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Ximboliex

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Everything posted by Ximboliex

  1. 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)
  2. @Just a boi Click Here!!
  3. @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
  4. @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 )
  5. @nectrouler pm me on Discord
  6. Go to functions.lua and find this fuction "Hp_Endure_Dmg" @nectrouler
  7. You need edit that direct to database whit "LuaSQL" cmd because in the game don't exist that function.
  8. @dinunicoale2 join to Discord and pm me and talk about that
  9. Ximboliex

    LuaSQL (DLL)

    Thank's @Wrexor Now understand thaks to @Angelix
  10. Ximboliex

    LuaSQL (DLL)

    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.."'")
  11. 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
  12. Just edit effects in skilleffect.lua
  13. Explain more..
  14. Ximboliex

    Remote Bomb

    @Yomazu Can you release it?
  15. Ximboliex

    Remote Bomb

    Thank's for everting @KONG
  16. Ximboliex

    Remote Bomb

    ***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****
  17. ############################## *****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
  18. @Abdelrahman Hajjaj in skilleffect.lua mele_end and range_end
  19. 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.
  20. 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
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