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Angelix

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Posts posted by Angelix


  1. 16 minutes ago, Lucky said:

    there are 3 conditions

    1 = player start immediately
    2 = ?

    3 = ?

    1, 蕾撈羲宎 ˙2,衄俙模奀羲宎˙3, 沭璃羲宎ㄘ

    example when you open lonetower with this script you must set the mapcopyset lonetower to 1 otherwise its bug the map

    I modified all of them to 4 including the map I wanted, now it works though.


  2. 2 hours ago, KONG said:

    maycopy is a number. Do you mind posting your codes? I am sure it is some logic errors.
    Also, I think you already know this, but make sure you have sufficient mapcopies in ctrl.lua

    Map copies can't be defined within ctrl.lua in v2.x files, if I do, in lua_err it shows "MapCopyNum" as an undefined function. 

    And no worries, I think I already got it working. Was able to open CA with 2 copies and it didn't get bugged, characters didn't see each other and scripts worked fine. After hours of trying to figure it out, it seems I have to add a new line within MapCopySet.txt and increase the last number of all the entries, I was missing that and caused it to fail. Will post an example once I have my computer. 

     

    EDIT:

     

    I was trying with:

    0	teampk	200	3
    1	kyjj_1	50	3
    2	kyjj_2	50	3
    3	kyjj_3	50	3
    4	garner2	10	3

    And it didn't work out, map kept getting bugged and so on. Then I after hours, I finally tried this:

    0	teampk	200	4
    1	kyjj_1	50	4
    2	kyjj_2	50	4
    3	kyjj_3	50	4
    4	garner2	10	4

    And that seems to work fine, no more problems.


  3. 17 minutes ago, Lucky said:

    MapCopySet?

    Yes, I tried placing there 5 copies of a map, but when I try sending a player to map copy #3, it gets bugged.

     

    I have this:

    0	teampk	200	3
    1	kyjj_1	50	3
    2	kyjj_2	50	3
    3	kyjj_3	50	3

    What does the consecutive "3" mean? 


  4. Seeing as in how I haven't received an answer in almost 24 hours, let me elaborate a bit more on the map copies.

     

    I'm trying to set up a map that can work on multiple instances at a time (map copies) some how like team pk (argent bar PvP). I can't get them to work right, since I don't know how to send players to individual copies of the map. If I try sending player A to map copy #1 by using "MoveCity(Player, <MAP_NAME>, 1)" and then sending player B to map copy #2 with "MoveCity(Player, <MAP_NAME>, 2)", they end up on the same map and after some seconds, I can't seem to move without getting a roll back, can't do anything at that point and eventually have to close/open client again or switch character.

     

    Any ideas on how to work with map copies? Thanks.


  5. On 10/1/2016 at 6:22 PM, Shako said:

    and there we have it ladies and gentlemen the two most useless scripts in pkodev (figuratively speaking)

     

    as a disclaimer i wrote the library because I didn't know about GetMonsterName ( ID ) function. o.O

    They work the same way.

    No, they don't work the same way. At some point your CharacterInfo will differ from other user's CharacterInfo. What if you have Var[50] = "X" in your library and their CharacterInfo has Y for a name on monster #50, when they try your code, they'll get "X" instead of "Y" when trying too call monster #50's name.


  6. 1 hour ago, Billy said:

    Not always, since you can add the amount from poss to your current attrv and record the amount you added. Then when poss is removed check the recorded value and set attrv to attrv - recorded value.

    Yes, but there's a catch with that. First of, the way the game currently handles the possession effect is that it removes completely ANY stats (STATEV) regardless whether it was given from possession or any other effect. Second, it could semi work the way you say it, but what if a player has level 30 fairy and uses poss and gains an additional 30 points and you record 30 points, then if player switches fairy to a level 40 and teleport or uses portal, the player will get the effect of the level 40 fairy, yet when the possession finishes, it will only take 30 points since you only recorded that and not the refresh player got from teleport.

     

    Give it a try, use possession on a level 30 fairy, switch to 40 and then teleport, your stats will get refresh according to the current fairy.

    • Like 1

  7. 3 hours ago, Billy said:

    You are setting attrv attributes to equal fairy level, which overwrites attrv attributes from other things, such as uns85 ring glow etc. This could be the problem.

    When using effects like those and possession, you'll always get decreasing stats. Since possession always sets attributes to 0 when finished and other effects just remove their X bonus since it's static, it will remove them even if you don't have them, resulting in negative stats.

    • Like 1

  8. I found these within MissionSdk.lua:

    TE_MAPINIT		= 0
    TE_NPC			= 1
    TE_KILL			= 2
    TE_GAMETIME		= 3
    TE_CHAT			= 4
    TE_GETITEM		= 5
    TE_EQUIPITEM	= 6
    TE_GOTO_MAP		= 7
    TE_LEVELUP		= 8

    Anyone know how to use them? So far quests only use 2 and 5, I think voyager's second class may use 2, other than that I haven't seen the rest. 


  9. First: I'd like to mention that I love the dar theme, but would you mind fixing it? When writing like the thread title, the letters don't show even if they are there. Maybe the font color is white or something. 

     

    Second: The forum mini game you have popping up everywhere is annoying, not by the fact that it's very intrusive, but by the fact it is being deployed in the whole forum, even in the English section and I can't understand anything of it, at least translate it please. 

    Screenshot_2016-09-27-15-37-36.png


  10. 12 minutes ago, Covadola said:

    Well @Shako i think i am gonna pass this one xD its complicated and donth take me wrong guys but i got 1 day no sleep and still not figure out :( i forgot this is 2016 not 2009 :P all you guys know alot and i am still with the basic stuff :) 

    One day? It might seem basic, yet you don't know how to do it, so how is it basic? A lot of people with knowledge started the same, just because they didn't get answers on a forum didn't mean they gave up, they started looking how scripts worked and eventually worked them out or found a way around it. That didn't take one day, it might of took a week even to understand everything completely.

    • Like 1

  11. Quote

    @Angelix Hello!
    1 - Yes, I edited "ATTR_LV" on Init_attr.
    2 -  I compared sceneceeffectinfo with my old files, and they are looking the same. I think my problem is with SceneObjInfo, and I can't decompile it to make changes, when I tried using other server's sceneobj, my game crashed. Any tips on decompiling SceneObjInfo?
    3 - So if the player has the excluded item he'd be able to enter? I'll try working out with this command, maybe I can make changes to it ;)
     
    It did help me, thanks alot for wasting some time reading and answering my questions ^^

    @Faller, No problem, I'm glad it was of help.

     

    1. Did you also edit the text file within the resource folder?
    2. You should look for a decompiler or simply get a decompiled one from another place, edit it to you liking and compile it using "table_bin".
    3. That check is to see if the player has that item within bank, if you want to restrict access to map if a player has that item, then if the condition returns "LUA_TRUE", then you should put "return 0" in order for player not being able to enter.

    Give me a heads up if it worked.

    • Like 1

    • Can't go further lv120 with Leveling Cards nor EXP Pamps, just GM Commands.
      • Did you also modify the text file and level limit place on Init_Attr?
    • Some effects are bugged, for example: Rebirth Angels auras are showing vertically. Also some other effects are being shown on incorrect potions.
      • Your effects are screwed because the numbers are wrong within ScenEffectInfo or SceneObjInfo. First of all, you can either go look into other client files and see which one best suits you. Another way to fix it is by finding whatever calls that effect, in your case a "Rebirth Angel". Go to that character's CharacterInfo line and check for their effect and then look it up on the files mentioned before, Play around with the numbers, compile and check if it suits you.
      • I think the same should apply for potions, yet they work with SkillEff, look up the potion's effect and see what effect is called upon and same procedure as before.
    • Are there any ways to check character's bank items on maze requirements?
      • There should be, as someone mentioned before, you can use something I got from a script here on forum. The scripts is down below. Whereas "X" refers to the number slots you want to check, could 24 for a normal player inventory or even up to 48 if they have increase, you can also potentially use "GetKbCap(Player)" instead of a number there and it will always return the size of the player's inventory. Since you are looking into a bank inventory, I guess you can leave it at a default 48 there. Next up is "Y", if you put the value of 2 there, it will check a player's inventory, maybe play a bit and try with 0 or 1 (this seems to be your current equipment, goes from 0 - 9 or 13), I guess you can even check for a player's temporary inventory. Finally "Z" will be the item's ID you will searching for, if it matches, then you just place your code there.
    	for i = 0, X, 1 do
    		if GetItemID(GetChaItem(Player, Y, i)) == Z then
    			-- Your script here.
    		end
    	end

    The rest of your questions are out of my knowledge, sorry.

     

    Mandatory edit: Just to clarify something about checking a bank inventory, I got curios and tried to see for myself, to my surprise, what I said didn't work at all, yet I did found an interesting function which will help you. The value of "X" is the item's ID while "Y" is the amount, if a player has Y (or more) amount of X item then it will return 1 (LUA_TRUE), if it has less, then if will return 0 (LUA_FALSE).

    	if BankHasItem(Player, X, Y) == 1 then
    		-- Your code here.
    	end

    Hope that helps. 

    • Like 1

  12. From what I understand, he only wants to have 2 guilds or factions, he can limit the creation of guilds by only allowing 2 guilds to be created from NPC by using the same principle from this thread. Make an additional condition and variable stored on text file and only be available through navy guilds, since you can edit that name through SQL and when first players create the guild, it will have  the desired name established as "angel" or "devil", also players wont be able to change guild name like when creating a pirate guild.

     

    By going this way, players won't be able to create private guilds though and you'd have to make sure the leader accepts every newcomer whether he wants to or not.


  13. 14 hours ago, KONG said:

    Sorry for reviving this thread, I must have skipped it when i was inactive.
    Some additions:
    - Countdown timer when portal closes.
    - Countdown timer when map closes.

    EDIT: Btw, its nice to see simple things being added.
    I honestly think anything that changes gameplay of Chaos Argent will totally ruin it.
    Chaos Argent should be a play as is, imo.

    Well, it's still "play as is". These things are minor details that don't change the overall experience of that map, besides fixing a few things to avoid cheaters, a bit more rewarding and the skill thing is a test though, it can remove any kind of effect that is applied to a player in case I decide in a future that an effect is too OP or something. :P

    Thanks for those suggestions, will implement them! :)

    14 hours ago, LikeAlcohol said:

    You could make the CA more of a zombie survival kinda thing along with the PK, in waves. That would be fun haha!

    I think its good that the rewards vary depending on how many players are in the map.

    Well that will certainly remove the experience of the original CA though.

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