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100% Combine Problem

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I'm trying to make a 100% combine fruit work but it still fails gems/refs even when i use the Fruit!

This is my Combine Function:
2.png.43b2d7e79868e3cc432423873cd0a486.png

This is my ItemEffect Function:
4.png.f49479ddf19cfae1e57805d03b9216a6.png

Can anyone help?

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56 minutes ago, FapFap said:

I'm trying to make a 100% combine fruit work but it still fails gems/refs even when i use the Fruit!

This is my Combine Function:
2.png.43b2d7e79868e3cc432423873cd0a486.png

This is my ItemEffect Function:
4.png.f49479ddf19cfae1e57805d03b9216a6.png

Can anyone help?

I made something like this... 

function begin_unite_item (...)
--    Notice("开始合成")
    
    local Check_CanUnite = 0
--    SystemNotice ( arg[1] , "调用检测能否合成主函数")
    Check_CanUnite = can_unite_item_main ( arg )
    if Check_CanUnite == 0 then
        return 0
    end
    
    local role = 0
    local ItemBag = {}                                        --道具背包位置
    local ItemCount = {}                                        --道具数量
    local ItemBagCount = {}                                        --道具对象数量
    local Get_Count = 4
    local ItemReadCount = 0
    local ItemReadNow = 1
    local ItemReadNext = 0
    local ItemBag_Now = 0
    local ItemCount_Now = 0
    local ItemBagCount_Num = 0

    role , ItemBag , ItemCount , ItemBagCount , ItemBag_Now , ItemCount_Now , ItemBagCount_Num = Read_Table ( arg )

    
    local BagItem1 = ItemBag [0]
    local BagItem2 = ItemBag [1]
    local BagItem3 = ItemBag [2]
    
    local BagItem1 = arg [3]                        --取道具背包位置
    local BagItem2 = arg [6]
    local BagItem3 = arg [9]

    local Item1 = GetChaItem ( role , 2 , BagItem1 )            --取道具指针
    local Item2 = GetChaItem ( role , 2 , BagItem2 )
    local Item3 = GetChaItem ( role , 2 , BagItem3 )
    
    local ItemID1 = GetItemID ( Item1 )                    --取道具编号
    local ItemID2 = GetItemID ( Item2 )
    local ItemID3 = GetItemID ( Item3 )

    local ItemType2 = GetItemType ( Item2 )

    local Item2_Lv = Get_StoneLv ( Item2 )                    --取宝石等级
    local Item3_Lv = Get_StoneLv ( Item3 )

    local i = 0
    local j = 0

    i = RemoveChaItem ( role , ItemID1 , 1 , 2 , BagItem1 , 2 , 1 , 0)        --移除卷轴
    j = RemoveChaItem ( role , ItemID3 , 1 , 2 , BagItem3 , 2 , 1 , 0)        --移除一颗宝石

    if i == 0 or j == 0 then
        LG( "Hecheng_BS" , "Getting rid of the good has failed" )
    end
    
    Item2_Lv =Item2_Lv + 1
    
    Set_StoneLv ( Item2 , Item2_Lv )
    
    local Money_Need = getunite_money_main ( arg )
    local Money_Have = GetChaAttr ( role , ATTR_GD )
--    Notice ("目前有"..Money_Have.."这么多的钱")
--    Notice ("要扣除"..Money_Need.."这么多的钱")
    Money_Have = Money_Have - Money_Need
    SetCharaAttr ( Money_Have , role , ATTR_GD )
    ALLExAttrSet( role )
    
    local Sklv = 1
    local StateLv = GetChaStateLv ( role , STATE_HCGLJB )
    local State100 = GetChaStateLv ( role , STATE_HCBYS )    ------取药水状态
    
    Sklv = Sklv + StateLv


    local b = Check_CG_HechengBS ( Item2_Lv , ItemType2 , Sklv )
    if Item2_Lv < 8 and Item3_Lv < 8 then 
        if State100 == 11 then
            b = 1
        SystemNotice( role , "Potion consumed. Gem combine success rate increase to 100%%")               
        end
    end
    
    if Item2_Lv > 6 and Item3_Lv > 6 then 
        if State100 == 10 then
            b = 1
        SystemNotice( role , "Potion consumed. Gem combine success rate increase to 100%%")               
        end
    end    
    
    if b == 0 then
        local itemi_1 = ItemID2
        local itemi_2 = BagItem2
        i = RemoveChaItem ( role , ItemID2 , 1 , 2 , BagItem2 , 2 , 1 , 0)        --移除宝石    
        local cha_name = GetChaDefaultName ( role )
        if i == 0 then
            LG( "combie_fail" , "Cannot delete failed gems from player "..cha_name.." " )
        end
        
        LG( "combie_fail" , "Player "..cha_name.." Gem combining failed. Gems "..itemi_1.." and "..itemi_2.."!")
        SystemNotice( role , "Sorry, the combination has failed and the gem has vanished.")

        return 2    
    end
    local GemItem2_Lv = Item2_Lv
    local GemItem3_Lv = Item3_Lv
    local LogItemID1 = ItemID1
    local LogItemID2 = ItemID2
    local LogItemID3 = ItemID3
    local cha_name = GetChaDefaultName ( role )
    LG( "combie_success" , "Player "..cha_name.." Gem combining successful. Level ["..GemItem2_Lv.."], ["..GemItem3_Lv.."]. Item: ["..ItemID1.."] ["..ItemID2.."] ["..ItemID3.."] " )
    local ret = HasMission(role,1989)
    if ret == 1    then 
        local name = GetChaDefaultName(role)
        Checkunite[name]=1
    end
    return 1
end

 

Edited by Onioni

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And forge I use something like this.... 

 

 

 

function begin_forge_item(...)
--    Notice("Start to forge")

    local Check_CanForge = 0
    Check_CanForge = can_forge_item_main ( arg )

    if Check_CanForge == 0 then
        return 0
    end


    local role = 0
    local ItemBag = {}                                        --道具背包位置
    local ItemCount = {}                                        --道具数量
    local ItemBagCount = {}                                        --道具对象数量
    local Get_Count = 4
    local ItemReadCount = 0
    local ItemReadNow = 1
    local ItemReadNext = 0
    local ItemBag_Num = 0
    local ItemCount_Num = 0
    local ItemBagCount_Num = 0

    role , ItemBag , ItemCount , ItemBagCount , ItemBag_Num , ItemCount_Num , ItemBagCount_Num = Read_Table ( arg )

    local ItemBag_Jinglian = ItemBag [0]
    local Item_Jinglian = GetChaItem ( role , 2 , ItemBag_Jinglian )
    local Item_Stone1 = GetChaItem ( role , 2 , ItemBag [1] )
    local Item_Stone2 = GetChaItem ( role , 2 , ItemBag [2] )

    local Check_Jinglian_Item = 0

    local Money_Need = getforge_money_main ( arg )
    local Money_Have = GetChaAttr ( role , ATTR_GD )
--    Notice ("Currently there are"..Money_Have.."So much gold")
--    Notice ("Must deduct"..Money_Need.."So much gold")
    Money_Have = Money_Have - Money_Need
    SetCharaAttr ( Money_Have , role , ATTR_GD )
    ALLExAttrSet( role )

    local ItemID_Jinglian = GetItemID ( Item_Jinglian )
----------------    
    local Jinglian_Lv_Now = GetItem_JinglianLv ( Item_Jinglian )
----------------
    local Num = GetItemForgeParam ( Item_Jinglian , 1 )
    Num = TansferNum ( Num )

    local Stone1Type = GetItemType ( Item_Stone1 )
    local Stone2Type = GetItemType ( Item_Stone2 )

    local Baoshi = 0

    if Stone1Type == 49 then
        Baoshi = Item_Stone1
    elseif Stone2Type == 49 then
        Baoshi = Item_Stone2
    end
    
    local Item_Stone = {}
    local Item_StoneLv = {}
    local Baoshi_NeedLv = 1

    Item_Stone[0] = GetNum_Part2 ( Num )
    Item_Stone[1] = GetNum_Part4 ( Num )
    Item_Stone[2] = GetNum_Part6 ( Num )
    
    Item_StoneLv[0] = GetNum_Part3 ( Num )
    Item_StoneLv[1] = GetNum_Part5 ( Num )
    Item_StoneLv[2] = GetNum_Part7 ( Num )

    BaoshiType = GetStone_TypeID ( Baoshi )

    for i = 0 , 2 ,1 do
        if BaoshiType == Item_Stone then
            Baoshi_NeedLv = Item_StoneLv + 1
        end
    end
----------------
    local Sklv = 1
    local StateLv = GetChaStateLv ( role , STATE_JLGLJB )
    
    Sklv = Sklv + StateLv
    local SkillBonus = 0.01 * Sklv
    local Check_A
    local CheckFaild
        
        if Baoshi_NeedLv < 6 then               
                Check_A = 1
                CheckFaild = Percentage_Random ( Check_A )
 
        elseif Baoshi_NeedLv == 6 then
                Check_A = 0.7 + SkillBonus
                CheckFaild = Percentage_Random ( Check_A )              
                
        elseif Baoshi_NeedLv == 7 then
                Check_A = 0.5 + SkillBonus
                CheckFaild = Percentage_Random ( Check_A )      
                
        elseif Baoshi_NeedLv == 8 then
                Check_A = 0.3 + SkillBonus
                CheckFaild = Percentage_Random ( Check_A )
                
        elseif Baoshi_NeedLv == 9 then
                Check_A = 0.1 + SkillBonus
                CheckFaild = Percentage_Random ( Check_A )
        end
        


        if CheckFaild == 1 then
                Check_Jinglian_Item = Jinglian_Item ( Item_Jinglian , Item_Stone1 , Item_Stone2 )
        else
                local cha_name = GetChaDefaultName ( role )
                local Item_Jinglian_name = GetItemName ( ItemID_Jinglian )
                LG( "JingLian_ShiBai" , "Player ["..cha_name.."] Forging of equipment failed. Item_Stone1:"..Item_Stone1..", Item_Stone2:"..Item_Stone2.." - "..Item_Jinglian_name )
                SystemNotice ( role , "Sorry, forging has failed! Luckily equipment is not damaged..." )
        end

------------------


    local ItemID_Stone1 = GetItemID ( Item_Stone1 )
    local ItemID_Stone2 = GetItemID ( Item_Stone2 )

    local Stone1_Lv = Get_StoneLv ( Item_Stone1 )
    local Stone2_Lv = Get_StoneLv ( Item_Stone2 )
    local Jinglianshi_Lv = 0
    if Stone1_Lv > Stone2_Lv then
        Jinglianshi_Lv = Stone1_Lv
    else
        Jinglianshi_Lv = Stone2_Lv
    end

    local Jinglian_Lv = GetItem_JinglianLv ( Item_Jinglian )

    local R1 = 0
    local R2 = 0

    R1 = RemoveChaItem ( role , ItemID_Stone1 , 1 , 2 , ItemBag [1] , 2 , 1 , 0 )        --移除宝石1
    R2 = RemoveChaItem ( role , ItemID_Stone2 , 1 , 2 , ItemBag [2] , 2 , 1 , 0 )        --移除宝石2

    if R1 == 0 or R2 == 0 then
        LG( "Jinglian" , "Gem deletion failed" )
    end
    
    if CheckFaild == 0 then
        return 2
    end

    check_item_final_data ( Item_Jinglian )
    
--    SystemNotice(role , "Return failed")
--    local a = 0.75
    local b = Check_CG_Jinglian ( Jinglian_Lv , Jinglianshi_Lv , Sklv )
    if b == 0 then
        i = RemoveChaItem ( role , ItemID_Jinglian , 1 , 2 , ItemBag [0] , 2 , 1 , 0)        --移除宝石    
        if i == 0 then
            LG( "Hecheng_BS" , "Delete item failed" )
        end
        local cha_name = GetChaDefaultName ( role )
        local Item_Jinglian_name = GetItemName ( ItemID_Jinglian )
        LG( "JingLian_ShiBai" , "Player ["..cha_name.."] Forging of equipment failed - "..Item_Jinglian_name )
        SystemNotice( role , "Very sorry! Forging has failed. Item was destroyed!")
        return 2    
    end

--    Notice("Forging completed")
    local cha_name = GetChaDefaultName ( role )
    local Item_Jinglian_name = GetItemName ( ItemID_Jinglian )
    LG( "JingLian_ShiBai" , "Player ["..cha_name.."] Forging successful - "..Item_Jinglian_name )
    return 1
end
 

 

 

 

 

 


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45 minutes ago, FapFap said:

@Onioni Can post the itemeffect for these fruits? also forging uses 100% forge fruit?

Keep in mind about Cheat Engine, if you're making the fruit as an ItemEffect, cheat engine can speed up the process of forging/combining if the fruit uses time.


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3 minutes ago, Dan~ said:

Keep in mind about Cheat Engine, if you're making the fruit as an ItemEffect, cheat engine can speed up the process of forging/combining if the fruit uses time.

Already know that, just asking for a working 100% fruits coz the ones from roso files aint working, even tho i used roso files for testing them they don't work either.

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1 hour ago, FapFap said:

Already know that, just asking for a working 100% fruits coz the ones from roso files aint working, even tho i used roso files for testing them they don't work either.

Then do trial and error.


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9 hours ago, FapFap said:

@Onioni Can post the itemeffect for these fruits? also forging uses 100% forge fruit?

I'll try find but I'm with phone so it's hard to look from big Lua file.. 

 

 

Well now I found better Lua app.. Here, nothing special in it ofc u need check variables. In my variable for STATE_JLGLJB =107

 

function ItemUse_GJJLHYS ( role , Item )
    local statelv = 11
    local statetime = 60
    local Cha_Boat = 0
    Cha_Boat = GetCtrlBoat ( role )
--    SystemNotice( role , Cha_Boat )
    if Cha_Boat ==  nil then
        AddState( role , role , STATE_JLBYS , statelv , statetime )
        CALCULATE_ITEMEFFECT_LUA_000783 = GetResString("CALCULATE_ITEMEFFECT_LUA_000783")
        SystemNotice( role , CALCULATE_ITEMEFFECT_LUA_000783 )
                
    else
        
        SystemNotice( role , "Cannot use while sailing" )
        UseItemFailed ( role )
        return
    end
end

 

 

function ItemUse_GJHCHYS ( role , Item )
    local statelv = 10
    local statetime = 60
    local Cha_Boat = 0
    Cha_Boat = GetCtrlBoat ( role )
--    SystemNotice( role , Cha_Boat )
    if Cha_Boat ==  nil then
        AddState( role , role , STATE_HCBYS , statelv , statetime )
        CALCULATE_ITEMEFFECT_LUA_000785 = GetResString("CALCULATE_ITEMEFFECT_LUA_000785")
        SystemNotice( role , CALCULATE_ITEMEFFECT_LUA_000785 )        
    else
        
        SystemNotice( role , "Cannot use while sailing" )
        UseItemFailed ( role )
        return
    end
end

 

Edited by Onioni

Download: Nightmare Demonic Helm

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6 hours ago, Onioni said:

I'll try find but I'm with phone so it's hard to look from big Lua file.. 

 

 

Well now I found better Lua app.. Here, nothing special in it ofc u need check variables. In my variable for STATE_JLGLJB =107

 

function ItemUse_GJJLHYS ( role , Item )
    local statelv = 11
    local statetime = 60
    local Cha_Boat = 0
    Cha_Boat = GetCtrlBoat ( role )
--    SystemNotice( role , Cha_Boat )
    if Cha_Boat ==  nil then
        AddState( role , role , STATE_JLBYS , statelv , statetime )
        CALCULATE_ITEMEFFECT_LUA_000783 = GetResString("CALCULATE_ITEMEFFECT_LUA_000783")
        SystemNotice( role , CALCULATE_ITEMEFFECT_LUA_000783 )
                
    else
        
        SystemNotice( role , "Cannot use while sailing" )
        UseItemFailed ( role )
        return
    end
end

 

 

function ItemUse_GJHCHYS ( role , Item )
    local statelv = 10
    local statetime = 60
    local Cha_Boat = 0
    Cha_Boat = GetCtrlBoat ( role )
--    SystemNotice( role , Cha_Boat )
    if Cha_Boat ==  nil then
        AddState( role , role , STATE_HCBYS , statelv , statetime )
        CALCULATE_ITEMEFFECT_LUA_000785 = GetResString("CALCULATE_ITEMEFFECT_LUA_000785")
        SystemNotice( role , CALCULATE_ITEMEFFECT_LUA_000785 )        
    else
        
        SystemNotice( role , "Cannot use while sailing" )
        UseItemFailed ( role )
        return
    end
end

 

but thats what i posted on my first post, but it doesnt work lol

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3 hours ago, FapFap said:

but thats what i posted on my first post, but it doesnt work lol

Item not matter, statelv and what you add in forge. Lua

 

   local statelv = 10

AddState( role , role , STATE_HCBYS , statelv , statetime )

 

-------------------------—---------—

 

   local StateLv = GetChaStateLv ( role , STATE_JLGLJB )
    
    Sklv = Sklv + StateLv
    local SkillBonus = 0.01 * Sklv
    local Check_A
    local CheckFaild
        
        if Baoshi_NeedLv < 6 then               
                Check_A = 1
                CheckFaild = Percentage_Random ( Check_A )
 
        elseif Baoshi_NeedLv == 6 then
                Check_A = 0.7 + SkillBonus
                CheckFaild = Percentage_Random ( Check_A )              

 

Edited by Onioni

Download: Nightmare Demonic Helm

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3 hours ago, FapFap said:

@Onioni Im testing even clean files and i dont know why even lv 6 combine / forge rates are 100% lol ain't they suppose to fail even on lv 3? like official if they clean files..

Show me the script, some files have base lv1-5 100%...

 

 

Like I have I f gem lev <6 A=1 and 1 mean success is 100%. 

 

 if Baoshi_NeedLv < 6 then               
                Check_A = 1
                CheckFaild = Percentage_Random ( Check_A )

Edited by Onioni

Download: Nightmare Demonic Helm

Dimension Pirates Online files: get now

New map Project: Flag PK

Black Skin 3.1.3 for pko 1: Get now

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4 minutes ago, Onioni said:

Show me the script, some files have base lv1-5 100%...

 

 

Like I have I f gem lev <6 A=1 and 1 mean success is 100%. 

 

 if Baoshi_NeedLv < 6 then               
                Check_A = 1
                CheckFaild = Percentage_Random ( Check_A )

I've made combine work fine with fruit and without, im just having a problem with the Forging Fruit for 100%

this is my forging success rates without fruits, but fruit aint working..

	local Sklv = 1
	local StateLv = GetChaStateLv ( role , STATE_JLGLJB )
	
	Sklv = Sklv + StateLv

	local Check_A
        local CheckFaild
        
        if Baoshi_NeedLv < 4 then               
                Check_A = 1
                CheckFaild = Percentage_Random ( Check_A )

        elseif Baoshi_NeedLv == 4 then
                Check_A = 0.9
                CheckFaild = Percentage_Random ( Check_A )
                
        elseif Baoshi_NeedLv == 5 then
                Check_A = 0.7
                CheckFaild = Percentage_Random ( Check_A )
                                
        elseif Baoshi_NeedLv == 6 then
                Check_A = 0.6
                CheckFaild = Percentage_Random ( Check_A )              
                
        elseif Baoshi_NeedLv == 7 then
                Check_A = 0.5
                CheckFaild = Percentage_Random ( Check_A )      
                
        elseif Baoshi_NeedLv == 8 then
                Check_A = 0.4
                CheckFaild = Percentage_Random ( Check_A )
                
        elseif Baoshi_NeedLv == 9 then
                Check_A = 0.3
                CheckFaild = Percentage_Random ( Check_A )
        end

        if CheckFaild == 1 then
                Check_Jinglian_Item = Jinglian_Item ( Item_Jinglian , Item_Stone1 , Item_Stone2 )
        else
                local cha_name = GetChaDefaultName ( role )
                local Item_Jinglian_name = GetItemName ( ItemID_Jinglian )
                LG( "JingLian_ShiBai" , "Player ["..cha_name.."] Forging of equipment failed. Equipment is not damaged - "..Item_Jinglian_name )
                SystemNotice ( role , "Sorry, forging has failed! Luckily equipment is not damaged..." )
        end

------------------


	local ItemID_Stone1 = GetItemID ( Item_Stone1 )
	local ItemID_Stone2 = GetItemID ( Item_Stone2 )

	local Stone1_Lv = Get_StoneLv ( Item_Stone1 )
	local Stone2_Lv = Get_StoneLv ( Item_Stone2 )
	local Jinglianshi_Lv = 0
	if Stone1_Lv > Stone2_Lv then
		Jinglianshi_Lv = Stone1_Lv
	else
		Jinglianshi_Lv = Stone2_Lv
	end

	local Jinglian_Lv = GetItem_JinglianLv ( Item_Jinglian )

	local R1 = 0
	local R2 = 0

	R1 = RemoveChaItem ( role , ItemID_Stone1 , 1 , 2 , ItemBag [1] , 2 , 1 , 0 )		--移除宝石1
	R2 = RemoveChaItem ( role , ItemID_Stone2 , 1 , 2 , ItemBag [2] , 2 , 1 , 0 )		--移除宝石2

	if R1 == 0 or R2 == 0 then
		LG( "Jinglian" , "Gem deletion failed" )
	end
	
	if CheckFaild == 0 then
		return 2
	end

	check_item_final_data ( Item_Jinglian )
	

	
--	SystemNotice(role , "Return failed")
	
	


--	local a = 0.75
	local b = Check_CG_Jinglian ( Jinglian_Lv , Jinglianshi_Lv , Sklv )
	if b == 0 then
		i = RemoveChaItem ( role , ItemID_Jinglian , 1 , 2 , ItemBag [0] , 2 , 1 , 0)		--移除宝石	
		if i == 0 then
			LG( "Hecheng_BS" , "Delete item failed" )
		end
		local cha_name = GetChaDefaultName ( role )
		local Item_Jinglian_name = GetItemName ( ItemID_Jinglian )
		LG( "JingLian_ShiBai" , "Player ["..cha_name.."] Forging of equipment failed - "..Item_Jinglian_name )
		SystemNotice( role , "Very sorry! Forging has failed. Item was destroyed!")
		return 2	
	end

--	Notice("Forging completed")
	local cha_name = GetChaDefaultName ( role )
	local Item_Jinglian_name = GetItemName ( ItemID_Jinglian )
	LG( "JingLian_ShiBai" , "Player ["..cha_name.."] Forging successful - "..Item_Jinglian_name )
	return 1
end

 

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7 hours ago, FapFap said:

 


 



Look how I have done it. I have fruit effect on it (SkillBonus) .

But what error you have? 

I'd you don't add SkillBonus it's close to 100%..

Sklv = Sklv + StateLv
    local SkillBonus = 0.01 * Sklv
    local Check_A
    local CheckFaild
        
        if Baoshi_NeedLv < 6 then               
                Check_A = 1
                CheckFaild = Percentage_Random ( Check_A )
 
        elseif Baoshi_NeedLv == 6 then
                Check_A = 0.7 + SkillBonus
                CheckFaild = Percentage_Random ( Check_A )              
                
        elseif Baoshi_NeedLv == 7 then
                Check_A = 0.5 + SkillBonus
                CheckFaild = Percentage_Random ( Check_A )      

Edited by Onioni

Download: Nightmare Demonic Helm

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Or just make a param, if character has item X in inventory, while forge, if forge gem lv X then give Check_A = 1, after finish remove item X from inventory less work with skilleffect.

Edited by Dan~

Nissan-GT-R.gif

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15 hours ago, Dan~ said:

Or just make a param, if character has item X in inventory, while forge, if forge gem lv X then give Check_A = 1, after finish remove item X from inventory less work with skilleffect.

I have that one, but im trying to make the effect fruit useable for 60 seconds using itemeffect, but aint working

@Onioni I used ur script but isn't working the forging is 100% and also using fruit doesn't work

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2 minutes ago, FapFap said:

I have that one, but im trying to make the effect fruit useable for 60 seconds using itemeffect, but aint working

@Onioni I used ur script but isn't working the forging is 100% and also using fruit doesn't work

Then just add state time


Nissan-GT-R.gif

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On 11/25/2018 at 7:43 PM, FapFap said:

I have that one, but im trying to make the effect fruit useable for 60 seconds using itemeffect, but aint working

@Onioni I used ur script but isn't working the forging is 100% and also using fruit doesn't work

Check that variable and skilleff is  correct.. 


Download: Nightmare Demonic Helm

Dimension Pirates Online files: get now

New map Project: Flag PK

Black Skin 3.1.3 for pko 1: Get now

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15 hours ago, FapFap said:

they fine but it won't work

Try Check possible missing. 

SystemNotice (role , "test: -> state lv:["..StateLv.."] Check A:["..Check_A.."] Sklv:["..Sklv.."] A:["..a.."] B:["..b.."]")

 

Or anything else possible errors/,test it is good way to find bug if no Lua errors.. 


Download: Nightmare Demonic Helm

Dimension Pirates Online files: get now

New map Project: Flag PK

Black Skin 3.1.3 for pko 1: Get now

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