FapFap 13 Report post Posted November 21, 2018 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: This is my ItemEffect Function: Can anyone help? Quote Share this post Link to post Share on other sites
Onioni 58 Report post Posted November 21, 2018 (edited) 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: This is my ItemEffect Function: 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 November 21, 2018 by Onioni Quote 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 Share this post Link to post Share on other sites
Onioni 58 Report post Posted November 21, 2018 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 Quote 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 Share this post Link to post Share on other sites
FapFap 13 Report post Posted November 21, 2018 @Onioni Can post the itemeffect for these fruits? also forging uses 100% forge fruit? Quote Share this post Link to post Share on other sites
Dan 184 Report post Posted November 21, 2018 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. Quote Share this post Link to post Share on other sites
FapFap 13 Report post Posted November 21, 2018 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. Quote Share this post Link to post Share on other sites
Dan 184 Report post Posted November 22, 2018 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. Quote Share this post Link to post Share on other sites
Onioni 58 Report post Posted November 22, 2018 (edited) 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 November 22, 2018 by Onioni Quote 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 Share this post Link to post Share on other sites
FapFap 13 Report post Posted November 22, 2018 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 Quote Share this post Link to post Share on other sites
Onioni 58 Report post Posted November 22, 2018 (edited) 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 November 22, 2018 by Onioni Quote 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 Share this post Link to post Share on other sites
FapFap 13 Report post Posted November 24, 2018 @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.. Quote Share this post Link to post Share on other sites
Onioni 58 Report post Posted November 24, 2018 (edited) 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 November 24, 2018 by Onioni Quote 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 Share this post Link to post Share on other sites
FapFap 13 Report post Posted November 24, 2018 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 Quote Share this post Link to post Share on other sites
Onioni 58 Report post Posted November 24, 2018 (edited) 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 November 24, 2018 by Onioni Quote 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 Share this post Link to post Share on other sites
Dan 184 Report post Posted November 25, 2018 (edited) 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 November 25, 2018 by Dan~ Quote Share this post Link to post Share on other sites
FapFap 13 Report post Posted November 25, 2018 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 Quote Share this post Link to post Share on other sites
Dan 184 Report post Posted November 25, 2018 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 Quote Share this post Link to post Share on other sites
Onioni 58 Report post Posted November 28, 2018 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.. Quote 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 Share this post Link to post Share on other sites
FapFap 13 Report post Posted November 28, 2018 1 hour ago, Onioni said: Check that variable and skilleff is correct.. they fine but it won't work Quote Share this post Link to post Share on other sites
Onioni 58 Report post Posted November 29, 2018 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.. Quote 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 Share this post Link to post Share on other sites