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Diurnal

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Posts posted by Diurnal


  1. Hello,

     

    I have disabled mail system on my server and found a an automated events script that uses mail system to give the prizes.

    function Func_Prizes {
    	announce "Congrats "+strcharinfo(0,getarg(0))+", a winner in the "+getarg(1)+" Event.",bc_all|bc_blue;
    	query_sql("INSERT INTO `mail` (send_name,dest_id,title,message,nameid,amount,identify,zeny,time) VALUES ("+
    		"'no-reply',"+getarg(0)+",'** "+getarg(1)+" **',"+
    		"'Congratulations!% You have won % in the "+getarg(1)+" Event% % % % % % % %   [ Your reward is attached. ]',"+
    		$@RewardID+","+$@RewardQNT+",1,"+$@RewardZeny+",UNIX_TIMESTAMP(NOW()))");
    	announce "Rewards hava been sent via mail.",bc_self|bc_blue;
    	query_sql("UPDATE `mail` SET message = REPLACE(message,'%',CHAR(13)) WHERE send_name = 'no-reply'");
    }
    

    Can anyone please help me convert this into getitem script command?


  2. Yes I've restarted many times.

    Could you link me to where you get your exe files? Did you use the Weediffgenerator? and is there a specific diff option that I should not be enabling?

     

    Also the lua files for the client, I tried diffing it with "Read Lua First Before Lub" but it's still looking for lub files like TownInfo

    Also the correct Setup.exe that saves the resolution I set, I tried opensetup and it isn't saving, also tried the blue ghost setup. Both ran as Admin.


  3.  

    Maybe we could add a display message that tells the player to relogin when they open the cash shop and their out of sync?

    For example:

    "Cash Shop has been updated, please re-login to view the updated list" 

    This wouldn't work, or most likely it's not efficient, I'd rather make all players log again, would be the same thing if I just re-start the server.

     

    I think you misunderstood my post. I'm saying if we could make it "pop-up" a message after clicking the cash shop button stating that the cash shop has been updated and they need to login again in order to view the updated list. They will always get that pop up message unless they login again.


  4.  

    As I said in another topic that would be interesting. Still I give another suggestion on top of that

     

     

    discount: {      Saturday: 50 //Gives 50% discount on the day Saturday}

    In this way the administrator can put an item with each discount on different days.

     

     

    I like this one. Having different discount days make your players save up for big bulk shopping :P


  5. Maybe we could add a display message that tells the player to relogin when they open the cash shop and their out of sync?

    For example:

    "Cash Shop has been updated, please re-login to view the updated list" 


  6. Has anyone implemented Paymentwall to FluxCP here? I want to use it for my FluxCP since they offer a lot of payment options, and some free credits / points for some tasks. Paypal is somewhat limited to those people who have credit / debit cards.


  7. Shouldnt, checked the *some skills* and didnt see any renewal definition which means it doesnt. They will be working for Renewal mechanics though (Which means they could be overpowered if you apply them to pre-renewal mechanics. You'll have to balance them out as you see it fit though and that will require src edits)

     

    Thank you! I guess I can do the skill balancing with pre-renewal.

     

    This thread can be closed now.


  8. Hello

     

    1.- For the most part and as far as I am aware of, pre-renewal is pretty stable as it has been for the past.. 3 years? There could possibly be more tweaks to do, but the pre-renewal code is pretty much the same for eA/rA/Hercules, so you shouldnt have any major issues there.

    2.- The cashshop doesnt have a Renewal specification, as long as your client supports it, you should be fine (Ragexe clients support Cash shop). 

    3.- Skills and statuses are available for either version on its most, only times when *Renewal* comes into play is when the formulas for a skill differ. Since Kagerou/Oboro are Renewal exclusive, there is no pre-renewal formula for the skills. They will work given you update your pre-re files acconrdingly (skill_db, job_db, etc)

    4.- For the most part, item bonuses don't change much except for a recent commit which updated the name of some Statuses. Shouldn't require a major overhaul of any of your custom items.

    5.- As far as I am aware of, only ViariableCastRate/FixedCastRate related additions. 

     

     

    Regarding #3, will it require src edits too? or just the db files are fine?


  9. Hi,

     

     

    I am using eAmod as my current emulator and is currently using 2010-07-30 client. I really want to move to Hercules because of it's features and hyper-active Development Team. But since Hercules has a different src coding, I am a little skeptical on moving. Here's some of my questions that needs some answers before I proceed from converting my server to Hercules.

     

    Server files-wise:

    1. Does Hercules supports 100% Pre-Renewal?
    2. Can I use the Cash Shop Support if I am on Pre-Renewal?
    3. Can I enable Kagerou and Oboro even without 3rd Jobs and use Pre-Renewal mechanics?
    4. I have a lot of custom items, does the format changed from eamod to hercules?
    5. Did Hercules removed some item_bonuses?

     

     

    Client files-wise:

    1. What's the most stable 2012+ client to use and supports Cash Shop Functions and Kagerou / Oboro?
    2. I am currently using 2010-07-30 client, do I need to convert my id2num2* txt files to lua if I want to use a 2012+ clients?
    3. Since Hercules blocks WPE/RPE, will it also block those auto hotkeys?

     


  10. login_conf - nothing to configure here

     

    inter_conf - put SQL server info here (if it's on host A then use IP A, if it's on host B then IP B, etc); inter_conf should be the same on both machines, since all servers will use the same SQL database

     

    char_conf:

    login_ip: IP of machine where login server runschar_ip: IP of machine where char-server runs

    map_conf:

    char_ip: IP of machine where char-server runsmap_ip: IP of machine where map-server runs

     

    And of course set userid and passwd the same in map_conf, char_conf and login table in your SQL database.

     

    This is what I did, and client displays failed to connect after login.

     

    I tried putting login and char server on HostA, map server on HostB, SQL server on HostA.

    It passes login and char server, however it fails to connect on map-server after selecting my character. 


  11. I tried using the following setup

     

    HostA: Login Server

    HostB: Char, Map and SQL Server

     

    On HostA, I got this conf for login_athena.conf

     

    login_port: 6900
     
    new_account: no
     
    //min_level_to_connect: 100
     
    // Account data storage configuration
    // SQL
    account.sql.db_hostname: HostB IP
    account.sql.db_port: 3306
    account.sql.db_username: SQLUSERNAME
    account.sql.db_password: SQLPASSWORD
    account.sql.db_database: RAGNAROKDB
    account.sql.codepage: 
    account.sql.case_sensitive: no
    account.sql.account_db: login
    account.sql.accreg_db: global_reg_value
     
     

     
     
    On HostB (char and map)
    char server
     
    userid: serverusername
    passwd: serverpassword
     
    login_ip: HostA IP
    login_port: 6900
    char_ip: HostB IP
    char_port: 5121
     
    start_point: new_1-2,100,25
    start_zeny: 100000
     

     

     

    map server

     

    userid: serverusername
    passwd: serverpassword
     
    char_ip: HostB IP
    char_port: 5121
     
     
    map_ip: HostB IP
    map_port: 6121
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