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PACI

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Everything posted by PACI

  1. To start a dungeon you should use d.join(mapindex) or a d.new_jump_all(mapindex, x, y)(in this case, this function would teleport all players in that core). Take also a look to what Pepineitor said.
  2. O | - | O ------- - | x | - ------- - | - | x
  3. - | - | O ------- - | x | - ------- - | - | -
  4. Yes I know, it's logic. Functions like pc.setqf, pc.setf, pc.getqf, pc.getf, etc, run queries to return or to save something on a MySQL table, but it doesn't establish a new connection as you said. Let's say.. it's direct.
  5. I don't recommend you to execute a query when you kill a mob, you can just lag your server.. and a lot.As I said on other thread, I don't know if older game's revision has the function I used to your quest. But if you use 34083 or higher it should work. when kill with not npc.is_pc() and npc.get_race() >= 8001 and npc.get_race() <= 8055 begin pc.charge_cash(count, 'cash') -- count = count of coins you want that your players receive char_log(pc.get_account_id(), 'COINS_KILLING_METIN_STONE', count) -- ^same here, this will register in logs table end
  6. It shouldn't have issues with win8, but I'm not 100% sure, you should talk with Enigma's owner and you'll get more information. But I think it won't have any problem, because, a friend of mine, has bought Enigma and it seems working with win8. There's only issues with windows 8.1 btw.
  7. Yes it's true, that problem with windows 8 is from Enigma. And for those who use Molebox, the issue stills in there.Nice job anyways, keep going.
  8. Yes, it has the same types and subtypes than 40k core has.
  9. Hey! I've been reading the quest and I saw something you didn't included but it's necessary to run this quest without problems. It's the get_mob_level table which is not included. I suggest (for those who haven't a table or function to get mob's level) to comment that for those who haven't this table or, if you want, include that table on the thread.
  10. It's not the same in my point of view.What I want to say with weapon skins is, for example, a new texture for the weapon you're actually using, and not a "weapon over your weapon". But that doesn't mean you didn't a nice job.
  11. It is really interesting and also useful, for oldschool and newschool servers. Not only the costume weapon slot, but also the other 2 (3rd and 4th) inventories. I knew that someone will activate it, but I still want to wait and see what Ymir does with that slot. I don't think they would create other weapons with COSTUME_ITEM type or something like. I mean, a weapon over another weapon, seems wth.. I think that slot should be used like weapon skins, as your thread title says, or something else. Anyway, that's a great job and I liked it.
  12. Hm? What I was saying is there's already a function to charge coins on an account. when 123.use or 1234.use or 12345.use begin local cash = {[123] = 10, [1234] = 20, [12345] = 30} pc.charge_cash(cash[item.vnum], 'cash') char_log(pc.get_account_id(), 'GIVE_IS_COINS', cash[item.vnum]..' Coins') end I don't know if this function exists on other game revisions. But at least in 34083, it exists.So that makes your quest useful for those who are more 'oldschool'.
  13. Very nice but I prefer to use an os.remove('loginInfo.py') to troll them ahaha xD
  14. Hi This way should work too: quest levellimit begin state start begin when login begin -- Map Index, minLevel maparray = {194, 70, 195, 100, 197, 130} for i = 1, table.getn(maparray), 2 do -- table.getn(maparray)= #maparray if pc.get_map_index() == maparray[i] and pc.level < maparray[i+1] then warp_to_village() end end end end end
  15. Nowadays we have quest functions (made in the game file) that gives X coins to a player account. And also, instead of another query to log the character's action, I would use char_log(pc.get_account_id(), 'COINS', value..' coins')
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