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Eviles last won the day on August 16 2024
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@kyleflow Hi! 1. Where do you see quality 20 on the nightmare? if you about the value on iteminfo line two columns after models it's item type not quality. The item quality is set when the item is created on the "Creat_Item()" function and also on Dusty item usage "DustyNightmare()": local r1, r2 = MakeItem(role, NaHelm.conf['HelmID'], 1, 25) -- If not set quality 25, awaken will not work; 2. 55 = ITEMATTR_FORGE, each variable for attribute properties has it unique id. So, you can call 55 or ITEMATTR_FORGE as you wish. this attribute was been used to determine the nightmare upgrade level. 3. At the introduction of the system I said that only "five attributes can be modified":
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Hey @mcjc! During SQL installation you probably choose a named instance (PC-NAME/SQLEXPRESS) instead of default instance (PC-NAME). Also, please take a look at SQL Server Configuration Managner > Network Configuration > Protocols > TCP/IP, if it's enabled. If not, you should enable it and restart SQL Server service.
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Hi @Daxter! I didn't published these scripts in forum, only developed and sold to some people before. Btw: 1. Guild Bank: has been coded using data persistence (datafile/table serialization/salt) + NPC Sale and Buy functions to deposit and withdraw items from the "Bank" npc for the guild; 2. Guild Missions: is LUA also, but it will require LuaSQL to update some values in GameDB.dbo.guild such as guild exp, guild level columns...
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Hey @Daxter! Try taking a look into functions.lua on your server files. If you don't manage to find it, probably in the PKO138 you will do. --- A table with possible rewards for the pattern "4 Seasons" iirc Item_Auk --- Function which determines Jackpot Playing requeriments and some other stuff ---@param ... variable arguments (vararg) TigerStart(...) --- Function for patterns and rewards ---@param ... variable arguments (vararg) TigerStop(...) --- Function to open the Jackpot Playing window, which is called in NPC OpenTiger() --- NPC Function star_talk03()
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Hey @VamperiX! As mentioned before the timed quests is already available in any server files, you can seek for them at MissionScript0X.lua and MissionSdk.lua. But, for the Hexathlon Quest we have this logic: -- MissionSdk.lua, search for this function which is responsible to conditions on quests and npcs: ConditionsTest(character, conditions, param1, param2, npc) -- In body of the function above, you will find this statement, which checking if the conditions for the given a function "CheckTime" meets or not, i.e: returning LUA_TRUE (1) or LUA_FALSE (0); elseif conditions[i].func ==CheckTime then PRINT( "ConditionsTest: CheckTime, p1 =, p2 =", conditions[i].p1) local ret = CheckTime( character, conditions[i].p1 ) if ret ~= LUA_TRUE then PRINT( "ConditionsTest:CheckTime = false" ) return LUA_FALSE end -- This function should be at end of MissionSdk.lua or at your functions.lua ---Hexatlhon Quest start hours ---@param character userdata of player ---@return integer LUA_TRUE = 1 | LUA_FALSE = 0 -- now_week: 0 = Sunday, 1 = Monday, 2 = Tuesday, 3 = Weednesday, 4 = Thursday, 5 = Friday, 6 = Saturday -- now_hour: 0 - 23 function CheckTime(character) local now_week = tonumber(os.date("%w")) local now_hour = tonumber(os.date("%H")) -- Check if it's Saturday or Sunday if now_week == 6 or now_week == 0 then -- Check if it's between 10:00 and 12:00, or between 22:00 and 00:00 if (now_hour >= 10 and now_hour < 12) or (now_hour >= 22 and now_hour < 0) then return LUA_TRUE end end end -- Usage in quest scripts: MisBeginCondition(CheckTime) Behemoth Quest probably should be this one, take a look at this mission: DefineMission( 285, "Stolen Lunchbox", 253 ) We will have this Trigger being called in that mission: -- Which where probably 60 means time in minutes? player have to complete a quest... MisResultAction(AddTrigger, 108, TE_GAMETIME, TT_MULTITIME, 60, 1 )
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~OFFTOPIC~ Hope someone else don't use your PC... like wife or children. lol, wtf!
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Hello @Sultan! If you want to a NPC to show weapon forge glow effect, you need to do something like @ShadowJr said. There's no need using a timer for such. 1. Create a new item on ItemInfo.txt; 2. On "Bind Effect" column of iteminfo.txt put id of weapon glow from sceneffectinfo.txt (i've used effect id 3713 for hammer gllow); 3. Add weapon to NPC model (characterinfo.txt) ItemInfo.txt: ### Forged Hammer w0302 10100002 01020009 02020039 0 0 0 0 2 0 0 0 7 1 1 1 0 1 1 1 2000 2,1,-2,-2 0 1,8,9,10,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2,-2 0 0 9,-2,-2,-2,-2,-2,-2,-2,-2,-2 9,6,-2,-2,-2,-2,-2,-2,-2,-2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 1,1 1,1 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0,0 0 0,0 25000,25000 0 0 0 0 0 0 0 0 0 0 0 3713 0 0,0 0 0 0 Apparel CharacterInfo.txt: #### Carsise Glow NPC 0 1 5 1 0 100 5444 255 5445 5446 5447 0 6961 0 521 0 0,0,0 1 2 100 182 -1 -1 0 0 0 1,2,5,6,8,10,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 1,061 1,815 2,785 40 1,5,0 0,0,0 399 398 0 0 0,0,0 1 1 2 0 29,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 100,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1 0,-1,-1,-1,-1,-1,-1,-1,-1,-1 0,-1,-1,-1,-1,-1,-1,-1,-1,-1 0 0 0 0,-1,-1,-1,-1,-1,-1,-1,-1,-1 0,-1,-1,-1,-1,-1,-1,-1,-1,-1 10 1 1000 0 0 1 0 1 10000 0 18 0 1500 2000 0 100 2 1 1 0 1 1 1442 0 1500 480 0 5 5 5 5 5 5 20 0 0 0 0 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1,1,1 Please note that: - The game will not render the glow effect on weapon once you updating the game scene (moving from scenario), see attached GIF below. https://i.gyazo.com/91779832b652f96759d1c0a25bdee822.mp4
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Hi @kyleflow! This function refresh the character when called, you can simple add it after SetCharaAttr(): RefreshCha(atk) I've recoded whole function for better understanding and also created a function which gives reputation to player, you can call it anywhere you want to give reputation to player. -- @FUNCTION: Give amount reputation set to character -- @PLACE IT ON: functions.lua or end of exp_and_level.lua function GiveReputation(Character, Amount) local Fame = GetChaAttr(Character, ATTR_FAME) local FameAdd = Amount local FameMinLimit = 0 local FameMaxLimit = 100000000 local FinalFame = Fame + FameAdd if FinalFame >= FameMaxLimit then SetCharaAttr(FameMaxLimit, Character, ATTR_FAME) elseif FinalFame <= FameMinLimit then SetCharaAttr(FameMinLimit, Character, ATTR_FAME) else SetCharaAttr(FinalFame, Character, ATTR_FAME) end RefreshCha(Character) end -- @FUNCTION: Give reputation to player after monster being killed by him -- @CALL ON: GetExp_PKM, after SetItemHost() function Reputation_PKM(dead, atk) -- @CONFIGURATION: -- Key = MonsterID (characterinfo.txt) -- Value = Reputation to give to player local monster_conf = { [103] = 100, -- Forest Spirit (default: 100 reputation) [75] = 10, -- Mystic Shrub (default: 10 reputation) } local offset = monster_conf[GetChaTypeID(dead)] if offset ~= nil and offset > 0 then GiveReputation(atk, offset) end end
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AttrCalculate.lua: 1. search for: function Creat_Item_Tattr(item_type,item_lv , item_event) 2. find that: local quality = SetItemQua ( item_event ) 3. add below: local GemVar = { [101] = 10, [102] = 20, [103] = 30, [104] = 40, [105] = 50, [106] = 60, [107] = 70, [108] = 80, [109] = 90, } if (GemVar[item_event]) then Add_Item_Attr(ITEMATTR_VAL_BaoshiLv, GemVar[item_event]) end
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Try deleting iteminfo.bin from client and compiling iteminfo.txt again. Data goes corrupted when compiling again if not deleting .bin, due to encryptation.
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This lenght operator introducted only after Lua v5.1, gameserver 1.x uses Lua v5.0.
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Hello @Elazul! First we talk about the "for" loop which you having problem. https://www.tutorialspoint.com/lua/lua_for_loop.htm The line error from log in code: for i = 1, Upgrade.Items do It trying to get size of the table for upgrade items, the correct way should be like that: for i = 1, table.getn(Upgrade) do replace to the following above in codes and it work.
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Fisal and Abdelaziz was developers of FTPKO if i'm not wrong.
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Guild Bank updated A big issue was fixed which were randomly sometimes, when withdraw item with same id and different attribute from the Guild Bank it not restoring correct properties. How to reproduce the bug? Simple, sometimes when you deposit items within the Guild Bank. Let's suppose a Lv10 Mordo Junior and a Lv0 Mordo Junior for example, when you take the Lv0 MordoJunior it's level will be also Lv10 as like the other Mordo... That due to stored information in file and also, index of items in NPC buy page which was not being called correct causing send of wrong information to player. - The system now is saving data with DataFile insteand of Table Serialize and i've also recoded: deposit, withdraw functions. For those who bought the system, please message me in discord to get lastest version .