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Onioni

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Everything posted by Onioni

  1. You need edit portal and npc To same spawn for all.
  2. It miss last end or it just missing it here?
  3. Can you show your script?
  4. Well I don't have gs hexes for item upgrading and works well. Actually it work on every gs I have tested so I think no hex need to upgrade.. .
  5. function can_tichun_item_main ( Table ) if ItemID_main > 5000 and ItemID_main < 6949 then ItemID_main = GetItemAttr( Item_mainitem , ITEMATTR_VAL_FUSIONID ) end if ItemID_main > 6957 and ItemID_main <= 7700 then ItemID_main = GetItemAttr( Item_mainitem , ITEMATTR_VAL_FUSIONID ) end if ItemID_main>=7788 and ItemID_main<=7795 then if ItemID_other ==7760 then flg=1 end end function tichun_item ( Table ) if ItemID_main > 5000 and ItemID_main < 6949 then ItemID_main = GetItemAttr( Item_mainitem , ITEMATTR_VAL_FUSIONID ) end if ItemID_main > 6957 and ItemID_main <= 7700 then ItemID_main = GetItemAttr( Item_mainitem , ITEMATTR_VAL_FUSIONID ) end if ItemID_main>=7788 and ItemID_main<=7795 then ItemID_main=ItemID_main-4052 r1,r2 =MakeItem ( role , ItemID_main , 1 , 4) local cha_name = GetChaDefaultName ( role ) local itemname = GetItemName ( ItemID_main ) GMNotice ("Dusty Demonic Weapon has been unsealed! ".. cha_name.." obtains "..itemname.." Weapon!") end I have this way cause there is apparels I want to be possible to upgrade and xxxx items.
  6. Sorry I don't have pc right now, can't help more on phone. It will l work when u setup cache, tips, css, tpl/php correctly
  7. Something like this.. '<tr height="50px"><td style="text-align:center;" width="10%"><img src="../images/icons2/'.$ItemIcon.'.png"></td><td width="33%" style="text-align:center;font-size:15px;"><b><a class="tips" rel="index.php?act=itemhint&id='.$PlsCorrectThisID.'" title style>' IDont know what your website correct way call item Id so I added PlsCorrectThisID Also check that iteminfocache.Php is enabled and that all is right
  8. Go ur website and look if this works? WebsiteAdress/Itemhint/ID ID = any item is number. I mean do you trying to get tooltips for items?
  9. Anyway basic on files have fusion items 1-5000, apparels 5000-6k~ - 7k~ and 6~ - 7k~ up is non fusion items those items bug stats if fused them.
  10. What your sword and app id? Try to fused like death weapons or example lv65 unsealed with app ID 5000 - 5050~ some of those will it give same problem. And actually what is system messages and any Lua errors?
  11. If you want cloak give statv*level then just ads it in like lv1 =xxx Stat then lv2=xxx *level
  12. Try Check possible missing. SystemNotice (role , "test: -> state lv:["..StateLv.."] Check A:["..Check_A.."] Sklv:["..Sklv.."] A:["..a.."] B:["..b.."]") Or anything else possible errors/,test it is good way to find bug if no Lua errors..
  13. Check that variable and skilleff is correct..
  14. Look how I have done it. I have fruit effect on it (SkillBonus) . But what error you have? I'd you don't add SkillBonus it's close to 100%.. Sklv = Sklv + StateLv local SkillBonus = 0.01 * Sklv local Check_A local CheckFaild if Baoshi_NeedLv < 6 then Check_A = 1 CheckFaild = Percentage_Random ( Check_A ) elseif Baoshi_NeedLv == 6 then Check_A = 0.7 + SkillBonus CheckFaild = Percentage_Random ( Check_A )  elseif Baoshi_NeedLv == 7 then Check_A = 0.5 + SkillBonus CheckFaild = Percentage_Random ( Check_A )
  15. Show me the script, some files have base lv1-5 100%... Like I have I f gem lev <6 A=1 and 1 mean success is 100%. if Baoshi_NeedLv < 6 then  Check_A = 1 CheckFaild = Percentage_Random ( Check_A )
  16. Item not matter, statelv and what you add in forge. Lua local statelv = 10 AddState( role , role , STATE_HCBYS , statelv , statetime ) -------------------------—---------— local StateLv = GetChaStateLv ( role , STATE_JLGLJB )  Sklv = Sklv + StateLv local SkillBonus = 0.01 * Sklv local Check_A local CheckFaild  if Baoshi_NeedLv < 6 then Check_A = 1 CheckFaild = Percentage_Random ( Check_A )  elseif Baoshi_NeedLv == 6 then Check_A = 0.7 + SkillBonus CheckFaild = Percentage_Random ( Check_A )
  17. I'll try find but I'm with phone so it's hard to look from big Lua file.. Well now I found better Lua app.. Here, nothing special in it ofc u need check variables. In my variable for STATE_JLGLJB =107 function ItemUse_GJJLHYS ( role , Item ) local statelv = 11 local statetime = 60 local Cha_Boat = 0 Cha_Boat = GetCtrlBoat ( role ) -- SystemNotice( role , Cha_Boat ) if Cha_Boat == nil then AddState( role , role , STATE_JLBYS , statelv , statetime ) CALCULATE_ITEMEFFECT_LUA_000783 = GetResString("CALCULATE_ITEMEFFECT_LUA_000783") SystemNotice( role , CALCULATE_ITEMEFFECT_LUA_000783 ) else SystemNotice( role , "Cannot use while sailing" ) UseItemFailed ( role ) return end end function ItemUse_GJHCHYS ( role , Item ) local statelv = 10 local statetime = 60 local Cha_Boat = 0 Cha_Boat = GetCtrlBoat ( role ) -- SystemNotice( role , Cha_Boat ) if Cha_Boat == nil then AddState( role , role , STATE_HCBYS , statelv , statetime ) CALCULATE_ITEMEFFECT_LUA_000785 = GetResString("CALCULATE_ITEMEFFECT_LUA_000785") SystemNotice( role , CALCULATE_ITEMEFFECT_LUA_000785 ) else SystemNotice( role , "Cannot use while sailing" ) UseItemFailed ( role ) return end end
  18. And forge I use something like this.... function begin_forge_item(...) -- Notice("Start to forge") local Check_CanForge = 0 Check_CanForge = can_forge_item_main ( arg ) if Check_CanForge == 0 then return 0 end local role = 0 local ItemBag = {} --道具背包位置 local ItemCount = {} --道具数量 local ItemBagCount = {} --道具对象数量 local Get_Count = 4 local ItemReadCount = 0 local ItemReadNow = 1 local ItemReadNext = 0 local ItemBag_Num = 0 local ItemCount_Num = 0 local ItemBagCount_Num = 0 role , ItemBag , ItemCount , ItemBagCount , ItemBag_Num , ItemCount_Num , ItemBagCount_Num = Read_Table ( arg ) local ItemBag_Jinglian = ItemBag [0] local Item_Jinglian = GetChaItem ( role , 2 , ItemBag_Jinglian ) local Item_Stone1 = GetChaItem ( role , 2 , ItemBag [1] ) local Item_Stone2 = GetChaItem ( role , 2 , ItemBag [2] ) local Check_Jinglian_Item = 0 local Money_Need = getforge_money_main ( arg ) local Money_Have = GetChaAttr ( role , ATTR_GD ) -- Notice ("Currently there are"..Money_Have.."So much gold") -- Notice ("Must deduct"..Money_Need.."So much gold") Money_Have = Money_Have - Money_Need SetCharaAttr ( Money_Have , role , ATTR_GD ) ALLExAttrSet( role ) local ItemID_Jinglian = GetItemID ( Item_Jinglian ) ---------------- local Jinglian_Lv_Now = GetItem_JinglianLv ( Item_Jinglian ) ---------------- local Num = GetItemForgeParam ( Item_Jinglian , 1 ) Num = TansferNum ( Num ) local Stone1Type = GetItemType ( Item_Stone1 ) local Stone2Type = GetItemType ( Item_Stone2 ) local Baoshi = 0 if Stone1Type == 49 then Baoshi = Item_Stone1 elseif Stone2Type == 49 then Baoshi = Item_Stone2 end local Item_Stone = {} local Item_StoneLv = {} local Baoshi_NeedLv = 1 Item_Stone[0] = GetNum_Part2 ( Num ) Item_Stone[1] = GetNum_Part4 ( Num ) Item_Stone[2] = GetNum_Part6 ( Num ) Item_StoneLv[0] = GetNum_Part3 ( Num ) Item_StoneLv[1] = GetNum_Part5 ( Num ) Item_StoneLv[2] = GetNum_Part7 ( Num ) BaoshiType = GetStone_TypeID ( Baoshi ) for i = 0 , 2 ,1 do if BaoshiType == Item_Stone then Baoshi_NeedLv = Item_StoneLv + 1 end end ---------------- local Sklv = 1 local StateLv = GetChaStateLv ( role , STATE_JLGLJB ) Sklv = Sklv + StateLv local SkillBonus = 0.01 * Sklv local Check_A local CheckFaild if Baoshi_NeedLv < 6 then Check_A = 1 CheckFaild = Percentage_Random ( Check_A ) elseif Baoshi_NeedLv == 6 then Check_A = 0.7 + SkillBonus CheckFaild = Percentage_Random ( Check_A ) elseif Baoshi_NeedLv == 7 then Check_A = 0.5 + SkillBonus CheckFaild = Percentage_Random ( Check_A ) elseif Baoshi_NeedLv == 8 then Check_A = 0.3 + SkillBonus CheckFaild = Percentage_Random ( Check_A ) elseif Baoshi_NeedLv == 9 then Check_A = 0.1 + SkillBonus CheckFaild = Percentage_Random ( Check_A ) end if CheckFaild == 1 then Check_Jinglian_Item = Jinglian_Item ( Item_Jinglian , Item_Stone1 , Item_Stone2 ) else local cha_name = GetChaDefaultName ( role ) local Item_Jinglian_name = GetItemName ( ItemID_Jinglian ) LG( "JingLian_ShiBai" , "Player ["..cha_name.."] Forging of equipment failed. Item_Stone1:"..Item_Stone1..", Item_Stone2:"..Item_Stone2.." - "..Item_Jinglian_name ) SystemNotice ( role , "Sorry, forging has failed! Luckily equipment is not damaged..." ) end ------------------ local ItemID_Stone1 = GetItemID ( Item_Stone1 ) local ItemID_Stone2 = GetItemID ( Item_Stone2 ) local Stone1_Lv = Get_StoneLv ( Item_Stone1 ) local Stone2_Lv = Get_StoneLv ( Item_Stone2 ) local Jinglianshi_Lv = 0 if Stone1_Lv > Stone2_Lv then Jinglianshi_Lv = Stone1_Lv else Jinglianshi_Lv = Stone2_Lv end local Jinglian_Lv = GetItem_JinglianLv ( Item_Jinglian ) local R1 = 0 local R2 = 0 R1 = RemoveChaItem ( role , ItemID_Stone1 , 1 , 2 , ItemBag [1] , 2 , 1 , 0 ) --移除宝石1 R2 = RemoveChaItem ( role , ItemID_Stone2 , 1 , 2 , ItemBag [2] , 2 , 1 , 0 ) --移除宝石2 if R1 == 0 or R2 == 0 then LG( "Jinglian" , "Gem deletion failed" ) end if CheckFaild == 0 then return 2 end check_item_final_data ( Item_Jinglian ) -- SystemNotice(role , "Return failed") -- local a = 0.75 local b = Check_CG_Jinglian ( Jinglian_Lv , Jinglianshi_Lv , Sklv ) if b == 0 then i = RemoveChaItem ( role , ItemID_Jinglian , 1 , 2 , ItemBag [0] , 2 , 1 , 0) --移除宝石 if i == 0 then LG( "Hecheng_BS" , "Delete item failed" ) end local cha_name = GetChaDefaultName ( role ) local Item_Jinglian_name = GetItemName ( ItemID_Jinglian ) LG( "JingLian_ShiBai" , "Player ["..cha_name.."] Forging of equipment failed - "..Item_Jinglian_name ) SystemNotice( role , "Very sorry! Forging has failed. Item was destroyed!") return 2 end -- Notice("Forging completed") local cha_name = GetChaDefaultName ( role ) local Item_Jinglian_name = GetItemName ( ItemID_Jinglian ) LG( "JingLian_ShiBai" , "Player ["..cha_name.."] Forging successful - "..Item_Jinglian_name ) return 1 end
  19. I made something like this... function begin_unite_item (...) -- Notice("开始合成") local Check_CanUnite = 0 -- SystemNotice ( arg[1] , "调用检测能否合成主函数") Check_CanUnite = can_unite_item_main ( arg ) if Check_CanUnite == 0 then return 0 end local role = 0 local ItemBag = {} --道具背包位置 local ItemCount = {} --道具数量 local ItemBagCount = {} --道具对象数量 local Get_Count = 4 local ItemReadCount = 0 local ItemReadNow = 1 local ItemReadNext = 0 local ItemBag_Now = 0 local ItemCount_Now = 0 local ItemBagCount_Num = 0 role , ItemBag , ItemCount , ItemBagCount , ItemBag_Now , ItemCount_Now , ItemBagCount_Num = Read_Table ( arg ) local BagItem1 = ItemBag [0] local BagItem2 = ItemBag [1] local BagItem3 = ItemBag [2] local BagItem1 = arg [3] --取道具背包位置 local BagItem2 = arg [6] local BagItem3 = arg [9] local Item1 = GetChaItem ( role , 2 , BagItem1 ) --取道具指针 local Item2 = GetChaItem ( role , 2 , BagItem2 ) local Item3 = GetChaItem ( role , 2 , BagItem3 ) local ItemID1 = GetItemID ( Item1 ) --取道具编号 local ItemID2 = GetItemID ( Item2 ) local ItemID3 = GetItemID ( Item3 ) local ItemType2 = GetItemType ( Item2 ) local Item2_Lv = Get_StoneLv ( Item2 ) --取宝石等级 local Item3_Lv = Get_StoneLv ( Item3 ) local i = 0 local j = 0 i = RemoveChaItem ( role , ItemID1 , 1 , 2 , BagItem1 , 2 , 1 , 0) --移除卷轴 j = RemoveChaItem ( role , ItemID3 , 1 , 2 , BagItem3 , 2 , 1 , 0) --移除一颗宝石 if i == 0 or j == 0 then LG( "Hecheng_BS" , "Getting rid of the good has failed" ) end Item2_Lv =Item2_Lv + 1 Set_StoneLv ( Item2 , Item2_Lv ) local Money_Need = getunite_money_main ( arg ) local Money_Have = GetChaAttr ( role , ATTR_GD ) -- Notice ("目前有"..Money_Have.."这么多的钱") -- Notice ("要扣除"..Money_Need.."这么多的钱") Money_Have = Money_Have - Money_Need SetCharaAttr ( Money_Have , role , ATTR_GD ) ALLExAttrSet( role ) local Sklv = 1 local StateLv = GetChaStateLv ( role , STATE_HCGLJB ) local State100 = GetChaStateLv ( role , STATE_HCBYS ) ------取药水状态 Sklv = Sklv + StateLv local b = Check_CG_HechengBS ( Item2_Lv , ItemType2 , Sklv ) if Item2_Lv < 8 and Item3_Lv < 8 then if State100 == 11 then b = 1 SystemNotice( role , "Potion consumed. Gem combine success rate increase to 100%%") end end if Item2_Lv > 6 and Item3_Lv > 6 then if State100 == 10 then b = 1 SystemNotice( role , "Potion consumed. Gem combine success rate increase to 100%%") end end if b == 0 then local itemi_1 = ItemID2 local itemi_2 = BagItem2 i = RemoveChaItem ( role , ItemID2 , 1 , 2 , BagItem2 , 2 , 1 , 0) --移除宝石 local cha_name = GetChaDefaultName ( role ) if i == 0 then LG( "combie_fail" , "Cannot delete failed gems from player "..cha_name.." " ) end LG( "combie_fail" , "Player "..cha_name.." Gem combining failed. Gems "..itemi_1.." and "..itemi_2.."!") SystemNotice( role , "Sorry, the combination has failed and the gem has vanished.") return 2 end local GemItem2_Lv = Item2_Lv local GemItem3_Lv = Item3_Lv local LogItemID1 = ItemID1 local LogItemID2 = ItemID2 local LogItemID3 = ItemID3 local cha_name = GetChaDefaultName ( role ) LG( "combie_success" , "Player "..cha_name.." Gem combining successful. Level ["..GemItem2_Lv.."], ["..GemItem3_Lv.."]. Item: ["..ItemID1.."] ["..ItemID2.."] ["..ItemID3.."] " ) local ret = HasMission(role,1989) if ret == 1 then local name = GetChaDefaultName(role) Checkunite[name]=1 end return 1 end
  20. function init_entry(map) SetMapEntryMapName(map, "jialebi") SetMapEntryTime(map, "2016/1/1/20/0", "1/0/0", "0/1/0", "0/3/0") end function can_open_entry_hell( map ) local Now_Week = GetNowWeek() if Now_Week == 1 or Now_Week == 3 or Now_Week == 5 or Now_Week == 6 then --or Now_Week == 2 ti --or Now_Week == 4 to --or Now_Week == 7 su return 1 end
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