evilnezt
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Posts posted by evilnezt
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please guide me tp build a lite client pack for ragexeRE 2010-07-30 for pre-renewal server
can anyone help me about what client files (data folder/translation, lua files, and system files, etc) i need and where can i get it
been searching this board for pre-renewal files but all i found were renewal
well, i found some pre-re topics too but the link given were all down and i never got to try it
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you can just try to make use of the SQL ....to search data ...
Log Setting :
enable_logs: 0x00008 sql_logs: yes log_filter: 2048 rare_items_log: 100
Query :
SELECT c.`name` AS `Name`, i.`name_japanese` AS `Item`, p.`map` AS `Map`, p.`time` AS `Time` FROM `picklog` AS `p` INNER JOIN `char` AS `c` ON c.`char_id` = p.`char_id` INNER JOIN `item_db_re` AS `i` ON i.`id` = p.`nameid` WHERE p.`nameid` = 938 # <-- replace item_id here ORDER BY p.`time` DESC
Edit Item ID here ....
WHERE p.`nameid` = 938 # <-- replace item_id here
Result :
aww... seems complicated
dont even know what to do with that query
Also, don't trust the rare item announce.
It isn't accurate (see my bug report on that).
i kinda notice that too sometimes, but i thought i just missed it cuz too much item related notice on my chat box
now that you mention it, now i know for sure that it isn't accurate
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probably you didnt really know how it going to work ??
item drop announcement : blablabla player get a xyz item at 0.01%this is control by the config here
unless you have some sort of custom source mod for it..
Example : 100 ( 1.00% item )
whatever item that drop at 1.00% or below will be announced once it drop by monster...
then.. your log config
you set it to store the log whenever an item with 1.00% or below dropped..
isnt that already fulfilled what you want ??
n then the log will be stored into....picklog? right?
n then i'll have to search for... item id / char id.. right?
so to perform a search i have to know the char id and item id.. right?
sooo... i'll have to do "@who3 <player name> if the player online, and have to go through char table to see the char id if the player is offline. right?
after that i have to do @iteminfo <item name> to see the item id, right?
i also have to know the type meaning from the picklog too, right? (M,P,L,T,etc)
after all that.. i can finally... track a single item of 1 player....... right?
so.. let me get back to my earlier post
r there any logs that records every announce made of rare_drop_announce from drop.conf?
if not, r there any other way?
i was referring to the announcement part (player got mob's item chance %)
not the item / picklog
i think tracking player's rare item would be easier if i there's a log that record the announcement rather than filtering the picklog
say if i want to track player001's ghostring card, i just search "player001" or "ghostring card" to see if that player really got the ghostring card from killing a ghostring.
well, if there isn't such thing, maybe this can be submitted to the dev team for implementation
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that's why i ask r there any logs that records the rare drop announce
answer already given to you ~.~
sorry, maybe i wasn't clear with my question
r there any logs that records every announce made of rare_drop_announce from drop.conf?
if not, r there any other way?
i was referring to the announcement part (player got mob's item chance %)
not the item / picklog
i think tracking player's rare item would be easier if i there's a log that record the announcement rather than filtering the picklog
say if i want to track player001's ghostring card, i just search "player001" or "ghostring card" to see if that player really got the ghostring card from killing a ghostring.
well, if there isn't such thing, maybe this can be submitted to the dev team for implementation
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from mob drop ...
if you are tracing the GM to give item to players...there are much more work you gonna do ..
check at picklog for "drop/pick" which given by "player/npc" then check the time it drop...what is dropped..who picked..who dropped....and lots more. .. ==''
just one simple thing ..
why would you give the @item commands if you dont trust your staff ....just simply remove it
yes, i understand tracing a GM given item would take a lotta work
that's why i ask r there any logs that records the rare drop announce
cuz it would really save work n time for admin to track rare item drop just by searching player name or item name
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@sandbox and @euphy can you help me guys here? its not working with the getgroupid().. all group id can warp and get buffed with my npc.. thanks in advance..
maintown,141,120,6, script Premium User 403,{ mes "[^FF0000 Premium User ^000000]"; mes ""; mes "What do you want me to do?"; next; menu "Warp to Bossnia",L_Warp,"Full Buffs",L_FB,"Nothing",L_No; L_No: mes "[^FF0000 Premium User ^000000]"; mes "Okay Bye!!"; close; L_Warp: if(getgroupid() > 5) { warp "bossnia_01",0,0; end; } L_FB: if(getgroupid() > 5) { mes "[^FF0000 Premium User ^000000]"; mes "There you go!"; if( @delay_buff ) end; percentheal 100,100; skilleffect 383,0; sc_start SC_WINDWALK,360000,5; skilleffect 8,0; sc_start SC_ENDURE,360000,10; skilleffect 45,0; sc_start SC_CONCENTRATE,360000,10; skilleffect 459,0; sc_start SC_ADRENALINE2,360000,1; skilleffect 114,0; sc_start SC_MAXIMIZEPOWER,360000,5; skilleffect 361,0; sc_start SC_ASSUMPTIO,360000,5; skilleffect 34,0; sc_start SC_BLESSING,360000,10; skilleffect 29,0; sc_start SC_INCREASEAGI,360000,10; skilleffect 74,0; sc_start SC_MAGNIFICAT,360000,5; skilleffect 75,0; sc_start SC_GLORIA,360000,5; skilleffect 66,0; sc_start SC_IMPOSITIO,360000,5; skilleffect 67,0; sc_start SC_SUFFRAGIUM,360000,3; sc_start SC_ASPDPOTION2,360000,0; sc_start SC_STRFood,360000,10; sc_start SC_AGIFood,360000,10; sc_start SC_VITFood,360000,10; sc_start SC_INTFood,360000,10; sc_start SC_DEXFood,360000,10; sc_start SC_LUKFood,360000,10; sc_start SC_HitFood,1200000,30; sc_start SC_FleeFood,1200000,30; sc_start SC_BATKFood,1200000,10; sc_start SC_MATKFood,120000,10; switch ( basejob ) { case Job_Alchemist: set .@spirit, 445; break; case Job_Monk: set .@spirit, 447; break; case Job_Star_Gladiator: set .@spirit, 448; break; case Job_Sage: set .@spirit, 449; break; case Job_Crusader: set .@spirit, 450; break; case Job_SuperNovice: set .@spirit, 451; break; case Job_Knight: set .@spirit, 452; break; case Job_Wizard: set .@spirit, 453; break; case Job_Priest: set .@spirit, 454; break; case Job_Bard: case Job_Dancer: set .@spirit, 455; break; case Job_Rogue: set .@spirit, 456; break; case Job_Assassin: set .@spirit, 457; break; case Job_Blacksmith: set .@spirit, 458; break; case Job_Hunter: set .@spirit, 460; break; case Job_Soul_Linker: set .@spirit, 461; break; default: if ( upper == 1 && baselevel < 70 ) set .@spirit, 494; } if ( .@spirit ) { sc_start4 sc_spirit, 360000, 5, .@spirit,0,0; skilleffect .@spirit, 5; } @delay_buff++; sleep2 1000; @delay_buff = 0; close; } close; end; }
Provide some error codes maybe?
i tried your script too
and all group id can use vip buff
no error codes relative to groupid
just map not found for caspen map
cuz i dont have it
edit: it worked fine now
first try i just add your script, not replacing the rathena custom healer
then i tried replacing rathena healer with your script and it works ok now
my bad
cmiiw, your script is..
- agi bless for normal
- extra magnificat, gloria, angelus, impositio for lv 85 below
- extra assumptio + concentrate + soul linker for vip
right?
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that's picklog configuration right?
what i mean is the chat log for the announcement ( player got poring's jellopy chance 1%)
the point is to track player's rare item
did they realy got it from mob drop, or some bad GM give/sell to them or any other possible illegal way
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r there any logs that records every announce made of rare_drop_announce from drop.conf?
if not, r there any other way?
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hi guys..
im using 3CeaM 732 SQL offline server and im interested withEmistry's Stage Game
guild_vs5,50,50,5 script Stage Game 437,{ // Monster ID / Amount Initiating ( Check db/Mob_db.txt || db/Mob_db2.txt ) setarray .Stage[0], 1001,10, // Stage 1 + Amount 1002,12, // Stage 2 + Amount 1004,14, // Stage 3 + Amount 1005,16, // Stage 4 + Amount 1007,18, // etc...... 1008,20, // 1058,30; // Final Stage ( Max. ~64 Rounds ) // Reward ID / Amount Initiating ( Check db/Item_db.txt || db/Item_db2.txt ) setarray .Reward[0], 607,10, // Reward 1 + Amount 608,5, // Reward 2 + Amount 501,3, // etc...... 512,1; // Last Reward 1 ( Max. ~64 Items ) // MapFlags Initiating ( Check db/Cont.txt ) setarray .MapFlags[0],0,1,2,3,4,5,11,13,14,15,22,29,30,31,32,33,34,35,38,41,43,44,47,49; for( set .@mf,0; .@mf < getarraysize( .MapFlags ); set .@mf,.@mf + 1 ) { setmapflag strcharinfo(3),.MapFlags[.@mf]; } if( mobcount( strcharinfo(3),"all" ) > 0 || .Level > 0) { dispbottom "Just Kill All the Monster to Win the Game..."; end; } set .Level,0; announce "[Level "+( (.Level/2)+1 )+"] : [ "+.Stage[.Level+1]+" x "+getmonsterinfo( .Stage[.Level],0)+" ]",bc_all,0x37FDFC; monster strcharinfo(3),0,0,"[Slave] "+getmonsterinfo( .Stage[.Level],0)+"",.Stage[.Level],.Stage[.Level+1],strnpcinfo(0)+"::OnMobKill"; delwaitingroom; waitingroom "Left ["+mobcount( strcharinfo(3),strnpcinfo(0)+"::OnMobKill" )+"] Monster",0; end; OnMobKill: delwaitingroom; if( mobcount( strcharinfo(3),strnpcinfo(0)+"::OnMobKill" ) == 0 && .Level < ( getarraysize( .Stage ) - 5 ) ) { set .Level,.Level + 2; waitingroom "["+((( getarraysize( .Stage )/2 ) - .Level/2) - 1)+"] Rounds to Go.",0; for( set .@t,5; .@t > 0; set .@t,.@t - 1 ) { announce "[Level "+( (.Level/2)+1 )+"] in "+.@t+" Seconds",bc_map,0x4EEE94,0,35; sleep2 1000; } announce "[Level "+( (.Level/2)+1 )+"] : [ "+.Stage[.Level+1]+" x "+getmonsterinfo( .Stage[.Level],0)+" ]",bc_all,0x37FDFC; monster strcharinfo(3),0,0,"[Slave] "+getmonsterinfo( .Stage[.Level],0)+"",.Stage[.Level],.Stage[.Level+1],strnpcinfo(0)+"::OnMobKill"; } if( mobcount( strcharinfo(3),strnpcinfo(0)+"::OnMobKill" ) == 0 && .Level >= ( getarraysize( .Stage ) - 5 ) ) { set .Level,.Level + 2; announce "BOSS Stage",bc_map,0xFF0000,0,90; specialeffect 563; sleep2 2000; for( set .@t,5; .@t > 0; set .@t,.@t - 1 ) { specialeffect 563; announce "BOSS STAGE in "+.@t+" Seconds",bc_map,0xFF0000,0,60; sleep2 1000; } announce "[Level "+( (.Level/2)+1 )+"] : [ "+.Stage[.Level+1]+" x "+getmonsterinfo( .Stage[.Level],0)+" ]",bc_all,0x37FDFC; monster strcharinfo(3),0,0,"[BOSS] "+getmonsterinfo( .Stage[.Level],0)+"",.Stage[.Level],.Stage[.Level+1],strnpcinfo(0)+"::OnBossKill"; } delwaitingroom; waitingroom "Left ["+mobcount( strcharinfo(3),strnpcinfo(0)+"::On"+( ( .Level-2 ) > ( getarraysize( .Stage ) - 5 ) ? "BossKill":"MobKill") )+"] Monster",0; end; OnBossKill: delwaitingroom; if( mobcount( strcharinfo(3),strnpcinfo(0)+"::OnBossKill" ) > 0 ) { waitingroom "Left ["+mobcount( strcharinfo(3),strnpcinfo(0)+"::OnBossKill")+"] Monster",0; end; }else{ delwaitingroom; waitingroom "REWARD TIME",0; specialeffect 709; announce "Congratulation to Team [ "+getpartyname( getcharid(1) )+" ] who had just finished the Stage Game. ",0; getpartymember getcharid(1),1; getpartymember getcharid(1),2; set @Location$,strcharinfo(3); for ( set .@i, 0; .@i < $@partymembercount; set .@i, .@i +1 ) { if ( isloggedin($@partymemberaid[.@i]) ) { attachrid $@partymemberaid[.@i]; if( strcharinfo(3) == @Location$ ) { unittalk getcharid(3),"Yeehaaa !! We Beat ALL the Monster !!!"; unitemote getcharid(3),e_heh; specialeffect2 709; for( set .@a,0; .@a < getarraysize( .Reward ); set .@a,.@a + 2 ) getitem .Reward[.@a],.Reward[.@a+1], $@partymemberaid[.@i]; dispbottom "Gained those items as Reward for Finishing Stage Game"; } } } sleep2 5000; mapwarp strcharinfo(3),"prontera",155,180; set .Level,0; delwaitingroom; } OnInit: waitingroom "Click Me",0; end; } prontera,146,188,5 script Stage Game#Register 794,{ while(1){ mes "Hello, i am ^FF0000Stage Game Manager^000000. How can i help you ?"; mes "^0000FFRegistration Status^000000 : "+( getmapusers(.Map$) > 0 ?"^FF0000OFF":"^00FF00ON")+"^000000"; mes "(^FF0000Only Leader can Register^000000)"; mes ""; mes "It is In ^FF0000BETA Test^000000."; next; switch(select("^00FF00Stage Game Information^000000", ( getmapusers(.Map$) > 0 || getcharid(0) != getpartyleader( getcharid(1),2 ) )?"":"^0000FFRegister for Stage Game^000000", ( getmapusers(.Map$) < 1 || getgmlevel() < 60 )?"":"^FF0000Reset Stage Game^000000")) { Case 1: mes "^FF0000Stage Game^000000 is a small game that have alot of monster to be kill from round to round."; mes "With every increase or round you manage to reach, the monster could be stronger than before."; next; mes "You could win up some ^0000FFUnique^000000 prize upon you finished the whole ^FF0000Stage Game^000000"; next; mes "In order to ^0000FFRegister^000000 for ^FF0000Stage Game^000000, all your party member must meet the ^0000FFRequirements^000000"; next; mes "[ ^00FF00Requirements^000000 ]"; mes "^0000FFBase Level^000000 : "+.Level+" Level"; mes "^0000FFZeny^000000 : "+.Zeny+" Zeny "; mes "^0000FFParty Members^000000 : "+.PartyMember+" Members"; mes "(^FF0000Level / Zeny only Applied on Leader ^000000 )"; next; break; Case 2: // if( getgmlevel() < 80 ){ // mes "Stage Game is under Debugging Development. Simple Game but Hard "; // close; // } getpartymember getcharid(1),1; getpartymember getcharid(1),2; set @Count,0; for ( set .@i, 0; .@i < $@partymembercount; set .@i, .@i +1 ){ if ( isloggedin($@partymemberaid[.@i]) ){ set @Count,@Count+1; } } if( @Count < .PartyMember || BaseLevel < .Level || Zeny < .Zeny ){ mes "[ ^00FF00Requirements^000000 ]"; mes "^0000FFBase Level^000000 : "+.Level+" Level"; mes "^0000FFZeny^000000 : "+.Zeny+" Zeny "; mes "^0000FFParty Members^000000 : "+.PartyMember+" Members"; mes "(^FF0000Level / Zeny only Applied on Leader ^000000 )"; close; }else{ set Zeny, Zeny - .Zeny; mes "Your party will now be warped into the Destination to start the Game."; dispbottom "Click on the NPC inside to start the game."; delwaitingroom "Stage Game"; close2; announce "Team [ "+getpartyname( getcharid(1) )+"] has joined STAGE GAME.",0; warpparty .Map$,0,0,getcharid(1); killmonster .Map$,"All"; set getvariableofnpc(.Level,"Stage Game"),0; end; } Case 3: mes "The Game has been Reset."; killmonster .Map$,"All"; mapwarp .Map$,"prontera",155,180; announce "A GM has RESET the Stage Game, Sorry for the Incovenience.",0; set getvariableofnpc(.Level,"Stage Game"),0; delwaitingroom "Stage Game"; next; break; } } close; OnInit: waitingroom "NULL",0; OnWhisperGlobal: set .Level,1; set .Zeny,0; set .PartyMember,1; set .Map$,"guild_vs5"; while(sleep2(1000)) { delwaitingroom; waitingroom ( getmapusers(.Map$) > 0 ? " NOT":" " )+" Available",0; } end; }
and Annieruru's private MVP branch
i'd like to combine these 2 scripts
and if it possible to make an instance of it
* so there will be 8 branch(room) available for stage game
* and in every room i'd like to add time limit and timer inside
so there's 2 NPC's inside the game map
1 is the NPC to start the game
and d other is NPC with waitingroom "time left"...
* the requirement to enter is set like the one in the stage game script
(player needs to make a party with defined number of minimum member and they have to bring zeny and item requested)
(level, zeny, items applied only on party leader)
* party member can re-enter the reserved room when they got out
( only party leader can reserve/start the game, but party member can re-enter the room when they got out ( Died / disconnected/etc)
* give a reward for each party member when finishing the game
* and set delay after finishing a game to start a new one
kindly rewrite the script for i'm a newbie with scripts
currently i'm just cutting here n there in those 2 scripts
or if there's a simillar script like this please give me link
thx in advance
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bump
hi guys..
im using 3CeaM 732 Offline TxT server with this stage game script from here
and i'd like to add time limit and timer inside the game map
like the timer in Annieruru's private MVP branch
so there's 2 NPC's inside the game map
1 is the game NPC
and d other is NPC with waitingroom "time left"...
or even better if you maybe can help me combine those stage game and private MVP branch become 1 stage game with branch and timer
can you give more further info about what you want to do? like do you want your stage game monster became MVP? or you just want to combine those script in one map only?
i want a stage game NPC with a timer and branch feature like in the Annieruru's private MVP branch
or should i say.. i want to use annieruru's private MVP branch script for stage gameso instead of only 1 stage game map, there's 8 game branch available for stage game
and inside every branch/map there's a timer NPC that shows (waitingroom) how much time left to finish the game before being kicked out
bump
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hi guys..
im using 3CeaM 732 Offline TxT server with this stage game script from here
and i'd like to add time limit and timer inside the game map
like the timer in Annieruru's private MVP branch
so there's 2 NPC's inside the game map
1 is the game NPC
and d other is NPC with waitingroom "time left"...
or even better if you maybe can help me combine those stage game and private MVP branch become 1 stage game with branch and timer
can you give more further info about what you want to do? like do you want your stage game monster became MVP? or you just want to combine those script in one map only?
i want a stage game NPC with a timer and branch feature like in the Annieruru's private MVP branch
or should i say.. i want to use annieruru's private MVP branch script for stage game
so instead of only 1 stage game map, there's 8 game branch available for stage game
and inside every branch/map there's a timer NPC that shows (waitingroom) how much time left to finish the game before being kicked out
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hi guys..
im using 3CeaM 732 Offline TxT server with this stage game script from here
and i'd like to add time limit and timer inside the game map
like the timer in Annieruru's private MVP branch
so there's 2 NPC's inside the game map
1 is the game NPC
and d other is NPC with waitingroom "time left"...
or even better if you maybe can help me combine those stage game and private MVP branch become 1 stage game with branch and timer
Error while executing main.sql
in Installation Support
Posted
i get the same error. error with main.sql. the others works fine. and error only with latest rathena. need solution