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kyleflow

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kyleflow last won the day on December 4 2023

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About kyleflow

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  1. Work fine with me. probably the default gate in cfg is already used by another setup you have in your system that conflict with it. Anyways hope you enjoy. Still trying to implement few update here and there
  2. Okay after my last post in december 23, I have new insight on how to make it work instead of implementation of LuaAll and etc ( since I can't find it and do it till now) So the new approach is like this. 1. The player getting the buff should be in party with the party to acquire the buffer stats. 2. We can simple check for if the player in party and the class. since in a party probably can have 1 or more class with different stats, we will just use the highest spr value of the class (cleric or SM). 3. If we change region, since the party still intact, so the value would still retain. So would like to ask assistance on how this can be done. Can anyone provide key function call for this to work. will work towards the final coding myself if possible.
  3. There is actually a release of plug and play if you search the forum but not like other private server that you do not need to install anything, this one need to install things but all the item and instruction is provided by the community released.
  4. I'm saying I dont know about it since I never come across any code related to the game that I need to use it. Does it seem appropriate that I dont know of it existance ? I check through the code but unable to find any with Lua that function or simply I dont know how to find it. Tried my best to understand but unable to. Also I'm not actually gaining anything from the code if its working, simply something that should be implement since as the game development tweak mobs and item sets, the role of a support healer lose it purpose. Hope anyone who knows, please do contribute.
  5. Based on the code example made by other people (simpler form),the declaration for your code should be a header only or inside the function of SHPF? &updateall code, I dont have it.The code for lua_all shared here is not working as expected. Could you assist more on this ?
  6. No sadly. I dont have the exact step. Not sure also about DB
  7. Which VS that would not break the compilation? Can you list step by step what you do and how yo do it
  8. Step to do ? Using VS 2022 Community to open the TOP.sln. Compile Utility Compile AudioSDL Compile Engine Compile Client Is that all? where do I find the compiled files?
  9. function lua_all(role, cmd) local packet = GetPacket() local CMD_MM_DO_STRING = 4015 WriteCmd(packet, CMD_MM_DO_STRING) WriteDword(packet, 0) WriteString(packet, cmd) SendPacket(role, packet) end Still error
  10. Anyone making guide for this? Never work with CO
  11. I took your advice and changes a bit the code suggested above and here the code. First I put the code of lua_all load in the same files of serialize.lua so that it load before other files load. Here is the code that I changes from above but the results say lua_cmd error from the game notice. HardenTable = {} function Skill_Shpf_End ( ATKER , DEFER , sklv ) local statelv = sklv local statetime = 600 local deferId = GetPlayerID(GetChaPlayer(DEFER)) local bufferSpr = Sta(ATKER) local cmd = string.format("HardenTable[%d]=%d",deferId,bufferSpr) lua_all(cmd,role) AddState ( ATKER , DEFER , STATE_SHPF , statelv , statetime ) end function State_Shpf_Add ( role , statelv ) local buffer_spr = 0 local deferId = GetPlayerID(GetChaPlayer(role)) if HardenTable[deferId] ~= nil then buffer_spr = HardenTable[deferId][bufferSpr] end local def_dif = 10 + statelv * 4 + buffer_spr local def = DefSb(role) + def_dif SetCharaAttr( def , role , ATTR_STATEV_DEF ) ALLExAttrSet(role) end function State_Shpf_Rem ( role , statelv ) local buffer_spr = 0 local deferId = GetPlayerID(GetChaPlayer(role)) if HardenTable[deferId] ~= nil then buffer_spr = HardenTable[deferId][bufferSpr] HardenTable[deferId] = nil end local def_dif = 10 + statelv * 4 + buffer_spr local def = DefSb(role) - def_dif SetCharaAttr( def , role , ATTR_STATEV_DEF ) ALLExAttrSet(role) end
  12. I did get this result before with different code but same issues where when I change location into different map server ( since its not advisable to put 3 big map in 1 server ), the calculation remove the SPR effect leaving the original buff calculation. Clean code btw bro. Better version than what I do.
  13. Tested out on all the possible ways and here is the result. 1. The target player get double the buff based on your script calculation if in poss before being buff by the buffer. The SPR amount that calculated is not the buffer but instead the player itself. 2. The cross server buff effect registered but the end result is not as expected. I prefer the buffer SPR affect the calculation of the def and benefit of the buff given to the targeted player. But your poss script is much much simple than what I tried to do and that something new.
  14. I actually don't have knowledge on how to to implement it as a global function or make a separate files. 1. Lets says that in a table array, I construct it like this. local buff_table = {} local buff_atker = {} --i simplified it on the table.insert here for now. buff_table[buff_atker] = { Buff_targetID = "ChaID" , State = "skill state", Timer = "needed?" } Lets says when the buff given to a target "Buff_targetID" by "buff_atker" with a certain skill "State". How do I made it check inside other gameserver when it is only a readable table. 2. If lets say the buffer buff multiple target, the duration of the buff state itself would not be the same and lets say after the buff duration end, how do I clear individual table data?
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