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Garr

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Everything posted by Garr

  1. I believe SDE has the functinality you want. It's a really great tool. ETA: Damn, ninja'd.
  2. I have revision from like october 2014, it works fine there.
  3. db/pet_db(2).txt // Pet Database//// Structure of Database:// MobID,Name,JName,LureID,EggID,EquipID,FoodID,Fullness,HungryDelay,R_Hungry,R_Full,Intimate,Die,Capture,Speed,S_Performance,talk_convert_class,attack_rate,defence_attack_rate,change_target_rate,pet_script,loyal_script//// 01. MobID Monster ID of the pet.// 02. Name Name of the monster as defined in the database.// 03. JName The display name of the monster when hatched.// 04. LureID Pet Tame Item ID.// 05. EggID Pet Egg ID.// 06. EquipID Pet Accessory ID.// 07. FoodID Pet Food ID.// 08. Fullness The amount Hunger is decreased every [HungryDelay] seconds.// 09. HungryDelay The amount of time it takes for hunger to decrease after feeding. (Default: 60 seconds)// 10. R_Hungry Amount of Intimacy that is increased when fed.// 11. R_Full Amount of Intimacy that is decreased when over-fed.// 12. Intimate Amount of Intimacy the pet starts with.// 13. Die Amount of Intimacy that is decreased when the pet owner dies.// 14. Capture Capture succes rate (10000 = 100%)// 15. Speed Pet's walk speed. (Defaul: 150)// 16. S_Performance Special Performance. (Yes = 1, No = 0)// 17. talk_convert_class Disables pet talk (instead of talking they emote with /!.)// 18. attack_rate Rate of which the pet will attack (requires at least pet_support_min_friendly intimacy).// 19. defence_attack_rate Rate of which the pet will retaliate when master is being attacked (requires at least pet_support_min_friendly intimacy).// 20. change_target_rate Rate of which the pet will change its attack target.// 21. pet_script Script to execute when the pet is hatched.// 22. loyal_script Script to execute when the pet is hatched (requires at least pet_equip_min_friendly intimacy, independent of pet_script).//NOTE: The max value (100%) of attack_rate, defense_rate & change_target_rate is 10000. As you see, there's no script for cordial, only pet script that acts always, and loyal one. Examples are in the same file with official pets
  4. Permanent variables, with no prefixes, or prefixes of $,# and ## never reset unless you null them by yourself, that includes string variables ($ postfix). There's no real difference between just variable and arrays, as normal variables are treated as array with index[0]. You can check that out yourself, for example TestVar and TestVar[0] will yeild same result if you set only one of them. Temporary character variables are reset when character logs out. Temporary server variables ($@ prefix) reset during map server reset. Until that they're stored safely. NPC variables (. prefix) are also reset during server reset. Most interesting are scope variables (.@ prefix). They are reset whenever script hits an end (that includes close). They are very useful as a temporary variables you can use to count something, like if you need to rand a number and use it in 2 different parts of code, or for looping. Also, Hercules has instance variables (' prefix), I believe those are nulled out once instance is destroyed, but can't be sure. And some interesting fact about NPC variables: they are shared between duplicates of one NPC. I once hit that wall quite hard trying to figure out why it didn't go as planned at first with duplicate NPCs (And I'm quite lazy so I try to do almost everything with duplicates if it's possible. Using names of NPCs to store needed info to be able to duplicate easily is fun )
  5. How are you running map and char server on the same port?
  6. @@evilpuncker What you've posted is the plugin that generates files for "navigation search", OP wants the marks on mini-map, and those are not generated by this plugin sadly @@K4m4r40 The file you're looking for is System/Towninfo.lub(lua). NOT in data folder, in the client folder.
  7. If you check your login server log, you see that you are indeed connecting, and login server closes the connection and passes you over to char server. Now that you can't connect further means that it passes you either wrong, or unaccessible IP for char server. That is configured in conf/char-server.conf: // Character Server IP// The IP address which clients will use to connect.// Set this to what your server's public IP address is.char_ip: IP address or DNS here Also, why I adviced to configure conf/subnet.conf is because sometimes (like in my case) you may have no access to server if you use outer IP/DNS, thus it helps to use local IPs for same subnet. So in short, your client seems aight, but you missed a turn during configuring the server itself. Also, be sure that char_ip is NOT assigned to 127.0.0.1/localhost, or the PC will try to connect to itself looking for char server after getting login accepted.
  8. It sets killedrid on killing monsters with special(defined by you) event.
  9. Something like this? - script MapAnnounce -1,{OnPCLoadMapEvent:if( strcharinfo(PC_MAP) != "pvp_y_2-2" ) end;if( !getmapusers(strcharinfo(PC_MAP))%3 ) announce "There are " + getmapusers(strcharinfo(PC_MAP)) + " players on map " + strcharinfo(PC_MAP) + ".";end;}pvp_y_2-2 mapflag loadevent
  10. Maybe use a combination of these? *npcskilleffect <skill id>,<number>,<x>,<y>;*npcskilleffect "<skill name>",<number>,<x>,<y>;This command behaves identically to 'skilleffect', however, the effect will not be centered on the invoking character's sprite, nor on the NPC sprite, if any, but will be centered at map coordinates given on the same map as the invoking character.---------------------------------------*setcell "<map name>",<x1>,<y1>,<x2>,<y2>,<type>,<flag>;Each map cell has several 'flags' that specify the properties of that cell.These include terrain properties (walkability, shootability, presence of water), skills (basilica, land protector, ...) and other (NPC nearby, no vending, ...).Each of these can be 'on' or 'off'. Together they define a cell's behavior.This command lets you alter these flags for all map cells in the specified (x1,y1)-(x2,y2) rectangle. 'type' defines which flag to modify. Possible options include cell_walkable,cell_shootable, cell_basilica. For a full list, see const.txt.'flag' can be 0 or 1 (0:clear flag, 1:set flag). Example: setcell "arena",0,0,300,300,cell_basilica,1; setcell "arena",140,140,160,160,cell_basilica,0;
  11. Try to configure conf/subnet.conf if you're loading from the same PC that runs the server.
  12. You can edit src for that. Find: if( md->npc_event[0] && !md->state.npc_killmonster ) { if( sd && battle_config.mob_npc_event_type ) { pc->setparam(sd, SP_KILLERRID, sd->bl.id); npc->event(sd,md->npc_event,0); } else if( mvp_sd ) { pc->setparam(mvp_sd, SP_KILLERRID, sd?sd->bl.id:0); npc->event(mvp_sd,md->npc_event,0); } else npc->event_do(md->npc_event); } else if( mvp_sd && !md->state.npc_killmonster ) { pc->setparam(mvp_sd, SP_KILLEDRID, md->class_); npc->script_event(mvp_sd, NPCE_KILLNPC); // PCKillNPC [Lance] } Change to: if( md->npc_event[0] && !md->state.npc_killmonster ) { if( sd && battle_config.mob_npc_event_type ) { pc->setparam(sd, SP_KILLERRID, sd->bl.id); pc->setparam(sd, SP_KILLEDRID, md->class_); npc->event(sd,md->npc_event,0); } else if( mvp_sd ) { pc->setparam(mvp_sd, SP_KILLERRID, sd?sd->bl.id:0); pc->setparam(sd, SP_KILLEDRID, md->class_); npc->event(mvp_sd,md->npc_event,0); } else npc->event_do(md->npc_event); } else if( mvp_sd && !md->state.npc_killmonster ) { pc->setparam(mvp_sd, SP_KILLEDRID, md->class_); npc->script_event(mvp_sd, NPCE_KILLNPC); // PCKillNPC [Lance] } Not tested, so comment how it goes
  13. Remove quotes from variable after warp warp .pvp_square$,0,0;
  14. These are so awesome *_* ETA: Thank you, taking for my collection <3
  15. Is this on whole CP or only on some pages? Because it seems like it's loosing connection to the SQL database, or can't find SQL host.
  16. Garr

    Ranger Quest

    And why is that an error? Seems like a normal condition to me. It will provide a menu choice, and if first option is selected it'd do what follows in curly brackets. And where exactly does it stop? Checking the script it seems like a legit condition as well. If you decide to "think more" (1st option) he stops with quest, if you agree to take the test (2nd option), quest continues.
  17. SInce it's bSubRace, it's rather reffering to race: RC_Formless 0RC_Undead 1RC_Brute 2RC_Plant 3RC_Insect 4RC_Fish 5RC_Demon 6RC_DemiHuman 7RC_Angel 8RC_Dragon 9RC_Boss 10RC_NonBoss 11RC_NonDemiHuman 12 Taken from db/const.txt
  18. Depends on what client you're using.
  19. How do you want it to work, everyone gets the same item, or each player gets his own? Main problem lies here: if (countitem(.@item) < .@amount) { mes "You don't have my requirements"; close; } delitem .@item, .@amount; getitem .p, .a; announce "Yayks! " + strcharinfo(0) + " won the event",0; disablenpc "BringMeEvent"; end; Both .@item and .@amount are not set within the script before being called here, so they are 0. That's why you're getting errors. I'd fix it, but I'm a bit unsure on how you want this event to run. ETA: Also, a side question, isn't it a bit strange to ask for item 7227 in the amount of 1~100, and reward with 5 of same item? Sounds like a fraud to me ._.
  20. Wow. Just wow. First of all, I really don't see how answering "custom stuff" is "futile", unless you take need of every person that asks a question or two below your own needs. This started, and continues to this day as a community project, so every person helped is one more person to help others in one way or the other. Today's new member asking custom script question can tomorrow become a dev that introduces those scripts you are waiting for. Second of all, posts like this will get you nowhere. If you want those follow evilpuncker's advice and gather what's needed rather then command people to just do it. As far as I know they don't have the necessary official info on the classes and skills, and if you can provide those there's a good chance it'll be done fater. After all, you don't seem to want "custom stuff", amirite? And if they'll go guessing game that's exactly what you get (Incredible, no?).
  21. Umm. According to screenshots, you're able to connect to login server (entering password and all), but fail to get around to char/map servers. I'd say it's totally not a client issue at all, and rather configuration issue? Have you configured char-server.conf and map-server.conf properly? Especially these options: // Character Server IP// The IP address which clients will use to connect.// Set this to what your server's public IP address is.char_ip: (Insert DNS or outside IP of your server here, per example herc.ws or 104.28.21.17) // Map Server IP// The IP address which clients will use to connect.// Set this to what your server's public IP address is.map_ip: (Same as above) Also, if server is inside your own network, I'd configure subnet.conf as well.
  22. Uhoh. Never do that. Logs are important to figuring out some things, like if you have a failed script somewhere, or any other errors that might come up with, like this one. In the future either use screen, reroute output into a file/use tee, or any combination of those. (If you'll be using output into file, I'd advice you to use 2>&1 so errors would end up inside log file as well). As a wild guess, you might've configured groups.conf wrong, so server is kicking out players that he can't find the group for.
  23. Any errors that appear in map/char/login server logs?
  24. Sans Draco card everything listed here.
  25. Garr

    Oldest client

    2009-10-13 ragexeRE here.
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