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Everything posted by Dan
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Scenario : A pot that adds +500 attack that lasts for 5 minutes but cannot stack with other pots let's say another pot would be adding + 500 def. If use pot #1 cannot use pot #2 until pot #1 has finished its duration. (Basically not stacking). How would I go so on doing this?
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Do the musicset.bin too.
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Hm, I removed ALLExAttrSet(role) from all my cape/state eff but problem still remains when teleporting.
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Just the add? not in remove?
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My remove states are fine for cape/item it's the poss.
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Nah I checked, it's not cape problem, it's something with the fairy poss because I'm gaining all the stats from cape and my state effect item. So whatever pet I use and poss with, I lose stats from that after the poss is finish and I have to poss again. So it's basically clearing all my stats not just from pet poss when finish but also from the cape/state effect.
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Scenario: I'm equipped with cape/and state rem/add effect 2.2k passive max with cape/pet/state I poss (In argent) I get 2.6k max I then take off cape/state effect (at 2.1k max now) and teleport to icicle (now I'm back to 2.6k max) BUT without state/cape Now I put on cape+state effect and now my max is 3.2k (Why does this happen?) Pet Scripts: function Skill_JLFT_End ( ATKER , DEFER , sklv ) local statelv = sklv local statetime = 190 - sklv * 10 local item_elf = GetChaItem(ATKER , 2, 1) -- Pet Handle local item_elf_type = GetItemType ( item_elf ) -- Pet Type local Item_ID = GetItemID ( item_elf ) -- Pet ID if Item_ID==231 then AddState( ATKER , ATKER , STATE_JLFT1, statelv , statetime ) elseif Item_ID==232 then AddState( ATKER , ATKER , STATE_JLFT2, statelv , statetime ) elseif Item_ID==233 then AddState( ATKER , ATKER , STATE_JLFT3, statelv , statetime ) elseif Item_ID==235 then AddState( ATKER , ATKER , STATE_JLFT4, statelv , statetime ) elseif Item_ID==234 then AddState( ATKER , ATKER , STATE_JLFT5, statelv , statetime ) elseif Item_ID==236 then AddState( ATKER , ATKER , STATE_JLFT6, statelv , statetime ) elseif Item_ID==237 then AddState( ATKER , ATKER , STATE_JLFT7, statelv , statetime ) elseif Item_ID==681 then AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==680 then AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==143 then AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==144 then AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==145 then AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==146 then AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==147 then AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==148 then AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==149 then AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==150 then AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==151 then AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==152 then AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==153 then AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==183 then AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==184 then AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==185 then AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==186 then AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==187 then AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==188 then AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==189 then AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==190 then AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==191 then AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==231 then AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==237 then AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==422 then AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==423 then AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==424 then AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==457 then AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==458 then AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) elseif Item_ID==500 then AddState( ATKER , ATKER , STATE_JLFT8, statelv , statetime ) end end ----------------------------- function State_JLFT_Add ( role , sklv ) local Item_bg = GetChaItem ( role , 2 , 1 ) local Get_Item_Type = GetItemType ( Item_bg ) if Get_Item_Type == 59 then local Item_ID = GetItemID ( Item_bg ) local str = GetItemAttr( Item_bg ,ITEMATTR_VAL_STR ) local con = GetItemAttr( Item_bg ,ITEMATTR_VAL_CON ) local agi = GetItemAttr( Item_bg ,ITEMATTR_VAL_AGI ) local dex = GetItemAttr( Item_bg ,ITEMATTR_VAL_DEX ) local sta = GetItemAttr( Item_bg ,ITEMATTR_VAL_STA ) local URE = GetItemAttr( Item_bg ,ITEMATTR_URE ) local MAXURE = GetItemAttr( Item_bg ,ITEMATTR_MAXURE ) local lv_JL = str + con + agi + dex + sta local Num_JL = GetItemForgeParam ( Item_bg , 1 ) local Part1 = 1 --GetNum_Part1 ( Num_JL ) local Part2 = GetNum_Part2 ( Num_JL ) local Part3 = GetNum_Part3 ( Num_JL ) local Part4 = GetNum_Part4 ( Num_JL ) local Part5 = GetNum_Part5 ( Num_JL ) local Part6 = GetNum_Part6 ( Num_JL ) local Part7 = GetNum_Part7 ( Num_JL ) if Part1 == 1 then local star = 0 local statelv = lv_JL * 0.025 * (sklv + 1) * 0.05 ----lv*1/40*(skilllv+1)/2*0.1 if Item_ID ==232 then local star = lv_JL SetCharaAttr(star, role, ATTR_STATEV_STR) end if Item_ID ==233 then local star = lv_JL SetCharaAttr(star, role, ATTR_STATEV_CON) end if Item_ID ==234 then local star = lv_JL SetCharaAttr(star, role, ATTR_STATEV_STA) end if Item_ID ==235 then local star = lv_JL SetCharaAttr(star, role, ATTR_STATEV_DEX) end if Item_ID ==236 then local star = lv_JL SetCharaAttr(star ,role , ATTR_STATEV_AGI) end if Item_ID == 681 or Item_ID == 231 or Item_ID == 237 or Item_ID == 680 or Item_ID == 143 or Item_ID == 144 or Item_ID == 145 or Item_ID == 146 or Item_ID == 147 or Item_ID == 148 or Item_ID == 149 or Item_ID == 150 or Item_ID == 151 or Item_ID == 152 or Item_ID == 153 or Item_ID == 422 or Item_ID == 423 or Item_ID == 424 or Item_ID == 183 or Item_ID == 184 or Item_ID == 185 or Item_ID == 186 or Item_ID == 187 or Item_ID == 188 or Item_ID == 189 or Item_ID == 190 or Item_ID == 191 or Item_ID == 457 or Item_ID == 458 then if str~=nil and str~=0 then SetCharaAttr(str ,role , ATTR_STATEV_STR) end if con~=nil and con~=0 then SetCharaAttr(con ,role , ATTR_STATEV_CON) end if sta~=nil and sta~=0 then SetCharaAttr(sta ,role , ATTR_STATEV_STA) end if dex~=nil and dex~=0 then SetCharaAttr(dex ,role , ATTR_STATEV_DEX) end if agi~=nil and agi~=0 then SetCharaAttr(agi ,role , ATTR_STATEV_AGI) end end if Item_ID == 500 then if str~=nil and str~=0 then local star = str*1.2 SetCharaAttr(star ,role , ATTR_STATEV_STR) end if con~=nil and con~=0 then local star = con*1.2 SetCharaAttr(star ,role , ATTR_STATEV_CON) end if sta~=nil and sta~=0 then local star = sta*1.2 SetCharaAttr(star ,role , ATTR_STATEV_STA) end if dex~=nil and dex~=0 then local star = dex*1.2 SetCharaAttr(star ,role , ATTR_STATEV_DEX) end if agi~=nil and agi~=0 then local star = agi*1.2 SetCharaAttr(star ,role , ATTR_STATEV_AGI) end local star = GetChaAttr( role, ATTR_BMF ) * lv_JL * 0.02 local star2 = GetChaAttr( role, ATTR_BMF ) SetCharaAttr(star ,role , ATTR_BMF) local star = GetChaAttr( role, ATTR_STATEV_PDEF ) + 3 SetCharaAttr(star ,role , ATTR_STATEV_PDEF) end end end ALLExAttrSet(role) end ---------------------- function State_JLFT_Rem ( role , sklv ) SetCharaAttr(0 ,role , ATTR_STATEV_STR) SetCharaAttr(0 ,role , ATTR_STATEV_CON) SetCharaAttr(0 ,role , ATTR_STATEV_STA) SetCharaAttr(0 ,role , ATTR_STATEV_DEX) SetCharaAttr(0 ,role , ATTR_STATEV_AGI) SetCharaAttr(0 ,role , ATTR_STATEV_MF) SetCharaAttr(0 ,role , ATTR_STATEV_LUK) SetCharaAttr(0 ,role , ATTR_STATEV_PDEF) ALLExAttrSet(role) end
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[This is just an example] Also your URL is suppose to be 127.0.0.1 not localhost. If you are using Zend make sure MSSQL is turned on. In inc.conf.php $host = 'YOUR SQL INSTANCE NAME;
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Hmm, I can give an explanation of what Saeeds anti dupe does from my experience... It generate s a report.txt file given a characters name when a clone is detected however about 80% of the detected clones are not intentional and are done by teleporting. This is will most likely cause a false alarm but sometimes it’s real which is the bad part, since I can’t seem to find any good anti dupe based on searching I just manually log everyone’s account from time to time.
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https://mega.nz/#F!OUMUgTYb!jtCsqh7halK_O9uzWyaG0g!7c9UWbhJ
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From reading your post, I recommend using "Clean" base files from lucky's archive.
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forge.lua local Check_A local CheckFaild if Baoshi_NeedLv < 4 then Check_A = 1 CheckFaild = Percentage_Random ( Check_A )...
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This was the problem if(MID == 964 or 965 or 966 or 972 or 970)then has to be individual
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Nevermind, solved problem, it's the "or"
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Is there a reason why all mobs are giving rep when killing ? This is the current script in exp_and_level.lua function GetExp_PKM( dead , atk ) local MID = GetChaID(dead) if(MID == 964 or 965 or 966 or 972 or 970)then local fame = GetChaAttr( atk , ATTR_FAME ) local famebonus = 400 fame = fame + famebonus SetCharaAttr( fame, atk , ATTR_FAME ) end Full Script function GetExp_PKM( dead , atk ) --[[player kill monster 经验值获得公式 所得exp=exp(d)/math.floor(|lv(a)-lv(b)|*0.1+1)]]-- -- LG ( "exp" , " enter getexp " ) --SystemNotice ( atk , "Entering GetExp_PKM") -- local EXP_RAID_STATE = 1 -- local StateLv = GetChaStateLv ( atk , STATE_SBJYGZ ) -- if StateLv >= 0 and StateLv <= 10 then -- EXP_RAID_STATE = StateLv + 1 -- end local dead_lv = GetChaAttrI( dead , ATTR_LV ) --获得死者的等级 local dead_exp = GetChaAttrI( dead , ATTR_CEXP ) * EXP_RAID LG("exp" , "deadlv = " , dead_lv ) LG("exp" , "dead_exp = " , dead_exp ) local k = {} local kdmg = {} local k_exp = {} k[0] , kdmg[0] = GetChaHarmByNo ( dead , 0 ) -- if ValidCha ( k[0] ) == 0 then -- SystemNotice ( atk , "damage list top queue number as null" ) -- end --SystemNotice ( atk , "Attack damage queue as number 0") --SystemNotice ( atk , "Attack Damage as"..kdmg[0]) k[1] , kdmg[1] = GetChaHarmByNo ( dead , 1 ) -- if ValidCha ( k[1] ) == 0 then -- SystemNotice ( atk , "damage list queue number 2 as null" ) -- end --SystemNotice ( atk , "damage list queue number 1") --SystemNotice ( atk , "Attack Damage as"..kdmg[1]) k[2] , kdmg[2] = GetChaHarmByNo ( dead , 2 ) -- if ValidCha ( k[2] ) == 0 then -- SystemNotice ( atk , "Damage List 3 bit as nil" ) -- end --SystemNotice ( atk , "Attack damage number 2 on list") --SystemNotice ( atk , "Attack Damage as"..kdmg[2]) k[3] , kdmg[3] = GetChaHarmByNo ( dead , 3 ) -- if ValidCha ( k[3] ) == 0 then -- SystemNotice ( atk , "damage queue number 4 as null" ) -- end --SystemNotice ( atk , "damage queue number 3") --SystemNotice ( atk , "Attack Damage as"..kdmg[3]) k[4] , kdmg[4] = GetChaHarmByNo ( dead , 4 ) -- if ValidCha ( k[4] ) == 0 then -- SystemNotice ( atk , "damage queue number 5 as null" ) -- end --SystemNotice ( atk , "attack damage queue number 4") --SystemNotice ( atk , "Attack Damage as"..kdmg[4]) local first_atker = GetFirstAtker ( dead ) local Gen_dmg = 0 for i = 0 , 4 , 1 do if k[i] ~= 0 then Gen_dmg = Gen_dmg + kdmg[i] --SystemNotice ( atk , "Attack damage index not as number 0"..i) --SystemNotice ( atk , "Attack Damage as"..kdmg[i]) end end --SystemNotice ( atk , "total attack damage as"..Gen_dmg) for i = 0 , 4 , 1 do k_exp[i] = 0 if ValidCha( k[i] )== 1 then if kdmg[i] > 0 then if k[i] == first_atker then k_exp[i] = dead_exp * ( 0.7 * kdmg[i] / Gen_dmg + 0.3 ) --第一位攻击者优先获得30%的怪物总经验 else k_exp[i] = dead_exp * 0.7 * kdmg[i] / Gen_dmg end --SystemNotice ( atk , "Attack damage queue"..i) --SystemNotice ( atk , "distributed some exp"..k_exp[i]) ShareTeamExp ( dead , k[i] , k_exp[i] ,atk ) end end end local item_host = 0 local exp_max = k_exp[0] --SystemNotice ( atk , "Item initialize possession queue"..0) for i = 1 , 4 , 1 do --SystemNotice ( atk , "Item possession determination"..i) --SystemNotice ( atk , "EXP Distribution"..k_exp[i]) if k_exp [i] > exp_max then exp_max = k_exp[i] item_host = i --SystemNotice ( atk , "Item edit belong to queue"..i) end end if ChaIsBoat (k[item_host] ) == 1 then local ship_lv = GetChaAttr ( k[item_host] , ATTR_LV ) local shipowner_lv = GetChaAttr ( TurnToCha ( k[item_host] ) , ATTR_LV ) local ship_exp = GetChaAttr ( k[item_host] , ATTR_CEXP ) local ship_expadd = math.floor ( math.min ( 7 , ( dead_lv / 10 + 2 ) ) * SHIP_EXP) local lv_limit = math.min ( ship_lv , shipowner_lv ) - 10 if dead_lv >= lv_limit then ship_exp = ship_exp + ship_expadd SetCharaAttr ( ship_exp , k[item_host] ,ATTR_CEXP ) -- SystemNotice ( k[item_host] , "Ship EXP gained: "..ship_expadd ) end end SetItemHost ( dead , k[item_host] ) local MID = GetChaID(dead) if(MID == 964 or 965 or 966 or 972 or 970)then local fame = GetChaAttr( atk , ATTR_FAME ) local famebonus = 400 fame = fame + famebonus SetCharaAttr( fame, atk , ATTR_FAME ) end end
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I think Hell Map has some more things to configure if you are doing Abb maps.
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From Player side the scroll should have a type number changing it to 21 should let it be on skill bar but I’m not sure if server will recognize it as a fusion scroll though we are only editing client side.
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Check item effect and your pet scripts and see if you allowed pet ID to eat fruit.
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It may be due to anti dupe problem or teleport delay.
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Possible to dupe had this occur before so I recommend keeping it just for checking.
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Tweak or not tweak, Pking is easy. Play the game as it is meant to be played
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Thanks.
- 2 replies
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- Gyoza Timer
- Pot Timer
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Yes, when attaching, it just edit where it says "Attach As" and change name to Auction.
- 17 replies