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Zeiyan

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Everything posted by Zeiyan

  1. try reading the script. the script itself is not perfect. you're gonna need to correct some typos and mistakes to "fix" the bugs. ill try to share mine tomorrow when i wake up. ??
  2. Check your npc scripts. It wouldn't be on the db folder. You have a custom script somewhere that's triggering this event. Check in npc/custom folder and see if one of your custom files is the culprit.
  3. Try this one. l implemented this along with stolao's monthly rewards. A lot of editing since this is a script from 2012 but works well for my server.
  4. I understand that this was probably asked before (a lot of times) I am currently looking for someone that might be able to implement the edited star gladiator / taekwon / soul linker class to the famous star wars classes. I understand this is a stretch and hopefully someone out there is able to help me out. I am willing to pay but will need to know that it is possible. ? thank you very much.
  5. bonus2 bSkillDelay,sk,t; Increases delay of skill sk by t milliseconds bonus2 bSkillCooldown,sk,t; Increases cooldown of skill sk by t milliseconds You could specify specific skills using these. You could it would be by milliseconds rather than the kiel default that uses percentage.
  6. Which part of the installation or setting up are you having trouble? Did you get a vps and webhosting or setting up from home? or are you looking for someone to set up a server for you?
  7. Have you made any modifications?
  8. try replacing that with this: sc_start(src,bl,sc_atk,100,skill_lv,skill_get_time(skill_id, skill_lv)));
  9. post your job_hpsp_db.txt and job_db1.txt.
  10. Yes. I am.
  11. You're gonna have to create an .htaccess file. I'm using clean urls on mine but i forgot what exactly i did since i also switched from http to https. I'll try to remember what i did then get back to you
  12. For the mapflag issue find: .@size and replace into < getarraysize(.mapflag);
  13. I've looked into that. It doesnt seem to be working for me. At least with the sandbox version. I have not tried the live version yet. Did you get it to work with the sandbox? All you did was use ''ipnpb.paypal.com' correct?
  14. I've looked around and seen a bunch of post but no solution. Currently my fluxcp is not generating any file inside /data/logs/transactions. I was able to test donating via sandbox and the transaction is good to go but whenever I hit "go back to site" button. It redirects me to my homepage and no credits is credited to the account. Is there a fix for this or is this a long tiime issue that was forgotten about? Thank you. my configuration of the 'PayPalIpnUrl' is currently set to => 'ipnpb.paypal.com' although i've been playing around with it to figure out what the issue is. Any assistance is appreciated.
  15. Well, I'm having this issue right now. Would be nice to see what the fix action was.
  16. Is this a bug or working as intended?
  17. works amazing for me. thank you
  18. [Warning]: status_read_soullink_db: Expected a constant with SL_ prefix, got Header.[Info]: status_read_soullink_db: Done reading 15 custom soul links. Anyone manage to get rid of this warning? it's giving me Memory leaks.
  19. use SC_ANKLE instead of HT_ANKLESNARE
  20. Thank you.
  21. I was looking around for this that is compatible with the latest rA. I tried coming up with my own code and had the idea of using the battle flag preventing log out. This is pretty awesome and simple. Thank you.
  22. I appreciate you looking into it. I've checked battle config and maybe I missed something but the only one that would seem related to the issue is the range checking (tried it with both and no changes) Still currently looking into source code of SP_AUTOSPELL
  23. good point. i just figured i would ask around here if anyone else experienced the same issue. I'm still waiting on other people to join in and help me out. I've been experimenting and issue #1 is the same even when trying another skill (maximum over thrust). I'm trying to see how the src code for the autopell work at the moment.
  24. Greetings, I'm currently trying to have my Assassin Cross Card auto cast ASC_EDP while attacking or using skills like Double Strafe/Desperado/Bowling Bash. I've already looked around before posting. Issue#1: No matter what chance the autospell is set (tried 1% up to 100%), It would only cast one time after equipping the weapon with the card. After that I would need to take off the weapon then re equip it for the autospell to work again. I tried bonus3, 4 and 5 with this. Is this a bug? I have not tried other skills but with my injustice card the skill Sonic blow is working as intended. Issue #2: The autospell does not work for long range at all. I've only tried with a sniper so far. Bonuses that I have tried: bonus3 bAutoSpell,"ASC_EDP",1,500; (50% just to experiment but I have also tried with different values) bonus4 bAutoSpell,"ASC_EDP",1,500,0; bonus3 bAutoSpell,"ASC_EDP",1,500,BF_WEAPON,0; bonus3 bAutoSpell,"ASC_EDP",1,500,BF_LONG,0; bonus3 bAutoSpell,"ASC_EDP",1,500,BF_SHORT,0; bonus3 bAutoSpell,"ASC_EDP",1,500,BF_MISC,0; Can anyone please help me out or tell me if I am doing something wrong? Thank you
  25. Good day, I'm customizing my achievement system and here are my codes: Achievement_db.yml - ID: 240001 Group: "AG_GOAL_ACHIEVE" Name: "Reaching Level 1" - ID: 240002 Group: "AG_GOAL_ACHIEVE" Name: "Reaching Level 2" Dependent: - Id: 240001 - ID: 240003 Group: "AG_GOAL_ACHIEVE" Name: "Reaching Level 3" Dependent: - Id: 240002 - ID: 240004 Group: "AG_GOAL_ACHIEVE" Name: "Reaching Level 4" Dependent: - Id: 240003 - ID: 240005 Group: "AG_GOAL_ACHIEVE" Name: "Reaching Level 5" Dependent: - Id: 240004 - ID: 240006 Group: "AG_GOAL_ACHIEVE" Name: "Reaching Level 6" Dependent: - Id: 240005 - ID: 240007 Group: "AG_GOAL_ACHIEVE" Name: "Reaching Level 7" Dependent: - Id: 240006 - ID: 240008 Group: "AG_GOAL_ACHIEVE" Name: "Reaching Level 8" Dependent: - Id: 240007 - ID: 240009 Group: "AG_GOAL_ACHIEVE" Name: "Reaching Level 9" Dependent: - Id: 240008 - ID: 240010 Group: "AG_GOAL_ACHIEVE" Name: "Reaching Level 10" Condition: " AchievementLevel >= 10 " Dependent: - Id: 240009 - ID: 240011 Group: "AG_GOAL_ACHIEVE" Name: "Reaching Level 11" Dependent: - Id: 240010 - ID: 240012 Group: "AG_GOAL_ACHIEVE" Name: "Reaching Level 12" Dependent: - Id: 240011 - ID: 240013 Group: "AG_GOAL_ACHIEVE" Name: "Reaching Level 13" Dependent: - Id: 240012 - ID: 240014 Group: "AG_GOAL_ACHIEVE" Name: "Reaching Level 14" Dependent: - Id: 240013 - ID: 240015 Group: "AG_GOAL_ACHIEVE" Name: "Reaching Level 15" Dependent: - Id: 240014 - ID: 240016 Group: "AG_GOAL_ACHIEVE" Name: "Reaching Level 16" Dependent: - Id: 240015 - ID: 240017 Group: "AG_GOAL_ACHIEVE" Name: "Reaching Level 17" Dependent: - Id: 240016 - ID: 240018 Group: "AG_GOAL_ACHIEVE" Name: "Reaching Level 18" Dependent: - Id: 240017 - ID: 240019 Group: "AG_GOAL_ACHIEVE" Name: "Reaching Level 19" Dependent: - Id: 240018 - ID: 240020 Group: "AG_GOAL_ACHIEVE" Name: "Reaching Level 20" Dependent: - Id: 240019 Problem is i am not getting any achievements when getting to the next achievement level. I looked around in source and it looks good to me. This one below should be the one awarding the achievement level correct? int *achievement_level(struct map_session_data *sd, bool flag) { nullpo_retr(nullptr, sd); sd->achievement_data.total_score = 0; for (int i = 0; i < sd->achievement_data.count; i++) { // Recount total score if (sd->achievement_data.achievements[i].completed > 0) sd->achievement_data.total_score += sd->achievement_data.achievements[i].score; } int left_score, right_score, old_level = sd->achievement_data.level; for( sd->achievement_data.level = 0; /* Break condition's inside the loop */; sd->achievement_data.level++ ){ std::shared_ptr<s_achievement_level> level = achievement_level_db.find( sd->achievement_data.level ); if( sd->achievement_data.total_score > level->points ){ std::shared_ptr<s_achievement_level> next_level = achievement_level_db.find( sd->achievement_data.level + 1 ); // Check if there is another level if( next_level == nullptr ){ std::shared_ptr<s_achievement_level> level = achievement_level_db.find( sd->achievement_data.level ); left_score = sd->achievement_data.total_score - level->points; right_score = 0; // Increase the level for client side display sd->achievement_data.level++; break; }else{ // Enough points for this level, check the next one continue; } } if( sd->achievement_data.level == 0 ){ left_score = sd->achievement_data.total_score; right_score = level->points; break; }else{ std::shared_ptr<s_achievement_level> previous_level = achievement_level_db.find( sd->achievement_data.level - 1 ); left_score = sd->achievement_data.total_score - previous_level->points; right_score = level->points - previous_level->points; break; } } static int info[2]; info[0] = left_score; // Left number info[1] = right_score; // Right number if (flag && old_level != sd->achievement_data.level) { // Give AG_GOAL_ACHIEVE achievement_update_objective( sd, AG_GOAL_ACHIEVE, 0 ); } return info; Is there a database / table or any way we can save achievement "experience/scores" and also current achievement level?
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