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StaffEN

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Everything posted by StaffEN

  1. check MissionSDK: elseif actions.func == TakeMoney then PRINT( "ActionProc:TakeMoney, p1 = ", actions.p1 ) local ret = TakeMoney( character, npc, actions.p1 ) if ret ~= LUA_TRUE then PRINT( "ActionProc: TakeMoney failed!param1 = %d", actions.p1 ) SystemNotice( character, "ActionProc: TakeMoney failed!" ) return LUA_FALSE end
  2. itemid = UI_CreateTextItem( "Building", TREE_TEXT_COLOR ) ... ... ... if type == 200 then UI_GridNodeAddItem( gridid200, graphid ) end end n = n + 1 if n==1000 then break end end thanks, the error was on the line "if n ==1000 then break end" it was n==550, i didnt see it, just change the limit and works hahaha, im new on editing maps, but now im going to create a new one and gonna share it, hope like it
  3. Did someone know how to add more models to the editor?, when i compile the .txt file, everything its ok, but when i add more than 549 buildings, the editor didnt read them, everyone know how to fix it?
  4. Did someone know how to add this mod or plugin, i remember that works with system.ini or client>user folder, someone can help me ?
  5. someone have an blender to .lgo exporter? or some exporter to .lgo with other app to share?
  6. Someone know how to put 2 or 3 different textures? Im using blender but have x.png for eyes, y.png for hair, z.png for face, but when i convert obj to lgo appears just 1 png texture, need to remodel or something?
  7. can post some photo of the pet?, cuz i was searching for "hopping egg" and appears the normal pet... or thats what u need?
  8. buts similar, just need to add another "ff" or if its RGBA need to add "(r,g,b,1)" or something like that, right ? or check some rgb>argb converter (ty for remember me that)
  9. Thanks alot, it works, that color code is rgb right?, and another thing, did u know how to add the server time? client its just with the label but stay on "00:00"
  10. Hi can someone help me with this?, every text mission looks like this, when i put the cursor in the text, dissapear, need to modify some uiform at source?
  11. Hi, can someone help me with this?, i add the boss info npc, but i can check some mobs info, but cant see others mobs info... is there some function that limit the id for monster info? or something? Some Image here about the problem, Thanks
  12. For someone who need this: Open the file.tga of the effect you want, in this case lets take "TOPneck.tga" (i use photoshop 2023) Change the main photo,icon, effect, whatever you call it, to your new photo in this case you want to change "TOP" to "HERO" Make your custom "HERO" effect, select your "HERO" effect, copy and paste at "Channels">"Alfa1", then you need to paint full white your "HERO" effect and paint with black the rest (this is in alpha section) then, just save replacing the old effect (MAKE A COPY OF THE ORIGINAL FOR BACK UP!!)
  13. i think u can use the same function, just changing the mobs respawn, in CA respawn every 60 seconds, if u want to kill x mob and didnt respawn, something like: function map_copy_run_special_MapName( map_copy ) Every_5_minute = Every_5_minute+1 if Every_5_minute == 2 then -- Time for spawn mobs when maze open (in this case when have past 2 mins) local Monster2 = CreateChaEx(MobID, XX00, YY00, 180, RespawnTime,map_copy) SetChaLifeTime(Monster2,299050) if Every_5_minute == 3 then local Monster3 = CreateChaEx(MobID, XX00, YY00, 180, RespawnTime,map_copy) SetChaLifeTime(Monster3,299050) if Every_5_minute == 4 then local Monster4 = CreateChaEx(MobID, XX00, YY00, 180, RespawnTime,map_copy) SetChaLifeTime(Monster4,299050) end this funcion make the previous wave disappear and stop respawning, or idk what u want to do, just have to change the map name and adding to the file ctrl.lua of that map
  14. Crees que puedas ayudarme a conectarme bien?, ya he intentado todo este tiempo y la verdad sigo sin entender, ya busque tambien en otros server files y algunos si funcionan pero otros no, nose si tengas tiempo para ayudarme, te lo agradeceria bastante
  15. NVM, i fixed it hehe
  16. Hey, im trying to change the item type for necks and rings, just to make the effectiveness visible, it bring all the stats when is unfused, but when i apply the app on the neck, didnt bring any att, need to change some at forge.lua?, im trying with item type 27 (tattoo, cuz i wont use tattoo on my srv)0 Or if someone can help me with the address for hex it, or have game.exe 1.3(0) with that patch and can share, will appreciate it alot
  17. U know some game.exe 1.3(0) with this patch? Or can help me doing this?, wanna learn more about this please
  18. El lua que tengo es el de sultan y vector, version 0.2, pero igual si recomiendas alguna actualizacion de este mismo y es posible que la compartas estoy dispuesto a aprender de esto, claro, si estas dispuesto tambien a brindarme tu ayuda
  19. Por ejemplo intente con este metodo: pero al momento de testear igual me deja entrar con mas de 2 alts en CA, obvio cambie el name del mapa de "halloween" a garner2 que es el de CA ChaosArgentMAC = ChaosArgentMAC or {} function check_can_enter_halloween( role, copy_mgr ) ----------Player characters check inside the maze------ local PlayerMac = tostring(GetAccountMAC(role)) local limit = 2 if ChaosArgentMAC[PlayerMac] == limit then Notice("you can't enter") return 0 end ------------- return 1 end function after_enter_halloween(role, map_copy) local PlayerMac = tostring(GetAccountMAC(role)) if ChaosArgentMAC[PlayerMac] == nil then ChaosArgentMAC[PlayerMac] = 0 end ChaosArgentMAC[PlayerMac] = ChaosArgentMAC[PlayerMac] + 1 Notice(""..ChaosArgentMAC[PlayerMac].."") end function before_leave_halloween(role) local PlayerMac = tostring(GetAccountMAC(role)) if ChaosArgentMAC[PlayerMac] == nil then ChaosArgentMAC[PlayerMac] = 0 end ChaosArgentMAC[PlayerMac] = ChaosArgentMAC[PlayerMac] - 1 Notice(""..ChaosArgentMAC[PlayerMac].."") end function map_copy_close_halloween(MapCopy) ChaosArgentMAC = {} end
  20. Hola Wolfen, de casualidad tienes o sabes como hacer para que CA o garner2 sean 1 player por ip o mac?, he intentado con las opciones que encontre aqui mismo en el foro pero no me han funcionado, espero tu respuesta y gracias por compartir tus conocimientos
  21. I tested this and didnt work for me, someone can share the garner2 folder to compare this?, or need some other function at functions.lua?, can someone help me? thanks to all
  22. Hi, i know this maybe sucks for someppl, but i was looking some guide about this in the forum and didnt found it, so, im gonna post this, maybe it help to someone 1.- Open the NpcDefine.Lua from SrvFiles>Resource>Script>MisScript 2.-Scroll down or search for "AddBerthPort", then scroll down to make another port, lets try 16, "AddBerthPort(16,"X Harbor")" "X Harbor" = The name of the Dock u want 3.-For new dock at x map you need to open the "xEntity.lua", and add this in the function initx() CreateBerthEntity( "Docked", 455, 2, xxxx,xxxx, z, A, yyyy, yyyy, z ) A = Dock ID (in this case is the port 16) xxxx = Coords for the Dock at sea (in this case 341,104) yyyy = Coords where the player spawn at the city when docked (in this case 320,116) z = The angle where the player is looking 4.- Now Create the NPC for the dock, you gonna need 1 for build the ship and other to Set Sail, can copy the same at argent city but gonna change the port of the dock, something like this: function r_talStaffEN() Talk( 1, "Sinbad: Yo! Want to get out to the sea? How can you do so without a good ship? I offer the best ship around here. Come have a look!" ) InitTrigger() TriggerCondition( 1, IsBoatFull ) TriggerAction( 1, SystemNotice, "Ships limit reached. Unable to build more ship" ) TriggerFailure( 1, JumpPage, 2 ) Text( 1, "Build Ship", MultiTrigger, GetMultiTrigger(), 1 ) InitTrigger() TriggerCondition( 1, HasBoatInBerth, 16 ) ---Check the boat is in this port, TriggerAction( 1, BoatLevelBerthList, 16 ) ---Change the port here to make sure upgrade boat works TriggerFailure( 1, JumpPage, 3 ) Text( 1, "Upgrade ship", MultiTrigger, GetMultiTrigger(), 1 ) Talk( 2, "Sinbad: What type of ships you wish to build? I have a few varieties. Please have a look." ) InitTrigger() TriggerCondition( 1, BoatBuildCheck, 1 ) TriggerAction( 1, CreateBoat, 1, 16 ) ---16 is to create the boat dock at 16 (x harbor) Text( 2, "Build Guppy", MultiTrigger, GetMultiTrigger(), 1 ) InitTrigger() TriggerCondition( 1, BoatBuildCheck, 2 ) TriggerAction( 1, CreateBoat, 2, 16 ) ---Same here Text( 2, "Build Transporter", MultiTrigger, GetMultiTrigger(), 1 ) InitTrigger() TriggerCondition( 1, BoatBuildCheck, 3 ) TriggerAction( 1, CreateBoat, 3, 16 ) ---same here Text( 2, "Build Flying Fish", MultiTrigger, GetMultiTrigger(), 1 ) InitTrigger() TriggerCondition( 1, BoatBuildCheck, 6 ) TriggerAction( 1, CreateBoat, 6, 16 ) ---same here Text( 2, "Build Swordfish", MultiTrigger, GetMultiTrigger(), 1 ) Talk( 3, "Sinbad: I guess your ship is not docked here. You need to dock here to upgrade the level when it has gained enough experience from sailing or killing monsters out in the sea." ) end function r_talStaffEN1() Talk( 1, " Shirley: Hi! I am the Harbor Operator for Argent. I am in charge of all ships that is docked in this harbor. Look for me if you want to set sail." ) InitTrigger() TriggerCondition( 1, HasAllBoatInBerth, 16 ) ----16 is the port of the dock TriggerAction( 1, LuanchBerthList, 16, xx,xx, 177 ) ------xx= Coords where the ship gonna spawn TriggerFailure( 1, JumpPage, 3 ) Text( 1, "Set sail", MultiTrigger, GetMultiTrigger(), 1 ) InitTrigger() TriggerCondition( 1, HasLuanchOut ) TriggerAction( 1, RepairBoat ) TriggerCondition( 2, HasBoatInBerth, 16 ) ---need to put the port of the dock (in this case is 16) TriggerAction( 2, RepairBerthList, 16 ) --- same here to repair if need TriggerFailure( 2, JumpPage, 4 ) Text( 1, "Repair Ship", MultiTrigger, GetMultiTrigger(), 2 ) InitTrigger() TriggerCondition( 1, HasLuanchOut ) TriggerAction( 1, SupplyBoat ) TriggerCondition( 2, HasBoatInBerth, 16 ) --- need to edit this to the port of the dock to refuel TriggerAction( 2, SupplyBerthList, 16 ) ----same here, put the port (in this case is 16) TriggerFailure( 2, JumpPage, 5 ) Text( 1, "Refuel", MultiTrigger, GetMultiTrigger(), 2 ) InitTrigger() TriggerCondition( 1, HasDeadBoatInBerth, 16 ) ---this is for salvage ship, need to put the port TriggerAction( 1, SalvageBerthList, 16 ) --- same here, in this case is 16 TriggerFailure( 1, JumpPage, 6 ) Text( 1, "Salvage Ship", MultiTrigger, GetMultiTrigger(), 1 ) Talk( 3, "Sorry, you do not have a ship at the harbor or it was sunken. Please salvage it before setting sail again!" ) Talk( 4, "Sorry! I only repair ships docked in this harbor. Please pay 1000G." ) Talk( 5, "Sorry, you need to dock your ship in our harbor in order to refuel. Please pay 200G" ) Talk( 6, "Sorry! We only salvage ships docked in our harbor. You have to pay a fee of 1000G." ) end and thats all, New dock added, dont need to add birth point ****YOU NEED THE BOAT TRIGGERS ACTIVE!****
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