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Everything posted by Ximboliex
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The .eff files are particle effects months ago I was researching on that and found a particle effects program that their projects compiled in .eff but when opening a TOP file it did not work. Other than the .par files I do not know what they have in them. Open someone knowledgeable in c ++, Any can find and compile the effects editor at source code? FX TimeLine Editor(.eff)
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Исходные коды сервера и клиента доступны!
Ximboliex replied to V3ct0r's topic in Новости и объявления
Is the 2.4 source code compiled published in the community? (Obviously modified by you)- 87 replies
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- исходный код
- сервер
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@Just a boi Click Here!!
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@V3ct0r Hi, It was not @Heitor who released the link if not @Sk3let0n who after a tireless search I gave the link to test the server
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@Rafael Not if this works .. you will have to try, I did while reading your post, anyway .. Try it! -----in Npcscript0x.lua function rand_quest() Talk( 1, "PKODev: bla bla bla") RandQuest = {} RandQuest[1] = 0001 - put your quest Id RandQuest[2] = 0002 - put your quest Id RandQuest[3] = 0003 - put your quest Id RandQuest[4] = 0004 - put your quest Id RandQuest[5] = 0005 - put your quest Id local i = math.random (1,5) AddMission(RandQuest[i]) end ---in Missionscript0x.lua QuestItem ={} QuestItem[1] = #### - put your item Id QuestItem[2] = #### - put your item Id QuestItem[3] = #### - put your item Id QuestItem[4] = #### - put your item Id QuestItem[5] = #### - put your item Id local i = math.random(1,5) DefineMission( 6000, "Mission Test", 6000 ) MisBeginTalk("<t>Hi! Get Me <r5x> of <b..GetItemName(QuestItem[i])..> and Win <b300M>.") MisBeginCondition(NoMission,6000) MisBeginAction(AddMission,6000) MisBeginAction(AddTrigger, 60001, TE_GETITEM, QuestItem[i] , 5) MisCancelAction(ClearMission, 6000) MisNeed(MIS_NEED_DESP, "Get x700 <rWood>") MisNeed(MIS_NEED_ITEM, QuestItem[i] , 5, 10, 5) MisPrize(MIS_PRIZE_MONEY, 300000000, 1) MisPrizeSelAll() MisHelpTalk("<t>You can get Pine Tree near of Argent") MisResultTalk("<t>Obtain <300M>.") MisResultCondition(HasItem, QuestItem[i] , 5) MisResultAction(TakeItem, QuestItem[i] , 5 ) MisResultAction(ClearMission, 6000) MisResultAction(SetRecord, 6000) MisResultBagNeed(1) InitTrigger() TriggerCondition( 1, IsItem, QuestItem[i] ) TriggerAction( 1, AddNextFlag, 6000, 10, 1 ) RegCurTrigger( 60001 )
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@nectrouler pm me on Discord
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Go to functions.lua and find this fuction "Hp_Endure_Dmg" @nectrouler
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@dinunicoale2 join to Discord and pm me and talk about that
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Thank's @Wrexor Now understand thaks to @Angelix
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Hi @Wrexor I can work whit this sytax? LuaSQL("UPDATE NathDB.dbo.account SET i_m_p_s = i_m_p_s + "..crystal.." WHERE act_name = '"..accountName.."'")
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If you want change the texture of mob go to "root>texture>character" and find the number of model. example "782" will find some like this "0782000.tga or bmp" and open with Photoshop
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Just edit effects in skilleffect.lua
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Explain more..
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***SCRIPTS BY @Saeed**** @KONG You can help Please me to verify if the structure is correct since I was not able to test them for technical reasons anyway ... I have added several things. And Others Enjoy! -- Variables PlayerBomb = {} PlayerBomb_ID = #### --- Bomb id (characterinfo.txt) -- Bomb using function function Use_Bomb(cha) local x, y = GetChaPos( cha ) local MonsterID = PlayerBomb_ID local Refresh = 50 local life = 400000000 local bomb = CreateCha( MonsterID , x , y , 145 , Refresh ) SetChaLifeTime( bomb, life ) SetChaAIType( bomb , 0 ) SetChaHost( bomb , cha ) GiveItem( role, 0 , ####, 1 , 4 ) -- Remote Control PlayerBomb[cha] = bomb BickerNotice(cha,"You have placed a bomb at "..math.floor(x/100)..","..math.floor(y/100).."!") end -- Remote function function Bomb_Remote(cha) if(PlayerBomb[cha] ~= nil)then local bomb = PlayerBomb[cha] local skill_id = select_skill(bomb) SetChaAIType(bomb,10) SetChaHost( bomb , nil ) BickerNotice(cha,"Bomb has been triggered!") else BickerNotice(cha,"You don't have any bomb placed anywhere. Remote usage failed!") end end -- Hook to is_friend to harm monsters + players if orginal_friend_check == nil then orginal_friend_check = is_friend is_friend = function (cha1 , cha2) if(GetChaID(cha1) == PlayerBomb_ID)then return 0 else return orginal_friend_check(cha1 , cha2 ) end end end ###Skilleffect.lua### function SkillArea_Circle_bombexplode ( sklv ) local side = 1000 SetSkillRange ( 4 , side ) end function SkillCooldown_bombexplode( sklv ) local Cooldown = 0 return Cooldown end function SkillSp_bombexplode ( sklv ) local sp_reduce =0 return sp_reduce end function Skill_bombexplode_Begin ( role , sklv ) end function Skill_bombexplode_End ( ATKER , DEFER , sklv ) Hp_Endure_Dmg ( DEFER , 1500 ) end ###Characterinfo### #### TNT - Bomb Wooden Barrel 4 5 682 0 1 1 0 0 0 0 0 0 0 0 0 0,0,0 1 310 100 -1 -1 -1 0 0 0 0,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 2,38 2,38 1,11 40 1,0,0 2,5,0 399 0 0 0 0,0,0 1 1 0 0 496,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 100,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 0,-1,-1,-1,-1,-1,-1,-1,-1,-1 0,-1,-1,-1,-1,-1,-1,-1,-1,-1 0 0 0 0,-1,-1,-1,-1,-1,-1,-1,-1,-1 0,-1,-1,-1,-1,-1,-1,-1,-1,-1 1 1 1000 0 0 1 0 0 20 0 15 0 0 0 10 2 -2 1 10 200 1 1 2000 0 0 0 0 0 0 5 5 5 5 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 ###Skillinfo### #### Bomb Explosion 1 -1,10 1,-1 1,-1 1,-1 -1 0 1 0 -1 -1 1 1 1 0 4 2 0 0 4 0 0 SkillSp_bombexplode 0 0 SkillArea_Circle_bombexplode 0 Skill_bombexplode_End 0 0 0 0 0 0 0 0 0 0 0 0 0 0 SkillCooldown_bombexplode 1 1 12 -1 -1 -1 881 0 0 0,0 0,0 -1 -1 -1 0 0 -1 -1 882 -2 0 0 s0127.tga 0 0 Monster Skill Monster Skill 0 0 ##Iteminfo### #### Remote Control bomb 10130005 0 0 0 0 0 0 41 0 0 0 0 0 1 1 1 1 1 1 5000 -1,-2,-2,-2 0 -1,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2 0 0 -1,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2 -1,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0 0,0 0,0 0 0 0 0 0 0 0 0 0 Bomb_Remote 0 0,0,0,0,0,0,0,0 0,0,0,0,0,0,0,0 0,0 0,0 0,0 Remote Control. Need for detone bomb ***Note: you need change icon in the iteminfo line****
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############################## *****Note: remember check pet effect in your sceneeffectinfo.txt******* ############################## ----------------------- --function.lua (cha_timer)- ----------------------- local target = GetChaFirstTarget(role) local pet_bg = GetChaItem ( role , 2 , 3 ) local pet_id = GetItemID ( pet_bg ) if pet_id == #### then-- Thurder local Percentage = Percentage_Random ( 0.1 ) if target ~= nil then if Percentage == 1 then Telf_effect(role,target) end end AddState ( role , role , STATE_TELF , 1 , 3600 ) RefreshCha(role) else local statelv_STATE_TELF = GetChaStateLv ( role , STATE_TELF ) if statelv_STATE_TELF ~=0 then RemoveState ( role , STATE_TELF ) end end if pet_id == #### then ---Light local Percentage = Percentage_Random ( 0.1 ) if target ~= nil then if Percentage == 1 then Lelf_effect(role,target) end end AddState ( role , role , STATE_LELF , 1 , 3600 ) RefreshCha(role) else local statelv_STATE_LELF = GetChaStateLv ( role , STATE_LELF ) if statelv_STATE_LELF ~=0 then RemoveState ( role , STATE_LELF ) end end if pet_id == #### then---Dark local Percentage = Percentage_Random ( 0.1 ) if target ~= nil then if Percentage == 1 then Delf_effect(role,target) end end AddState ( role , role , STATE_DELF , 1 , 3600 ) RefreshCha(role) else local statelv_STATE_DELF = GetChaStateLv ( role , STATE_DELF ) if statelv_STATE_DELF ~=0 then RemoveState ( role , STATE_DELF ) end end ------------ --variable-- ------------ STATE_TELF = ### -- Thunder Spirit STATE_LELF = ### -- Light Spirit STATE_DELF = ### -- Darkness Spirit ----------------------- --skill effect active-- ----------------------- function Telf_effect(role,target) -- Thunder Fairy Effect Bonus local hp = Hp(target) local pet_lv = 1 local statelv = 3 * pet_lv local time = statelv*2 local atk_rad = 7 local hpdmg = Atk_Raise ( atk_rad , role , target ) if ((hp - hpdmg) > 1) then Hp_Endure_Dmg ( target , hpdmg ) SystemNotice ( role , "Spirit Activated Thunder Skill to help you in battle!") SystemNotice ( target , "Opponents Fairy activated Thunder Skill") ALLExAttrSet(role) end end function Lelf_effect(role,target) -- Light Fairy Effect Bonus local pet_lv = 1 local statelv = 2 * pet_lv local time = statelv*2 PlayEffect(role,168 ) AddState( role , role , STATE_TSHD, statelv , time ) SystemNotice ( role , "Spirit Activated Light Skill to help you in battle!") SystemNotice ( target , "Opponents Fairy activated Light Skill") ALLExAttrSet(role) end function Delf_effect(role,target) -- Darkness Fairy Effect Bonus local pet_lv = 1 local statelv = 3 * pet_lv local time = statelv*2 PlayEffect(target,322 ) AddState ( role , target , STATE_XN , 1 , time ) AddState ( role , target , STATE_PJ , statelv , time ) Check_Ys_Rem ( role , target ) SystemNotice ( role , "Spirit Activated Darkness Skill to help you in battle!") SystemNotice ( target , "Opponents Fairy activated Darkness Skill") ALLExAttrSet(role) end --skilleffect.lua passive function STATE_TELF_Add ( role , statelv ) local strsb_dif = 15 local strsb = StrSb( role ) + strsb_dif SetCharaAttr( strsb , role , ATTR_STATEV_STR ) ALLExAttrSet(role) end function STATE_TELF_Rem ( role , statelv ) local strsb_dif = 15 local strsb = StrSb( role ) - strsb_dif SetCharaAttr( strsb , role , ATTR_STATEV_STR ) ALLExAttrSet(role) end function STATE_LELF_Add ( role , statelv ) local defsb_dif = 100 local defsb = DefSb(role) + defsb_dif SetCharaAttr( defsb , role , ATTR_STATEV_DEF ) local pdef_dif = 3 local pdef = ResistSb(role) + pdef_dif SetCharaAttr( pdef , role , ATTR_STATEV_PDEF ) ALLExAttrSet(role) end function STATE_LELF_Rem ( role , statelv ) local defsb_dif = 100 local defsb = DefSb(role) - defsb_dif SetCharaAttr( defsb , role , ATTR_STATEV_DEF ) local pdef_dif = 3 local pdef = ResistSb(role) - pdef_dif SetCharaAttr( pdef , role , ATTR_STATEV_PDEF ) ALLExAttrSet(role) end function STATE_DELF_Add ( role , statelv ) local fleesb_dif = 70 local fleesb = FleeSb(role) + fleesb_dif SetCharaAttr( fleesb , role , ATTR_STATEV_FLEE ) local hitsb_dif = 50 local hitsb = HitSb(role) + hitsb_dif SetCharaAttr( hitsb , role , ATTR_STATEV_HIT ) ALLExAttrSet(role) end function STATE_DELF_Rem ( role , statelv ) local fleesb_dif = 70 local fleesb = FleeSb(role) - fleesb_dif SetCharaAttr( fleesb , role , ATTR_STATEV_FLEE ) local hitsb_dif = 50 local hitsb = HitSb(role) - hitsb_dif SetCharaAttr( hitsb , role , ATTR_STATEV_HIT ) ALLExAttrSet(role) end -------skilleffect 221 Thunder effect -1 0 STATE_TELF_Add STATE_TELF_Rem 1 0 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 -1 0 0 0 4014 2 0 0 0 0 0 0 0 222 Light effect -1 0 STATE_LELF_Add STATE_LELF_Rem 1 0 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 -1 0 0 0 4015 2 0 0 0 0 0 0 0 223 Darkness effect -1 0 STATE_DELF_Add STATE_DELF_Rem 1 0 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 -1 0 0 0 4016 2 0 0 0 0 0 0 0
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@Abdelrahman Hajjaj in skilleffect.lua mele_end and range_end
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function Redeem_King (role) local fightingBook_Num = 0 fightingBook_Num = CheckBagItem( role,3849 ) if fightingBook_Num <= 0 then SystemNotice ( role , "Does not possess Medal of Valor" ) return 0 end local honorbook = GetChaItem2 ( role , 2 , 3849 ) local ca_point= GetItemAttr ( honorbook , ITEMATTR_MAXENERGY) if ca_point > 100 then local point_need = 100 local point_left = ca_point - point_need SetItemAttr ( honorbook , ITEMATTR_MAXENERGY, point_left ) GiveItem( role , 0 , 1032 , 1 , 4 ) else SystemNotice(role,"Not enough Chaos point for redeem [King Of The Ring Emblem]") return 0 end end Look this function.
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Database for sql 2005+ 1- create a new database called "AccountServer" and choose where save 2 - repeat same step whit "GameDB" 3 - right click on AccountServer and choose new query open the AccountServer.sql copy all(ctrl+e) and paste it in new query and before Click on "Analyze" before "Execute" --First analyze before execute 4- repeat the same step whit "GameDB" 5 - again right click on "GameDB" new query and paste the Guild.sql only text ofc.. analyze and execute and Done! Database