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wouter2004

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Posts posted by wouter2004


  1. Hi V3ctor many thanks for your support!
     

    that is indeed very helpful, I will check if I can make a derived function based on monster kills and check special monster kills, like Boses and event mobs.

     

    Player enter map will also help. I will use an ODBC script to keep track of login timestamps. Already use some new tables for game and website integration.
     

    Regarding the client pictures:

    I see that most server package functions are in the character.cpp, I will copy one and try to make a new package on both client and server, then on client side create a nice daily gift window with checkmarks, which will open on request.

     

     

    will share it when I am done, but you already helped me a lot thanks!

    • Thanks 1

  2. Dear All,

     

    I have a question, I am working on an automated event which occurs every week and for this I need a clear "onkill" function for monsters?

    This means that when you kill a particular monster this function is automatically triggered and can give you items.

     

    Additionally I was wondering if there is a clean "onlogin" function, which only starts when you logon to the GameServer.

    I would like to use this for the function to deliver daily gifts to players.

     

    Last but not least, is there a package function which allows you to show pictures on client side?

    The example below is the "GmMail" package, but I would like to make a nice login GUI with more details about daily gifts.

     

    image.png.5b7e528fdea07e8c7192373eab8e3bdb.png


  3. EXPLAINATION:

     

    I was playing around with some lua scripts and functions and wanted to share this script with you.

    It is a slot machine NPC, which allows you to play a game for fairy coins and money.

     

    Everytime you play, there are three wheels with four rows that show randomized slots.

    If you get three of the same slots in one row, you win a prize.

     

    Prizes can be easily customized and also the costs to play this game. Enjoy! 😀

     

    SCREENSHOT:

     

    image.png.006462aa1f73117f41df9164cc1bcccc.png

     

     

    THE FUNCTION:

    \resource\script\calculate\functions.lua

     

    
    slotmachine = {}
    slotmachine.wheel = {}
    slotmachine.wheel[1] = {}
    slotmachine.wheel[1][1] = '$$$'
    slotmachine.wheel[1][2] = '^-^'
    slotmachine.wheel[1][3] = 'LOL'
    slotmachine.wheel[1][4] = '*-*'
    slotmachine.wheel[1][5] = '*-*'
    slotmachine.wheel[1][6] = '^-^'
    slotmachine.wheel[1][7] = '777'
    slotmachine.wheel[1][8] = '777'
    
    slotmachine.wheel[2] = {}
    slotmachine.wheel[2][1] = '$$$'
    slotmachine.wheel[2][2] = '^-^'
    slotmachine.wheel[2][3] = 'LOL'
    slotmachine.wheel[2][4] = '*-*'
    slotmachine.wheel[2][5] = '*-*'
    slotmachine.wheel[2][6] = '^-^'
    slotmachine.wheel[2][7] = '777'
    slotmachine.wheel[2][8] = '777'
    
    slotmachine.wheel[3] = {}
    slotmachine.wheel[3][1] = '$$$'
    slotmachine.wheel[3][2] = '^-^'
    slotmachine.wheel[3][3] = 'LOL'
    slotmachine.wheel[3][4] = '*-*'
    slotmachine.wheel[3][5] = '*-*'
    slotmachine.wheel[3][6] = '^-^'
    slotmachine.wheel[3][7] = '777'
    slotmachine.wheel[3][8] = '777'
    
    slotmachine.wheel[4] = {}
    slotmachine.wheel[4][1] = '$$$'
    slotmachine.wheel[4][2] = '^-^'
    slotmachine.wheel[4][3] = 'LOL'
    slotmachine.wheel[4][4] = '*-*'
    slotmachine.wheel[4][5] = '*-*'
    slotmachine.wheel[4][6] = '^-^'
    slotmachine.wheel[4][7] = '777'
    slotmachine.wheel[4][8] = '777'
    
    function SlotMachine(role)
    	
    	local randomNumber1 = math.random(1, 8) --Returns a number between 1 and 10.
    	local randomNumber2 = math.random(1, 8) --Also returns a number between 1 and 10.
    	local randomNumber3 = math.random(1, 8) --Returns a number between 1 and 10.
    	local randomNumber4 = math.random(1, 8) --Also returns a number between 1 and 10.
    	
    	local slot = {}
    	local prize = 0
    	local bonus = 'no bonus'
    	
    	for x=1,4 do
    		slot[x] = {}
    		slot[x][1] = slotmachine.wheel[x][math.random(1, 8)]
    		slot[x][2] = slotmachine.wheel[x][math.random(1, 8)]
    		slot[x][3] = slotmachine.wheel[x][math.random(1, 8)]
    	end
    	
    	for row=1,4 do
    		if ( slot[row][1] == slot[row][2] and slot[row][2] == slot[row][3]) then
    			-- ROW STREAK
    			if(slot[row][1] =='$$$') then
    				prize = prize + 1000000
    			end
    			if(slot[row][1] =='^-^') then
    				prize = prize + 500000
    			end
    			if(slot[row][1] =='777') then
    				prize = prize + 777777
    			end
    			if(slot[row][1] =='LOL') then
    				prize = prize + 200000
    				bonus = 'Heaven Berry'
    			end
    			if(slot[row][1] =='*-*') then
    				prize = prize + 100000
    			end
    		end
    	end	
    	
    	if(prize ~= 0) then
    		AddMoney ( role , 0 , prize )
    	end
    	
    	if(bonus == 'Heaven Berry') then
    		GiveItem( role , 0 , 3844  , 1 , 1 )
    	end
    	
    	HelpInfoX(role, 0, "** SLOTMACHINE **__".."row 1:  ["..slot[1][1].."] - ".."["..slot[1][2].."] - ".."["..slot[1][3].."]_".."row 2:  ["..slot[2][1].."] - ".."["..slot[2][2].."] - ".."["..slot[2][3].."]_".."row 3:  ["..slot[3][1].."] - ".."["..slot[3][2].."] - ".."["..slot[3][3].."]_".."row 4:  ["..slot[4][1].."] - ".."["..slot[4][2].."] - ".."["..slot[4][3].."]__".."PRIZE: "..tostring(prize).." gold, ".."BONUS: "..bonus)
    	
    	return LUA_TRUE	
    
    end

     

    THE NPC:

    \resource\script\MisScript\NpcScript06.lua

     

    Jackpot = {}
    Jackpot.Coins = {}
    Jackpot.Coins.amount = 30	-- 3 stacks of fairy coins 297
    Jackpot.Coins.item = 0855	-- 3 stacks of fairy coins
    Jackpot.Coins.money = 10000	-- Money needed for second class advancement.
    
    function JackpotNPC()
    
    	InitTrigger()
    	TriggerCondition(1, HasItem, Jackpot.Coins.item, Jackpot.Coins.amount) 
    	TriggerCondition( 1, HasMoney, Jackpot.Coins.money )
    	TriggerCondition( 1, HasLeaveBagGrid, 1 )
    	TriggerCondition( 1, KitbagLock, 0 )
    	TriggerAction( 1, TakeMoney, Jackpot.Coins.money )
    	TriggerAction( 1, TakeItem, Jackpot.Coins.item, Jackpot.Coins.amount )
    	TriggerAction( 1, SlotMachine )
    	TriggerFailure( 1, JumpPage, 2 )
    
    	Talk( 1, "Jackpot Machine: For "..Jackpot.Coins.money.." gold and "..Jackpot.Coins.amount.." of fairy coins, you can try your luck and win a prize." )
    	Text( 1, "Try your luck, play a round!", MultiTrigger, GetMultiTrigger(), 1)
    	Text( 1, "Explain the game.", JumpPage, 3)
    	Text( 1, "Prizes", JumpPage, 4)
    	
    	Talk( 3, "Everytime you play a round there are three_wheels with four rows._The wheels will spin and you will see_the result in the next window._If you have three of the same slots in one_row, you win a prize.")
    	Text( 3, "Back", JumpPage, 1)
    	
    	Talk( 4, "PRIZES:_3 x $$$ = 1 milion gold_3 x ^-^ = 500000 gold_3 x 777 = 777777 gold_3 x LOL = 200000 + a heavens berry_3 x *-* = 100000 gold.")
    	Text( 4, "Back", JumpPage, 1)
    	
    	
    	Talk( 2, "Failed to play a round. Insufficient gold or fairy coins" )
    
    end

     

     

    NEW NPC ACTION PROCEDURE:

    \resource\script\MisSdk\MissionSdk.lua

     

    
            elseif actions[i].func == SlotMachine then
    				PRINT( "ActionProc: SlotMachine")
    				local ret = SlotMachine( character )
    				if ret ~= LUA_TRUE then
    					PRINT( "ActionProc:SlotMachine = false" )
    					return LUA_FALSE
    				end

     

     

     

     

     

     

     

     

     

    • Thanks 2

  4. On 10/29/2021 at 5:27 PM, Ximboliex said:

    HI, have this error where are the symbols for ++

     

    C:\01 New Project\source\Client\Client\src\Character.cpp(452): error C2059: syntax error : 'if' 
    C:\01 New Project\source\Client\Client\src\Character.cpp(460): error C2059: syntax error : 'if'
    C:\01 New Project\source\Client\Client\src\Character.cpp(478): error C2059: syntax error : 'if'
    C:\01 New Project\source\Client\Client\src\Character.cpp(485): error C2059: syntax error : 'if'
    C:\01 New Project\source\Client\Client\src\Character.cpp(492): error C2059: syntax error : 'if'
     

    No you can remove the ++ it just indicates which lines should be added

    • Thanks 1

  5. 5 hours ago, JaR said:

    nothing has been changed there, maybe your fairy.lua or pet.lua file, try adding SynLook somewhere

    SynLook is already there in almost all faiy.lua functions, but nothing was changed on server side.

    • When I compile the clean CO client from this forum, the fairy level is incorrect (becomes 0).
    • When I use the precompiled CO executables, the fairy level is correctly shown.

    The only thing which I changed was the client executable in the system folder.

     

    Update I found the fix, the sourcecode was wrong after all:

     

    
    		//nLevel= pGrid.GetAttr(ITEMATTR_VAL_STR) + pGrid.GetAttr(ITEMATTR_VAL_AGI) + pGrid.GetAttr(ITEMATTR_VAL_DEX) + pGrid.GetAttr(ITEMATTR_VAL_CON) + pGrid.GetAttr(ITEMATTR_VAL_STA);
    		int nLevel= pGrid.GetInstAttr(ITEMATTR_VAL_STR) + pGrid.GetInstAttr(ITEMATTR_VAL_AGI) + pGrid.GetInstAttr(ITEMATTR_VAL_DEX) + pGrid.GetInstAttr(ITEMATTR_VAL_CON) + pGrid.GetInstAttr(ITEMATTR_VAL_STA);

     

    695951323_2021-10-2314_51_44-SunnyPiratesOnline-1400x900-60FPS.png.baef4f89b1f43a5fa6ad50e48fba8a56.png

     

    • Thanks 1

  6. When compiling the Corsair client code, I noticed that the fairy level in the form top left corner is incorrect. (see screenshot below)

     

    I noticed that the UIStartForm.ccp file, in void CStartMgr::RefreshPet the "int nLevel" is incorrectly calculated.

     

    When I change the value into "int nLevel = 100" it changes the value, but the following code does not work.

     

    	CItemRecord* pInfo = GetItemRecordInfo( ID );
    	if(pInfo){
    		int nLevel = pGrid.GetAttr(ITEMATTR_VAL_STR)
    			+ pGrid.GetAttr(ITEMATTR_VAL_AGI) 
    			+ pGrid.GetAttr(ITEMATTR_VAL_DEX) 
    			+ pGrid.GetAttr(ITEMATTR_VAL_CON) 
    			+ pGrid.GetAttr(ITEMATTR_VAL_STA);

    Does anyone know how to fix this? Thanks in advance! 🙂

     

    2097930144_2021-10-2222_32_22-SunnyPiratesOnline-1400x900-60FPS.png.59a2c29d514f981ecc01d7fb2f70700c.png


  7. On 10/3/2021 at 11:47 PM, Nate32 said:

    hi wouter can you pass me your discord please?

    Animatie.gif.b333d13a0a0f9ec8002346c5e4c2971a.gif.947bfaa9200332824c1b89c525adeed4.gif

     

    Fixed the mount animation in the client, swings still dont work

     

    To get animated mounts update the following the the Character.ccp

    void CCharacter::FrameMove(DWORD dwTimeParam)
    {
    	CSceneNode::FrameMove(dwTimeParam);	
    
    	if( !_isArrive )
    	{
    		if( _IsMoveTimeType )
    		{
    			static float dis;
    			static D3DXVECTOR2 vTmp;
    
    			dis = (float)( CGameApp::GetCurTick() - _dwStartTime ) * _fMoveSpeed;
    			if( dis>_fMoveLen )
    			{
    				setPos( (int)_vMoveEnd.x, (int)_vMoveEnd.y );
    				
    ++				if(pMount) 
    ++					pMount->CCharacterModel::PlayPose(POSE_WAITING, PLAY_LOOP_SMOOTH, -1, 30, 1); // wouter
    
    				_isArrive = true;
    			}
    			else
    			{
    
    ++				if(pMount)
    ++					pMount->CCharacterModel::PlayPose(POSE_RUN, PLAY_LOOP_SMOOTH, -1, 30, 1); // wouter
    
    				vTmp = _vMoveStart + _vMoveDir * dis;
    				setPos( (int)vTmp.x, (int)vTmp.y );
    			}
    		}
    		else if( GetChaState()->IsTrue(enumChaStateMove) )
    		{
    			// ????????ProgressRate(??????j???????)------------------------------------------------------------------------------
    			if( _nTurnCnt>1 )
    				_fStepProgressRate = _fStepProgressRate + _fStep * CWaitMoveState::GetMoveRate() / (float)_nTurnCnt;
    			else
    				_fStepProgressRate = _fStepProgressRate + _fStep * CWaitMoveState::GetMoveRate();
    
    			_CalPos(_fStepProgressRate);
    			if(_fStepProgressRate >= 1.0f)
    			{
    ++				if(pMount) 
    ++					pMount->CCharacterModel::PlayPose(POSE_WAITING, PLAY_LOOP_SMOOTH, -1, 30, 1); // wouter
    
    				_isArrive = true;				
    			}
    			else if( _isStopMove )
    			{
    ++				if(pMount) 
    ++					pMount->CCharacterModel::PlayPose(POSE_WAITING, PLAY_LOOP_SMOOTH, -1, 30, 1); // wouter
    
    				_isArrive = true;
    			}
    			else
    			{
    ++				if(pMount) 
    ++					pMount->CCharacterModel::PlayPose(POSE_RUN, PLAY_LOOP_SMOOTH, -1, 30, 1); // wouter
    
    			}
    		}
    	}

     

    • Thanks 1

  8. I am wondering if someone has a fix for the fairy level in the HUD top left corner.

     

    Quote

            int nLevel = pGrid.GetAttr(ITEMATTR_VAL_STR)
                + pGrid.GetAttr(ITEMATTR_VAL_AGI) 
                + pGrid.GetAttr(ITEMATTR_VAL_DEX) 
                + pGrid.GetAttr(ITEMATTR_VAL_CON) 
                + pGrid.GetAttr(ITEMATTR_VAL_STA);

    I noticed that the nLevel in the UIStartForm.ccp in "void CStartMgr::RefreshPet" the nLevel is not properly calculated.

    When I put in a fixed value like 100, then I see this in game, but the calculation in the HUD does not work, while it works in the inventory.

     

    Please help. Thanks in advance! 🙂

     

    1737411703_2021-10-2222_32_22-SunnyPiratesOnline-1400x900-60FPS.png.3b355a3bd01a42f21b8026e40f36d8e6.png


  9. On 10/13/2021 at 6:14 PM, Ximboliex said:

    Bro that dont work fine the mount just slide cant walk

    Sorry I didn't know there was a more advanced version of the mounts in game.

     

    I made some client tweaks, but on only in the Character.ccp, which means others will not see the different mount poses (walking and waiting).

     

    For this you need to code the CharacterModel.ccp

     

    Animatie.gif.b333d13a0a0f9ec8002346c5e4c2971a.gif


  10. Hi everyone,

     

    My friends and I are running a CO client and server and I was wondering where in the client source code I can extend the camera range.

     

    We have already increased the resolution to 1400x900 and the FPS to 60, with the desired effect.

    However the camera remains an ugly issue.

     

    PS> I know that the CameraConf.lua can be used to extend the range and change the camera angle, but I want to get rid of the ugly blue borders and extend the view range.

     

    wtb51D1v_t.png

     

    Help would be much appreciated 🙂

     


  11. On 9/28/2021 at 12:32 AM, JaR said:

    @wouter2004 there is a function in Corsairs files that is GetItemStackSize()
    you can use it
     

    
    local itemCount = GetItemStackSize(gem)
    if (itemCount >= stoneCount) then
    	return	LUA_TRUE
    end

     

    many thanks this will help a lot.

    using the counter and multiplying with the GetItemStackSize, will indeed with the right results 🙂

     


  12. Hi everyone I have successfully compiled the code and it works fine for me, but for some reason mounting to a swing gives me a dump.

     

    Is there a reason for this?

     

    10-02 23:43:04SC_CharacterActionAccess Violation
    The thread attempted to read from or write to a virtual address for which it does not have the appropriate access
    xxxx\src\intel\strncpy.asm(157) : Game.exe at strncpy()
    xxxx\client\src\character.cpp(1104) : Game.exe at CCharacter::setName()
    xxxx\client\src\character.cpp(1733) : Game.exe at CCharacter::UpdataItem()
    xxxx\client\src\character.cpp(1553) : Game.exe at CCharacter::UpdataFace()
    xxxx\client\src\netprotocol.cpp(1535) : Game.exe at NetChangeChaPart()
    xxxx\client\src\packetcmd_sc.cpp(1118) : Game.exe at SC_CharacterAction()

     


  13. Sorry for bumping up this old topic, but I need some help with this script.

     

    The script only return 1 count, while I have 8 gems with level 1 stacked in one inventory slot.

    Most likely the script below expect that each gem has their own inventory slot.

    Is there a function to check the level of stacked items?

     

    Also when I have more than 8 gems in one slot, for example 12 times a level 1 gem, the script removes 8 and converts all remaining gems into level 4.

     

     

    function HasStone(character, stoneID, stoneLv, stoneCount)
        local amount = CheckBagItem(character,stoneID)
        if amount < stoneCount then
            return LUA_FALSE
        end
        local bagSize = GetKbCap(character)
        local count = 0
        for i=1, bagSize do
            local gem =GetChaItem(character, 2, i)
            if gem ~= nil then
                local id =GetItemID(gem)
                if id == stoneID then
                    local lv = Get_StoneLv(gem)
                    if lv == stoneLv then
                        count = count + 1
                    end
                end
                if count >= stoneCount then
                    return LUA_TRUE
                end
            end
        end
        return LUA_FALSE
    end

     

    I have now reversed the script and changed it into a check for the exact amount and exact level.

    Quick and dirty, but this new version works.

     

    function HasStone(character, stoneID, stoneLv, stoneCount)
        local amount = CheckBagItem(character,stoneID)
        if amount ~= stoneCount then
    		SystemNotice(character,"You need exactly "..stoneCount.." gems in your inventory. Amount = "..amount)
            return LUA_FALSE
        end
    	
        local bagSize = GetKbCap(character)
        for i=0, bagSize do
            local gem =GetChaItem(character, 2, i)
            if gem ~= nil then
                local id =GetItemID(gem)
                if id == stoneID then
                    local lv = Get_StoneLv(gem)
                    if lv ~= stoneLv then
    					SystemNotice(character,"Found gem level = "..lv)
    					SystemNotice(character,"Remove the high level gems from your inventory")
    					return LUA_FALSE
                    end
                end
            end
        end
    	
    	SystemNotice(character,"Succesful! "..amount.." gems of level "..stoneLv.." detected.")
        return LUA_TRUE
    end

     

     

    If anyone has a better solution for the stacked items, level check I am open for suggestions. 🙂

     

     

     


  14. Hi everyone,

     

    My friends and I play on a private CO server and we want to extend the item list with new items of Winter Island.

     

    I created a new iteminfo.txt with all the items (starting from 5901 till 6808), which I extracted from the iteminfo.txt of PKO.

    On server side it works fine, on client side I get these strange glitches, like statbonus attributes in common drops etc.

     

    When I just extract the iteminfo.bin from CO with the Deguix Decompiler, I also get these strange unicode characters in the text file.

    Before I can change the iteminfo.txt back into a iteminfo.bin, I have to manually correct all these unicode characters.

     

    See example below.

     

    image.png.7b5a0f71f656e489439e921c9aa91b19.png

     

    Question 1: is there a clean way to extract the iteminfo.bin file with the Deguix Decompiler, without the unicode characters?

    --> I tried version 1 and 2 already, which seems to be the only compatible version with CO "decompile_bin(iteminfo, 2, ......"

    --> no matter what version I try, the unicode characters keeps reoccuring in the resulting iteminfo.txt file.

     

    Question 2: is there someone who has a clean version of the iteminfo.bin, compatible with the CO client, which contains the items 5901 till 6808 for winter island?

     

    Help is much appreciated! Thanks in advance.

     


  15. Thanks great initiative!


    I was wondering can you make an overview of bug fixes and tweaks? I have already made some changes in the source code myself and want to know if this is covered.

     

    However the random disconnnect issues, remains super annoying. I really hope someone can find the reason for this. 

     

    anyway thanks 🙋🏼‍♂️👍🏼


  16. Dear all,

     

    I am running a top CA server, for myself and friends.

    We face the strange issue that when teleporting inside the same map, the NANA buff (party exp banana's) are removed.

    This happens when using teleport tickets or the GM command "&move 2200,2750,garner".

     

    reproduce the issue

     

    When I warp from Argent to Abandoned Mines, which are both in "garner" map, the nana buffs are deactivated after teleporting.

    However when I use the same teleport ticket from Argent to Shaitan, I dont lose the buffs after teleporting.

     

    investigation

     

    I checked the LUA functions and it all ends with the function MoveCity( role, "" ). where "" is the name of the city.

     

    Unfortunately neither the GameServer source codes, nor the LUA files on the server, shows any deactivation of buffs after warping.

    Still the nana buffs are removed. Can someone please help me to find out why this happens?

     

    NpcScript.cpp --> lua_MoveCity

    Character.cpp --> CCharacter::MoveCity

     

    pictures


    nana deactivated after warp:

    OrIF6v2r_t.png


    Nana active before warp:

    xuphz7sL_t.png

     

    please help. thanks in advance


  17. Hi everyone,

     

    I am running a top CA server for friends and myself, but we cannot upgrade our ship.

     

    Ok here is the problem. When I move to the ship builder in Argent called Sinbad, I am able to see the ship that can be upgraded, but when I select it nothing happens.

    So I did a trace and this is what happens so far:

     

     

    NpcScript03.lua file, has a function called r_talk155, which calls the BoatLevelBerthList function.

     

    
    function r_talk155 ()
            
        Talk( 1, "George: Hey you! Want to go sailing? How can you do so without a good ship! Come have a look at what I have!" )
        InitTrigger()
        TriggerCondition( 1, IsBoatFull )
        TriggerAction( 1, SystemNotice, "Ships limit reached. Unable to build more ship" )
        TriggerFailure( 1, JumpPage, 2 )
        Text( 1, "Build Ship", MultiTrigger, GetMultiTrigger(), 1 )
        InitTrigger()
        TriggerCondition( 1, HasBoatInBerth, 4 )
        TriggerAction( 1, BoatLevelBerthList, 4 )     <--------------
        TriggerFailure( 1, JumpPage, 3 )
        Text( 1, "Upgrade ship", MultiTrigger, GetMultiTrigger(), 1 )
    
    

     

    then this BoatLevelBerthList, open the function in the MissionSDK.lua

    
    elseif actions[i].func == BoatLevelBerthList then
                PRINT( "ActionsProc:BoatLevelBerthList, p1 = ", actions[i].p1 )
                local ret = BoatLevelBerthList( character, npc, actions[i].p1 )  <-----------------
                if ret ~= LUA_TRUE then
                    PRINT( "ActionsProc:BoatLevelBerthList failed!" )
                    SystemNotice( character, "ActionsProc:BoatLevelBerthList failed!" )
                    return LUA_FALSE
                end
    
    

     

    Now the NPCSDK.lua has the following function BoatLevelBerthList, which returns the values.

     

    
    --船只升级列表
    function BoatLevelBerthList( character, npc, berth )
        PRINT( "BoatLevelList: Show upgrade list of ships docked in this harbor!" )
        SystemNotice( character, "BoatLevelList: Show upgrade list of ships docked in this harbor!" ) <---------- this is what I see
        local npcid = GetCharID( npc )
        return BoatBerthList( character, npcid, BERTH_BOATLEVEL_LIST, berth, 0, 0, 0 ) <-------- BERTH_BOATLEVEL_LIST = 6
    end
    
    

     

    After this nothing happens and I lost track of what to check next.

    exp_and_level.lua file, has a function called "BoatLevelUpProc", which is not triggered at all.

     

    So I am kinda stuck with this issue, as no one can upgrade their ship and no error messages are triggered.

     

    Please help. thanks in advance!


  18. 3 hours ago, ShadowJr said:

    Try with 10 million

     

    Yes 10m worked.

     

    However all the NPC scripts were changed to 1m (1,000,000 G).

    All the NPC multitrigger conditions were met, otherwise I would not have seen the createguild window.

     

    Eventually I searched through the lua scripts and found the nasty parameter in the guildvars.lua

    This means that the multitrigger did not fail, but the "createguild" function was aborted, as the parameter Guild1_Gold was still 10m

     



    print('Loading guildvars.lua')

    Guild_ReqId = 1780
    Guild1_Gold = 1000000 <----
    Guild2_Gold = Guild1_Gold

    [/CODE]

     

    Anyways thanks for your suggestion. it put me on the right track.

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