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johnbond2

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Posts posted by johnbond2

  1. I think there is no existing script command to check all items of cart of a certain player. Can be done through query_sql.

     

    Can you give me an sql line that would do such query?

     

    But dont you think it will affect server performance if there will be too much sql queries when player goes in a map? It will be a pvp map and multiple players will often going in multiple times a day.

     

    Thanks.

  2.  

    Hello Skorm!

     

    I tested the script above but the problem is in the official servers I think the max it could only give is +3 stat. In the script above it gives +10 instead of the max of only +3. Where can I edit on how much  + stats it could give maximum?

     

    Another question, what will happen to the item if it fails? I tried it and it never seems to fail. If possible it would be best if it could have a chance to fail (item still remains) wherein chances can be set. A default chance of 25% is good.

     

     

    Keep me posted my friend.

     

    Thank you!

     

     

    You didn't say anything about it failing if you have any more information regarding the offical npc please provide it.

     

     

    Oh nice I will test this. How many chance does this have? And where do I set it?

  3. Hello Skorm!

     

    I tested the script above but the problem is in the official servers I think the max it could only give is +3 stat. In the script above it gives +10 instead of the max of only +3. Where can I edit on how much  + stats it could give maximum?

     

    Another question, what will happen to the item if it fails? I tried it and it never seems to fail. If possible it would be best if it could have a chance to fail (item still remains) wherein chances can be set. A default chance of 25% is good.

     

     

    Keep me posted my friend.

     

    Thank you!

  4. How can I make a cell/s non-walkable to normal players but still walkable on GM level 20 and above?

    I know the script like :

    setcell "quiz_01",48,80,51,80,cell_walkable,0; (no walk)

    setcell "quiz_01",48,80,51,80,cell_walkable,1; (walkable)

    But how do I make it that GM's can be able to walk through it?

    Anyone?

    Thank you for the support guys.

  5. wild guess, look for the char id of the one who forgot his password go to global_reg_value and search for his charid + #pas1~10. :)

    Yes but it is still best if it can be automated by password recovery system of some sort. We dont want to spend our whole day just trying to get players' passwords.

  6. Oh my.. I guess I need to update this script soon! Thanks for the comments guys!

    Does this support password recovery? Let's say the player has forgotten his 10 digit code, how can he ba able to recover it?

    Thank you for the support.

  7. pvp_y_room,53,85,5 script Izlude PvP 973,{
    mes "[PvP Warper]";
    if ((gettime(4) != 0) || (gettime(4) != 6)) {mes "I'm sorry, the room opens only on weekends."; close;}
    mes "PvP Effects.";
    next;
    sc_end SL_ASSASIN;
    skill 420,0,0; //break fall
    sc_end TK_DODGE;
    undisguise;
    if (getgmlevel() <= 3) npctalk ""+strcharinfo(0)+" has entered.";
    warp "pvp_y_8-3",0,0;
    close;
    end;

    Thank you!

    Though I have a waitingroom enabled in the NPC:

    OnInit:
    while( 1 ){
    delwaitingroom;
    waitingroom "["+getmapusers("pvp_y_8-3")+"] PvP",0;
    sleep 3000;
    }
    end;
    }
    

    How can I make it that on weekdays it will show a different waitingroom message?

    Thanks again my friend!

  8. Kindly anyone please show me how to make my particular NPC to only enable warping during weekends (wholeday) and disable warping during weekdays.

    pvp_y_room,53,85,5 script Izlude PvP 973,{
    mes "[PvP Warper]";
    mes "PvP Effects.";
    next;
    sc_end SL_ASSASIN;
    skill 420,0,0; //break fall
    sc_end TK_DODGE;
    undisguise;
    if (getgmlevel() <= 3) npctalk ""+strcharinfo(0)+" has entered.";
    warp "pvp_y_8-3",0,0;
    close;
    end;
    

    Thank you in advance!

  9. The reject sword skill seem to not reject damage on dual weapon attacks.

    I found this fix but it gives errors during compilation: http://trac.rathena....t/15700/rathena

    Errors were:

    3>..\src\map\battle.c(629) : error C2065: 'wd' : undeclared identifier
    3>..\src\map\battle.c(629) : error C2224: left of '.damage' must have struct/union type
    3>..\src\map\battle.c(635) : warning C4013: 'rnd' undefined; assuming extern returning int
    3>..\src\map\battle.c(637) : error C2065: 'wd' : undeclared identifier
    3>..\src\map\battle.c(637) : error C2224: left of '.damage' must have struct/union type
    3>..\src\map\battle.c(637) : error C2065: 'wd' : undeclared identifier
    3>..\src\map\battle.c(637) : error C2224: left of '.damage' must have struct/union type
    3>..\src\map\battle.c(638) : error C2065: 'target' : undeclared identifier
    3>..\src\map\battle.c(638) : warning C4047: 'function' : 'block_list *' differs in levels of indirection from 'int'
    3>..\src\map\battle.c(638) : warning C4024: 'status_damage' : different types for formal and actual parameter 1
    3>..\src\map\battle.c(638) : error C2065: 'wd' : undeclared identifier
    3>..\src\map\battle.c(638) : error C2224: left of '.damage' must have struct/union type
    3>..\src\map\battle.c(638) : error C2065: 'target' : undeclared identifier
    3>..\src\map\battle.c(638) : warning C4047: 'function' : 'block_list *' differs in levels of indirection from 'int'
    3>..\src\map\battle.c(638) : warning C4024: 'clif_damage' : different types for formal and actual parameter 1
    3>..\src\map\battle.c(638) : error C2065: 'wd' : undeclared identifier
    3>..\src\map\battle.c(638) : error C2224: left of '.damage' must have struct/union type
    3>..\src\map\battle.c(638) : error C2198: 'clif_damage' : too few arguments for call
    3>..\src\map\battle.c(638) : error C2198: 'status_damage' : too few arguments for call
    3>..\src\map\battle.c(639) : error C2065: 'target' : undeclared identifier
    3>..\src\map\battle.c(639) : warning C4047: 'function' : 'block_list *' differs in levels of indirection from 'int'
    3>..\src\map\battle.c(639) : warning C4024: 'clif_skill_nodamage' : different types for formal and actual parameter 1
    3>..\src\map\battle.c(639) : error C2065: 'target' : undeclared identifier
    3>..\src\map\battle.c(639) : warning C4047: 'function' : 'block_list *' differs in levels of indirection from 'int'
    3>..\src\map\battle.c(639) : warning C4024: 'clif_skill_nodamage' : different types for formal and actual parameter 2
    3>..\src\map\battle.c(641) : error C2065: 'target' : undeclared identifier
    3>..\src\map\battle.c(641) : warning C4047: 'function' : 'block_list *' differs in levels of indirection from 'int'
    3>..\src\map\battle.c(641) : warning C4024: 'status_change_end' : different types for formal and actual parameter 1
    

    Anyone has the proper fix?

    Thanks!

  10. Can anyone show me on how to cancel the SC_OBLIVIONCURSE status by using a potion. I want the green potion to be able to cure the SC_OBLIVIONCURSE status. Kindly show me how to add the line to the item script.

    I tried to add the line sc_end SC_OBLIVIONCURSE; from before but it seems to not work. Can anyone show me how to do this.

    Thank you in advance!

  11. Can anyone kindly give me the actual src codes to use for this renewal milti-hit final strike. There are lots of versions that I see from this thread and all seem to be different from one another. Does anyone have the actual official damage calculation codes? Please kindly post and for which file.

    Thanks in advance guys!

  12. this is just a test

    case NJ_ISSEN:
    wd.div_ = 1;
    if (sc && sc->data[sC_BUNSINJYUTSU] && sc->data[sC_BUNSINJYUTSU]->val2>0)
     wd.div_ = (sc->data[sC_BUNSINJYUTSU]->val2)+2;
    //[(ATK*40) + (HP*80%)] * (1+(0.25*Mirror illusion))
    //wd.damage = 40*sstatus->batk +(skill_lv*8/100)*sstatus->hp;
    wd.damage = 40*sstatus->batk +skill_lv*(sstatus->hp/10 + 35);
    if(wd.div_!=1)
     wd.damage = wd.damage *(1+sc->data[sC_BUNSINJYUTSU]->val2*25/100);
    
    wd.damage = wd.damage/wd.div_;
    
    wd.damage2 = 0;
    status_set_hp(src, sstatus->max_hp/100, 0);
    break;
    

    544,-5,8,1,0,0x40,0,10,-1,no,0,0,0,weapon,0, NJ_ISSEN,Final Strike //mleo test
    

    @admin of myro

    dunno if this is right, lol

    Where did you get this? Are these official codes?

  13. Ceres and FluxCP are completely safe if used correctly.

    If settings are left at their defaults and modifications are applied that are not penetration tested correctly, bad things happen.

    There is absolutely nothing wrong with either CP package, merely the idiots who use them incorrectly.

    If you were hacked, you were obviously foolish enough to leave a security exploit to begin with such as a default password or misconfiguration security setting.

    It is not our job to teach you common sense- perhaps if you lack the proper understanding of basic security measurements server hosting is not for you. A game server as *Athena may be, basic security features/practices still apply to it.

    +1

    The fluxcp safe just so he said not safe for addons such as CMS just try without addons to see us be able to hack you

    Ceres and FluxCP are completely safe if used correctly.

    If settings are left at their defaults and modifications are applied that are not penetration tested correctly, bad things happen.

    There is absolutely nothing wrong with either CP package, merely the idiots who use them incorrectly.

    If you were hacked, you were obviously foolish enough to leave a security exploit to begin with such as a default password or misconfiguration security setting.

    It is not our job to teach you common sense- perhaps if you lack the proper understanding of basic security measurements server hosting is not for you. A game server as *Athena may be, basic security features/practices still apply to it.

    Hi Hatake Kakashi,

    The only person in this whole topic which is speaking the absolute truth is CalciumKid. SQL Injection is not possible for FluxCP because of the way it parses the SQL requests in it's panel system.

    If you had your own website, and tried to improperly integrate Flux; then I can see there might be a chance of vulnerability for SQL Injection. Or if there was an add-on you used, which was poorly coded.

    A firewall will not protect you from a SQL Injection, nor blocking ports.

    My fluxcp has a CMS add on as well as helloworld and vote_for_credits. Do you think these made my flux vulnerable to sql injection attacks?

    So do you mean that by using default flux addons or no addons then it will already be secured? I just want verification so I will revert everything back to default if needed just to be secured. Because right now my database is being attacked. He was able to generate items using query. He can search for accounts and know the password/s and he can even change a character name to a name with special characters like !@#$%^&*() which is not supported by character creation by default. He also can unban a banned account. Clearly he has access to my database!

    Please give me enlightenent.

    Thank you.

  14. Currently this is my item script for the Valkyrie Manteau:

        
    { bonus bUnbreakableGarment,0; if(BaseClass==Job_Mage||BaseClass==Job_Archer||BaseClass==Job_Acolyte) bonus bFlee2,5+(getequiprefinerycnt(EQI_GARMENT)*2); else if(BaseClass==Job_Swordman||BaseClass==Job_Merchant||BaseClass==Job_Thief) bonus bShortWeaponDamageReturn,5+(getequiprefinerycnt(EQI_GARMENT)*2); },{},{}

    My server has a refine rate of upto +20.

    How can I make this item script to limit the "reflect per refine" effect to only +10 but ONLY FOR CRUSADER CLASSES? Meaning, other classes can still benefit from over upgraded +20 valkyrie manteau's but for the crusader classes the effect is capped to only upto +10 maximum reflect effect.

    Anyone knowledgable in item scripting?

    Thank you for the support guys!

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