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Everything posted by Onioni
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You need edit portal and npc To same spawn for all.
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It miss last end or it just missing it here?
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Can you show your script?
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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.. .
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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.
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Helping when I can do it with phone..
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Serverdev pm
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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
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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
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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?
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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.
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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?
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https://imgur.com/gallery/IjfKXt2
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Just add anywhere Every_5_minute = 0
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It's in variable.lua
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If you want cloak give statv*level then just ads it in like lv1 =xxx Stat then lv2=xxx *level
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- admiral cloak
- admiral
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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..
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Check that variable and skilleff is correct..
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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 )
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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 )
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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 )
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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
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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
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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
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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