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Faller

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Everything posted by Faller

  1. It already exists in Ultimate Pirates Online for almost 2 years. :P
  2. This scripts are programmed to work with mssql extension, which is no longer supported in newer versions of PHP. Download an old version of XAMPP or install ZEND following this guide:
  3. Hello, @ChinaPko! As far as I know, only @V3ct0r sells it. Please refer to him, don't buy it from other people who don't own it.
  4. https://mega.nz/#F!OUMUgTYb!jtCsqh7halK_O9uzWyaG0g!DAFTSaQQ "Compiler and Decompiler.rar"
  5. Make sure the apparel is within the following IDs in the iteminfo: 5000 ~ 7000.
  6. Then simply change your GM level through the database, you don't need to create a "GM Account". It's in the following database/table: GameDB -> dbo.account Find "gm" in the columns and set it to 99 or whatever number according to the gm level you'd like. 99 gives access to everything, including lua and lua_all commands.
  7. @SD13 That's it. In case it doesn't change the link you're referring to in the main thread, then it's inside StringSet.txt/bin.
  8. Inside either kop.cfg or StringSet.txt, I forgot which of these, but it's one of them.
  9. Oh wait, did I read it right? Is it all client-side? lol Doesn't it require server-side changes? I mean, if anyone can edit it in their client, anyone would be able to modify their clients and make the items in their inventory give attributes.
  10. You mean be Kong? Cmon! We're not in that level..
  11. If you've already set the RemoveState to remove the effect in case there's no item of determined ID on the 5th slot (which I think so as it disappears 2 seconds after, else it would take the whole state time) - you've most likely overloaded your char_timer, so it takes a while to actually remove the state. Also, this delays are quite common in TOP tbh. My recommendations in case your cha_timer is overloaded: Use memory caching for table.load (in case you have any table.load in your cha_timer); Make sure you're only running this sort of scripts in actual players (IsPlayer(role) == 1 then...); Use player_timer for this sort of effects; Always rework your code when you feel like it's possible to optimize even more; and it goes... hehehe
  12. Did you change the information in your TradeDB too? You need to change the table "Safety" in TradeDB accordingly to your settings as the following guide explains:
  13. Hello, PKODev Community! I'm here today to share my thoughts regarding Contabo after a few months using it. I've used their SSD edition VPS for around ~4 months now, and I can rate it really nice. The hardware in general is good (you get what they're telling you), I've had a good storage, with low latencies and good IO. The FPS in the GameServer would be around 16~20 FPS, which is totally acceptable from my perspective. Their support is really good too. They've always responded to my tickets within a few hours. The only issue I'm currently facing with them is regarding their network, it's quite unstable. It's not the latency, download nor the upload speed, but - it starts giving me packet loss from all sudden, which is totally unacceptable for an online game. Something to point out is that this issue didn't always happen, it started a few weeks ago. For now I'll be moving to OVH as they can provide a stable network (that's my conclusion after using OVH for years, I've had 0 issues), but I have plans of going back in the future, after all, I've bought enough credits for 1 year of host. Well, that's it, I'm just sharing my thoughts regarding this company as many people don't know if they should go for it or not. Hoping I was useful, Faller.
  14. Hey, @Snovie! The currently released source code is from TOP 2. There's only a few people around with the source code from other versions (such as 1.36) and certainly not public.
  15. Faller

    Free Slots

    My bad! I did it wrong... lol https://pkodev.net/applications/core/interface/file/attachment.php?id=270
  16. Faller

    Free Slots

    https://pkodev.net/applications/core/interface/file/attachment.php?id=270
  17. Hey! Thanks for shouting out. I didn't think of these, but I was using after_player_login_ to check when the player logs in, but it's kinda messy, sometimes doesn't work, sometimes it triggers with no reason, etc... I gotta better test it hehehe I've been thinking of workarounds to use in these scripts, but I still haven't gotten into any conclusions.. I hate how the original scripts from TOP use memory, it's such a waste. Even though it's a very small quantity, when you've got a lot of "small quantities", you get something big. That's why I deleted at least 80% of the scripts and reworked the rest LOL
  18. Hey there! I'd like to know if there's any functions in TOP's library that allows us to do something when a player has logged in or logged off? I have an idea to check when the player logs in (through that function in the maps that notices the open mazes), but is there any other way? The objective with this is release memory used by the player when he logs off, and address memory/cache a few stuff when he logs on (for variables with role). That's it! I'd be very thankful if you can help me out.
  19. Well, I've worked hard to make 1x GameServer functional and optimized (with no lag issues) and my server isn't that big, so it's running fine with average of 5 to 15% of cpu usage and the GS isn't going any further than 1gb of ram usage... hehehehe There's downs though, for example: If something has gone wrong in a map for some reason, Stack Overflow, etc... The WHOLE server will be bugged, which isn't any good. Why would you recommend the x64 GS? I've tried the Linux GateServer, although I had some issues on getting it to work, so I'm hosting everything in a Windows OS for now. And according to what you've said, the antiduping extension isn't required when you're using 1x GS, right? Yep.... It looks like I'm retard but I just want to make it sure
  20. Hey @Angelix and @Ecstasy! Thank you a lot for the explanation yesterday, it was very useful and now I totally understand how the script works. That's why I hate to use third-party scripts, I have no idea of what they actually do! It ended up that the issue had nothing to do with Saeed's anti-duping. Once again, thanks!
  21. That's crazy, I thought the clones would just appear in the process of switching GameServers. I'll try to fix my AntiDuping extension then. Thanks a lot for your attention!
  22. Hello, @Angelix, thanks for the info! It was teleporting players every 1 minute, so something was wrong... hehehhe Well, I've just turned it off, it's not being necessary anymore though. Saeed's anti-duping is just to fix duping with multiple Game Servers, right? So it's pretty much useless if you're using 1x GS.
  23. Well, after some tests in my live server, I've concluded that the anti-duping system needs to be disabled when you're using just 1 GS. It's acting crazy, it will simply teleport players out of maps thinking they're clones.
  24. In the file exp_and_level.lua, inside the function: function GetExp_PKM( dead , atk ) "" = Teleport to saved spawn area, you can change it to "Argent City" if you'd like
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