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okore

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About okore

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  1. Ok, sent you friend request on discord
  2. just added this into the extension lines, still it doesn't work
  3. so i add this function on skilleffect.lua or in the extension script?
  4. I also didn't configure cloak gems so they're disabled Cloak = {}; Cloak.conf = { CloakID = 7340, --Admiral Cloak ID on your item info DustyID = 7341, --Dusty Cloak ID on your item info CloakSlot = 5, --Inventory slot, remeber is this number "-1" so if its "5" the slot will be "4th" MaxLv = 10, --Cloak level max / You can define you max level Stats =1 --How much of stats you will get in each level }; Cloak.race = { [1] = 234, --Lance / Skilleff ID [2] = 235, --Carsise / Skilleff ID [3] = 236, --Phyllis / Skilleff ID [4] = 237 --Ami / Skilleff ID }; Cloak.glow1 = { --First Glow [1] = 224, --Lance / Skilleff ID [2] = 227, --Carsise / Skilleff ID [3] = 230, --Phyllis / Skilleff ID [4] = 233 --Ami / Skilleff ID }; Cloak.glow2 = { --Second Glow [1] = 225, --Lance / Skilleff ID [2] = 228, --Carsise / Skilleff ID [3] = 231, --Phyllis / Skilleff ID [4] = 233 --Ami / Skilleff ID }; Cloak.glow3 = { --Third Glow [1] = 226, --Lance / Skilleff ID [2] = 229, --Carsise / Skilleff ID [3] = 232, --Phyllis / Skilleff ID [4] = 233 --Ami / Skilleff ID }; --]] Cloak.Rate = {} --Upgrade Rate / 1 = 100%, .9 = 90%.. and so on... Cloak.Rate[0] = 1 Cloak.Rate[1] = 1 Cloak.Rate[2] = 1 Cloak.Rate[3] = 1 Cloak.Rate[4] = .7 Cloak.Rate[5] = .6 Cloak.Rate[6] = .5 Cloak.Rate[7] = .4 Cloak.Rate[8] = .3 Cloak.Rate[9] = .2 Cloak.Rate[10] = .1 CloakGem = {}; CloakGem[9206] = 56; -- // Betwen "[]" = Gem ID, After "=" = Cloak ID CloakGem[9207] = 56; -- // Betwen "[]" = Gem ID, After "=" = Cloak ID CloakGem[9208] = 56; -- // Betwen "[]" = Gem ID, After "=" = Cloak ID CloakGem[9209] = 56; -- // Betwen "[]" = Gem ID, After "=" = Cloak ID CloakGem[9210] = 56; -- // Betwen "[]" = Gem ID, After "=" = Cloak ID CloakGem[9211] = 56; -- // Betwen "[]" = Gem ID, After "=" = Cloak ID --*-----------------------------------------*-- --* Cloak Functions *-- --*-----------------------------------------*-- --* Check if cloak is equiped *- function Cloak.hasCloak(role) local Slot = GetChaItem(role, 2, (Cloak.conf['CloakSlot'] -1)) --Check Cloak Slot local SlotId = GetItemID(Slot) if SlotId == Cloak.conf['CloakID'] then return 1 end return 0 end --* Function to get cloak level *- function Cloak.setLv(item) local CloakLv = GetItemAttr(item, 55) if CloakLv == nil then return 0 else return CloakLv end end --*-----------------------------------------*-- --* Item Functions *-- --*-----------------------------------------*-- --* Unseal Cloak *-- function Uns_Cloak(role, Item) --Check if you are on land local Cha_Boat = GetCtrlBoat ( role ) if Cha_Boat ~= nil then SystemNotice( role , "Cannot use while sailing" ) UseItemFailed ( role ) return end --Check if you have the dusty cloak local dusty = CheckBagItem(role, Cloak.conf['DustyID']); if dusty < 1 then BickerNotice(role,"You need ["..GetItemName(Cloak.conf['DustyID']).."] in your Inventory!"); --If you dont have this message will appear UseItemFailed(role); return else -- If you have the dusty cloak execute this TakeItem(role, 0, Cloak.conf['DustyID'], 1) --Take the dusty cloak GiveItem(role, 0, Cloak.conf['CloakID'], 1, 25); --Give you the Admiral Cloak without level Notice(GetChaDefaultName(role)..' successfully Unsealed a '..GetItemName(Cloak.conf['DustyID'])..'!'); PlayEffect(role, 345) RefreshCha(role) end end --* Upgrade Cloak *-- function Upg_Cloak(role, Item) --Check if you are on land local Cha_Boat = GetCtrlBoat ( role ) if Cha_Boat ~= nil then SystemNotice( role , "Cannot use while sailing" ) UseItemFailed ( role ) return end --Check If cloak is on the correct slot local slot = GetChaItem(role, 2, (Cloak.conf['CloakSlot'] -1)); local CloakId = GetItemID(slot); local Level = Cloak.setLv(slot); local Tool = GetItemID(Item) if CloakId ~= Cloak.conf['CloakID'] then BickerNotice(role, 'Cannot use ['..GetItemName(Tool)..'] on '..GetItemName(CloakId)..'!'); UseItemFailed(role); return end --Check if cloak is already max lvl local Level = Cloak.setLv(slot); if Level >= Cloak.conf['MaxLv'] then BickerNotice(role, '['..GetItemName(CloakId)..'] already maxed Upgrade!'); UseItemFailed(role); return end --Calcule Success Rate local successRate = Percentage_Random(Cloak.Rate[Level]); if successRate == 1 then local start,finish = ITEMATTR_VAL_STR,ITEMATTR_VAL_STA; local itemStats = {}; local increment = 1; for i = start,finish do itemStats = GetItemAttr(slot, i); SetItemAttr(slot, i, itemStats + Cloak.conf['Stats']); end SetItemAttr(slot, 55, Level + 1); PlayEffect(role, 345); else -- If fails Notice(role, "Sorry, upgrade has failed! Luckily Cloak is not damaged..."); PlayEffect(role, 346); end --System notice of who have maxed the cloak local Level = Cloak.setLv(slot); local cha_name = GetChaDefaultName ( role ) local message = "Congratulations to "..cha_name.." who successfully upgraded Admiral Cloak to Lv [10] !!!" if successRate == 1 and Level == 10 then Notice ( message ) end end --*-----------------------------------------*-- --* ADD/REM Functions *-- --*-----------------------------------------*-- --* Add Function *- function State_NC_Add ( role , statelv ) local slot = GetChaItem(role, 2, (Cloak.conf['CloakSlot'] -1)) -- Get Cloak Slot --Differences local str_dif = Cloak.conf['Stats'] * statelv -- Str Difference local agi_dif = Cloak.conf['Stats'] * statelv -- Agi Difference local dex_dif = Cloak.conf['Stats'] * statelv -- Acc Difference local con_dif = Cloak.conf['Stats'] * statelv -- Con Difference local sta_dif = Cloak.conf['Stats'] * statelv -- Spr Difference --Calculation local strsb = StrSb( role ) + str_dif -- Str Calculation local agisb = AgiSb( role ) + agi_dif -- Agi Calculation local dexsb = DexSb( role ) + dex_dif -- Acc Calculation local consb = ConSb( role ) + con_dif -- Con Calculation local stasb = StaSb( role ) + sta_dif -- Spr Calculation --Stats Add SetCharaAttr( strsb , role , ATTR_STATEV_STR ) -- Str Add SetCharaAttr( agisb , role , ATTR_STATEV_AGI ) -- Agi Add SetCharaAttr( dexsb , role , ATTR_STATEV_DEX ) -- Acc Add SetCharaAttr( consb , role , ATTR_STATEV_CON ) -- Con Add SetCharaAttr( stasb , role , ATTR_STATEV_STA ) -- Spr Add RefreshCha(role) end --* Rem Function *- function State_NC_Rem ( role , statelv ) local slot = GetChaItem(role, 2, (Cloak.conf['CloakSlot'] -1)) -- Get Cloak Slot --Differences local str_dif = Cloak.conf['Stats'] * statelv -- Str Difference local agi_dif = Cloak.conf['Stats'] * statelv -- Agi Difference local dex_dif = Cloak.conf['Stats'] * statelv -- Acc Difference local con_dif = Cloak.conf['Stats'] * statelv -- Con Difference local sta_dif = Cloak.conf['Stats'] * statelv -- Spr Difference --Calculation local strsb = StrSb( role ) - str_dif -- Str Calculation local agisb = AgiSb( role ) - agi_dif -- Agi Calculation local dexsb = DexSb( role ) - dex_dif -- Acc Calculation local consb = ConSb( role ) - con_dif -- Con Calculation local stasb = StaSb( role ) - sta_dif -- Spr Calculation --Stats Add SetCharaAttr( strsb , role , ATTR_STATEV_STR ) -- Str Rem SetCharaAttr( agisb , role , ATTR_STATEV_AGI ) -- Agi Rem SetCharaAttr( dexsb , role , ATTR_STATEV_DEX ) -- Acc Rem SetCharaAttr( consb , role , ATTR_STATEV_CON ) -- Con Rem SetCharaAttr( stasb , role , ATTR_STATEV_STA ) -- Spr Rem RefreshCha(role) end --[[ --*-----------------------------------------*-- //THOSE FUNCTIONS AREN'T TESTED SO IGNORE THAT --* Gems Functions *-- //THOSE FUNCTIONS AREN'T TESTED SO IGNORE THAT --*-----------------------------------------*-- //THOSE FUNCTIONS AREN'T TESTED SO IGNORE THAT --* Check Gems *-- function Cloak.getGem (item) local ChaCloak = {}; local ForgeParam = GetItemForgeParam(item, 1) ForgeParam = TransferNum(ForgeParam) ChaCloak[1] = GetNum_Part2(ForgeParam) ChaCloak[2] = GetNum_Part3(ForgeParam) ChaCloak[3] = GetNum_Part4(ForgeParam) ChaCloak[4] = GetNum_Part5(ForgeParam) ChaCloak[5] = GetNum_Part6(ForgeParam) ChaCloak[6] = GetNum_Part7(ForgeParam) return ChaCloak; end --* Check if Cloak have Gem *-- function Cloak.hasGem (item, stoneId) local Gem = Cloak.getGem(item); if Gem[1] == stoneId or Gem[3] == stoneId or Gem[5] == stoneId then return 1 end return 0 end --* Check Gem Level *-- function Cloak.GemLv (item, stoneId) local Gem = Cloak.getGem(item); if Gem[1] == stoneId then return Gem[2]; end if Gem[3] == stoneId then return Gem[4]; end if Gem[5] == stoneId then return Gem[6]; end end --* Gems Skills *-- function Cloak.Skill (ATKER, DEFER, sklv) if Cloak.hasCloak == 1 then local Slot = GetChaItem(ATKER, 2, (Cloak.conf['CloakSlot'] - 1)); --Riven Soul Rune if Cloak.hasGem(Slot, 66) == 1 then local Percentage = Percentage_Random(0.7) if Percentage == 1 then local StateLv = GetChaStateLv(DEFER, 234); if StateLv == 0 then local GemLv = Cloak.GemLv(Slot, 66); AddState(ATKER, DEFER, 234, GemLv, 3) local Eff = GemLv * 5 SystemNotice(ATKER, "Recieved bonus from Admiral Cloak. Target Physical Resistence reduce by "..Eff.." for 3 sec") end end end --Piercing Rune if Cloak.hasGem(Slot, 67) == 1 then local Percentage = Percentage_Random(0.7) if Percentage == 1 then local StateLv = GetChaStateLv(DEFER, 235); if StateLv == 0 then local GemLv = Cloak.GemLv(Slot, 67); AddState(ATKER, DEFER, 235, GemLv, 3) local Eff = GemLv * 50 SystemNotice(ATKER, "Recieved bonus from Admiral Cloak. Target Defence Resistence reduce by "..Eff.." for 3 sec") end end end --Illusory Rune if Cloak.hasGem(Slot, 68) == 1 then local Percentage = Percentage_Random(0.7) if Percentage == 1 then local StateLv = GetChaStateLv(DEFER, 236); if StateLv == 0 then local GemLv = Cloak.GemLv(Slot, 68); AddState(ATKER, DEFER, 236, GemLv, 3) local Eff = GemLv * 10 SystemNotice(ATKER, "Recieved bonus from Admiral Cloak. Target Dodge Resistence reduce by "..Eff.." for 3 sec") end end end --Illusory Rune if Cloak.hasGem(Slot, 69) == 1 then local Percentage = Percentage_Random(0.7) if Percentage == 1 then local StateLv = GetChaStateLv(DEFER, 237); if StateLv == 0 then local GemLv = Cloak.GemLv(Slot, 69); AddState(ATKER, DEFER, 237, GemLv, 3) local Eff = GemLv * 10 SystemNotice(ATKER, "Recieved bonus from Admiral Cloak. Target Hitrate Resistence reduce by "..Eff.." for 3 sec") end end end end end --*-----------------------------------------*-- --* Add/ Rem Gems Functions *-- --*-----------------------------------------*-- function STATE_Riven_Add(role, statelv) local pdef_dif = 5 * statelv local pdef = ResistSb(role) - pdef_dif SetCharaAttr( pdef , role , ATTR_STATEV_PDEF ) RefreshCha(role) end function STATE_Riven_Rem(role, statelv) local pdef_dif = 5 * statelv local pdef = ResistSb(role) + pdef_dif SetCharaAttr( pdef , role , ATTR_STATEV_PDEF ) RefreshCha(role) end function STATE_Pierc_Add(role, statelv) local defsb_dif = 50 * statelv local defsb = DefSb(role) - defsb_dif SetCharaAttr( defsb , role , ATTR_STATEV_DEF ) RefreshCha(role) end function STATE_Pierc_Rem(role, statelv) local defsb_dif = 50 * statelv local defsb = DefSb(role) + defsb_dif SetCharaAttr( defsb , role , ATTR_STATEV_DEF ) RefreshCha(role) end function STATE_Illus_Add(role, statelv) local fleesb_dif = 10 * statelv local fleesb = FleeSb(role) - fleesb_dif SetCharaAttr( fleesb , role , ATTR_STATEV_FLEE ) RefreshCha(role) end function STATE_Illus_Rem(role, statelv) local fleesb_dif = 10 * statelv local fleesb = FleeSb(role) + fleesb_dif SetCharaAttr( fleesb , role , ATTR_STATEV_FLEE ) RefreshCha(role) end function STATE_Curse_Add(role, statelv) local hitsb_dif = 10 * statelv local hitsb = HitSb(role) - hitsb_dif SetCharaAttr( hitsb , role , ATTR_STATEV_HIT ) RefreshCha(role) end function STATE_Curse_Rem(role, statelv) local hitsb_dif = 10 * statelv local hitsb = HitSb(role) + hitsb_dif SetCharaAttr( hitsb , role , ATTR_STATEV_HIT ) RefreshCha(role) end --]]
  5. do you mean the lines in scripts/extension/cloakscript? sorry I didn't understand
  6. I tried everything but I can't make the glows to work on this. The cape, stats and the leveling system works just fine, the only problem is the glows. The lines that I use (I know the ami glow 2 and 3 are wrong, I just couldn't find a space to them atm): Cloak.race = { [1] = 234, --Lance / Skilleff ID [2] = 235, --Carsise / Skilleff ID [3] = 236, --Phyllis / Skilleff ID [4] = 237 --Ami / Skilleff ID }; Cloak.glow1 = { --First Glow [1] = 224, --Lance / Skilleff ID [2] = 227, --Carsise / Skilleff ID [3] = 230, --Phyllis / Skilleff ID [4] = 233 --Ami / Skilleff ID }; Cloak.glow2 = { --Second Glow [1] = 225, --Lance / Skilleff ID [2] = 228, --Carsise / Skilleff ID [3] = 231, --Phyllis / Skilleff ID [4] = 233 --Ami / Skilleff ID }; Cloak.glow3 = { --Third Glow [1] = 226, --Lance / Skilleff ID [2] = 229, --Carsise / Skilleff ID [3] = 232, --Phyllis / Skilleff ID [4] = 233 --Ami / Skilleff ID skilleff: 224 lcapeff1 -1 0 0 0 3 0 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 -1 0 0 0 4100 1 0 0 0 0 0 0 0 225 lcapeff2 -1 0 0 0 3 0 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 -1 0 0 0 4101 1 0 0 0 0 0 0 0 226 lcapeff3 -1 0 0 0 3 0 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 -1 0 0 0 4102 1 0 0 0 0 0 0 0 227 ccapeff1 -1 0 0 0 3 0 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 -1 0 0 0 4103 1 0 0 0 0 0 0 0 228 ccapeff2 -1 0 0 0 3 0 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 -1 0 0 0 4104 1 0 0 0 0 0 0 0 229 ccapeff3 -1 0 0 0 3 0 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 -1 0 0 0 4105 1 0 0 0 0 0 0 0 230 pcapeff1 -1 0 0 0 3 0 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 -1 0 0 0 4106 1 0 0 0 0 0 0 0 231 pcapeff2 -1 0 0 0 3 0 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 -1 0 0 0 4107 1 0 0 0 0 0 0 0 232 pcapeff3 -1 0 0 0 3 0 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 -1 0 0 0 4108 1 0 0 0 0 0 0 0 233 acapeff1 -1 0 0 0 3 0 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 -1 0 0 0 4109 1 0 0 0 0 0 0 0 234 cap1 -1 0 State_NC_Add State_NC_Rem 3 0 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 -1 0 0 0 4096 24 0 0 0 0 0 0 0 235 cap2 -1 0 State_NC_Add State_NC_Rem 3 0 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 -1 0 0 0 4097 24 0 0 0 0 0 0 0 236 cap3 -1 0 State_NC_Add State_NC_Rem 3 0 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 -1 0 0 0 4098 24 0 0 0 0 0 0 0 237 cap4 -1 0 State_NC_Add State_NC_Rem 3 0 1 1 1 1 1 1 1 1 1 1 1 1 0 0 0 -1 0 0 0 4099 24 0 0 0 0 0 0 0
  7. steal? what could i steal? server sided scripts? like any server other server has? haha! the only interest people would have on decompiling them is to make tweaks since that server is glowy and fancy AF
  8. can u show me how you made the glows work?
  9. Did you managed to make the glows work?
  10. For some reason when I try to invite to PK it doesn't work and this text pops up on system. Does anybody have an idea on how to fix that? thanks in advance
  11. Everything works fine except the glow effect... can't make them work for some reason --[[ Cloak.glow1 = { --First Glow [1] = 224, --Lance / Skilleff ID [2] = 227, --Carsise / Skilleff ID [3] = 230, --Phyllis / Skilleff ID [4] = 233 --Ami / Skilleff ID };
  12. Amazing, I love this skin too!
  13. Horoscope sets: https://mega.nz/#F!OUMUgTYb!jtCsqh7halK_O9uzWyaG0g?jB8DAbhI As apparel shield, I really like Aegis of Gods, this link has it's original working glows as well. http://www.mediafire.com/file/bs1a0ksunzemff8/Aegis+Shield+%26+Glow+Shield.rar
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