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Everything posted by Peopleperson49
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If I understand your question properly, the table in the refine_db allows you to specify the refine bonus you get. Just follow its instructions. Peopleperson49 trunk/db/re/refine_db.txt
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You can make a source mod for all players HP, but I'm not sure about their SP. Peopleperon49
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Anyone want to make Roulette script?
Peopleperson49 replied to Peopleperson49's question in Script Requests
Nope. Because they pay out different amounts. For example. There are 36 black/red numbers. A straight bet pays out 35:1. So betting on all numbers would just win you your money back. All black/red numbers bets only pay 1:1 so winning your money back. Group/column bets pay 2:1. It would be a lot of pointless bets. Peopleperson49 -
Anyone want to make Roulette script?
Peopleperson49 replied to Peopleperson49's question in Script Requests
I have already started working on it for myself. Why not make a script and join the challenge? Next Monday I will post them all here and let people judge which one they like the best. However, if I am the only one with a script I guess I keep it to my self for a while longer. Well except for the guy that originally requested me to make one, lol. Peopleperson49 -
Anyone want to make Roulette script?
Peopleperson49 replied to Peopleperson49's question in Script Requests
Yes they can do a straight bet on 0. You bet on the specific number, group, column, color, high/low, or even/odd. You can make as many seperate best as you wish. Cool. I would suggest you youtube roulette since it will be better for you to see it. I will update that thanks. Peopleperson49 -
This is not really a source request. All you have to do is change your max refine in your src files (mmo.h I think) and then go to your refine_db and increase it to have the proper number of tables. I increased it to 50 for another server with no issues. However, it will greatly affect the damage and so on. Messes with defense calculations very badly also. For exampe if every item is refine to +50 thats a lot of extra defense... I hope that helps. Peopleperson49
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When I used 16265 I was able to spawn monsters with custom names. As soon as I updated to 16930 the ability was gone. I know a lot has changed since then, but figured I would ask. I'm not sure why it allowed it or why it was removed, but it was cool. Peopleperson49 In 16265 you could type "@spawn 1002 100 Fred" and you would get a 100 poirngs named Fred. In 16930 you can't...
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I had a PM request (still perfer people just use the forums for requests as intended) to make a roulette game. Since games are my speciality I'm going to do it anyway. I'm not talking about the rock, paper, scissors roulette. A real roulette game. So I put this challenge out to the other great scripters here such as Annie, Euphy, GMOcean, Emistry, Xantara, or anybody else interested (including KeyWorld). Now its a bit unfair because I do specialize in these type of scripts, but lets see what we can all do with it! Either way I'm going to start working on mine tomorrow, so if you interested please post and let me know. I in a week if somebody has submitted something along with mine I will post them here and let people vote on it. An actual voting topic would be nice (if somebody else wants to make one), but I have no clue on how to make those. This is intended to be for the players so overall coding isn't as important as realism, detail, game play, dialog formatting. Basically what ever makes it fun and interesting to play. Thanks to goddameit for the link. Roulette Wiki Peopleperson49 ------------------------------------------------------------------------------------------------------------------ Submitted Scripts: Peopleperson49 roulette script found here under Roulette.rar.
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Chris' Script Collection [Last Update: 04-06/2021]
Peopleperson49 replied to llchrisll's topic in Script Collections
Note: PMed you back :l. I hope it helps. I forgot to mention in my PM reply back, but please don't post what I told you. It maybe simple, but I don't want to tell others how to defeat scripts like this if they didn't figure it out on their own. Thanks. Peopleperson49 -
I recently posted a lot more of my scripts. Peopleperson49 Rock, Paper, Scissors Roulette (works as an update to the rpsroulette.txt) Powerball Lottery (works as an update to the lottery.txt) Advanced Banker (works as an update to the bank.txt) Heads or Tails Jackpot Leon Double Dice Roll (works as an update to the roll_a_dice.txt) Saving Angel Magic 8 Ball Wishing Well
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When I use the comet skill it basically hits everything on screen, but after walking out and counting the damage area it was a lot larger than 15x15. Peopleperson49
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I think I would have just made it say in the rules that incase of a tie the winner would be picked randomly, lol. Good job everybody. Peopleperson49
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I really think that something like this should be implemented in the SVN. The group.conf setting for admin comes into play if a char is stuck in a script thats missing a close or something. Recalling them closes the dialog and gives the admin some flexability without the player having to close out of the game. Granted you never plan for errors but they happen. If you use non-admin chars test scripts this could be useful. So far I figured out that you would have to modufy warp, warpto, jump, go, recall, recall guild/party/partner. Peopleperson49
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Currently if you are in a script dialog box you can still be recalled with guild/party recall, use jump, warp, etc... This is especially bad for some scripts such as securty scripts upon login. But affects a much wider range of other things. I request a source mod to prevent anything that can warp/jump/recall player while their in a dialog box (modify the current commands to prevent). Need to have a allow setting for the group.conf that allows ADMIN to bypass this. Peopleperson49
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Chris' Script Collection [Last Update: 04-06/2021]
Peopleperson49 replied to llchrisll's topic in Script Collections
Your virtual password script can be defeated the same as mine could. If you PM me I will tell you how so you can fix it, but I don't want to post that here. Peopleperson49 -
Adding everything to the SVN is not what I mean, it comes with the understanding that the Script Collections is spost to be an easy way to find reliable scripts. But there are still a lot of stuff that is "dev" recremended. Anyways, I have to stop making contravertial topics! If you refine the search it might go a long way without needing to add stuff to the SVN. However, I still fully agree with my previous post! The search is extremly annoying expecially if you type the wrong button or want to search for something else. Even without the live search, it we be awesome to get rid of the flood protection!!! As for the download section for each script it might be a good idea to have an option for: This script has been verified and recremended by 'developter name'. This recremendation would need to be done individually each time a new rev is made for a script, which adds yet anohter task to very busy people. Possibly moderators could do this function also. In the search querry it could then have an option for recremended scripts, which compiles a overall list of the scripts. Peopleperson49
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I understand with any new addition there is bound to be additional bugs discovered as more and more people use them. Scripts are pretty easy to fix and errors and it is no different than any other script that has been added in the past. You removed unnessary scripts before because they were outdated and not as good as what could be found here. Scripts should be well tested and well used before being added. I agree complely with GMOcean about standardizing files though. It would allow people to more people to use scripts that are already tested for the common things normally requested here. Any script added should be as good as possible, but there is always the possibility for something random to pop up. There are only so many bugs in a script and once they get fixed your good! Baseing it on the fact that there will be more bug reports, seems trivial if the process works correctly. Right now we have several cases where different people are attempting to make the same type of scripts over and over again. Its filling up our request section. Take my KoE script, I strive to very quickly fix any errors found and it has been used for quite a while now, by a lot of users and no bugs have been posted in my topic for a long time. If it is tested over and over by players then why would there be risk to filling up the bug tracker? Its not like its going to just be added without being looked over by a dev! If there was a section devoted to getting custom stuff added to the SVN, with a forum topic attached below it (similar setup to a bug tracker topic). GMOcean I know I said yes or no in my first post, but after thinking about I don't really like yes/no votes (yes/no should be the devs), I think it should be that people have the option to recremend or or not recremend it for submission. Leave it there for 3 months, then after that the devs still have the option to add it. These are all just suggestions to how it might be done. I'm not trying to take up valuable space in the SVN, but trying to help people out who are not as fimilar with scripting! The main reason is that you get somebody whose new to scripting, and for the most part they don't know what to trust from here, which version to use, if there rA files will support, etc... What has bugs or not. So then they make a lot of topics for help (whether warranted or not), then bump a lot, etc... Take those commonly requested scripts and add them to the SVN where people know they can be trusted. Then if theres a bug submit a bug tracker and we fix it. The KoE script that I wrote had multiple topics requesting a good version before I wrote it. Somebody back me up on this, but they have seem to have stopped since I posted mine. The SVN could do the same thing overall. I'm not pushing to get my stuff added because I know there are a lot devs with scripts and there stuff is not their either, just their should be some process to do it. Peopleperson49
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I wish their was a way to get them added. Maybe something setup like the bug tracker. Each submission is there to download and rA users click yes or no. It's not clutter if their useful scripts. My GC/AB jobchanges quests are not necessary since we have the official scripts. Something like my King Of Emperium Hill (KoE) or the Monster Of The Day (MOTD) would probably be good additions. Oh well, I was told to post here, so atleast I tried. Peopleperson49
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Thanks. Peopleperson49
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Forum discussion because suggestions like mine had no where to go, lol. Anyways, for the tracker I was talking about something similar to what was added for the devs which allows people to donate directly to them. However use it for normal users that support by helping confirm issues, submit bug reports, etc (what I typed earlier)... There are a lot of people that submit bug reports and without them the devs job would be much much harder if not nearly impossible! Just suggesting that they get something similar. Peopleperson49
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I have two suggestions. One add a Forum Discussion along with all the other discussion ones on the main page. The other is a bit more involved, but I think that every account should have some kind of tracker for bug fixes, etc... There are a lot of people that contribute that are not fully recongized. It could list the number of comments they make to bug tracker, submitting bugs that are confirmed by devs, issue confirmations, bug tracker replies, etc... Whatever fits a normal user. Just something similar and without the donate button. Thanks. Peopleperson49
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I request that that a dev or moderator test my King Of Emperium Hill, Arch Bishop Job Quest, Guillotine Cross Job Quest, and Monster Of The Day scripts in the hope of officially added to the npc/custom/pp49_scripts (or whereever) in the SVN. They can be found in my script collection. Thanks. Peopleperson49
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I have a lot of scripts that I have created or even took from the custom folder and tore apart to make them better. I have a very advanced refine.txt script (atleast compared to the one we use now), full powerball lottery (started from lottery.txt), etc... I currently use them on my server, and don't share them here for that reason. However, if it was possible to give them "back" to the SVN I am more than willing to do so. Peopleperosn49
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There are several atcommands/mods that I think would benifit the SVN to have added to it. We can't preach staying ahead of other emulators if we arn't progressive in nature! I know we already have some excellent features such as bindatcmd, but it took somebody saying thats a good idea before it happened. It might be more work initially implimenting these, but I beleive it is worth looking into. Peopleperson49 Adding guildmonster mod coded by GreenBox would allow the emperiums to be spawned under that command instead of the monster command. It is a more stable way to spawn the emperium and prevents it from being attacked by its own guild. It also have many other practical uses for event and WoE scripts. Adding dropall mod coded by Xantara would all GM's to drop specific items groups of a speciifc kind. It still allows the normal function of dropall with just the added flexability to only drop certian kinds of items. For example if you use "@dropall 3" it will only drop the players etc items. Adding KoEPatch mod coded by AnnieRuru would prevent hitting the emperium if it was spawned with the monster command. I don't know why something like this isn't already implimented, but I think even if guildmonster isn't this should be. Adding getonlinemember compiles a list of online characters much like getpartymember and makes it much easier for item givers and other scripts to work. Adding deleteall mod coded by nanakiwurtz would allow deleting of both inventory and storage at once. Very useful. Adding Manage Skill Damage coded by Lilith would go a long way to balancing out the horrible issues with renewal. However, I'm not saying that it won't need to be tweaked some to keep thing as close to 1:1 as possible. Adding seeghp mod allows players to see the HP of fellow guildmembers if the server chooses to allow the command to normal players. This is more off the topic, but it is a very nice addition that people will like.
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If rA could make a final stable version of P-RE that they no longer updated that would save a lot of work for the Devs very quickly. I think it should be seperated from the RE and in its own SVN. I believe that it should still be supported for bugs and other issues, but as for any further updates they would stop and the focus should be fully on RE. Nobody says that P-RE has to be removed from rA, just a new seperate SVN where it can remain for anybody involved. Remove all the P-RE stuff from the renewal src files. By doing this they keep P-RE and also mininize the overall work they have to do. Spliting them will take some work initally, but after that it all goes away. Those that choose to use P-RE still have it, and rA can truely maintian its 1:1 goal with the official. Peopleperson49