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Dan

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Posts posted by Dan


  1. Upgraded build.

     

    Ryzen 5 2600 -> Ryzen 7 3700x

    GTX 1660 Gaming X -> RTX 3070 Vision OC.

    Soft Tubing -> Hard Tubing

    Corsair Vengeance Pro 16gb -> Trident Royal Z 32gb

    Swapped Motherboard B450 DS3H Wifi -> Rog Strix B450-I Gaming

    Added more fans

    image0.jpg


  2. Socket can be found in 

     

    script>calculate>forge.lua  

    Find function can_milling_item_main ( Table )

     

    	if Check_Hole >= 3 then  -- Can be changed to 2 if you want socket max to be 2.
    		SystemNotice ( role , "Socket slots are max. Unable to continue Fusion" )
    		return 0
    	end

     

    Max level can be paused at: scripts>calculate>Int_Attr.lua

    SetChaAttrMax( ATTR_LV        ,    90           ) -- Max Level currently 90

     

    Also must null out the Levels you do not want players to obtain, server side in character_lvup.txt

    Example:  

    //ID	Lv	experience formula
    1	1	0
    2	2	5
    3	3	15
    4	4	35
    5	5	101
    6	6	250
    7	7	500
    8	8	1000
    9	9	1974
    10	10	3208
    11	11	4986
    12	12	7468
    13	13	10844
    14	14	15338
    15	15	21210
    16	16	28766
    17	17	38356
    18	18	50382
    19	19	65306
    20	20	83656
    21	21	106032
    22	22	133112
    23	23	165668
    24	24	204564
    25	25	250780
    26	26	305412
    27	27	369692
    28	28	444998
    29	29	532870
    30	30	635026
    31	31	753378
    32	32	890062
    33	33	1047438
    34	34	1228138
    35	35	1435074
    36	36	1671470
    37	37	1940892
    38	38	2247288
    39	39	2595010
    40	40	2988860
    41	41	3434132
    42	42	3936658
    43	43	4502856
    44	44	5139778
    45	45	5855180
    46	46	6657576
    47	47	7556310
    48	48	8561630
    49	49	9684764
    50	50	10938016
    51	51	12334856
    52	52	13890020
    53	53	15619622
    54	54	17541282
    55	55	19674240
    56	56	22039516
    57	57	24660044
    58	58	27560852
    59	59	30769230
    60	60	37746418
    61	61	45876427
    62	62	59571153
    63	63	75703638
    64	64	94615279
    65	65	116688304
    66	66	155291059
    67	67	186418013
    68	68	238159614
    69	69	298622278
    70	70	368975850
    71	71	450525549
    72	72	568409779
    73	73	679324744
    74	74	806544569
    75	75	952091724
    76	76	1188099236
    77	77	1480429211
    78	78	1776125584
    79	79	2091634902
    80	80	2425349810
    81	81	2440895086
    82	82	2458896515
    83	83	2479742169
    84	84	2503881436
    85	85	2531834707
    86	86	2564204594
    87	87	2601688923
    88	88	2645095775
    89	89	2695360909
    90	90	2753567934
    //91	91	2820971668
    //92	92	2899025191
    //93	93	2989411170
    //94	94	3094078133
    //95	95	3215282476
    //96	96	3355637105
    //97	97	3518167765
    //98	98	3706378269
    //99	99	3924326032 
    //100	100	4176709541

     

    Cap Gem Level:

    script>calculate>forge.lua

     

    Find:  function can_unite_item_main ( Table )

    below 

    	if ItemType2 == 49 and ItemType3 == 49 then
    		if Item2_Lv >= 9 or Item3_Lv >= 9 then
    			SystemNotice ( role , "Level of Gems are Maxed")
    			return 0
    		end
    	end

    Add: 

        --Start of Gem Cap    
        
    --Lust Cap at level 3

        if ItemID2 >= 0881 and ItemID2 <= 0881 then 
            if Item2_Lv>=3 or Item3_Lv >=3 then 
                SystemNotice ( role , "The gem is currently at maxed level.")
                return 0
            end
        end  

     

     


  3. 01010042 - Lance Model view

     

    Find Texture Model in Item

    Model -> Item -> 01010042, Copy Paste the one you want to change, rename it to 01010042.

    Get a hex editor, open the new 01010042 in hex, change values inside to read 01010042.lgo and .tga or png depending on file format.

    Texture -> Item, Copy new the one you want, rename it to 01010042.

     

    • Thanks 1

  4. photo.PNG.1e6ad61c77c4af47989455c6c33adf56.PNG

     

     

    Server Proposition

     

    Neutral+PK Type ?

    Max Level 100 ?

    Max Pet Level 42 ?

     

    Equipment System

     

    110% Upgrades of Equipments - Weapons, Set, Accessories ?

    Sealed 45/55/65/95 ?

    Accessories of 40/50/60/75/85 ?

    Upgrade - ATK/DEF Type Unseals ?

    RNG Roll for Unseal 95 ?

    Head of Kylin - Obtains 1k HP/SP, +10 Hit Rate/Dodge, +10 HP/SP Rec, +25 Movement, +2 Physical Resist, Keep Kylin effect on any set ?

    Upgradeable Cloak - Chance of success, 10 Levels, Grants incremental stats ?

    Bracelet/Handguard/Belts - Forgeable with Satan Gems ?

     

    Gem System

     

    Normal ?

    Unique ?

    Great ?

    Azrael ?

    Satan ?

     

     

    May or may not release, killing time...

     

     


  5. This applies for Kylin and or Black Dragon.

     

    In your server files, Resource\script\calculate\functions.lua

     

    Find "function CheckItem_Nianshou ( role )"

    This is what parameters it will check, to see if a player is wearing the ItemID's, if they are, and they also have a certain item in their inventory then they can keep the effect while item is fused.

     

    function CheckItem_Nianshou ( role )
    	local Atk = IsPlayer ( role )
    	local boat = ChaIsBoat ( role )
    	if Atk == 0 or boat == 1 then
    		return 0
    	end
    	local cha = TurnToCha ( role )
    	local Cha_Num = GetChaTypeID( cha )
    	local item = CheckBagItem(role,7008) -- Item required to be in your inventory if fused.
    	local head = GetChaItem ( role , 1 , 0 ) -- Checking head item
    	local body = GetChaItem ( role , 1 , 2 ) -- Checking body item
    	local hand = GetChaItem ( role , 1 , 3 ) -- Checking gloves item
    	local foot = GetChaItem ( role , 1 , 4 ) -- Checking boots item
    	local Head_ID = GetItemID ( head ) -- Retrieve the ItemID of head
    	local Body_ID = GetItemID ( body ) -- Retrieve the ItemID of body
    	local Hand_ID = GetItemID ( hand ) -- Retrieve the ItemID of gloves
    	local Foot_ID = GetItemID ( foot ) -- Retrieve the ItemID of boots
    	local FBody_ID = GetItemAttr ( body , ITEMATTR_VAL_FUSIONID ) -- Get the fused ItemID of body
    	local FHand_ID = GetItemAttr ( hand , ITEMATTR_VAL_FUSIONID ) -- Get the fused ItemID of gloves
    	local FFoot_ID = GetItemAttr ( foot , ITEMATTR_VAL_FUSIONID ) -- Get the fused ItemID of boots
     
    	-- If less than ID 5000 (means its not apparel).
    	if  Body_ID<5000 or Hand_ID<5000 or Foot_ID<5000 then
    	
    
    	if Body_ID ~= 0825  and Body_ID ~= 2549 then  --If Armor ID is 825, and or 2549, then it is considered Kylin
    		return 0
    	end
    
    	if Hand_ID ~= 0826  and Hand_ID ~= 2550 then --If Gloves ID is 826, and or 2550, then it is considered Kylin
    		return 0
    	end
    
    	if Foot_ID ~= 0827  and Foot_ID ~= 2551 then --If Armor ID is 827, and or 2551, then it is considered Kylin
    		return 0
    	end
    
    else
    
    	--Recall that we created "FBody/FHand/FFoot above, the F in front of the objective stands for "fusion" in this case, just to make it easy to read.
    
    		-- Checking if player wearing armor
    		if FBody_ID ~= 0825 and FBody_ID ~= 2549   then
    			return 0
    		end
     
    		-- Checking  if player wearing gloves
    		if FHand_ID ~= 0826 and FHand_ID ~= 2550 then
    			return 0
    		end
     
    		-- Checking  if player wearing boots
    		if FFoot_ID ~= 0827 and FFoot_ID ~= 2551 then
    			return 0
    		end
     
    		-- Checking if player has the item required "The item needed in inventory".
    		if item < 1 then
    			return 0
    		end
    	-- End checking
    	end
     
    	-- After checking, apply the effects
    	return 1
     
    	-- End of process
    end

     

    Next, we apply this into the attacking parameters.

     

    Find  "function Skill_Melee_End ( ATKER , DEFER , sklv )" in Resource\script\calculate\skilleffect.lua

    This one is for "Normal melee's" Non-range.

    It will check for "Check_Nianshou" which we will call from functions.lua to identify the calling.

    		local Check_Nianshou = CheckItem_Nianshou ( ATKER )
    		
    		if Check_Nianshou == 1 then
    			local P_R = 0.2 -- 20% chance to obtain kylin effect.
    			local job = GetChaAttr( ATKER , ATTR_JOB )
    			if job == 5 then
    				P_R = 1
    			end
    			local Percentage = Percentage_Random ( P_R )
    			if Percentage == 1 then -- If the chance is obtained, then Add Stun for 1 second, and also a chance to apply heal.
    				AddState ( ATKER , DEFER , STATE_XY , 1 , 1 )
    				SystemNotice ( ATKER , "<Kylin Set> Target Stunned for 1 Second.")
    			end
    		end	

     

    Now we go find the "Range" melee, which applies for Sharpshooters, or range classes.

    "function Skill_Range_End ( ATKER , DEFER , sklv )" 

    Same application here.

     

    		local Check_Nianshou = CheckItem_Nianshou ( ATKER )
    		
    		if Check_Nianshou == 1 then
    			local P_R = 0.2 -- 20% chance to obtain kylin effect.
    			local job = GetChaAttr( ATKER , ATTR_JOB )
    			if job == 5 then
    				P_R = 1
    			end
    			local Percentage = Percentage_Random ( P_R )
    			if Percentage == 1 then -- If the chance is obtained, then Add Stun for 1 second, and also a chance to apply heal.
    				AddState ( ATKER , DEFER , STATE_XY , 1 , 1 )
    				SystemNotice ( ATKER , "<Kylin Set> Target Stunned for 1 Second.")
    			end
    		end

     

    • Thanks 1

  6. You have 3 options, or more.

    1. Make a the buff state effects have icon above the players head much like my Amp/Nana feature made long ago, it will keep playing animation until it runs out of time and disappears.

    2. Through src, can set an icon via client side for players to determine visually the time left.

    3. Lua, such as something like a buff note, when clicking, show in system how much time is left.

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