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Angelix

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Everything posted by Angelix

  1. The thing is, I though of doing something similar. Putting people on a variable table and keep sending them as soon as it reaches 10 people. The problem I though (never tested or proved), what happens if a player registers and suddenly disconnects? The player's data is stored and it will count as 1 of the 10 players that will be sent, but the player isn't online anymore. I didn't know how to deal with that, that's why I though of trying to use a whole party (5 players) as a requisite to register, the same logic used from the creator of the instanced "Lone Tower".
  2. A bit off-topic. I still have to scripts! Back then when I made it I didn't know how to work with map copies and was a one-instance player-triggered PK event. I initially made to work with 10 players per round. It's a script based on a mode from S4 League, can't remember which one. It was working fine when you actually get all players to register and start the event at the same time. I was using a variable to store player's role to send them, that was the bugged part. Now that I know how map copies work, I need to adjust the script to work with map copies and see how I can fix the player registering process (maybe limiting it to five per instance).
  3. I haven't tried, but possibly moving a player from one copy to another still counts as a move, which essentially revives them. If you want me to script something, give me good details.
  4. In response to @KONG, maybe try this. I've never used this function before, so I don't know how it works. If it works just like that by placing map copy and function name, then use it and then the following function. DealAllPlayerInMap(map_copy, "AutoMapRevive") If it does work, you can use it and then just place this function: function AutoMapRevive(Player) local MapReviveTimer = 20 if MapRevive == nil then MapRevive = {} end if MapRevive[GetRoleID(Player)] == nil or IsChaLiving(Player) == 1 then MapRevive[GetRoleID(Player)] = MapReviveTimer end if IsChaLiving(Player) ~= 1 then if MapRevive[GetRoleID(Player)] == 0 then MoveCity(Player, "") MapRevive[GetRoleID(Player)] = MapReviveTimer else SystemNotice(Player, "You're being revived in "..MapRevive[GetRoleID(Player)].." second(s).") MapRevive[GetRoleID(Player)] = MapRevive[GetRoleID(Player)] - 1 end end end If you don't get how to first function works, then try the following method by placing it inside the "map_copy_run_" function of your map. local Alive = GetMapActivePlayer(MapCopy) BeginGetMapCopyPlayerCha(MapCopy) for a = 0, (Alive - 1), 1 do local Player = GetMapCopyNextPlayerCha(MapCopy) if (Player ~= 0 or Player ~= nil) then AutoMapRevive(Player) end end
  5. I think clerics can't revive them as they aren't determined "friendly", regardless if they are in same party/guild. That's if the person has setup the correct type of map. This should work, haven't been tested. --[[ DealAllPlayerInMap(map_copy, "AutoMapRevive") ]] function AutoMapRevive(Player) local MapReviveTimer = 20 if MapRevive == nil then MapRevive = {} end if MapRevive[GetRoleID(Player)] == nil or IsChaLiving(Player) == 1 then MapRevive[GetRoleID(Player)] = MapReviveTimer end if IsChaLiving(Player) ~= 1 then if MapRevive[GetRoleID(Player)] == 0 then MoveCity(Player, "") MapRevive[GetRoleID(Player)] = MapReviveTimer else SystemNotice(Player, "You're being revived in "..MapRevive[GetRoleID(Player)].." second(s).") MapRevive[GetRoleID(Player)] = MapRevive[GetRoleID(Player)] - 1 end end end
  6. No worries, I managed to get it working, not as I thought, but I can alter correctly level, HP, dodge, defense, hit rate, attack. Movement and attack speed are a bit off, but it manages to work around a certain arrangement. And yes, their base stats may be an influence, I created a new character set everything to 1.
  7. Did something show up on console or lua_err.txt?
  8. It's not new, on a version of ServerDev, someone created a reset system (a few years ago) that placed you back into newbie class, level 1 and may additionally grant a few stat/skill points. Its the same mechanics from ToP's rebirth system, just a bit further with making player level 1 and a newbie. It was first created as an extension of pkoSite and later turned into an NPC script. Can't seem to find the script within resources at the moment. EDIT: Actually, looking through the resources from MEGA, there is a script like that, kinda messy, but it does the same thing.
  9. Can you expand on that "Reset/Rebirth" system?
  10. I wonder why you keep getting banned...
  11. Can't understand Russian. Either way, check console or lua_err.txt, they'll give you some leads onto where the problems is. You can share them here and i'll try to help.
  12. Yes, I kept telling him that the error lines he gave us/me were all pointing either to commented lines or "end". Then he just told me he had place a variable's name twice somewhere else which caused an undefined variable and that he fixed it.
  13. Problem seems to be fixed already. @Vasil said he had place a variable's name twice which caused an undefined variable. Not sure if that's true though.
  14. Are you completely using cloak? Might as well remove that for the time being till you know how to modify scripts and add it without problems.
  15. You didn't because this: Doesn't appear in the function. Something similar is in it, yet it is missing the "[ i ]"
  16. My bad, typo. I meant the whole function where the line with error belongs to.
  17. Mind posting the whole function from where you got this?
  18. As @Shako said, mind sharing an image of console and lua_err.txt ?
  19. Yes, so far I'm able to properly get a character's attributes correct, the thing is, when trying to applying them to a monster, things go slightly wrong. I created a replica of an Abyss Lord and set its attributes to 0 or 1 on some cases via CharacterInfo.txt. So if I do this: Value = GetChaAttr(Player, ATTR_MNATK) And then do this: SetCharaAttr(Value, Monster, ATTR_MNATK) The monster's MNATK will not go accordingly to the value, yet if I do this: SetCharaAttr(Value, Monster, ATTR_STATEV_MNATK) It seem that it does reflect in-game the according attribute and deal a considerably amount of damage. With "ATTR_MNATK" it dealt damage from 1 ~ 10 on a 2k defense while with "ATTR_STATEV_MNATK" it deals around 200 damage on same defense. EDIT: So far I have the basic attributes down, still having some problems copying ASPD and MSPD though.
  20. How can I get a player's attribute (MNATK/MNATK, DEF, FLEE, HIT, ASPD, MSPD & PDEF) and give them to a monster? I'm trying to create a copy (attribute-wise) of a player (or average of players) and summon it. First I'd have to get attributes of players and average, summon monster (CreateCha) and set the stats. How can I set the stats correctly? Thanks for any information given.
  21. What kind of software? Never used one before. I merely do trial and error thing by thing, I rarely modify a bunch of code without testing, today I did and something went wrong, haha.
  22. Thanks! You save me hours of scripting again, haha. Apparently, while trying to remove useless scripts and add a custom feature, I accidentally deleted "GetExp_PKM(dead, atk)" and I didn't notice, haha. Thanks again!
  23. What functions interfere with the process of giving EXP when killing a monster? I did many modifications and can't backtrack quite right. The thing is, I'm not receiving any EXP, no errors show up on console nor lua_err.txt. Any clues? Thanks!
  24. What's the difference between those files and the current v1.x and v2.x ?
  25. This is done by assigning an area to your map and then assign a sound to that area within AreaSet if I remember correctly.
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