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HisaoShou

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Everything posted by HisaoShou

  1. 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
  2. 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!
  3. 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?
  4. Thank you very much about your answer! It was really helpful. Thank you also for your time spent explaining all these to me, thanks!
  5. 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?
  6. 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.
  7. 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
  8. Wow, thank you very much! But can you please tell me where to put these? And can it be used as a quest function? I want to check the number of players from a map with a quest
  9. Hello. I need a quest for a tournament where the players can register in it, and after a certain amount time, the registered will be teleported in certain map. Can someone please tell me if this is possible or how can be done? Can it be done without sql?
  10. Hello everyone. I need a little help here: I need quest function which checks how many players are in certain maps. Does someone know any way do check this?
  11. Bruh, don't you have an workaround or something? (;¬_¬) I have no idea how this would be a server issue
  12. 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
  13. Uhm, i did. But the quest does nothing in game. After I put the item number, nothing happens afterwards
  14. I get this on compile: Calls undeclared function! : mysql_direct_query Abort (core dumped)
  15. 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
  16. I'd like to know how to remove a portal / warp gate from a map. I want to remove the function of the portal to teleport, not the portal itself (as graphical object).
  17. 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.
  18. 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
  19. I'd like to know how I could stack affect.add ? At the moment , the function work only once, it does not stack if another affect.add is added over . How can I make it work? OR, is there any other way to give a permanent bonus to the player which stacks?
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