFailure = false" ) return LUA_FALSE end elseif conditions[i].func == NoMisssionFailure then PRINT( "ConditionsTest:NoMisssionFailure, p1 = ", conditions[i].p1 ) local ret = NoMisssionFailure( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest: NoMisssionFailure = false" ) return LUA_FALSE end elseif conditions[i].func == NoRecord then PRINT( "ConditionsTest:NoRecord, p1 = ", conditions[i].p1 ) local ret = NoRecord( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest: NoRecord = false" ) return LUA_FALSE end elseif conditions[i].func == HasState then PRINT( "ConditionsTest:HasState, p1 = ", conditions[i].p1 ) local ret = HasState( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest: HasState = false" ) return LUA_FALSE end elseif conditions[i].func == CheckWeddingTime then PRINT( "ConditionsTest:CheckWeddingTime, p1 = ", conditions[i].p1 ) local ret = CheckWeddingTime( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest: CheckWeddingTime = false" ) return LUA_FALSE end -----Lunch elseif conditions[i].func == LunchCheck then PRINT( "ConditionsTest: LunchCheck") local ret = LunchCheck(character) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:LunchCheck = false" ) return LUA_FALSE end elseif conditions[i].func == LunchCheck1 then PRINT( "ConditionsTest: LunchCheck1") local ret = LunchCheck1(character) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:LunchCheck1 = false" ) return LUA_FALSE end -----Lunch end elseif conditions[i].func == Wedding then PRINT( "ConditionsTest:Wedding, p1 = ", conditions[i].p1 ) local ret = Wedding( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest: Wedding = false" ) return LUA_FALSE end elseif conditions[i].func == GiveWeddingCertificate then PRINT( "ConditionsTest:GiveWeddingCertificate, p1 = ", conditions[i].p1 ) local ret = GiveWeddingCertificate( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest: GiveWeddingCertificate = false" ) return LUA_FALSE end elseif conditions[i].func == ChangeItem then PRINT( "ConditionsTest:ChangeItem, p1 = ", conditions[i].p1 ) local ret = ChangeItem( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest: ChangeItem = false" ) return LUA_FALSE end elseif conditions[i].func == CheckZS then PRINT( "ConditionsTest:CheckZS, p1 = ", conditions[i].p1 ) local ret = CheckZS( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:CheckZS = false" ) return LUA_FALSE end elseif conditions[i].func == IsChaType then PRINT( "ConditionsTest:IsChaType, p1 = ", conditions[i].p1 ) local ret = IsChaType( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest: IsChaType = false" ) return LUA_FALSE end elseif conditions[i].func == NoChaType then PRINT( "ConditionsTest:NoChaType, p1 = ", conditions[i].p1 ) local ret = NoChaType( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest: NoChaType = false" ) return LUA_FALSE end elseif conditions[i].func == HasRecord then PRINT( "ConditionsTest:HasRecord, p1 = ", conditions[i].p1 ) local ret = HasRecord( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest: HasRecord = false" ) return LUA_FALSE end elseif conditions[i].func == CheckTeam then PRINT( "ConditionsTest:CheckTeam, p1 = ", conditions[i].p1 ) local ret = CheckTeam( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest: CheckTeam = false" ) return LUA_FALSE end elseif conditions[i].func == CheckTime then PRINT( "ConditionsTest:CheckTime, p1 = ", conditions[i].p1 ) local ret = CheckTime( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest: CheckTime = false" ) return LUA_FALSE end elseif conditions[i].func == NoFlag then PRINT( "ConditionsTest:NoFlag, p1 =, p2 = ", conditions[i].p1, conditions[i].p2 ) local ret = NoFlag( character, conditions[i].p1, conditions[i].p2 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:NoFlag = false" ) return LUA_FALSE end elseif conditions[i].func == HasAllFlag then PRINT( "ConditionsTest:HasAllFlag, p1 =, p2 = ", conditions[i].p1, conditions[i].p2, conditions[i].p3 ) local ret = HasAllFlag( character, conditions[i].p1, conditions[i].p2, conditions[i].p3 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest: HasAllFlag = false" ) return LUA_FALSE end elseif conditions[i].func == HasFlag then PRINT( "ConditionsTest:HasFlag, p1 =, p2 = ", conditions[i].p1, conditions[i].p2 ) local ret = HasFlag( character, conditions[i].p1, conditions[i].p2 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:HasFlag = false" ) return LUA_FALSE end elseif conditions[i].func == HasItem then PRINT( "ConditionsTest: HasItem, p1 =, p2 =", conditions[i].p1, conditions[i].p2 ) local ret = HasItem( character, conditions[i].p1, conditions[i].p2 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:HasItem = false" ) return LUA_FALSE end elseif conditions[i].func == NoItem then PRINT( "ConditionsTest: NoItem, p1 =, p2 =", conditions[i].p1, conditions[i].p2 ) local ret = NoItem( character, conditions[i].p1, conditions[i].p2 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:NoItem = false" ) return LUA_FALSE end elseif conditions[i].func == HasCredit then PRINT( "ConditionsTest: HasCredit, p1 = ", conditions[i].p1) local ret = HasCredit( character, conditions[i].p1) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:HasCredit = false" ) return LUA_FALSE end elseif conditions[i].func == HasHonorPoint then PRINT( "ConditionsTest: HasHonorPoint, p1 = ", conditions[i].p1) local ret = HasHonorPoint( character, conditions[i].p1) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:HasHonorPoint = false" ) return LUA_FALSE end elseif conditions[i].func == HasFightingPoint then PRINT( "ConditionsTest: HasFightingPoint, p1 = ", conditions[i].p1) local ret = HasFightingPoint( character, conditions[i].p1) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:HasFightingPoint = false" ) return LUA_FALSE end elseif conditions[i].func == CheckPoint then PRINT( "ConditionsTest: CheckPoint, p1 = ", conditions[i].p1) local ret = CheckPoint( character,conditions[i].p1) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:CheckPoint = false" ) return LUA_FALSE end elseif conditions[i].func == HaveNoItem then PRINT( "ConditionsTest: HaveNoItem, p1 = ", conditions[i].p1) local ret = HaveNoItem( character,conditions[i].p1) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:HaveNoItem = false" ) return LUA_FALSE end elseif conditions[i].func == BankNoItem then PRINT( "ConditionsTest: BankNoItem, p1 =, p2 =", conditions[i].p1, conditions[i].p2 ) local ret = BankNoItem( character, conditions[i].p1, conditions[i].p2 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:BankNoItem = false" ) return LUA_FALSE end elseif conditions[i].func == EquipNoItem then PRINT( "ConditionsTest: EquipNoItem, p1 =, p2 =", conditions[i].p1, conditions[i].p2 ) local ret = EquipNoItem( character, conditions[i].p1, conditions[i].p2 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:EquipNoItem = false" ) return LUA_FALSE end elseif conditions[i].func == NoMoney then PRINT( "ConditionsTest: NoMoney, p1 = ", conditions[i].p1 ) local ret = NoMoney( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:NoMoney = false" ) return LUA_FALSE end elseif conditions[i].func == HasMoney then PRINT( "ConditionsTest: HasMoney, p1 = ", conditions[i].p1 ) local ret = HasMoney( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:HasMoney = false" ) return LUA_FALSE end elseif conditions[i].func == HasCancelMissionMoney then PRINT( "ConditionsTest: HasCancelMissionMoney" ) local ret = HasCancelMissionMoney( character ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:HasCancelMissionMoney = false" ) return LUA_FALSE end elseif conditions[i].func == IsMonster then PRINT( "ConditionsTest:IsMonster, p1 =, p2 =", conditions[i].p1, param1 ) if param1 == nil then SystemNotice( "ConditionsTest: determine destroy item type function, parameter invalid!param1 = nil" ) return LUA_FALSE end local ret = IsMonster( conditions[i].p1, param1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:IsMonster = false" ) return LUA_FALSE end elseif conditions[i].func == IsItem then PRINT( "ConditionsTest:IsItem, p1 =, p2 =", conditions[i].p1, param1 ) if param1 == nil then SystemNotice( "ConditionsTest: determine obtain item type function, parameter invalid! param1 = nil" ) return LUA_FALSE end local ret = IsItem( conditions[i].p1, param1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:IsItem = false" ) return LUA_FALSE end elseif conditions[i].func == IsMapNpc then PRINT( "ConditionsTest:IsMapNpc, p1 =, p2 =", conditions[i].p1, conditions[i].p2 ) local ret = IsMapNpc( npc, conditions[i].p1, conditions[i].p2 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:IsMapNpc = false" ) return LUA_FALSE end elseif conditions[i].func == IsMapChar then PRINT( "ConditionsTest:IsMapChar, p1 =", conditions[i].p1 ) local ret = IsMapChar( character ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:IsMapChar = false" ) return LUA_FALSE end elseif conditions[i].func == LvCheck then PRINT( "ConditionsTest:LvCheck, p1 =, p2 =", conditions[i].p1, conditions[i].p2 ) local ret = LvCheck( character, conditions[i].p1, conditions[i].p2 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:LvCheck = false" ) return LUA_FALSE end elseif conditions[i].func == TurnToJob then PRINT( "ConditionsTest:TurnToJob,p1 = ", conditions[i].p1 ) local ret = TurnToJob( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:TurnToJob = false" ) return LUA_FALSE end elseif conditions[i].func == HpCheck then PRINT( "ConditionsTest:HpCheck, p1 =, p2 =", conditions[i].p1, conditions[i].p2 ) local ret = HpCheck( character, conditions[i].p1, conditions[i].p2 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:HpCheck = false" ) return LUA_FALSE end elseif conditions[i].func == SpCheck then PRINT( "ConditionsTest:SpCheck, p1 =, p2 =", conditions[i].p1, conditions[i].p2 ) local ret = SpCheck( character, conditions[i].p1, conditions[i].p2 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:SpCheck = false" ) return LUA_FALSE end elseif conditions[i].func == PfEqual then PRINT( "ConditionsTest:PfEqual, p1 =", conditions[i].p1 ) local ret = PfEqual( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:PfEqual = false" ) return LUA_FALSE end elseif conditions[i].func == NoPfEqual then PRINT( "ConditionsTest:PfEqual, p1 =", conditions[i].p1 ) local ret = NoPfEqual( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:PfEqual = false" ) return LUA_FALSE end elseif conditions[i].func == HasFame then PRINT( "ConditionsTest:HasFame, p1 =", conditions[i].p1 ) local ret = HasFame( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:HasFame = false" ) return LUA_FALSE end elseif conditions[i].func == IsInArea then PRINT( "ConditionsTest:IsInArea, p1 =", conditions[i].p1 ) local ret = IsInArea( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:IsInArea = false" ) return LUA_FALSE end elseif conditions[i].func == IsInMap then PRINT( "ConditionsTest:IsInMap, p1 =, p2 =, p3 = , p4 = ", conditions[i].p1, conditions[i].p2, conditions[i].p3, conditions[i].p4 ) local ret = IsInMap( character, conditions[i].p1, conditions[i].p2, conditions[i].p3, conditions[i].p4, 10000, 10000 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:IsInMap = false" ) return LUA_FALSE end elseif conditions[i].func == AlwaysFailure then PRINT( "ConditionsTest:AlwaysFailure," ) local ret = AlwaysFailure() if ret ~= LUA_TRUE then PRINT( "ConditionsTest:AlwaysFailure = false" ) return LUA_FALSE end elseif conditions[i].func == AlwaysTrue then PRINT( "ConditionsTest:AlwaysTrue," ) local ret = AlwaysTrue() --if ret ~= LUA_TRUE then --PRINT( "ConditionsTest:AlwaysTrue = false" ) --return LUA_FALSE --end elseif conditions[i].func == HasRandMissionNpc then PRINT( "ConditionsTest:HasRandMissionNpc,p1, p2, p3", conditions[i].p1, conditions[i].p2, conditions[i].p3 ) local ret = HasRandMissionNpc( character, conditions[i].p1, conditions[i].p2, conditions[i].p3 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:HasRandMissionNpc = false" ) return LUA_FALSE end elseif conditions[i].func == HasRandNpcItemFlag then PRINT( "ConditionsTest:HasRandNpcItemFlag,p1, p2", conditions[i].p1, conditions[i].p2 ) local ret = HasRandNpcItemFlag( character, conditions[i].p1, conditions[i].p2 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:HasRandNpcItemFlag = false" ) return LUA_FALSE end elseif conditions[i].func == NoRandNpcItemFlag then PRINT( "ConditionsTest:NoRandNpcItemFlag,p1, p2", conditions[i].p1, conditions[i].p2 ) local ret = NoRandNpcItemFlag( character, conditions[i].p1, conditions[i].p2 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:NoRandNpcItemFlag = false" ) return LUA_FALSE end elseif conditions[i].func == HasConvoyNpc then PRINT( "ConditionsTest:HasConvoyNpc,p1 = ", conditions[i].p1 ) local ret = HasConvoyNpc( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:HasConvoyNpc = false" ) return LUA_FALSE end elseif conditions[i].func ==CheckItem then PRINT( "ConditionsTest: CheckItem, p1 =, p2 =", conditions[i].p1, conditions[i].p2 ) local ret = CheckItem( character, conditions[i].p1, conditions[i].p2 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:CheckItem = false" ) return LUA_FALSE end elseif conditions[i].func ==CheckBag then PRINT( "ConditionsTest: CheckBag, p1 =, p2 =", conditions[i].p1, conditions[i].p2 ,conditions[i].p3) local ret = CheckBag( character, conditions[i].p1, conditions[i].p2 ,conditions[i].p3) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:CheckBag = false" ) return LUA_FALSE end elseif conditions[i].func == NoNewbie then PRINT( "ConditionsTest:NoNewbie, p1 = ", conditions[i].p1 ) local ret = NoNewbie( npc, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:NoNewbie = false" ) return LUA_FALSE end elseif conditions[i].func ==CheckBagEmp then PRINT( "ConditionsTest: CheckBagEmp, p1 =, p2 =", conditions[i].p1) local ret = CheckBagEmp( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:CheckBagEmp = false" ) return LUA_FALSE end elseif conditions[i].func == NoConvoyNpc then PRINT( "ConditionsTest:NoConvoyNpc,p1 = ", conditions[i].p1 ) local ret = NoConvoyNpc( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:NoConvoyNpc = false" ) return LUA_FALSE end elseif conditions[i].func == IsConvoyNpc then PRINT( "ConditionsTest:IsConvoyNpc,p1 = , p2 = ", conditions[i].p1, conditions[i].p2 ) local ret = IsConvoyNpc( character, conditions[i].p1, conditions[i].p2 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:IsConvoyNpc = false" ) return LUA_FALSE end elseif conditions[i].func == IsCategory then PRINT( "ConditionsTest:IsCategory,p1 = ", conditions[i].p1 ) local ret = IsCategory( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:IsCategory = false" ) return LUA_FALSE end elseif conditions[i].func == CheckConvertProfession then PRINT( "ConditionsTest:CheckConvertProfession,p1 = ", conditions[i].p1 ) local ret = CheckConvertProfession( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:CheckConvertProfession = false" ) return LUA_FALSE end elseif conditions[i].func == IsSpawnPos then PRINT( "ConditionsTest:IsSpawnPos, p1 =", conditions[i].p1 ) local ret = IsSpawnPos( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:IsSpawnPos = false" ) return LUA_FALSE end elseif conditions[i].func == HasLeaveBagGrid then PRINT( "ConditionsTest:HasLeaveBagGrid, p1 =", conditions[i].p1 ) local ret = HasLeaveBagGrid( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:HasLeaveBagGrid = false" ) return LUA_FALSE end elseif conditions[i].func == HasLeaveBagTempGrid then PRINT( "ConditionsTest:HasLeaveBagTempGrid, p1 =", conditions[i].p1 ) local ret = HasLeaveBagTempGrid( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:HasLeaveBagTempGrid = false" ) return LUA_FALSE end elseif conditions[i].func == IsBoatFull then PRINT( "ConditionsTest:IsBoatFull" ) local ret = IsBoatFull( character ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:IsBoatFull = false" ) return LUA_FALSE end elseif conditions[i].func == BoatBuildCheck then PRINT( "ConditionsTest:BoatBuildCheck, p1 =", conditions[i].p1 ) local ret = BoatBuildCheck( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:BoatBuildCheck = false" ) return LUA_FALSE end elseif conditions[i].func == HasBoatInBerth then PRINT( "ConditionsTest:HasBoatInBerth, p1 =", conditions[i].p1 ) local ret = HasBoatInBerth( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:HasBoatInBerth = false" ) return LUA_FALSE end elseif conditions[i].func == HasDeadBoatInBerth then PRINT( "ConditionsTest:HasDeadBoatInBerth, p1 =", conditions[i].p1 ) local ret = HasDeadBoatInBerth( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:HasDeadBoatInBerth = false" ) return LUA_FALSE end elseif conditions[i].func == HasAllBoatInBerth then PRINT( "ConditionsTest:HasAllBoatInBerth, p1 =", conditions[i].p1 ) local ret = HasAllBoatInBerth( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:HasAllBoatInBerth = false" ) return LUA_FALSE end --elseif conditions[i].func == HasAllBoatInBerth_eitheror then -- PRINT( "ConditionsTest:HasAllBoatInBerth , p1 = , p2 = ", conditions[i].p1, conditions[i].p2 ) -- local ret = HasAllBoatInBerth_eitheror( character, conditions[i].p1, conditions[i].p2 ) -- if ret ~= LUA_TRUE then -- PRINT( "ConditionsTest:HasAllBoatInBerth_eitheror = false" ) -- return LUA_FALSE -- end elseif conditions[i].func == HasLuanchOut then PRINT( "ConditionsTest:HasLuanchOut" ) local ret = HasLuanchOut( character ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:HasLuanchOut = false" ) return LUA_FALSE end elseif conditions[i].func == HasGuild then PRINT( "ConditionsTest:HasGuild" ) local ret = HasGuild( character ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:HasGuild = false" ) return LUA_FALSE end elseif conditions[i].func == NoGuild then PRINT( "ConditionsTest:NoGuild" ) local ret = NoGuild( character ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:NoGuild = false" ) return LUA_FALSE end elseif conditions[i].func == HasPirateGuild then PRINT( "ConditionsTest:HasPirateGuild" ) local ret = HasPirateGuild( character ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:HasPirateGuild = false" ) return LUA_FALSE end elseif conditions[i].func == NoPirateGuild then PRINT( "ConditionsTest:NoPirateGuild" ) local ret = NoPirateGuild( character ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:NoPirateGuild = false" ) return LUA_FALSE end elseif conditions[i].func == HasNavyGuild then PRINT( "ConditionsTest:HasNavyGuild" ) local ret = HasNavyGuild( character ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:HasNavyGuild = false" ) return LUA_FALSE end elseif conditions[i].func == NoNavyGuild then PRINT( "ConditionsTest:NoNavyGuild" ) local ret = NoNavyGuild( character ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:NoNavyGuild = false" ) return LUA_FALSE end elseif conditions[i].func == IsGuildType then PRINT( "ConditionsTest:IsGuildType, p1 = ", conditions[i].p1 ) local ret = IsGuildType( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:IsGuildType = false" ) return LUA_FALSE end elseif conditions[i].func == TradeItemLevelCheck then PRINT( "ConditionsTest:TradeItemLevelCheck, p1 = , p2 = ", conditions[i].p1, conditions[i].p2 ) local ret = TradeItemLevelCheck( character, conditions[i].p1, conditions[i].p2 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:TradeItemLevelCheck = false" ) return LUA_FALSE end elseif conditions[i].func == TradeItemDataCheck then PRINT( "ConditionsTest:TradeItemDataCheck, p1 = , p2 = ", conditions[i].p1, conditions[i].p2 ) local ret = TradeItemDataCheck( character, conditions[i].p1, conditions[i].p2 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:TradeItemDataCheck = false" ) return LUA_FALSE end elseif conditions[i].func == HasOffer then PRINT( "ConditionsTest:HasOffer, p1 = ", conditions[i].p1 ) local ret = HasOffer( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:HasOffer = false" ) return LUA_FALSE end elseif conditions[i].func == LessCredit then PRINT( "ConditionsTest:LessCredit, p1 = , p2 = ", conditions[i].p1, conditions[i].p2 ) local ret = LessCredit( character, conditions[i].p1, conditions[i].p2 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:LessCredit = false" ) return LUA_FALSE end elseif conditions[i].func == LessTime then PRINT( "ConditionsTest:LessTime, p1 = ", conditions[i].p1 ) local ret = LessTime( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:LessTime = false" ) return LUA_FALSE end elseif conditions[i].func == MoreTime then PRINT( "ConditionsTest:MoreTime, p1 = ", conditions[i].p1 ) local ret = MoreTime( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:MoreTime = false" ) return LUA_FALSE end elseif conditions[i].func == BaiyangOn then PRINT( "ConditionsTest:BaiyangOn, p1 = ", conditions[i].p1 ) local ret = BaiyangOn( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:BaiyangOn = false" ) return LUA_FALSE end elseif conditions[i].func == CheckEnergy then PRINT( "ConditionsTest:CheckEnergy, p1 = ", conditions[i].p1 ) local ret = CheckEnergy( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:CheckEnergy = false" ) return LUA_FALSE end elseif conditions[i].func == HasNOZSExp then PRINT( "ConditionsTest:HasNOZSExp, p1 = ", conditions[i].p1 ) local ret = HasNOZSExp( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:HasNOZSExp = false" ) return LUA_FALSE end elseif conditions[i].func == HasGuildLevel then PRINT( "ConditionsTest:HasGuildLevel, p1 = ", conditions[i].p1 ) local ret = HasGuildLevel( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:HasGuildLevel = false" ) return LUA_FALSE end -----Check_TOPguild elseif conditions[i].func == Check_TOPguild then PRINT( "ConditionsTest:Check_TOPguild") local ret = Check_TOPguild(character) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:Check_TOPguild = false" ) return LUA_FALSE end -----Check_TOPguild end elseif conditions[i].func == HasXmasYB then PRINT( "ConditionsTest:HasXmasYB,p1, p2", conditions[i].p1, conditions[i].p2 ) local ret = HasXmasYB( character, conditions[i].p1, conditions[i].p2 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:HasXmasYB = false" ) return LUA_FALSE end elseif conditions[i].func == KitbagLock then PRINT( "ConditionsTest:KitbagLock, p1 = ", conditions[i].p1 ) local ret = KitbagLock( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:KitbagLock = false" ) return LUA_FALSE end --2.0 elseif conditions[i].func == Get_Day_Mission1 then PRINT( "ConditionsTest:Get_Day_Mission1" ) local ret = Get_Day_Mission1( character ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:Get_Day_Mission1 = false" ) return LUA_FALSE end elseif conditions[i].func == Get_Day_Mission2 then PRINT( "ConditionsTest:Get_Day_Mission2" ) local ret = Get_Day_Mission2( character ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:Get_Day_Mission2 = false" ) return LUA_FALSE end elseif conditions[i].func == Get_Day_Mission3 then PRINT( "ConditionsTest:Get_Day_Mission3" ) local ret = Get_Day_Mission3( character ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:Get_Day_Mission3 = false" ) return LUA_FALSE end elseif conditions[i].func == Get_Day_Mission4 then PRINT( "ConditionsTest:Get_Day_Mission4" ) local ret = Get_Day_Mission4( character ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:Get_Day_Mission4 = false" ) return LUA_FALSE end elseif conditions[i].func == Get_Day_Mission5 then PRINT( "ConditionsTest:Get_Day_Mission5" ) local ret = Get_Day_Mission5( character ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:Get_Day_Mission5 = false" ) return LUA_FALSE end elseif conditions[i].func == HasNoItem then PRINT( "ConditionsTest:HasNoItem" ) local ret = HasNoItem( character ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:HasNoItem = false" ) return LUA_FALSE end else PRINT( "ConditionsTest: unknown condition function!i = %d", i ) SystemNotice( character, "ConditionsTest:unknown condition function error!" ) return LUA_ERROR end end end PRINT( "ConditionsTest: return true" ) return LUA_TRUE end Предмет да есть. Так а как мне ее убрать?