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Sanasol

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Posts posted by Sanasol


  1. Some updates for latest week.

    To avoid downvotes for each "competitor" server by other servers admins, now possible to make only one downvote per 12hr.

    Upvotes still available for any servers amount every 12hr :3

    Filters collapsed by default

    Added Thai language (Google translated :P)


  2. Hi,

    Pleased to present work of my life last 4 days. default_biggrin.png

    Decide to remake my old server list, which were used by nobody actually default_biggrin.png

    I believe that it's next-gen top in comparison with other like xtremetop100 and etc.

     

    dsro.png

    https://top.dsro.ru

     

    So actually almost nothing special.

    Player side:

    • Search servers with any set of parameters(max lvl, stat, etc).
    • Like or Dislike servers once per 12 hrs
    • And ofc V4P

     

    Admin side:

    • Add your server(s)
    • Upload few banners
    • Download and install FluxCP addon (hercules, rathena, eathena supported).

     

    Why DSRO/top.dsro.ru

    Just my very old domain, like it :)

     

     

    Sorting

    Sorting algo is one of most interesting parts(at least for me).

    Since we have up and down votes, we need something more than just sorting by total votes.

    Server rank calculated with algo that called: Lower bound of Wilson score confidence interval for a Bernoulli parameter

    Max rank is about 95(%).

     

    FluxCP Addon

    You can easily install addon to any of FluxCP version.

    Then you need just put your server ID in config file(/dsro/config/addon.php).

    And configure reward type and amount(#CASHPOINTS or FluxCP internal credits)

    And most interesting part - players will not leave your site even.

    Addon makes integration through iframe.

    So players voting inside your site and get reward instantly.

    Notice: player get reward only in case positive vote default_tongue.png

     

    e4fc5ad80271fc7cc2b07a256945.png

     

    b6cc90718da94a092375d7f23456.png

     

     

     

     

    So you reach end of post, thank you.

    I'm still working on it and will try to make it better.

    And i believe that you will use it for your own servers and help me distribute it over players default_tongue.png

     

    Feedback is very welcome.

    Hope it will help find some players for your server default_smile.png


  3.  

     

     

    I had a similar idea and I'll suggest them to you, some game I used to play, for example there were some kinds of skeleton, lets say: skeleton1, skeleton2, skeleton3 and skeleton4, they were all aggressive, but when you killed a certain quantity of them, there were a bar called "friend of skeletons" (or something like that xD) and when it reaches 100% they would not be aggressive anymore, so all in all my suggestion is:

     

    - add an option so we can add another value besides 1 (ex: so we can set it to 1000 and after variable was set to >= 1000 it would activate the script)

    - add an option to set an array of monsters from the same kind (like kobolds etc) and a single variable would affect all ids in that variable

     

     

    thanks for the source release and feel free to add or not my suggestions xD

     

    1. I think this can be done by simple script

    OnNPCKillEvent:if (killedrid == MOB ID && !loyaMOB ID){    if(killed_mobs_MOB ID < 100)    {        set killed_mobs_MOB ID,killed_mobs_MOB ID+1;    }    else    {        set loyaMOB ID,1;    }}end;

     

    2. I will think about this, but it too depends on your script, how you will code it :P

     

    also i want do one variable for all 'loyaltys', using bitmask.

     

    Good day Sir @@Sanasol

    I know this is quite an old post of yours Sir.. but I must say that this is so nice.. I really hope that if you have your spare time that maybe you can improve this project of yours.

    Let just say an idea that when you reach the acquired amount or value that Sir @evilpunker state.. then a Monster that you gain its Loyalty will truly help to fight other monster for you. . some kind of a Pet or Homunculus that helps fight in battle.

     

    hehehe.. just a fun idea though..  :D

    May you have a great week wherever you are.

     

    It should be something like AI for homunc or mob AI on server, but homunc. mostly controlled by client.

     

    So i dont know how it can be done.


  4. Yes, that makes sense I think. So your FlucCP Add-on works backwards compatible with your source patch and Yommy's plugin.

     

    Yommys FluxCP Add-on only works for her plugin, and not your source patch.

     

    So you recommend using your FluxCP Add-on just incase I decide to switch from plugin to patch since it's backwards compatible?

    no you wiil need get other addon version.


  5.  

     

    Thank you very much for that information. :)

     

    EDIT: What's the difference between your add-on and Yommy's? xD

    Yommy have addon for web site? I have no information about it.

    I thought that's what this is:

     

     

     

    I assumed you and Yommy both had your own source, standalone, and fluxcp plugin. Maybe I am just misunderstanding. =(

     

    EDIT: They all point to different repos on GitHub.

     

    yes, you get confused :D

     

    I have my variant of source code for server. And fluxcp addon which work with my sources.

     

    Yommy coded other variant of source, which work different but doing same function. Then i modified my fluxcp addon for compatibility with Yommy sources.

     

    So, yommy's src easier to install coz plugin. Thats why i strongly commend install it(yommy's plugin) and install my fluxcp addon(if you need it on site ofc)

     

    I hope now its clear, coz english not my native :D


  6. I had a similar idea and I'll suggest them to you, some game I used to play, for example there were some kinds of skeleton, lets say: skeleton1, skeleton2, skeleton3 and skeleton4, they were all aggressive, but when you killed a certain quantity of them, there were a bar called "friend of skeletons" (or something like that xD) and when it reaches 100% they would not be aggressive anymore, so all in all my suggestion is:

     

    - add an option so we can add another value besides 1 (ex: so we can set it to 1000 and after variable was set to >= 1000 it would activate the script)

    - add an option to set an array of monsters from the same kind (like kobolds etc) and a single variable would affect all ids in that variable

     

     

    thanks for the source release and feel free to add or not my suggestions xD

     

    1. I think this can be done by simple script

    OnNPCKillEvent:if (killedrid == MOB ID && !loyaMOB ID){    if(killed_mobs_MOB ID < 100)    {        set killed_mobs_MOB ID,killed_mobs_MOB ID+1;    }    else    {        set loyaMOB ID,1;    }}end;

     

    2. I will think about this, but it too depends on your script, how you will code it :P

     

    also i want do one variable for all 'loyaltys', using bitmask.


  7. Oh? This is a pretty interesting src edit. I can see a few practical uses for this.

    here many variants.

     

    easy quest bypsasing when many aggressive monsters can kick your ass, easy mvp kill and other :)

     

    And of course loyalty should be set only after doing some actions(quests). Something like Kill 10 players and Orc Warrior will be your friend :)


  8. Have you ever wanted to be friends with aggressive monsters? Now its possible /oops
     
    This mod adds little check for aggressive monsters, they will not attack you if you have certain status(char variable). But they will attack if you start first.
     
    Source and demo script: GitHub
     
    How to:
    If you want set some monster loyal to character just set loyalty var to 1
     
    For example:

    set loya1785,1; // Where 1785 is monster id -> Atroce

     
    in this case Atroce will ignore you until you start hit it.
     
    Then you can back it to normal state by set 0

    set loya1785,0; // Where 1785 is monster id -> Atroce

    In this case atroce will attack you as usual

     


  9. void log_woe_kill(struct map_session_data *ssd, struct map_session_data *tsd, int skill){	ShowDebug("var ssd: %dn", ssd->status.char_id);	ShowDebug("var tsd: %dn", tsd->status.char_id);	ShowDebug("var map: %sn", map->list[tsd->bl.m].name);	ShowDebug("var skill: %dn", skill);	if (SQL_ERROR == SQL->Query(logs->mysql_handle, "INSERT DELAYED INTO `char_woe_kills` (`time`,`killer_id`,`killed_id`,`map`,`skill`) VALUES (NOW(), '%d', '%d', '%s', '%d')", ssd->status.char_id, tsd->status.char_id, map->list[tsd->bl.m].name, skill))	{		ShowDebug("oh god its errorn");		Sql_ShowDebug(logs->mysql_handle);		return;	}}
    void log_woe_kill(struct map_session_data *ssd, struct map_session_data *tsd, int skill){	ShowDebug("var ssd: %dn", ssd->status.char_id);	ShowDebug("var tsd: %dn", tsd->status.char_id);	ShowDebug("var map: %sn", map->list[tsd->bl.m].name);	ShowDebug("var skill: %dn", skill);	SqlStmt* stmt;	stmt = SQL->StmtMalloc(logs->mysql_handle);	if (SQL_SUCCESS != SQL->StmtPrepare(stmt, "INSERT DELAYED INTO `char_woe_kills` (`time`,`killer_id`,`killed_id`,`map`,`skill`) VALUES (NOW(), '%d', '%d', '%s', '%d')", ssd->status.char_id, tsd->status.char_id, map->list[tsd->bl.m].name, skill)		|| SQL_SUCCESS != SQL->StmtExecute(stmt))	{		ShowDebug("oh god its errorn");		SqlStmt_ShowDebug(stmt);		SQL->StmtFree(stmt);		return;	}	SQL->StmtFree(stmt);}

    both versions same error...

     

     

    any ideas how resolve this?

     

     

    [Debug]: var ssd: 150000
    [Debug]: var tsd: 150001
    [Debug]: var map: prtg_cas01
    [Debug]: var skill: 84
    [Debug]: oh god its error
    [Debug]: at log.c:185 - self is NULL
     
    [Debug]: var ssd: 150001
    [Debug]: var tsd: 150000
    [Debug]: var map: prtg_cas01
    [Debug]: var skill: 490
    [Debug]: oh god its error
    [Debug]: at log.c:185 - self is NULL

  10.  

     

    *update please*

     

    Shops now showing in autotrade!

     

    what version?

     

    Hercules Version: 14041 ( Updates 2 weeks ago )

    Web Vending Version: Standalone

     

    Used:

    https://github.com/S-anasol/sanasol/blob/ea8588531d955be28f722c1d73902ac08db224b3/merchant_db_hercules_source.patch

    and https://github.com/S-anasol/sanasol/tree/master/merchant_db

     

    Merchant Shops is only show in the Web Vending if they are not in autotrade. The @at command transfers the sql to the new database and the Web Vending don't read it.

     

    Sry for my bad english

     

     

    new vending DB(hercules internal) atm only here https://github.com/S-anasol/sanasol/tree/master/merchant_db_hercules_flux

    fluxcp addon, other versions not support it

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