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Angelix

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Posts posted by Angelix


  1. 1 hour ago, wolfenx said:

    GetAccountMAC() esta funcion pertenece al exe o lo llamas de una funcion lua?

    deverias fijarte si devuelve algo intenta imprimiendo un mensaje con su contenido aver si realmente obtienes una mac como respuesta

     

    Se refiere a este mod del servidor, LuaSQL. Es una funcion creada en Lua pero a base de las funciones proporcionadas por ese mod.

     

    A lo que hice mencion anteriormente, aqui muestro como hice una conexion  y luego aca muestro como obtener el nombre de la cuenta.

     

    Ya mostrando esto, recomiendo que @StaffEN haga las mismas pruebas para ver si LuaSQL fue añadido bien al servidor y si puede conectarse bien a su SQL antes de intentar obtener la direccion MAC.


  2. Tienes puesto LuaSQL en tu servidor? Revisaste que LuaSQL funcione perfectamente probando que si puedas obtener datos de SQL? Haz una prueba, creo que fui yo mismo en el tema de LuaSQL en la seccion de ingles que puse un ejemplo de como obtener el nombre de una cuenta. Sigue ese ejemplo, si eso sirve, entonces ya luego podemos ver que es lo que tiene de mal tu codigo de lua.

    • Like 1

  3. 20 hours ago, VamperiX said:

    It would mainly be the Hexa quest time frame one that I would love to work with but the other one sounds good too for future ideas.

     

    Do you perhaps have any info on how to set one of these up?

     

    I GREATLY appreciate the response to my question. Thank you :)

     

    21 hours ago, Angelix said:

    There's 2 different type of timed quests:

    1. Quests available during certain time frame.
      1. Hexathlon. Ex: Available during 10AM-12PM.
    2. Quest available at any time, but have X amount of minutes/hours to complete.
      1. Story quest about Behemoth I think? Where you have like 2 hours to complete after accepting the quest.

    Those 2 type of quests are available (or should be) in any files.

     


  4. On 5/5/2024 at 7:17 PM, VamperiX said:

    I have followed the guide to creating quests and they all work great. Just wondering if anyone has experience with timed quests like the hexathon?

     

    Any feedback would be appreciated!

    There's 2 different type of timed quests:

    1. Quests available during certain time frame.
      1. Hexathlon. Ex: Available during 10AM-12PM.
    2. Quest available at any time, but have X amount of minutes/hours to complete.
      1. Story quest about Behemoth I think? Where you have like 2 hours to complete after accepting the quest.

    Those 2 type of quests are available (or should be) in any files.

    • Thanks 1

  5. En primera, estas en la seccion equivocada, para la otra puedes publicar aca Preguntas y Ayuda [ESP].

     

    En segunda, como esperas que alguien te ayude si no especificas lo que ocupas? Nomas llegaste y dijiste "quiero esto" pero sin decir lo que quieres?

    En tercera, evita mencionar gente al azar. Si nadie contesta tu publicacion es porque no entienden lo que pides o no saben como ayudarte. Igual no es que el foro este muy activo.

    • Haha 1

  6. Just a few points:

    • Just from seeing the script, I don't think that's the full script?
    • Does this work across GameServers? I think it's ticking down 1 by 1, so a player has to stay connected in the same GameServer for 24 hours? If they move to another GameServer, maybe another timer starts if they change GS.
    • I think this might be overloading "cha_timer" as well? Doing server loops on a function that gets called every second for every player is kinda bad.
    • What's the problem? We don't know what's wrong if we don't know the problem. We can't help with "it messes up this function". Post the actual errors from console or logs (your logs are probably being spammed as well if it's causing errors within "cha_timer").

  7. On 2/11/2024 at 9:55 AM, kyleflow said:

    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 ?

    The tip I shared has nothing to do with the functions shared. It's just a tip.

    Also, yes, yes you do have the "&updateall". It's integrated on all GameServer by default, maybe renamed, but it's in there. This is basic knowledge, I'm wondering why you're saying you don't have it...

    As for your code, it's already stated you need knowledge on persistency between GameServers. Other people have stated the ways this can be done, but you still need knowledge on how it works. If you haven't been able to get it to work, you're better off learning about those methods instead of trying to brute-force a function onto your files that you have no understanding of how it works because you won't be able to fix it if it breaks something on your files. When you learn how to work with either method mention, then come back and try to re-write your function to work.

    • Confused 1

  8. On 2/7/2024 at 1:02 AM, StaffEN said:

    Solucionado, disculpen las molestias y muchas gracias por su atencion, el problema estaba en eso mismo que comento Angelix pero no fue problema del archivo functions.lua, sino que yo para otro mapa tenia una funcion tambien llamada "is_friend", con la cual al activar esa funcion, todos se pueden atacar entre todos, que es como un tipo "purga" o algo similar, solo tenia que cambiar el nombre de esa funcion jeje, nuevamente gracias por su atencion y por su apoyo.

    El problema ha de haber sido que ese mapa intenta hacer hook la funcion "is_friend" pero no delimita las nuevas condiciones al nuevo mapa, si no que la sobreescribe por completo a la antigua funcion. 

     


  9. On 1/15/2024 at 1:04 PM, mkhzaleh said:

     

    this script would be worst thing  u may run in your server ever

    you don't need cha_timer if you're seeking to boost exp for players killing monsters

    you must done it inside 

     

    
    function ShareTeamExp

    but u also can take alook inside

    
    function GetExp_PKM(dead, atk)

    where shareteamexp called as well , 

     

     

    Just as he mentioned, ShareTeamExp would be the best place to do the experience bonus. You can look how fairies are handled since they're are being checked there. The fairy possession side of the experience bonus is basically a item and active effect check, not a bonus on the effect itself. So you can basically just copy that and remove the active effect check and just leave the item check for your specific item.

     

    As for adding stats, if you have sources just create functions for equip/unequip items, check for your specific item and add/remove the corresponding stats. Without sources, there must be a way on how to do it, just can't remember right now since I haven't touched files in a few months already. Additionally, you can try checking this script out!

     

    As a side note, try to clean/remove unnecessary stuff from cha_timer, since if something goes wrong, it will hang your server and clog up your log files very fast.

    • Thanks 1

  10. 6 hours ago, kyleflow said:

    Does anyone know where the script to decide luck and double EXP for possession skill in pet? I check the script for Skill_JLFT_BEGIN and its chain of setup, does not mentioned the setup of luck and exp. but exp can be seen reflected on exp gain but the luck is ambiguous. Can anyone guide me on this?

     

    Fairy possession just adds a state/effect, the real thing is upon calculating experience gain on monster kill. That's where it checks whether you have that special state/effect, if player does possess that state, it will multiply accordingly. As for drop, I can't remember if it does the same thing or it adds to the attribute "MF".


  11. 4 hours ago, kyleflow said:

    @Angelix

     

    Propose fix for the mobs not aggro. I change this part of the Anomaly Function.lua to make mobs agro the player.

     

    
    for _, MonsterID in pairs(Anomaly.Floor[Floor].Monsters) do
    		local PosX = math.random(Anomaly.Conf.MonsterSpawn.PosX.Min, Anomaly.Conf.MonsterSpawn.PosX.Max)
    		local PosY = math.random(Anomaly.Conf.MonsterSpawn.PosY.Min, Anomaly.Conf.MonsterSpawn.PosY.Max)
    		local Monster2 = CreateChaEx(0883, (PosX * 100), (PosY * 100), 145, 60, MapCopy) -- I use BD mobs here but you can use the preset mobs made by Angelix
    		local Monster3 = CreateChaEx(0884, (PosX * 100), (PosY * 100), 145, 60, MapCopy)
    		local Monster4 = CreateChaEx(0885, (PosX * 100), (PosY * 100), 145, 60, MapCopy)
    		local Monster5 = CreateChaEx(0886, (PosX * 100), (PosY * 100), 145, 60, MapCopy)
    		SetChaLifeTime(Monster2, 999999999)
    		SetChaLifeTime(Monster3, 999999999)
    		SetChaLifeTime(Monster4, 999999999)
    		SetChaLifeTime(Monster5, 999999999)
    		Anomaly.SetAttribute(Monster, Anomaly.Monster, Normal, Floor) 

    Can implemented it into other part of the function for mini and Main boss. I summon it as garner2 does and still using the same files as you already set for the "SetAttribute". It work like a charm and now I can enjoy it better since the mobs is not static.

    Before doing this modification, did you read the configuration file? There's a special line in there. If you search that variable within the files, you should be able to see what it does, that way you don't replace things you don't fully understand.

    Anomaly.Conf.Test = true

    If you set that to "false", monsters should attack...

     

    Also, since you "fixed" it, you actually broke it! So that's on you. That's why it's not triggering the rest of the script. Since you went out of your way to replace essential parts of the scripts, I take it you understand what you're doing and no more support is given.


  12. 9 minutes ago, kyleflow said:

    Thanks on the functions. It worked well. My bad for not understanding things on this. Just weird that with every floor, it kept closing maps and the mobs is the same for each entry. Is it supposed to be like that or I need configure with your configuration guide in github?

    Have you added more monsters? Are the levels increasing each level? And yes, it's built upon the cycle of "enter->defeat floor->exit->repeat" until you reach the highest floor available or you can't beat the floor. You can increase number of floors if I remember correctly and it will adjust accordingly.


  13.  

    14 hours ago, kyleflow said:

    Thanks @Angelix for sharing the code. My serialize.lua probably not completed. I got it from the mega folder which stored PKO related stuff and the function you provided is not there. When I add the function, it solved 1 error but another 1 still persist. "AdjustTextSpace" error occur when I check with lua_err.log . So I tried the same way of introducing the other custom serialize function and the GS error is gone but inside the game, a parameter error persist. I will share here the current state of my serialize.lua and the error inside the game.

    The function I provided was only for checking if the file existed. The other function is completely different. Check GitHub, I added a new file there with the 2 functions.

    • Thanks 1

  14. 14 hours ago, kyleflow said:

    I did my best to follow your guide on this but I failed to load this 2 files. I also confused how you define to have the npc and the map to be in the same origin map. This is the error that I get from my GS.2039761591_failanomaly.png.6f4e13eab3ea749fcfa3aabc2d453bf7.png

    It says you're missing that function. That function I think is loaded on "serialize.lua" that's in all custom files I think? So also double-check if you have that file loaded as well.

     

    file_exists = file_exists or function(name)
    	local f = io.open(name, 'r')
    	if(f ~= nil)then
    		io.close(f)
    		return true
    	else
    		return false
    	end
    end

     


  15. Your issue probably lies within the fact that it's not getting saved onto some kind of file. The GameServer keeps storage of stuff while it's active, but that storage disappears when GS as soon as it's turned off. No one can help you unless you post the script. When you post it (if you do), just wait for someone that can help and is willing to help.

    • Thanks 1

  16. On 1/30/2023 at 5:08 PM, Timur said:

    Is it possible to create an NPS top player by the number of floors passed? In order to give them rewards at the end of the month))

    So I was thinking of implementing this, and the leaderboard within the NPC shouldn't be an issue, but the reward yes. The leaderboard can be shown, but the whole script itself doesn't reset, so the NPC would show how far a player has gotten through the map's existence. So you can't give out rewards at the end of the month if it's not resetting.


  17. 34 minutes ago, Timur said:

    Is it possible to create an NPS top player by the number of floors passed? In order to give them rewards at the end of the month))

    Yes, it is possible! You'd just have to add functionality and keep a main database file to keep track of all the players, then based off on that, do an internal ranking and then display that on an NPC.

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