Rinor

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About Rinor

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  1. Admiral Cloak

    BUMP?
  2. Admiral Cloak

    BUMP
  3. Admiral Cloak

    I still need help with this problem, this is Admiral Cloak Scripts ( @KONG Cloak ) in AttrCalculate.lua at function Creat_Item(item, item_type, item_lv, item_event) under local i = 0 local Num = 0 i put this: if GetItemID(item) == cloak.conf.itemId then Add_Item_Attr(ITEMATTR_VAL_STR, 0) Add_Item_Attr(ITEMATTR_VAL_CON, 0) Add_Item_Attr(ITEMATTR_VAL_AGI, 0) Add_Item_Attr(ITEMATTR_VAL_STA, 0) Add_Item_Attr(ITEMATTR_VAL_DEX, 0) end in exp_and_level.lua at function ShareTeamExp ( dead , team_atker , dead_exp , The_Killer) i put this: if cloak ~= nil then if cloak.hasCloak(t[i]) == 1 then local cloakSlot = GetChaItem(t[i], 2, (cloak.conf['itemSlot'] - 1)) if cloak.hasGem(cloakSlot, 63) == 1 then local gemLv = cloak.getGemLv(cloakSlot, 63); local multiplier = .05; multiplier = multiplier * gemLv; exp_up = exp_up + (exp_up * multiplier); end end end in skilleffect.lua at function Check_Baoliao(ATKER, DEFER, ... ) i put this: -- Cloak System: if cloak ~= nil then if cloak.hasCloak(ATKER) == 1 then local cloakSlot = GetChaItem(ATKER, 2, (cloak.conf['itemSlot'] - 1)); if cloak.hasGem(cloakSlot, 64) == 1 then local gemLv = cloak.getGemLv(cloakSlot, 64); local multiplier = .05 * gemLv; mf = ((mf*100) + ((mf*100) * multiplier)) / 100; end end end and this is Cloak Scripts: -- Cloak System ------------------------------------------------------- cloak = {}; -- Cloak Upgrade Device: 7872 -- 3611 cloak.conf = { itemId = 3857, dustyId = 7873, itemSlot = 5, maxLv = 10, statperLv = 3 }; cloak.race = { [1] = 221, [2] = 222, [3] = 223, [4] = 224 };-- cloak.conf['statperLv'] cloak.hook = { tick = cha_timer, melee = Skill_Melee_End, range = Skill_Range_End, bolt = Skill_Xlcz_End, conch = Skill_Bkcj_End }; cloak.aId = { [cloak.conf['itemId']] = true }; cloak.upRate = {}; cloak.upRate[0] = 1 cloak.upRate[1] = 1 cloak.upRate[2] = 1 cloak.upRate[3] = 1 cloak.upRate[4] = 1 cloak.upRate[5] = 1 cloak.upRate[6] = 1 cloak.upRate[7] = 1 cloak.upRate[8] = 1 cloak.upRate[9] = 1 cloak.upRate[10] = 1 cloak.getCloakLv = function(item) local getLv = GetItemAttr(item, 55); if getLv > 0 then return getLv; end return 0; end cloak.hasCloak = function(cha) local slot = GetChaItem(cha, 2, (cloak.conf['itemSlot'] - 1)); local slotId = GetItemID(slot); if slotId == cloak.conf['itemId'] then return 1; end return 0; end cloak.getGem = function(item) local chaCloak = {}; local param = GetItemForgeParam(item, 1) --Notice(param); param = TansferNum(param) chaCloak[1] = GetNum_Part2(param) chaCloak[2] = GetNum_Part3(param) chaCloak[3] = GetNum_Part4(param) chaCloak[4] = GetNum_Part5(param) chaCloak[5] = GetNum_Part6(param) chaCloak[6] = GetNum_Part7(param) return chaCloak; end cloak.hasGem = function(item, stoneId) local gem = cloak.getGem(item); if gem[1] == stoneId or gem[3] == stoneId or gem[5] == stoneId then return 1; end return 0; end cloak.getGemLv = function(item, stoneId) local gem = cloak.getGem(item); if gem[1] == stoneId then return gem[2]; end if gem[3] == stoneId then return gem[4]; end if gem[5] == stoneId then return gem[6]; end end -- Cloak System: if cloak ~= nil then if cloak.hasCloak(ATKER) == 1 then local cloakSlot = GetChaItem(ATKER, 2, (cloak.conf['itemSlot'] - 1)); if cloak.hasGem(cloakSlot, 64) == 1 then local gemLv = cloak.getGemLv(cloakSlot, 64); local multiplier = .05 * gemLv; mf = ((mf*100) + ((mf*100) * multiplier)) / 100; end end end cloak.skill = function(ATKER, DEFER, sklv) if cloak.hasCloak(ATKER) == 1 then local cloakSlot = GetChaItem(ATKER, 2, (cloak.conf['itemSlot'] - 1)); if cloak.hasGem(cloakSlot, 65) == 1 then local Percentage = Percentage_Random(.07) if Percentage == 1 then local getStateLv = GetChaStateLv(DEFER, 214); if getStateLv == 0 then local gemLv = cloak.getGemLv(cloakSlot, 65); AddState(ATKER, DEFER, 214, gemLv, 3); local ret = gemLv * 5 --SystemNotice(ATKER, "Recieved bonus from Admiral Cloak. Target Physical Resistence reduce by "..ret.." for 3 sec") end end end if cloak.hasGem(cloakSlot, 66) == 1 then local Percentage = Percentage_Random(.07) if Percentage == 1 then local getStateLv = GetChaStateLv(DEFER, 215); if getStateLv == 0 then local gemLv = cloak.getGemLv(cloakSlot, 66); AddState(ATKER, DEFER, 215, gemLv, 3); local ret = gemLv * 50 --SystemNotice(ATKER, "Recieved bonus from Admiral Cloak. Target Defence reduce by "..ret.." for 3 sec") end end end if cloak.hasGem(cloakSlot, 67) == 1 then local Percentage = Percentage_Random(.07) if Percentage == 1 then local getStateLv = GetChaStateLv(DEFER, 216); if getStateLv == 0 then local gemLv = cloak.getGemLv(cloakSlot, 67); AddState(ATKER, DEFER, 216, gemLv, 3); local ret = gemLv * 10 --SystemNotice(ATKER, "Recieved bonus from Admiral Cloak. Target Dodge reduce by "..ret.." for 3 sec") end end end if cloak.hasGem(cloakSlot, 68) == 1 then local Percentage = Percentage_Random(.07) if Percentage == 1 then local getStateLv = GetChaStateLv(DEFER, 217); if getStateLv == 0 then local gemLv = cloak.getGemLv(cloakSlot, 68); AddState(ATKER, DEFER, 217, gemLv, 3); local ret = gemLv * 10 --SystemNotice(ATKER, "Recieved bonus from Admiral Cloak. Target Hitrate reduce by "..ret.." for 3 sec") end end end end end ---------------------------------------------- -- HOOKS: ---------------------------------------------- cha_timer = function(role, freq, time) cloak.hook['tick'](role, freq, time) if IsPlayer(role) == 1 then -- PlayEffect(role, 319) local slot = GetChaItem(role, 2, (cloak.conf['itemSlot'] - 1)); local slotId = GetItemID(slot); local raceId = GetChaTypeID(role); local state = cloak.race[raceId]; if cloak.aId[slotId] == true then local cloakLv = cloak.getCloakLv(slot); AddState(role, role, state, cloakLv, 3600); else local hasCloak = GetChaStateLv(role, state); if hasCloak ~= 0 and slotId ~= cloak.conf['itemId'] then --BickerNotice(role, 'asd'); RemoveState(role, state); end RefreshCha(role) end end end Skill_Melee_End = function(ATKER, DEFER, sklv) cloak.hook['melee'](ATKER, DEFER, sklv) cloak.skill(ATKER, DEFER, sklv) end Skill_Range_End = function(ATKER, DEFER, sklv) cloak.hook['range'](ATKER, DEFER, sklv) cloak.skill(ATKER, DEFER, sklv) end Skill_Xlcz_End = function(ATKER, DEFER, sklv) cloak.hook['bolt'](ATKER, DEFER, sklv) cloak.skill(ATKER, DEFER, sklv) end Skill_Bkcj_End = function(ATKER, DEFER, sklv) cloak.hook['conch'](ATKER, DEFER, sklv) cloak.skill(ATKER, DEFER, sklv) end function ItemUse_CloakUpgrade(role, Item) local Cha_Boat = GetCtrlBoat ( role ) if Cha_Boat ~= nil then SystemNotice( role , "Cannot use while sailing" ) UseItemFailed ( role ) return end local slot = GetChaItem(role, 2, (cloak.conf['itemSlot'] - 1)); local slotId = GetItemID(slot); local cloakLv = cloak.getCloakLv(slot); local deviceId = GetItemID(Item); if slotId ~= cloak.conf['itemId'] then BickerNotice(role, 'Cannot use ['..GetItemName(deviceId)..'] on '..GetItemName(slotId)..'!'); UseItemFailed(role); return end local cloakLv = cloak.getCloakLv(slot); if cloakLv >= cloak.conf['maxLv'] then BickerNotice(role, '['..GetItemName(slotId)..'] already maxed Upgrade!'); UseItemFailed(role); return end local successRate = Percentage_Random(cloak.upRate[cloakLv]); if successRate == 1 then BickerNotice(role, successRate); local startAttr,endAttr = ITEMATTR_VAL_STR,ITEMATTR_VAL_STA; local itemAttr = {}; local increment = 1; for i = startAttr,endAttr do itemAttr[i] = GetItemAttr(slot, i); SetItemAttr(slot, i, itemAttr[i] + cloak.conf['statperLv']); end -- 183 SetItemAttr(slot, 55, cloakLv + 1); SetItemAttr(slot, 183, cloakLv + 1); SynChaKitbag(role,13) PlayEffect(role, 345); else SystemNotice(role , "Sorry, upgrade has failed! Luckily Cloak is not damaged..."); PlayEffect(role, 346); end end function ItemUse_CloakUnseal(role, Item) local Cha_Boat = GetCtrlBoat ( role ) if Cha_Boat ~= nil then SystemNotice( role , "Cannot use while sailing" ) UseItemFailed ( role ) return end local HasItem = CheckBagItem(role, cloak.conf['dustyId']); if HasItem < 1 then BickerNotice(role,"You need ["..GetItemName(cloak.conf['dustyId']).."] in your Inventory!"); UseItemFailed(role); return else TakeItem(role, 0, cloak.conf['dustyId'], 1) GiveItem(role, 0, cloak.conf['itemId'], 1, 25); Notice(GetChaDefaultName(role)..' successfully Unsealed a '..GetItemName(cloak.conf['dustyId'])..'!'); PlayEffect(role, 345) RefreshCha(role) end end function State_CAPE_Add ( role , statelv ) local strsb_dif = cloak.conf['statperLv'] * statelv local consb_dif = cloak.conf['statperLv'] * statelv local agisb_dif = cloak.conf['statperLv'] * statelv local dexsb_dif = cloak.conf['statperLv'] * statelv local stasb_dif = cloak.conf['statperLv'] * statelv local strsb = StrSb( role ) + strsb_dif SetCharaAttr( strsb , role , ATTR_STATEV_STR ) local consb = ConSb( role ) + consb_dif SetCharaAttr( consb , role , ATTR_STATEV_CON ) local agisb = ConSb( role ) + agisb_dif SetCharaAttr( consb , role , ATTR_STATEV_AGI ) local dexsb = ConSb( role ) + dexsb_dif SetCharaAttr( consb , role , ATTR_STATEV_DEX ) local stasb = ConSb( role ) + stasb_dif SetCharaAttr( consb , role , ATTR_STATEV_STA ) ALLExAttrSet(role) end function State_CAPE_Rem ( role , statelv ) local strsb_dif = cloak.conf['statperLv'] * statelv local consb_dif = cloak.conf['statperLv'] * statelv local agisb_dif = cloak.conf['statperLv'] * statelv local dexsb_dif = cloak.conf['statperLv'] * statelv local stasb_dif = cloak.conf['statperLv'] * statelv local strsb = StrSb( role ) - strsb_dif SetCharaAttr( strsb , role , ATTR_STATEV_STR ) local consb = ConSb( role ) - consb_dif SetCharaAttr( consb , role , ATTR_STATEV_CON ) local agisb = ConSb( role ) - agisb_dif SetCharaAttr( consb , role , ATTR_STATEV_AGI ) local dexsb = ConSb( role ) - dexsb_dif SetCharaAttr( consb , role , ATTR_STATEV_DEX ) local stasb = ConSb( role ) - stasb_dif SetCharaAttr( consb , role , ATTR_STATEV_STA ) ALLExAttrSet(role) end function STATE_Riven_Add(role, statelv) local pdef_dif = 5 * statelv local pdef = ResistSb(role) - pdef_dif SetCharaAttr( pdef , role , ATTR_STATEV_PDEF ) ALLExAttrSet(role) end function STATE_Riven_Rem(role, statelv) local pdef_dif = 5 * statelv local pdef = ResistSb(role) + pdef_dif SetCharaAttr( pdef , role , ATTR_STATEV_PDEF ) ALLExAttrSet(role) end function STATE_Pierc_Add(role, statelv) local defsb_dif = 50 * statelv local defsb = DefSb(role) - defsb_dif SetCharaAttr( defsb , role , ATTR_STATEV_DEF ) ALLExAttrSet(role) end function STATE_Pierc_Rem(role, statelv) local defsb_dif = 50 * statelv local defsb = DefSb(role) + defsb_dif SetCharaAttr( defsb , role , ATTR_STATEV_DEF ) ALLExAttrSet(role) end function STATE_Illusory_Add(role, statelv) local fleesb_dif = 10 * statelv local fleesb = FleeSb(role) - fleesb_dif SetCharaAttr( fleesb , role , ATTR_STATEV_FLEE ) ALLExAttrSet(role) end function STATE_Illusory_Rem(role, statelv) local fleesb_dif = 10 * statelv local fleesb = FleeSb(role) + fleesb_dif SetCharaAttr( fleesb , role , ATTR_STATEV_FLEE ) ALLExAttrSet(role) end function STATE_Curse_Add(role, statelv) local hitsb_dif = 10 * statelv local hitsb = HitSb(role) - hitsb_dif SetCharaAttr( hitsb , role , ATTR_STATEV_HIT ) ALLExAttrSet(role) end function STATE_Curse_Rem(role, statelv) local hitsb_dif = 10 * statelv local hitsb = HitSb(role) + hitsb_dif SetCharaAttr( hitsb , role , ATTR_STATEV_HIT ) ALLExAttrSet(role) end I tried just cape with clean files and normal pet system (no customs) and i still having problem when im using Poss i need to remove cape and put it again and use teleport to refresh stats, can someone help me fix this bug??
  4. Admiral Cloak

    Ic, i hope you could give me a example of script to refresh it anytime you get in pc or smth..
  5. Admiral Cloak

    Can you give me an example of refresh thing, im using a custom Elf system for pets which uses hooks and i hope there isn't a confflict between elf hooks and cape ones.. any idea?
  6. Admiral Cloak

    Using Admiral Cloak Scripts from @KONG release.. When im using the cape and using Poss, the max gets stuck.. i need to remove cape and put it again, do it same for pet and use ticket or teleport to refresh stats, is there any idea of this? i need help..
  7. Sea Bug

    Fixed and can be closed! @KONG @V3ct0r ( There was a conflict between scripts that i've added so i managed to fix it, nothing really wrong with the clean files )
  8. Sea Bug

    Ah i tried to change MisSdk files to clean ones and it fixed the sea, gonna test out the trade to see if i'm gonna get DC's, thanks for your reply
  9. Server Files

    Ofc its better to work with source, would need a team for that. Just need to know which files would be better to use as base 1.36 or 1.38
  10. Server Files

    BUMP?
  11. Sea Bug

    BUMP any help?
  12. Sea Bug

    BUMP
  13. Sea Bug

    Using pko 1.38 files shared by @V3ct0r when trying to use ship the screen turns to loading and that char won't be able to login until i change cords of character in database... any idea how to fix this ?
  14. Server Files

    Which server files is worth to work with them? 1.36 shared by Lucky or 1.38 shared by V3ct0r?