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Dan

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Everything posted by Dan

  1. 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?
  2. Hm, I removed ALLExAttrSet(role) from all my cape/state eff but problem still remains when teleporting.
  3. Just the add? not in remove?
  4. My remove states are fine for cape/item it's the poss.
  5. 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.
  6. 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
  7. [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;
  8. 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.
  9. https://mega.nz/#F!OUMUgTYb!jtCsqh7halK_O9uzWyaG0g!7c9UWbhJ
  10. From reading your post, I recommend using "Clean" base files from lucky's archive.
  11. forge.lua local Check_A local CheckFaild if Baoshi_NeedLv < 4 then Check_A = 1 CheckFaild = Percentage_Random ( Check_A )...
  12. Come check out Basic Pirates Online.

     

  13. This was the problem if(MID == 964 or 965 or 966 or 972 or 970)then has to be individual
  14. Nevermind, solved problem, it's the "or"
  15. 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
  16. I think Hell Map has some more things to configure if you are doing Abb maps.
  17. 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.
  18. Check item effect and your pet scripts and see if you allowed pet ID to eat fruit.
  19. It may be due to anti dupe problem or teleport delay.
  20. Possible to dupe had this occur before so I recommend keeping it just for checking.
  21. Tweak or not tweak, Pking is easy. Play the game as it is meant to be played
  22. Dan

    SQL 2014 Clean Databases

    Yes, when attaching, it just edit where it says "Attach As" and change name to Auction.
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