HisaoShou
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Everything posted by HisaoShou
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Hello there. I wanted to make my skills to get from Normal to G1 (instead of M1) when reaching 15 skill points, and I have followed the following topic: Unfortunately it is not working. I'm currently using 40k and the skills are still mastered to M1 instead of G1, despite of following the suggestions in the topic. Here's my current script: case SKILL_NORMAL: // ¹ø¼·Àº ½ºÅ³ ¾÷±×·¹À̵å 17~20 »çÀÌ ·£´ý ¸¶½ºÅÍ ¼ö·Ã if (GetSkillLevel(pkSk->dwVnum) >= 17) { SetSkillLevel(pkSk->dwVnum, 40); } break; case SKILL_MASTER: if (GetSkillLevel(pkSk->dwVnum) >= 30) { if (number(1, 31 - MIN(30, GetSkillLevel(pkSk->dwVnum))) == 1) SetSkillLevel(pkSk->dwVnum, 30); } break; case SKILL_GRAND_MASTER: if (GetSkillLevel(pkSk->dwVnum) >= 40) { SetSkillLevel(pkSk->dwVnum, 40); } break; } And yes, I have tried both values for SetSkillLevel to 30 and 40, none of them worked. Can someone help me please? I would be grateful
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How do I modify party Leadership bonuses?
HisaoShou replied to HisaoShou's topic in Community Support - Questions & Answers
Thank you very much for pointing out how to solve the issue, I will see how this will end. Have a good day and thank you again! -
Hello everyone, I have searched on most of the forums to find a way to modify these bonuses but I couldn't find anything. Does anyone knows how to modify the bonuses granted by Party Leadership? More info about Leadership can be found here: [Hidden Content] I want to know how to modify the bonuses granted by "Set As Berserker" , "Set as melee", and so on... Can anyone help me with this issue please?
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Hello everyone. I would like to know if I could increase the range of Bravery Capes. More precisely, is there any way I can increase the range of pc.aggregate_monster quest function?
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Thank you for your answer, it made me understand a little how this works. What I want to do is only quest - client related. For example I want an UI button to be displayed only if the variable declared by quest has a certain value. Do you think this is possible only with python(client) and quest(lua) ? I would really appreciate an example if you have one. Something like, if you could make a present game button (e.g.: Inventory Button from the bottom bar) be displayed only when quest variable is 1 that would be the easiest i think. I'm sorry for asking for this, I'm not good at it.
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Hello everyone. I'm currently facing an issue where I want to make a certain system / icon visible only if a variable (which was declared and changed via quest) has a certain value. I want the client to check the value of the variable for the quest, and the client to update automatically as the variable is set to a certain value. Can this be done? I have looked into an older topic related to this issue: [HowTo|Old]Quest-Client communication(for any version) , but it didn't help really much. I'm still not sure how to check this. Can someone help me please? I'm pretty dumb when comes to client communication
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Tournament Register Quest? Can be done?
HisaoShou replied to HisaoShou's topic in Community Support - Questions & Answers
Bump. -
Yes, this still does not work: quest giveItem begin state start begin when login begin say("test") local vnum = tonumber(input()); if (vnum == nil or vnum == 0) then return say_reward("Invalid input.[ENTER]"); end -- if/elseif pc.give_item2(vnum, 1); say(string.format("The item %d (%s) has been received.", vnum, item_name(vnum))) say_item_vnum(vnum); end -- when end -- state end -- quest
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I want to make a quest which gives the player any item they want by input. But I have an issue... the "vnum" from give_item2 does not work with my local input variable. The quest I have tried to make looks like this: quest giveItm begin state start begin when login begin say("test") local itm = input() pc.give_item2(itm, 1) say("test2") end end end
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How to stack affect.add ? (or other ways)
HisaoShou replied to HisaoShou's topic in Community Support - Questions & Answers
Ok , then try to stack exactly the same values. Try this: affect.add_collect(apply.INT,10,60*60*24*300*59) + affect.add_collect(apply.INT,10,60*60*24*300*59) + affect.add_collect(apply.INT,10,60*60*24*300*59) It won't stack more than two times. -
How to stack affect.add ? (or other ways)
HisaoShou replied to HisaoShou's topic in Community Support - Questions & Answers
It doesn't stack. affect.add_collect() + affect.add_collect() = don't stack affect.add_collect() + affect.add() = stack ONCE I need them to be stacking more, like affect.add_collect() + affect.add_collect() + affect.add_collect() + affect.add_collect() and so on -
How to change Quest Buttons
HisaoShou replied to HisaoShou's topic in Community Support - Questions & Answers
Bump.