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sietse11

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Everything posted by sietse11

  1. Them title says it all! UDK or CRY as a RO client. From my own experiments the game world would get a pretty decent increase in playability. I set up a test environment in UDK where I recreated the goblin infested maps with a mace gobby as a playable char. Streaming maps seems a lot more fun then the constant warping. Has anyone else tried this before? How'd you like it?
  2. Hey folks, How would I go about giving an item the abbility to counter Maya Purple's Intravision? I already tried perfect hide, since google claimed smokie could cancel out MayaP. Anyways, it didn't work and I'm looking for a solution since the 12 people on ma server already managed to get 4 mayaP's The most perfect solution would stop only mayaP's intravision from working, while neglecting any and all other stealth breaking effects.
  3. It seems this only works for online characters. I need it to work for the entire character database. Any easy fix for this? You can use my script for this. It will reset a player's stats on login. (only once every time you reset) Can you please add the full code I should be using in your next reply, cause im confused
  4. It seems this only works for online characters. I need it to work for the entire character database. Any easy fix for this?
  5. Pretty decent. My only problem now is I cant use the defaulth options as a GM. But thats easily fixed Ill add the full code later.
  6. How do I perform a global stat reset? I wanne add a bit of code to the stat resetter giving GM's of gm lvl 99+ the possibibilty to do a global stat reset. How would I add this to euphies stat resetter?
  7. So, has anybody figured out how to fix this yet?
  8. Tell me.. what did you do to the server before this certain player starting to make the mapserver crash.. Changed the hard def formula, to support hard def for a 0-1000 range. basically 250 hard def would be 25% less damage. I have that disabled ATM, but I don't know if that was the culprit. Since the little server crasher has yet to log in.
  9. I loggedin on his char, azurad the same mobs he did, nothing. At crash one I used @follow to follow him around. It looks like he uses azura and instantly crashes the server. (800000 damage) AFter the 3 crashes I updated the server files. I'm hoping this will fix it. Unless hes duping the server.... I also changed the hard def formula, to something like damage = damage - (damage / 1000) * Hard def I did this to allow a combination of pre re and re defense it's basically the pre re formula with re numbers I'll add the print after work tomorrow
  10. Hey folks, A certain player, everytime he logs in, is crashing the map server. Any idea how this is happening? I was stalking him and all he was doing was azura strike. Could he have done something to the client to cause the mapserver crash?
  11. Hey folks, I want to change how elemental resist works. Now it's capped at 100% dealing 1 damage per hit. I want to change it so anything over 100% will cause the attacks to heal. So a Firebolt on a target with 110% fire resist is healed for 10% of what would've been the damage Any help would be apreciated
  12. Now a year later that still doesn't work?
  13. You need to find the formula in the source for pre re final strike. The copy paste the formula from re over it. Done. Sadly, I have not tried to mod skills yet. So I wouldn't know where to find the formula's. But I'm assuming it's right beneath the code you added in your 1st post
  14. I can tell you how to do it with cards or equipment. if(readparam(bAgi)>=120){ bonus bAspd,200; } Now anything with this script SHOULD, increase aspd by a flat amount of 200. But only when agi is equal or greater then 120. ----------- Now when I do find aspd in the source I'll let you know but, if you know where it is, this would be the way to add that in the source to. Just needs a little modification 1st.
  15. So you are saying, the client u are using shows the item on server A but on server B it shows you an apple. That means server B has a different item ID server A - item blabla - ID 12850 client shows the item Server B - item blabla - ID 12851 client shows an apple The way this works is, the client gets the item ID's from the server The client then checks if these item ID's match any files it has at it's disposal. So if the server has an item ID and the client doesn't - you get an apple If the server doesn't have an item ID but the client does - you get nothing at all If you want to know how to add an item client or server side. Please also tell us what client version you are using.
  16. So instead of checking for all that. I just redownloaded the server files using this crappy GIT. And it turns out. it probably hasn't been updating anything. Been using Fetch instead of Pull since pull never works. Fetch at least seems to do something. Anyways, if this fixes the problem, I'll let you know. Thanks for the reading anyway
  17. How do you check revision? GIT makes me freaking dead in the head.
  18. According to tortoiseGIt I have the latest version. I rebuild my server yesterday and today. The problem is caused by Shadow chasers SC_SHADOWFORM player Y casts shadow form on player X player X dies from damage to player Y map server crash. According to the bugtracker this is fixed. But from the revisions claiming that fixed the issue, I can only see fixes to the copy skills.
  19. Ugh just happened again. Yes I did some source modding. I changed the hard def damage formula. to basically damage = (damage/1000*Harddef)-vitdef 0 errors while compiling So, I think I found the problem. Shadow Chaser, Shadow form. Shadow form Target has to one shot itself with any skill on you. Server crashes.
  20. Okay folks. Stange problem. Before going live with the server. It ran for 7 days straight without any problems. Now in about 3 days time. It crashed twice with this error [Error]: Server received crash signal! Attempting to save all online characters Map-Server has crashed! Restarting map server in 15 seconds, press Ctrl + C to cancel. [status]:Memory manager initialized: log/map-server_sql.exe.leaks Anyone know why this is happening? And does the map server save a crash report anywhere?
  21. Hey folks. Can anyone explain to me why not all items appear to be dropped? For instance, Carga mace ID 16003 Dropped by Anolian 0.1% @ii 16003, item is not dropped by monster. @ii carga mace, item is not dropped by monster. Strong shield ID 2125 Dropped by Bloody Knight 0.62% @ii 2125, item is not dropped by monsters. @ii Strong Shield, item is not dropped by mobs. Changed SQL database names to have _re on the end. Most items work with @ii. For some reason, some items don't. Anyone know what's going on here? Hmm, for some reason, no items are showing up anymore. The problem spread xD I think its caused by the fact I turned off renewal EXP For some reason it still worked partially before breaking completely Yup it was the renewal thing that caused it. I think the partial bug was caused by exp being on and drops being off. Anyways cond/battle/gm.conf. Last line turned to 0 reloaded battle conf fixed
  22. Does not work for the 2013-8-7 client. As far as I know...
  23. Why did you even respond to this topic? You obviously lack the reading skill required to read more then one sentence. And for future reference, I still have not blamed anyone for anything in this forum. As for Euphy, Id like to apologize for my comment. Had I known it would have this effect I would not have said anything. My bad. Still, I'd like to receive some constructive feedback on my second post.
  24. Can you be more annoying? I am asking this cause your custom/quests/hunting missions and the db/doc are either to hard to read or display information that is either useless or not readable on a single screen. Some examples, OnNPCKillEvent: This special label triggers when a player kills a monster. The variable 'killedrid' is set to the Class (mob ID) of the monster killed. skipping a label or 2 Example: //being a useless example monster "prontera",123,42,"Poringz0rd",2341,23,"Master::OnThisMobDeath"; amatsu,13,152,4 script Master 767,{ mes "Hi there"; close; OnThisMobDeath: announce "Hey, "+strcharinfo(0)+" just killed a Poringz0rd!",bc_blue|bc_all; end; } // hunting missions example OnNPCKillEvent: if (!getcharid(1) || !.Party) { if (!#Mission_Count || !Mission0) end; for (set .@i, 0; .@i<.Quests; set .@i,.@i+1) { if (strmobinfo(1,killedrid) == strmobinfo(1,getd("Mission"+.@i))) { if (getd("Mission"+.@i+"_") < #Mission_Count) { dispbottom "[Hunting Mission] Killed "+(set(getd("Mission"+.@i+"_"),getd("Mission"+.@i+"_")+1))+" of "+#Mission_Count+" "+strmobinfo(1,killedrid)+"."; end; So what I know, OnNPCKillEvent: if (BLABLA == 2-1-1){ if (killedrid == 1714) //1714 = Ferus red { set redferuskills,redferuskills + 1;// counts red ferus kills } else if (killedrid == 1717) //1717 = Ferus green { set greenferuskills,greenferuskills + 1;// counts green ferus kills } end; if (greenferuskills > 99) && (redferuskills > 99) { set redferuskills,0; set greenferuskills,0; set BLABLA,2-1-2; } end; This should count ferus kills if your quest variable is BLABLA,2-1-1. Then when hitting 100 or more on both ferus should set quest variable BLABLA,2-1-2 and stop the counting. Now when talking to the npc he will set BLABLA,2-1-1; close; and then start the onNPCKillEvent. Is this the proper way of using this label?
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