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kenik

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Posts posted by kenik


  1.  

     

    good job!!!! nxt challenge is to get verified at paymentwall.

    I stopped at that moment =( I can't verify with their requirements :(
    Paymentwall is kinda bad, kinda good,

    Good since it have wide variety of options to pay through.

    Bad , because sometimes player needs to confirm themself(which I guess half of them won't do)

    As I understand - I have to confirm myself by photo. Not player, who will pay through it.


  2. This addon allows you to get donations through Payment Wall (https://paymentwall.com/) system.

     

    !!!Attention!!!
    This addon was tested only on Test projects. Contact me, when you will test it with approved projects for better testing and bugfixing (if needed)

    Installation

    1. Register account at Payment Wall (https://www.paymentwall.com/)
    2. Create new project
    3. Set project up. Important notes:
      • API => Virtual Currency
      • Pingback Type => Url
      • When you type pingback url - make sure to place '/' at the end of url
      • Pingback signature version => 1
      • Add 2 custom pingback parameters: module and action. [screenshot](http://i.imgur.com/T4FHoyo.png)
    4. Upload 'pwall' folder into your addons folder.
    5. Edit 'pwall/config/addon.php' with your settings.
      • Place your Public key
      • Place your Secret key
      • Input width and height for widget
      • Edit donation rate and currency
    6. Add link to page your.site.com/?module=pwall wherever you want.
    7. Test it!


    Note
    While your project in Test status - you can test it only while you logged in at Payment Wall (https://www.paymentwall.com/).

    Page example

    IceFUJA.png



    Bug reports
    Report bugs on GitHub, so they can be fixed ASAP. Or contact me here: kenik

     

    Download

    GitHub: https://github.com/kenik/flux_paymentwall

    GitHub: https://github.com/kenik/FluxCP-Addons/tree/master/pwall


  3. Command top. You write in console: top. And you will see processes running now. htop - it's top with some 'gui' in console.

    Oh! And if you runs server with screen - check other screens.

    'screen -ls' - this command will show you all screen session of current user. Check it with 'screen -r <session №/name>' command


  4. This?

     

    
    // When songs are canceled, terminated or the character goes out of the
    // area of effect, there's an additional effect that lasts for 20 seconds
    // Should that time be reset for each song?
    // 0: No, you must recast the song AFTER those 20 seconds to have the effect again (Aegis)
    // 1: Yes, recasting songs reset the 20 seconds timer (eathena)
    song_timer_reset: 0
    

    conf/battle/skill.conf


  5. You can place progressbar script command there.

     

    Simple example:

     

    function go {
    	if (.deadlock && !Hp) {
    		message strcharinfo(0), "You may not use @go when you are dead.";
    	} else if (.town && !getmapflag(strcharinfo(3), mf_town)) {
    		message strcharinfo(0), "You may only use @go in towns.";
    	} else if (.delay && @go_delay > gettimetick(2)) {
    		message strcharinfo(0), "You must wait "+ (@go_delay - gettimetick(2))  +" seconds before warping again.";
    	} else if (BaseLevel < getarg(3)) {
    		message strcharinfo(0), "You must be at least level "+ getarg(3) +" to warp to this map.";
    	} else if (getgroupid() < getarg(4) || getmapflag(getarg(0), mf_nowarp)) {
    		message strcharinfo(0), "You are not authorised to warp to this map.";
    	} else if (.charge && Zeny < getarg(5)) {
    		message strcharinfo(0), "You must have at least "+ getarg(5) +" zeny to warp to this map.";
    	} else {
    		if (.delay) {
    			@go_delay = gettimetick(2) + .delay;
    		}
    	
    		if (.charge) {
    			Zeny -= getarg(5);
    		}
    	        progressbar "0x000000",3;
    		warp getarg(0), getarg(1), getarg(2);
    		end;
    	}
    	
    	message strcharinfo(0), "@go failed.";
    	end;
    }
    
    

    P.S. I used function go from that topic


  6. Well.. You can make some modification.

    Example:

    input .@amount;
    if (.rate > 0) {
        .@total = .@amount / .rate;
        .@remainder = .@amount % .rate;
    } else {
        .@total = .@amount * .rate * -1;
    }
    
    OTHER CODE HERE
    
    .rate = -1000; // if rate < 0 than total = amount * rate
    
    

  7. Hello everyone.

    I made addon for FluxCP which allows to use Payment Wall (https://www.paymentwall.com/) for donations. But I can't register project there. So I tested it with test project and it works fine, but I need check it with working account.

     

    So, I decided to ask here, maybe someone want to try this addon and organize donations through PaymentWall? And does anyone need this addon?


  8. OnNPCKillEvent:
        if (killedrid != 1002) end;
        porings_killed++;
        if(porings_killed % 1000 == 0) {
          if(porings_killed == 1000) {
              // Your achievement code here.
              dispbottom "You have unlock an Achivment! Check your mail box.";
              cutin "003",2;
          }
          // Your reward code here. Before sleep2
          
          
          // After 5 seconds clear any cutin
          sleep2 5000;
          cutin "", 255;
        }
        end;
    

    After killing first 1000 porings player gain achievement and reward. After any next 1000 - only reward, without achievement.


  9. OnEmote label should be put in NPC2, because you invoke donpcevent "NPC2::OnEmote";
     

     

    *donpcevent "<NPC object name>::<event label>";
    
    This command invokes the event label code within an another NPC or NPCs. 
    It starts a separate instance of execution, and the invoking NPC will 
    resume execution its immediately.
    
    If the supplied event label has the form "NpcName::OnLabel", then only 
    given NPC's event label will be invoked (much like 'goto' into another 
    NPC). If the form is "::OnLabel" (NPC name omitted), the event code of all 
    NPCs with given label will be invoked, one after another. In both cases 
    the invoked script will run without an attached RID, whether or not the 
    invoking script was attached to a player. The event label name is required 
    to start with "On".
    
    This command can be used to make other NPCs act, as if they were 
    responding to the invoking NPC's actions, such as using an emotion or 
    talking.
    
    	place,100,100,1%TAB%script%TAB%NPC%TABS,{
    		mes "Hey NPC2 copy what I do";
    		close2;
    		@emote = rand(1,30);
    		donpcevent "NPC2::OnEmote";
    	OnEmote:
    		emotion @emote;
    		end;
    	}
    
    	place,102,100,1%TAB%script%TAB%NPC2%TABS,{
    		mes "Hey NPC copy what I do";
    		close2;
    		@emote = rand(1,30);
    		donpcevent "NPC::OnEmote";
    	OnEmote:
    		emotion @emote;
    		end;
    	}
    
    Whichever of the both NPCs is talked to, both will show a random emotion 
    at the same time. 
    
    Command returns 1 or 0 on success and failure.
    A debug message also shows on the console when no events are triggered.
    

     

     

     

    In docs there OnEmote label in first NPC because second NPC2 invokes it.


  10.  

    you can't use them anymore, the emulator dropped them

     

    oh, ok thanks for reply

     

     

    >>You can update your SQL-tables with the help of db2sql plugin. It's included in clean Hercules. For mobs you have to do something yours. db2sql works only with items.

     

    any idea for conver mob_db for my database on fluxcp?

    beause i want to use live mob db for my fluxcp

     

    Well.. I made simple script which loops mobs and inserts (replaces) values in SQL. It's not the best way, but it works, if you won't run it often. There are a lot of queries. Or you can make libconfig parcer at any programming language you know. And you will have to run this script after any changes in mob_db

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