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crazyarashi

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Posts posted by crazyarashi

  1. 2 hours ago, akosivinmark said:

    Hello, I am experiencing 12 second delay before @reloadscript command take effect. it somehow freezes everything after i hit enter.

    I have 32gb of ram so ram is not an issue. 480GB Soft SSDs as well. 4 cores and 8 threads running on Intel Xeon E3-1245v5

    What should I upgrade to remove this freeze time when doing @reloadscript?

    Are you reloading scripts while there is a player online? :))

  2. 8 minutes ago, Techno Vicking said:

    I manage to find the file now, thanks a lot man xD

    I`ve just tried to do what you suggest in your first post, but still nothing, I changed my skilltree.txt and skilltreeview.lub, I even tried to copy and paste your example but nothing xD

    Any idea on what it could be?

     

    Can you send the one you edited :))

  3. 9 minutes ago, Techno Vicking said:

    @crazyarashi

    I manage to add the skill in the server database, my problem is in the client, I can`t manage to find the skilltreeview.lua/lub, there isn`t anything similar to that.

    Isn`t it a problem that I`m on a RE based server? Or should I have some kind of program to do that? I`m really lost about all that stuff xD.

    And one last thing, when you said about the customes, you sent me this

    Those strange symbols aren`t a problem? 

    Anyway, thanks a lot man :D

    the path for skillinfoz is data/luafiles514/luafiles/skillinfoz\skilltreeview.lub :))

  4. Hi Good Day,
     Yes it is possible if they know the exact client you are using which is kinda hard.

    You won't be able to block WPE/Maya Purple hacks by just diffing it using NEMO. It's either you will use packet obsfuscation or
    you will get a gameguard to block all third party programs.
    but packet obsfuscation has limitations in blocking third party program.
    gameguard is the best solution since a gameguard can limit max clients you wont have to worry about players bypassing your no multiple log-ins and block all third party programs :)))

    • Upvote 1
  5. Hi good day,

    well i have 0 idea about creating new jobs but it is possible to change the skills of a specific job :))
    For adding New skills to a specific job

    1. Database 
    -skill_tree.txt - adding a skill to a specific job (Example)
    -----------------------------------------------------------
    //Sorcerer (Trans)
    4074,2446,5,90,5,0,0,0,0,0,0,0,0 //SO_EARTHGRAVE#Earth Grave#        \\
    4074,2447,5,286,3,0,0,0,0,0,0,0,0 //SO_DIAMONDDUST#Diamond Dust#  \\ Sorcerer Original Skills

    4074,2214,5,0,0,0,0,0,0,0,0,0,0 //WL_CHAINLIGHTNING#Chain Lightning# \\ Adding a Warlock Skill

    2. Client Side Files

    skilltreeview.lub/lua

    Spoiler


           [JOBID.JT_SORCERER] = {
            [0] = SKID.SO_VACUUM_EXTREME,
            [1] = SKID.SO_STRIKING,
            [2] = SKID.SO_ELECTRICWALK,
            [3] = SKID.SO_EL_ANALYSIS,
            [4] = SKID.SO_CLOUD_KILL,
            [5] = SKID.SO_WARMER,
            [6] = SKID.SO_EARTHGRAVE,
            [7] = SKID.SO_SPELLFIST,
            [8] = SKID.SO_DIAMONDDUST,
            [9] = SKID.SO_VARETYR_SPEAR,
            [10] = SKID.SO_EL_CONTROL,
            [11] = SKID.SO_POISON_BUSTER,
            [12] = SKID.SO_FIREWALK,
            [13] = SKID.SO_ARRULLO,
            [14] = SKID.SO_PSYCHIC_WAVE,
            [15] = SKID.SO_SUMMON_AQUA,
            [16] = SKID.SO_SUMMON_VENTUS,
            [17] = SKID.SO_EL_SYMPATHY,
            [18] = SKID.SO_EL_ACTION,
            [19] = SKID.SO_SUMMON_AGNI,
            [20] = SKID.SO_SUMMON_TERA,
            [22] = SKID.SO_WATER_INSIGNIA,
            [23] = SKID.SO_WIND_INSIGNIA,
            [24] = SKID.SO_EL_CURE,
            [26] = SKID.SO_FIRE_INSIGNIA,
            [27] = SKID.SO_EARTH_INSIGNIA,
            [31] = SKID.SO_ELEMENTAL_SHIELD,
            [41] = SKID.ALL_FULL_THROTTLE,
            [42] = SKID.WL_CHAINLIGHTNING // Adding the skill beside full throttle in the skill tree view in game.


        For the alternate costume you need to add it to your grf. using GRF Editor
        you need add it in this path

       data / sprite / Àΰ£Á· / ¸öÅë / ¿© / costume_1 // - Female Sprite

       data / sprite / Àΰ£Á· / ¸öÅë / ³² / costume_1 // - Male Sprite
     

  6. 2 minutes ago, danielps said:

    I like put next after switch select, why? simples, it's more beaty, cause player select a menu and than click next to see next page =D If i do like you, he don't see the menu, he first click next than he see the menu, and when he select the menu the message of case 1 or case 2 they willl show in the same page of menu question... its very ugly '-'

    i prefer my way....

     

    Ok but did you test first my original script? It give whit screen some times to you? try testin many times both my original script and your version, see if mine or your show you white screen...

     

    Dont think it will change anything... i use this in all my scripts... its just a , afeter the name, when player talk with npc it will be show like this:
    Hello player,
    Nice to see you.

    You way would be:
    Hello player
    Nice to see you

    And the npc is talking portuguese =D

    I'll try your way @crazyarashi even i think it would not change hehe but from all opinions this is the only that make a little os sence... 

    If that didnt work try giving this a try :)) 

    ra_temsky,148,135,4	script	Premiador	416,{
    	mes "[^FF0000 Premiador ^000000]";
    	mes "Ola "+strcharinfo(0)+",";
    	mes "Parabens pela vitoria, como posso lhe ajudar?";
    	goto main;
    	next;	
    
    	main:
    	switch(select($menu$+"Sortear premio",$menu$+"Informacoes")){
    		next;
    		case 1:
    			mes "[^FF0000 Premiador ^000000]";
    			mes "Muito bem, vamos sortear o seu premio....";
    			next;
    			mes "[^FF0000 Premiador ^000000]";
    			mes "Prontinho, ja tenho aqui seu premio, ate mais!";
    			close2;

     

  7. Just now, danielps said:

    Ok i'll try, but see the print screen..

    if it were the problema, why the switch dont show de menu? or the message before? "

    
    mes "Parabéns pela vitória, como posso lhe ajudar?";"

    ?

    And i make all my npc like that...

    switch( select (menu here){
     next;
    mes;
    case 1:

    case 2:
    }

    And everythig is normal, only that one has this problem =/
    Anyway i'll try and i tell you!
     

    Tested it :D

    screenStormRO054.jpg

  8. Try Removing This part i had a same case with my npc fixed it by removing the mes before a case.

    	switch(select($menu$+"Sortear premio",$menu$+"Informações")){
    		next;
    		mes "[^FF0000 Premiador ^000000]"; <-----
    		case 1:

     

  9. Resolved it by applying what tokei corrected :D and by fixing a few close lines 
    Here's the full script :)) 

    prt_in,63,69,3	script	Rough Stones Exchanger	756,{
    
    mes "[Leon]";
    mes "Hi adventurer, I'm Leon and im trading";
    mes "a whole ^0055FFOridecon^000000 or ^0055FFElunium^000000";
    mes "For 5 ^0055FFRough Oridecon^000000 or ^0055FFRough Elunium^000000";
    next;
    mes "[Leon]";
    mes "What would you like to exchange today?";
    next;
    	switch(select("Rough Elu to Elunium:Rough Ori to Oridecon")) {
    		case 1:
    			set .@i, countitem(757);
    			if (.@i < 5) goto noelu;
    			next;
    			mes "[Leon]";
    			mes "How many Rough Elunium would you like to exchange?";
    			next;
    			input .@e = .@e / 5 * 5;
    			next;
    			if (.@e < 5 || .@e > countitem(757)) {
    			mes "[Leon]";
    			mes "That's an invalid amount of ^00FF00Rough Elunium^000000";
    			mes "The exchange rate is 5 Rough Elunium to 1 Elunium";
    			close;
    			}
    	
    			mes "Are you sure you want to exchange ^0055FF" + .@e + " Rough Eluniums?^000000?";	
    			if (select("Yes:No") == 2) close;
    			mes "[Leon]";
    			mes "Okay come to me again if you want to exchange";
    			delitem 757, .@e;
    			getitem 985, .@e/5;
    			end;
    
    		case 2:
    			set .@i2, countitem(756);
    			if (.@i2 < 5) goto noori;
    			next;
    			mes "[Leon]";
    			mes "How many Rough Oridecon would you like to exchange?";
    			next;
    			input .@r = .@r / 5 * 5;
    			next;
    
    			if (.@r < 5 || .@r > countitem(756)) {
    				mes "[Leon]";
    				mes "That's an invalid amount of Oridecon";
    				mes "The Exchange rate is 5 Rough Oridecon to 1 Oridecon";
    				mes "Make sure you input the right value";
    				close;
    				}
    
    			mes "Are you sure you want to exchange ^0055FF"+.@r+" Rough Oridecon?^000000?";
    			if(select("Yes:No")==2) close;
    			mes "[Leon]";
    			mes "Okay come to me again if you want to exchange";
    			delitem 756,.@r;
    			getitem 984,.@r/5;
    			end;
    			}
    
    				
    noori:
    	mes "[Leon]";
    	mes "You don't have enough ^00FF00Rough Oridecon^000000 to exchange";
    	close;
    	
    noelu:
    	mes "[Leon]";
    	mes "You dont have enough ^00FF00Rough Elunium^000000 to exchange";
    	close;
    }
    

     

  10. 6 minutes ago, Cyro said:

    cant you elaborate your question ?

    I want to make the BG rewards automatically goes to the inventory of the player at the end of the round so i tried

    getitem7829,10; //But it needs an npc to work
    
    and i tried another
    getitem $@TeamA,7829,10; But it doesn't seem to work either // Just Tested This. I saw it in EaMOD Rewarding System and kinda copy it.
     
    
    Gonna edit the question to make it clearer sorry about that :D
  11. Hi Im currently making a battlegrounds script and I want to the rewards straight to the inventory of the player at the end of the round /hmm 

    i tried using getitem but it needs an npc to work so i tried the script below but it doesnt work.
    is there any other way to make the rewards go to the inventory of the player on the end of the round without using an npc? /heh 


     

    	if( $@TeamA != 0 )
    	{
    		if( $@TestBG_Victory == $@TeamA)
    		{
    			getitem $@TeamA,7829,10;
              	end;
    		} else {
    			getitem $@TeamA,7829,5;
              	end;
    		}
    		end;
        	}

     

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