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F0xxy

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Posts posted by F0xxy

  1. Changing BGM

    1st - make sure you put your audio into BGM folder

    2nd - edit mp3nametable.txt into something like this

    poring_c02.rsw#bgm\\CustomBGM1.mp3#

    3rd - USE A AUDIO CONVERTER AND MAKE SURE THE SOUND FILE IS 80kbps BITRATE only then it will work

    I hope this will solve your problem.

    Files up to 256kbps can be played, 80kbps would make it sound crappy /oops

  2. Updated lua files?

    As for the skill levels:

    lua files/skillinfoz/skillinfo_f.lua

    -- Function #8
    IsLevelUseSkill = function(SkillID)
           local obj = SKILL_INFO_LIST[skillID]
           if obj ~= nil then
                   obj = SKILL_INFO_LIST[skillID].SpAmount
           end
           if obj ~= nil then
                   return 1
           end
           return 0
    end
    

  3. <?xml version="1.0" encoding="euc-kr" ?>

    <clientinfo>

    <servicetype>korea</servicetype>

    <servertype>sakray</servertype>

    <connection>

    <desc>Need BasureRO beta testers</desc>

    <display>BasureRO</display>

    <balloon>Welcome to BasureRO</balloon>

    <address>127.0.0.1</address>

    <port>6900</port>

    <version>28</version>

    <langtype>6</langtype>

    <registrationweb></registrationweb>

    <aid>

    <admin>2000000</admin>

    <admin>2000001</admin>

    <admin>2000002</admin>

    </aid>

    <loading>

    <image>loading00.jpg</image>

    <image>loading01.jpg</image>

    <image>loading02.jpg</image>

    </loading>

    </connection>

    </clientinfo>

    If they're getting a nill value error there must be something wrong with the lua/lub files.

  4. Well if your rejected from server because of gm suits its probably because theirs a probleme with the Gm sprites, try changing your data.grf or rdata.grf or add gm sprites in you data file and diff your launcher so it reads data file first.

    If that were the case then she'd simply error once she logged...it wouldn't by any means prevent someone from logging in. ._.

    Recent clients are just not worth the trouble in my opinion, for now.

  5. May be that the map server isnt connecting to the char server...and make sure you have an account in SQL with your userid and passwd from your login/char/map_athena.conf(this is one of the first steps when you set up SQL).

    If that's not the problem then check if the conf files are fine

  6. Loading screens are graphics, that are shown when the client is loading map data, before entering the game or while changing maps.

    They are located inside the GRF in data exture\À¯ÀúÀÎÅÍÆäÀ̽º (data exture\유저인터페이스), must be of type JPEG and have to be called loadingXX.jpg where XX is a zero-based index (00, 01, 02...) and limited to about 6-12 files depending on langtype (unless you have diffed Unlimited Loading Screens option).

    You should prefer sizes of 4:3 (ex. 800x600, 1024x768) otherwise the loading screen is stretched to fit the screen, which causes certain quality loss. Try to avoid gradients, because the client reduces the amount of colors used inside the image as well.

    That's really all you need to know, make an image, preferably 4:3 to avoid stretching the image and place it in data exture\À¯ÀúÀÎÅÍÆäÀ̽º if you're using your data folder or data exture\유저인터페이스 if you're using a grf to load your server files...name it as loading00.jpg for example and also make sure you don't diff your client with Loading screen 1/2 only in case you wanna have multiple loading screens. The number of different loading screens you can have depends on your langtype.

    • Upvote 1
  7. Warps do not have checks, that's the point here, there's no doubt it will consume more resources by replacing it with a script. Of course if the script ends or warps you you won't feel any difference since it's a matter of milliseconds anyways, but there's always a difference(just saying).

    That is still incredibly faulty logic. I'd suggested replacing a warp with a script, and you're suggesting keeping the warps and adding a script. You think the latter is more efficient? o_o

    Also, an invisible "blocker" that "ends" consumes resources equally as a script check.

    if (Upper != 8) end;
    // Warp by portal
    

    if (Upper != 8) end;
    // Warp by script
    

    "a warp with a script" - Lol

    There's also another way that is making an npc that blocks an array of class ID's and duplicate at the entrance of every castle with the npc ID 139...this way 3rd classes will be pulled out if they try to enter:

    Efficiency, it gets the job done and it's an alternative to changing portals, dunno where you're going with that.

    Then according to your logic your 2nd suggestion would suck too since you're keeping the warps and adding a script anyways.

    Obviously blocking certain parameters requires checks, pointless statement but do you really think that just cause the [ammount] of npc's is somewhat higher, the resources will necessarily need to be twice as much compared to another script? <.<'

    I'd say comparing mine and your 2nd suggestion, yours would be more efficient since it'll end up loading as often as mine and will end up stopping some abuse just in case, that's good and I accept that fact.

    If by any chance someone would rather use my script then it would be fine as well now...wouldn't it?

    Point of this argument: None.

  8. If you mean loading npc's will be slower, you won't notice the difference really. As for resources wasting, don't forget that in this case every player will have to go through it, and in both cases they'll be warping people, while in my script it's merely in order for players to aknowledge there's no way they ll get through by using a 3rd class char.

    In 99% of the cases the script will just end when triggered...and of course, warps and npc's are different...as you can see when you load the server it will tell you the ammount of warps, npc's, mobs, shops and spawn sets that were loaded.

    I don't mean to prolong this argument, but there are several flaws in what you stated. First, it certainly doesn't add any additional checks to replace warps, since there are no less "if" statements in your idea than in mine. Ending a script after a conditional consumes just as much resources as warping after it. And all of the things you stated are still scripts, so it's a misleading statement, really.

    @QQfoolsorellina: That's a good point, and it would probably be easier to implement, too.

    "...all of the things you stated are still scripts..." Never said otherwise.

    Warps do not have checks, that's the point here, there's no doubt it will consume more resources by replacing it with a script. Of course if the script ends or warps you you won't feel any difference since it's a matter of milliseconds anyways, but there's always a difference(just saying).

    I guess we can both agree to the fact that your 2nd suggestion is a lot more plausible in the long run, enough. /no1

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