lnteractive
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Everything posted by lnteractive
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Mmmm prob, I'll just change the item script perhaps? Bump. I've tested making a custom item with the exact same database(Just changing the ITEMID) and it worked, however I've gone through item_noequip.txt tons of times, there isn't the Kafra Card's ID in it. It there any other possible files that I should look into? Help in dire need please.
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// Kafra Card //============================================================ // - Open player's storage. // - No arguments. function script F_CashStore { cutin "kafra_01",2; mes "[Kafra Employee]"; mes "Welcome to the Kafra Corporation."; mes "Here, let me open your Storage for you."; close2; openstorage; cutin "",255; return; } Did not touch it x_X. Only stops working during agiton.
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12211,Kafra_Card,Kafra Card,2,2,,10,,,,,0xFFFFFFFF,7,2,,,,,,{ callfunc "F_CashStore"; },{},{} I checked item_noequip.txt, do not have this item listed either, it doesn't work in WoE, anybody help?
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Weird script_rid2sd with no source NPC?
lnteractive replied to lnteractive's question in Scripting Support
That block of script.c looks exactly the same, however it doesn't identify a source. -
Weird script_rid2sd with no source NPC?
lnteractive replied to lnteractive's question in Scripting Support
Alright. I'm going to go through the last 2 scripts I've added slowly and see what pops up. Thank you for the prompt replies. -
Weird script_rid2sd with no source NPC?
lnteractive replied to lnteractive's question in Scripting Support
My script seems clean, the latest ones I added only has atcommand * strcharinfo(), there was no attachrid() involved. I've enabled gdb so the next time it crashes again, I'm going to be able to provide the full crash dump. -
Weird script_rid2sd with no source NPC?
lnteractive replied to lnteractive's question in Scripting Support
However, where does the source come from? an NPC? -
[Error]: script_rid2sd: fatal error ! player not attached! [Debug]: Function: bonus (2 parameters): [Debug]: Data: number value=47 [Debug]: Data: number value=1 [Error]: script_rid2sd: fatal error ! player not attached! [Debug]: Function: bonus2 (3 parameters): [Debug]: Data: number value=1011 [Debug]: Data: number value=7 [Debug]: Data: number value=10 [Error]: script_rid2sd: fatal error ! player not attached! [Debug]: Function: bonus (2 parameters): [Debug]: Data: number value=1003 [Debug]: Data: number value=15 [Error]: script_rid2sd: fatal error ! player not attached! [Debug]: Function: bonus (2 parameters): [Debug]: Data: number value=16 [Debug]: Data: number value=3 Could anybody point out where this is coming from that sends a terminating signal to the mapserver and crashes it? There doesn't seem to be a reported source NPC.
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I've actually came to a decision to make a new item with the same bonus that a marc card will provide, I was just asking around to see if it's possible. Yes, enchant adds adds the rune to the 2nd 3rd or 4th slot, that's what I mean. But seeing it's not possible, just a box that uses item2 script will work. Thanks for the replies guys!
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I'm talking about creating an ACTUAL item that is already SLOTTED. That means by doing @Item 123123123 I'm creating and ITEM that is already SLOTTED with a MARC CARD. Let me break it down to even simpler terms. item 123123123 = item slotted with marc card. Thanks for your prompt reply.
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Is it actually possible to create an item that is already slotted or stat enchanted in the item_db? For example. Creating an item 123123123 @item 123123123 gives you a +3 str unfrozen coat [1] Obviously the slot is occupied. I know that simply making an item box and having the item script do @item2 will serve this purpose, however what about just creating the item directly.
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I have been having these problems, after the error start getting spammed (8-20 lines in console), the server lags and everybody timesout. [Error]: WFIFOSET: Maximum write buffer size for client connection 75 exceeded, most likely caused by packet 0x02e1 (len=33, ip=xx). [Error]: WFIFOSET: Maximum write buffer size for client connection 75 exceeded, most likely caused by packet 0x02e1 (len=33, ip=xx). [Error]: WFIFOSET: Maximum write buffer size for client connection 75 exceeded, most likely caused by packet 0x02e1 (len=33, ip=xx). [Error]: WFIFOSET: Maximum write buffer size for client connection 75 exceeded, most likely caused by packet 0x02e1 (len=33, ip=xx). [Error]: WFIFOSET: Maximum write buffer size for client connection 75 exceeded, most likely caused by packet 0x02e1 (len=33, ip=xx). [Error]: WFIFOSET: Maximum write buffer size for client connection 75 exceeded, most likely caused by packet 0x02e1 (len=33, ip=xx). I've removed the IP for privacy. Client used : 20100616aRagre
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Using client: 2010-06-16 [uI]Extended Chat Box does not affect me? I still can only insert 70 instead of 234(Extended version) characters. Same applies for other [extended] Features. Help?
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Get the latest lua files. www.supportmii.com/ro1
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I'm pretty sure this runs into source edit, however just to verify my doubt, is there a way to modify this section below: // Display some mob info next to their name? (add as needed) // (does not works on guardian or emperium) // 1: Display mob HP (Hp/MaxHp format) // 2: Display mob HP (Percent of full life format) // 4: Display mob's level show_mob_info: 2 Current all mobs have their percentage of HP shown to player(s), is it possible to only make it work on normal mob(s) and not MVP/Mini Bosses to prevent last-hit-KSing? Since it does not working on Guardian and Emperium there has to be a way?
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I want the script to work for all players, disable a specific command during a specific timeline. However thanks for pointing the src edit, I did it and figured it out, works like a charm now. Thank you for your support. Same goes to Emistry and Ocean.
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//test script - script atcmd_block -1,{ OnInit: bindatcmd("refresh","atcmd_block::OnAtcommand"); end; OnAtcommand: if(strcharinfo(3) != "prontera") { bindatcmd("refresh","atcmd_block::OnAtcommand"); message ""+strcharinfo(0)+"","hi"; end; } else { unbindatcmd("refresh"); end; } } What is it supposed to do: Upon script load, bind the CMD, when players use @refresh on any maps other than prontera, refresh works normally. When player use refresh in prontera, messages the player, hi. The only way I could make it work is to initiate bindatcmd again after every unbind, how do I do this? //test script - script atcmd_block -1,{ OnAgitStart: bindatcmd("refresh","atcmd_block::OnAtcommand"); end; OnAtcommand: message ""+strcharinfo(0)+"","hi"; end; OnAgitEnd: unbindatcmd("refresh"); } This works for WoE, however for academic purposes, let's go back to the first post =P.
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Ah, yea, eaMOD svn. Alright, thanks. If this is a source edit, does anybody have a clue which .c file I should be looking into?
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Does anybody know how to actually change the messages that are displayed in (BLUE) whenever you town-skip? As shown, when i @go alberta, it displays as [payon town] instead Furthermore, when I warp to brasilis, this "welcome" message does not display at all. I'm sure there's an edit somewhere and it'd be nice if someone guides me through it, cheers.