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  1. 3 points
    Решено с помощью: evtMouseDownContinue
  2. 2 points
    Дорогие друзья может кому то пригодиться регистрация с сайта piratia-su. Добавил фон https://disk.yandex.ru/d/4lUdgPf3nKPFFA
  3. 2 points
  4. 2 points
    Я наконец-то завершил долгую историю с парсингом, выводы тут - https://t.me/can_past_greg/51 и там же выше можно найти 2 новых стрима Следующие - продолжим покрывать пакеты и работу с базой
  5. 1 point
    Привет, @Graf! Ты можешь использовать функцию sprintf() int sprintf ( char * str, const char * format, ... ); Например, sprintf(buf, "%.2d:%.2d", hours, minutes); но тебе нужно будет позаботиться, что размер результирующей строки не будет превышать размер буфера (buf), иначе программа упадет.
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  7. 1 point
    @Brothers You need to see if you have the item local item = CheckBagItem(role,7008) -- Item required to be in your inventory if fused.
  8. 1 point
    1. refer code related to ship attribute function Ship_ExAttrCheck ( cha_role , ship_role ) if ship_role == nil then LG("luascript_err" , "Ship_ExAttrCheck ship index as null" ) return 0 end if cha_role == nil then LG ( "luascript_err" , " function Ship_ExAttrCheck :cha_role as null " ) return -- ship_mnatk_final = Ship_BSMnatk ( ship_role ) --船只基本最小攻击 -- ship_mxatk_final = Ship_BSMxatk ( ship_role ) --船只基本最大攻击 -- ship_adis_final = Ship_BSAdis ( ship_role ) --船只基本攻击距离 -- ship_cspd_final = Ship_BSCspd ( ship_role ) --炮弹基本飞行速度 -- ship_aspd_final = Ship_BSAspd ( ship_role ) --炮弹基本攻击间隔 -- ship_crange_final = Ship_BSCrange ( ship_role ) --炮弹基本爆炸范围 -- ship_def_final = Ship_BSDef ( ship_role ) --船只基本防御 -- ship_resist_final = Ship_BSResist ( ship_role ) --船只基本抵抗 -- ship_mxhp_final = Ship_BSMxhp ( ship_role ) --船只基本最大耐久 -- ship_hrec_final = Ship_BSHrec ( ship_role ) --船只基本耐久回复速度 -- ship_srec_final = Ship_BSSrec ( ship_role ) --船只基本补给消耗速度 -- ship_mspd_final = Ship_BSMspd ( ship_role ) --船只基本移动速度 -- ship_mxsp_final = Ship_BSMxsp ( ship_role ) --船只基本最大补给值 else lv = GetChaAttr ( ship_role , ATTR_LV ) job = GetChaAttr ( cha_role , ATTR_JOB ) sta = GetChaAttr ( cha_role , ATTR_STA ) ship_mnatk_final = Boat_plus_MNATk ( lv , Ship_Mnatk_final ( cha_role , ship_role ) ) --船只最终最小攻击 ship_mxatk_final = Boat_plus_MXATk ( lv , Ship_Mxatk_final ( cha_role , ship_role ) ) --船只最终最大攻击 ship_adis_final = Ship_Adis_final ( cha_role , ship_role ) --船只最终攻击距离 ship_cspd_final = Ship_Cspd_final ( cha_role , ship_role ) --炮弹最终飞行速度 ship_aspd_final = math.floor ( 100000 / Ship_Aspd_final ( cha_role , ship_role ) ) --炮弹最终攻击间隔 ship_crange_final = Ship_Crange_final ( cha_role , ship_role ) --炮弹最终爆炸范围 ship_def_final = Boat_plus_def ( lv , Ship_Def_final ( cha_role , ship_role ) ) --船只最终防御 ship_resist_final = Ship_Resist_final ( cha_role , ship_role ) --船只最终抵抗 ship_mxhp_final = Boat_plus_Mxhp ( lv , Ship_Mxhp_final ( cha_role , ship_role ) ) --船只最终最大耐久 ship_hrec_final = Ship_Hrec_final ( cha_role , ship_role ) --船只最终耐久回复速度 ship_srec_final = Ship_Srec_final ( cha_role , ship_role ) --船只最终补给消耗速度 ship_mspd_final = Boat_plus_Mspd ( lv , Ship_Mspd_final ( cha_role , ship_role ) ) --船只最终移动速度 ship_mxsp_final = Ship_Mxsp_final ( cha_role , ship_role ) --船只最终最大补给值 end --SystemNotice( cha_role , "Min Attack"..ship_mnatk_final) --ship_mnatk_final = Boat_plus_MNATk ( lv , ship_mnatk_final) --ship_mxatk_final = Boat_plus_MXATk ( lv , ship_mxatk_final) --ship_def_fina = Boat_plus_DEF ( lv , ship_def_final) --ship_mxhp_final = Boat_plus_Mxhp ( lv , ship_mxhp_final) --ship_mspd_final = Boat_plus_Mspd ( lv , ship_mspd_final) -- SetCharaAttr(lv, ship_role, ATTR_LV ) --[[赋值船只lv]]-- SetCharaAttr(job, ship_role, ATTR_JOB ) --[[赋值船只职业]]-- SetCharaAttr(sta, ship_role, ATTR_STA ) --[[赋值船只精神]]-- SetCharaAttr(ship_mnatk_final, ship_role, ATTR_MNATK ) --[[赋值最终mnatk]]-- SetCharaAttr(ship_mxatk_final, ship_role, ATTR_MXATK ) --[[赋值最终mxatk]]-- SetCharaAttr(ship_adis_final, ship_role, ATTR_ADIS ) --[[赋值最终adis]]-- SetCharaAttr(ship_cspd_final, ship_role, ATTR_BOAT_CSPD ) --[[赋值最终船只炮弹飞行速度]]-- SetCharaAttr(ship_aspd_final, ship_role, ATTR_ASPD ) --[[赋值最终船只攻击速度]]-- SetCharaAttr(ship_crange_final, ship_role, ATTR_BOAT_CRANGE ) --[[赋值最终船只炮弹爆炸范围]]-- SetCharaAttr(ship_def_final, ship_role, ATTR_DEF ) --[[赋值最终船只防御]]-- SetCharaAttr(ship_resist_final, ship_role, ATTR_PDEF ) --[[赋值最终船只抵抗]]-- SetCharaAttr(ship_mxhp_final, ship_role, ATTR_MXHP ) --[[赋值最终船只最大耐久]]-- SetCharaAttr(ship_hrec_final, ship_role, ATTR_HREC ) --[[赋值最终船只耐久回复速度]]-- SetCharaAttr(ship_srec_final, ship_role, ATTR_SREC ) --[[赋值最终船只补给消耗速度]]-- SetCharaAttr(ship_mspd_final, ship_role, ATTR_MSPD ) --[[赋值最终船只移动速度]]-- SetCharaAttr(ship_mxsp_final, ship_role, ATTR_MXSP ) --[[赋值最终船只最大补给值]]-- SetCharaAttr( 1 , ship_role , ATTR_FLEE ) --船只不具备闪避属性,始终初始化为1 end function Ship_ExAttrSet ( cha_role , ship_role ) end function Lifelv_Up ( cha_role ) --生活等级提升 local life_ap = GetChaAttr ( cha_role , ATTR_LIFETP ) life_ap = life_ap + 1 SetCharaAttr( life_ap , cha_role , ATTR_LIFETP ) end function Saillv_Up ( cha_role ) --航海等级提升 end function Resume ( role ) local role_type = ChaIsBoat ( role ) local srec = GetChaAttr ( role , ATTR_SREC ) local sp = GetChaAttr ( role , ATTR_SP ) local mxsp = GetChaAttr ( role , ATTR_MXSP ) local hrec = GetChaAttr ( role , ATTR_HREC ) if hrec < 0 then LG ( "resume_err" , "role = " , GetChaName (role) , "HP recovery rate lower than 0" ) LG ( "resume_err" , "role_hrec_statec = " , GetChaAttr ( role , ATTR_STATEC_HREC) , "role_hrec_statev = ", GetChaAttr ( role , ATTR_STATEV_HREC) ) LG ( "luascript_err" , "function Resume: character HP recovery rate less than 0" ) return end local hp = GetChaAttr ( role , ATTR_HP ) local mxhp = GetChaAttr ( role , ATTR_MXHP ) if role_type == 1 then --船只resume --Rem_State_NOSEA ( role ) -- SystemNotice (role,"enter ship recover") if hp <= 0 then LG ( "luascript_err" , "function Resume: Character in dead status" ) return end cha_role = GetMainCha ( role ) if sp <= 0 then BickerNotice ( role , "No more fuel! The ship is being damaged every moment! Get to the nearest Harbor now!" ) hrec = hrec - 0.025 * mxhp srec = 0 end sp = math.max ( 0 , sp - srec ) hp = math.min ( mxhp , hp + hrec ) local ship_lv = GetChaAttr ( role , ATTR_LV ) local ship_exp = GetChaAttr ( role , ATTR_CEXP ) local boatexpup_count = GetBoatCtrlTick ( role ) if ( boatexpup_count - math.floor ( boatexpup_count / 5 ) * 5 ) == 4 then a = 1 else a = 0 end boatexpup_count = boatexpup_count + 1 if boatexpup_count >= 500 then boatexpup_count = 0 end SetBoatCtrlTick ( role , boatexpup_count ) -- SetAttrChangeFlag( role) if ship_lv <= 30 and ship_exp <= 1000 then -- if ship_lv <= 50 and ship_exp <= 1000 then -- SystemNotice (role,"enter ship expup") if a == 1 then -- SystemNotice (role,"ship_expadd = " ..ship_expadd) -- SystemNotice (role,"ship_exp = " ..ship_exp) local ship_expadd = math.floor ( math.random ( 1, 3 ) + math.max ( 0 , ( 2 - ship_lv /10 ) ) ) -- local ship_expadd = math.floor ( math.random ( 50, 150 ) ) ship_exp = ship_exp + ship_expadd -- SystemNotice (role,"after resume ship_exp = " ..ship_exp) SystemNotice (role,"Ship EXP gained:" ..ship_expadd) SetCharaAttr (ship_exp ,role , ATTR_CEXP ) -- ship_exp = GetChaAttr ( role , ATTR_CEXP ) -- SystemNotice (role,"1 after resume ship_exp = " ..ship_exp) end end -- cha_hp = math.min ( Mxhp ( cha_role ) , Hp ( cha_role ) + Hrec ( cha_role ) ) cha_sp = math.min ( Mxsp ( cha_role ) , Sp ( cha_role ) + Srec ( cha_role ) ) SetCharaAttr ( sp , role , ATTR_SP ) SetCharaAttr ( hp , role , ATTR_HP ) -- SetCharaAttr ( cha_hp , cha_role , ATTR_HP ) SetCharaAttr ( cha_sp , cha_role , ATTR_SP ) -- SyncBoat ( role, 4 ) else if hp <= 0 then LG ( "luascript_err" , "function Resume: Character in dead status" ) return end local Elf_SkillHpResume = 0 local Elf_SkillSpResume = 0 if mxhp ~= hp then Elf_SkillHpResume = ElfSkill_HpResume ( role ) end if mxsp ~= sp then Elf_SkillSpResume = ElfSkill_SpResume ( role ) end hrec = hrec + Elf_SkillHpResume srec = srec + Elf_SkillSpResume sp = math.min ( mxsp , sp + srec ) hp = math.min ( mxhp , hp + hrec ) SetCharaAttr ( hp , role , ATTR_HP ) SetCharaAttr ( sp , role , ATTR_SP ) end end 2. No. Ship only affected by buff item. speed buff, skill cast from ship, ship invisibility, ship repair and etc. 3. Also refer code. 4. Both fairy and char exp are not calculated.
  9. 1 point
    Сервер открылся 23.09.22 в 22-30 МСК Сайт: http://piratia-kazakhstan.cf/guides Группа вконтакте: https://vk.com/piratiamoyson Версия: 1.39 Время сервера: Москва (UTC+3) Онлайн: 24/7 Рейты сервера: - Качер, голдер. - х1640 рост фей. - х999 шанс выпадения предметов. - Максимальный уровень феи - 500. - Максимальный уровень персонажа - 300. Основные локации: - Светлый город - Астана. - Тёмный город - Шымкент. - Вечный Аббадон. - БД логово. - Затерянный город. - Зона сплавов. - Остров вулканов. - Ерейментау. - Логово Бориса, подвал. Наборы сетов: - ФС сет начальный, ФС сет покупной. - Кайлин сет начальный. - Сет Казаха. - Сплав сет. - АД сет. - Сет свободы. - Сет Храбреца. Самоцветы: +25 +30 +60 Феи: - Мордо младший. - Анжела. - Младшая Анжела. - Дракон.
  10. 1 point
    Devil`s Fortune В разработке Добрового времени суток, дорогой форум! Хочу представить Вам мой проект (пока его начало разработки) - Devil`s Fortune. Проект состоит из 2-х серверов, а именно Devil (Фан сервер) и Demon (Полу-фан сервер). Сайт - https://devilfortune.ru/ Также там доступен форум. Естественно, это не окончательный его вид, но там уже доступен некоторый функционал. Новости и разделы/обсуждения форума я буду пополнять по мере разработки. Сам концепт серверов: Devil: Подстройка под новые реалии российских игроков, любящих простоту добычи, но азарт шансов. Все это подкреплено исходниками клиентами и, естественно, своей изюминкой. Demon: В планах сделать сервер, которые может по достоинству соревноваться с нашими зарубежными товарищами. В данный момент разработана база и пишутся новые системы улучшения экипировки. Первым в свет выйдет сервер - Devil
  11. 1 point
    Ehu I finished dynamic unpacking and packing objects from/to the network and reworked the processing of incoming packets In the next streams we can start further packet coverage, these days spent together with crystal were the best among the last years with programming So many new things - macros, static generation, parameter overloading, flexible work with classes and much more See you soon, folks Two new stream videos - https://t.me/can_past_greg/44, https://t.me/can_past_greg/50 Next - continue to cover packages and database work
  12. 1 point
  13. 1 point
    Yo Yo, seems cool, until I've noticed that there's a GM under my Name....
  14. 1 point
    Just some changes I've made from PKO 1.38 + Tools from Vectors File. Will keep it updated to display future file used for a server. Credits to All that has helped me from the past and on going future. *Fixed Fairy Poss for 2nd Gen/Mjr/Angela/August pets *Added Cloak can upgrade to Lv7 *Added Anti-Dupe System *Changed Pet Max Lvl Limit from 41 to 61 (For Normal/Great Fruits) ->Uses a check, so if Pet Lv 60 -> Use Great Fruit -> Fail to lvl. *Added Unfuse Scroll (When equipment is fused, can use scroll to defuse) *Added Buff potion (Grants buffs for 8 minutes when item used) *Added Career Lot Scroll (Grants all Career Lot bonus stats for 10 minutes when item used) *Added TOP Neck (displays TOP effect above characters head) (Also changes character's color name) *Added Custom Icons to certain items to (differentiate and avoid scams) *Banker now has option to open bank/convert inventory gold to notes. -> 100k,500k,1m Notes *Added Angela Junior + 6 Different Angela Junior Colors *Added August Pets *Added New Wings (Much like Angelic/Devil etc wings) *Added PK Ranking system *Added Apparel's NPC -> Default Classic TOP Apparels *Added New Apparels -> Alucard etc *Ordered Apparels By Rows and Columns *All Apparels have Race defined -> [L] Sreet Love - Armor [C] - Street Love Armor [P] - Street Love Armor [A] - Street Love Armor (L = Lance) (C = Carsise) (P = Phyllis) (A = Ami) *Added Universal Pliers (Can extract any gem from any equipment such as rings/necklace) *Added 110% and 120% Upgrading Scrolls (Double click to upgrade fused apparels with 100% Effectiveness) *Added Lv4 Gem Combiner (Can make multiple lv4's without dropping/placing gem in bank if higher than lv1) *Added F1-F12 Skill bar + Extra Bar on Top + Tab Switcher *Added Big Inventory 48 Slot via (Alt+E) *Added Character Running while in Safezone *Added Instant Skill NPC (Defined by Class - will teach all skills according to class) *Added Removal of Corals for Voyager classes *Added Gem Slot Change (Changes Gems order via forged equipments) *Added 110% Instant Apparel Upgrade Stone *Added 120% Instant Apparel Upgrade Stone *Added Brackets to NPC's name [NPC Name] *Added Custom map for CA (Removed useless objects, map is much easier to look around ex: Bar and Commerce have roof opened) *Added Spawn Script for Chaos Argent -> (If player enters at :15 -> Expert Chest Spawns, no matter how late a player enters, correct mobs/wave will spawn) *Added Anti-Relog to Chaos Argent -> If Player leaves the map for whatever reason, it will punish leaver for 2 minutes. *Added New Spawn Points inside Chaos Argent *Added Hairstyle items to Hairstylist *Added Bracelet/Handguards/Belts *Added Cooldown timer to Healing Pots (HP/SP) *Added FC 1/2/3 Chest -> FC 1 Chest - Lv40 Rings -> FC2 Chest -> Unsealed Incantation Weapons FC Chest 3 -> Earth Sealed Armor's *Added DS 1/2/3 Chest -> DS 1 Chest - Lv50 Rings -> DS 2 Chest -> Fire Sealed Set Pieces -> DS 3 Chest -> Fire Sealed Weapons *Added 10k/100k gold Note *Added Bank Note (Double Click Note to open Bank) *Changed Tattoo Apps/Armor's from 27 to 22 *Changed Skillinfo Tattoo Requirement -> Armor Requirement *Added Nightmare Demonic Helmet -> Can upgrade to lv 10
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