Oxxy
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Posts posted by Oxxy
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Hi guys, i'm back, atm working on my own design(simple but who cares), I've added a login box to header.php and when I'm trying to log-in it tells my that Invalid login server is chosen, how to fix it? Tried to do it by myself, but I can't figure it out.
http://pastebin.com/cxRF3w68 <- Login box
http://pastebin.com/Ei5WaP6i <- Header.php
http://imgur.com/3kCkMVg
P.S: forgot to mention that if im loggin thru log-in page everything is working fine.
Upd #1: somehow this error only is being shown only when non-existent account is written there and being tried to logged on? o_O
Upd #2: I think, I fixed it myself
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Hello,
i wanna set a weekly reward npc atm i have a daily reward.
The code it uses for daily is.
.next_take = 24*60*60;
could i make that code .next_take = 168*60*60;Should it be 1 week than?
Or do i need to use a difrent code.Kind Regards Henry24 hours * 60 minutes * 60 seconds.
so for you, it will be 7*24*60*60 (7 days x 24 hours x 60 minutes x 60 seconds)
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@@Oxxy 49 66 20 79 6F 75 20 70 72 65 66 65 72 20 72 65 61 64 69 6E 67 20 6E 75 6D 62 65 72 73 20 74 68 61 6E 20 77 6F 72 64 73 2C 20 6E 6F 74 68 69 6E 67 20 70 72 65 76 65 6E 74 73 20 79 6F 75 20 66 72 6F 6D 20 64 65 66 69 6E 69 6E 67 20 74 68 6F 73 65 20 6E 75 6D 62 65 72 73 20 61 73 20 63 6F 6E 73 74 61 6E 74 73 2C 20 62 79 20 65 64 69 74 69 6E 67 20 63 6F 6E 73 74 61 6E 74 73 2E 63 6F 6E 66 2E. Sarcasm aside, it's just ASCII codes. If you decode it, it contains a solution that should work for you.
@@vykimo If you're not pleased, you can use any other emulator. We provide both content updates and architecture modernization, and we will keep doing so as long as the project lives. If you want to stick to the early 2000's coding practices *and* use Hercules at the same time, then feel free to make your own fork, and undo the changes you don't like. As you can see in my post, I specified the related commits, so they're easy to revert.
Then could you define them together with release, because I don't think they will be so useless, not only me is using them instead of constants, because you gotta look up for those constants every time, and numbers were used since forever
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I'm not sure if It's good idea to delete server's ability to read NPC sprites as numbers, because, personally, for me, it has more readability than those names. im not sure how to explain it properly, but I like old variant.
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Please, read the post carefully. There will be every type of BG.
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Yea I know.
I have some custom Items which droped global.
So, no important Items will be deleted. ^-^
I don't know how much performance will be used for this script.
If it will be to much, I use it only for events.
My serverperformance:
Intel® Core™ i7-4770Quad-Core Haswell
32 GB DDR3 RAMDon't worry, that specs is k.
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Special thanks. This is exactly what I am looking for.
note that this will be a lot of resource consuming since it will be executing a timer each 10ms to each player in the server
yeah the only disadvantage
Its not the ONLY. If you will use this script, then you will get items deleted even if they wasn't picked up. They will be deleted one by one every 10 milliseconds.
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Did you recompile server after?
yup.. recompile..
Show your settings in conf/battle/status.conf
// Adjustment for the natural rate of resistance from status changes.// If 50, status defense is halved, and you need twice as much stats to block// them (eg: 200 vit to completely block stun)pc_status_def_rate: 100mob_status_def_rate: 100// Maximum resistance to status changes. (100 = 100%)// NOTE: Cards and equipment can go over this limit, so it only applies to natural resist.pc_max_status_def: 100mob_max_status_def: 100
Here
i not change anything in this..
// Should skill casting be canceled when inflicted by curse/stun/sleep/etc (includes silence) (Note 3)?status_cast_cancel: 0// Adjustment for the natural rate of resistance from status changes.// If 50, status defense is halved, and you need twice as much stats to block// them (eg: 200 vit to completely block stun)pc_status_def_rate: 100mob_status_def_rate: 100// Maximum resistance to status changes. (100 = 100%)// NOTE: Cards and equipment can go over this limit, so it only applies to natural resist.pc_max_status_def: 100mob_max_status_def: 100
Strange, everything should be working fine. Double check if you recompiled server.
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Did you recompile server after?
yup.. recompile..
Show your settings in conf/battle/status.conf
// Adjustment for the natural rate of resistance from status changes.// If 50, status defense is halved, and you need twice as much stats to block// them (eg: 200 vit to completely block stun)pc_status_def_rate: 100mob_status_def_rate: 100// Maximum resistance to status changes. (100 = 100%)// NOTE: Cards and equipment can go over this limit, so it only applies to natural resist.pc_max_status_def: 100mob_max_status_def: 100
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Did you recompile server after?
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Just do that?
UPDATE `storage` SET `nameid`=18546 WHERE `nameid` = 22556; UPDATE `storage` SET `nameid`=18546 WHERE `nameid` = 3300;UPDATE `storage` SET `nameid`=18546 WHERE `nameid` = 3301;UPDATE `storage` SET `nameid`=18546 WHERE `nameid` = 3250;UPDATE `storage` SET `nameid`=18546 WHERE `nameid` = 3251;UPDATE `storage` SET `nameid`=18546 WHERE `nameid` = 22564;
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It should be
guild_vs5<tab>mapflag<tab>zone<tab>PVPZONE
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Maybe you can wrote the plugin even if its ugly method it would be very useful
He doesn't have PC right now, and he won't do so :>
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map/status.c(6447-6451):
case SC_FREEZE: sc_def = st->mdef*100; sc_def2 = st->luk*10 + SCDEF_LVL_DIFF(bl, src, 99, 10); tick_def2 = status_get_luk(src) * -10; //Caster can increase final duration with luk break;
Change the
sc_def = st->mdef*100;
to
sc_def = st->luk*28;
You will have 99% defense from Freeze if you have 355 luk. (355*28 = 9940; 9940/100 = 99.4 = 99%);
for duration aftersc_def = st->mdef*100;
add
tick_def = st->luk*25;
You will have 71% of time reduction of freeze if you have 355 luk (355 * 25 = 7100, 7100/100 = 71%)
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Sure thanks... I see. its weird... i had 6 players Online, but counter stayed at 5... now i have 7 and it changed... i don't know whats wrong then xD
Fixed small typos and the sorting thing a bit. Btw, the options should be working correctly. Check out the 2.1.2
Check out 2.1.3, fixed users online.
Tell me, if there's something left that is not working. Sorry, can't test the script by myself for now, I don't have any test server.
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Thank You ill try...
Thank you for your support
Bug found, if for some reason, the server shuts down and a GM or player were inside the server (playing) the NPC double counts the login and shows duplicated values... example:
My name is Infinite inside the game, i'm a GM, so i showed up on NPC online's list. but if i shut the server down, without loging off, and start it again and log in again, the server will show there are 2 GMs online, when i'm the only GM online.
Change all $GM_ variables to $@GM_ variables, as the latter ones aren't saved between server restarts. Alternatively just clear the $GM_ variables in the OnInit section.
@@Oxxy: You could also add an option to specify by which column (map, level, name, ...) the character list should be ordered.
i tried this, xD doesn't count any GM login don't worry, nice try.
New version is out, try it out! Check changelog to see what's new. :-)
Bug found Line 44. shouldn't be .@GM_Name$, should be .GM_Name$
When you choose Players Online option at the begining, no matters how many characters there are... it shows [0/x] where X is the maximum players online.
When set .showPeakOnline to 2 (Only show on waiting room) it still show peak online on NPC Dialog.
Also, when PeakOnline gets to 5, (or 2) peakOnline doesnt go higher showing something like this Players Online 6 / 5
Well, i'll check all of this, thank you, btw, last time I was watching how NPC is working, everything was fine with players online / max players online. :-)
I will check it and post a new version a bit later
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Thank you for your support
Bug found, if for some reason, the server shuts down and a GM or player were inside the server (playing) the NPC double counts the login and shows duplicated values... example:
My name is Infinite inside the game, i'm a GM, so i showed up on NPC online's list. but if i shut the server down, without loging off, and start it again and log in again, the server will show there are 2 GMs online, when i'm the only GM online.
Change all $GM_ variables to $@GM_ variables, as the latter ones aren't saved between server restarts. Alternatively just clear the $GM_ variables in the OnInit section.
@Oxxy: You could also add an option to specify by which column (map, level, name, ...) the character list should be ordered.
i tried this, xD doesn't count any GM login don't worry, nice try.
New version is out, try it out! Check changelog to see what's new. :-)
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open pc.c and delete this(6261-6262):
if (pc->checkskill(sd, SG_DEVIL) && !pc->nextjobexp(sd)) clif->status_change(&sd->bl,SI_DEVIL1, 1, 0, 0, 0, 1); //Permanent blind effect from SG_DEVIL.
and aswell this(6941-6942):
if( pc_checkskill(sd, SG_DEVIL) && !pc_nextjobexp(sd) ) clif_status_load(&sd->bl, SI_DEVIL, 0); //Remove perma blindness due to skill-reset.
then open clif.c and delete this (9319-9320):
if (pc->checkskill(sd, SG_DEVIL) && !pc->nextjobexp(sd)) //blindness [Komurka] clif->sc_end(&sd->bl, sd->bl.id, SELF, SI_DEVIL1);
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- Enable Infinite Ammo/Ammunition
- Increase Slot on Revolver type Weapon from 2 to 4
first one is config (check battle configs, its somewhere there)
second one is server side edit and client side edit (item_db and lua)
Other ones are mostly battle.c and maybe skill.c
- Enable Infinite Ammo/Ammunition
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Sure, here it is, but it's very old, and needs to be fixed a bit :-)
btw, next time, mention me in post, so I can see if you answered. I didn't see your post :-)
[System/Function] Town Reputation
in Utility Releases
Posted
What kind of script do you want? That's actually basic system that allows you to manage reputation stuff. It's up to you where you want to use it :-) You can create Town-related quests that require specific amount of reputation before you can do them, or you can make shops which won't sell anything you before you reach Town's reputation amount X.