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Tsuuu

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Tsuuu last won the day on November 29

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About Tsuuu

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    Hercules

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  1. It would look something like this: first create a script and put its function there, example: function script scripttest { getmapxy @map$,@x,@y,0; dispbottom "Quantidade de jogadores no mapa atual: "+getmapusers(@map$); end; } then just go to the item script and use callfunc, in this example I used '2201': Id: 2201 AegisName: "Sunglasses" Name: "Sunglasses" Type: "IT_ARMOR" Buy: 5000 Weight: 100 Loc: "EQP_HEAD_MID" Refine: false ViewSprite: 12 Script: <" bonus2 bResEff,Eff_Blind,500; callfunc "scripttest"; "> You can also make this number update every time the number of players changes on this map, it all depends on what you want.
  2. Tsuuu

    savepoint

    I thought of some ways to do this, however I want to understand your script to try to do it functionally for you, first note: *getcharid(<type>{, "<character name>"}) This function will return a unique ID number of the invoking character, or, if a character name is specified, of that player. Type is the kind of associated ID number required: (0) CHAR_ID_CHAR - Character ID number. (1) CHAR_ID_PARTY - Party ID number. (2) CHAR_ID_GUILD - Guild ID number. (3) CHAR_ID_ACCOUNT - Account ID number. (4) CHAR_ID_BG - Battle ground ID (5) CHAR_ID_CLAN - Clan ID number. WHERE `char_id`='"+getcharid(CHAR_ID_CHAR, getd("$house" + getarg(0) + "_user$"))+"'"); At this point in his SQL query he uses the getcharid command, his sql uses 3 variables that I don't know the values: $house, getarg(0) and _user$ in a second parameter of the getcharid call that may not even be necessary, just by char id you can do everything. About working only for the character who releases the house, a repeating structure can be done by passing the IDs of the characters you wish to have access to, in the case of your script the sql command only runs once, using a search condition that passes the Scripting Character ID, you need to somehow get the character IDs you want and create a "for/while" for sql.
  3. Sorry, the double quotes work perfectly for me ... I Use updated Hercules.
  4. Dude, you're a myth, how could I not have realized this, thank you so much for your help. Topic Solved !
  5. Incredible as it may seem I did not find where to change this option to change the passive bonus of this skill, even though I searched in various places, can anyone give me a light!? currently the Crazy Uproar skill gives me a 4 attack bonus, I would like to change this value, I looked at her function in source and found nothing less complicated for my understanding.
  6. lol, he's already delivered almost everything. sorry my answer, I'm kind of out of time if I wouldn't write the script for you, maybe another day!
  7. Exactly what I expected. Thank you so much for wasting a little of your time with me, you're beast, optimized cool ...
  8. Hi, I'm pretty junior in programming, but I can still do some things through if and else (jejeje), I made this custom script to rank my WoE, the script is 100% functional, I would like to know how to optimize it Because I think too many checks can weigh my script and overload my server since a WoE can be very busy, can someone more experienced tell me a way to optimize this script? An example will already serve as a template for other scripts of mine.
  9. Already bought? Are you willing to see my script template and negotiate with me?
  10. Olá, vou te add no email.

    você tem whatts,me informa para manter uma comunicação melhor.

    1. Show previous comments  5 more
    2. Luiz Gonzaga
    3. Tsuuu

      Tsuuu

      Bom dia, estou lhe adicionando no discord.

    4. Tsuuu

      Tsuuu

      Pronto, te adicionei, só me aceitar !

  11. Tsuuu

    Hair Costume

    Loc: Equipment's placement. A value needs to be specified if the item is an equipment piece. Values are (bitmask arrays are supported): Lower Headgear: EQP_HEAD_LOW (2^00 = 0x000001) Weapon: EQP_HAND_R or EQP_WEAPON (2^01 = 0x000002) Garment: EQP_GARMENT (2^02 = 0x000004) Accessory 1: EQP_ACC_L (2^03 = 0x000008) Armor: EQP_ARMOR (2^04 = 0x000010) Shield: EQP_HAND_L or EQP_SHIELD (2^05 = 0x000020) (Both Hands): EQP_ARMS (EQP_HAND_L | EQP_HAND_R = 0x000022) Footgear: EQP_SHOES (2^06 = 0x000040) Accessory 2: EQP_ACC_R (2^07 = 0x000080) (Both Accessories): EQP_ACC (EQP_ACC_R | EQP_ACC_L = 0x000088) Upper Headgear: EQP_HEAD_TOP (2^08 = 0x000100) Middle Headgear: EQP_HEAD_MID (2^09 = 0x000200) (T+M+B Headgear): EQP_HELM (EQP_HEAD_LOW | EQP_HEAD_MID | EQP_HEAD_TOP = 0x000301) Costume Top Headgear: EQP_COSTUME_HEAD_TOP (2^10 = 0x000400) Costume Mid Headgear: EQP_COSTUME_HEAD_MID (2^11 = 0x000800) Costume Low Headgear: EQP_COSTUME_HEAD_LOW (2^12 = 0x001000) Costume Garment/Robe: EQP_COSTUME_GARMENT (2^13 = 0x002000) Ammunition: EQP_AMMO (2^15 = 0x008000) Shadow Armor: EQP_SHADOW_ARMOR (2^16 = 0x010000) Shadow Weapon: EQP_SHADOW_WEAPON (2^17 = 0x020000) Shadow Shield: EQP_SHADOW_SHIELD (2^18 = 0x040000) (Shadow 2H Weapon): EQP_SHADOW_ARMS (EQP_SHADOW_WEAPON | EQP_SHADOW_SHIELD = 0x060000) Shadow Shoes: EQP_SHADOW_SHOES (2^19 = 0x080000) Shadow Accessory 2: EQP_SHADOW_ACC_R (2^20 = 0x100000) Shadow Accessory 1: EQP_SHADOW_ACC_L (2^21 = 0x200000) (Shadow Accessories): EQP_SHADOW_ACC (EQP_SHADOW_ACC_R | EQP_SHADOW_ACC_L = 0x300000) Não sei se entendi muito bem, mas se foi o que eu entendi tá aí, eu particularmente uso 'EQP_HEAD_TOP e afins' para definir a posição de algum equipamento. Sobre o visual não aparecer no personagem, existe alguns pontos que podem ser averiguados, alguns pontos que considero: arquivo itemInfo_Sak (no meu caso) pasta system: arquivo 'accname.lub' pasta 'data/luafiles514/lua files/datainfo' : arquivo 'accessoryid.lub' pasta 'data/luafiles514/lua files/datainfo' : lembrando que neste arquivo fica o número da ViewSprite que tem no 'item_db2.conf' Obs: Os spoiler me bugando coloquei tudo fora.
  12. My God dear, as this is possible, I had never compiled the server in debug, I did now and it really does not give more errors, as I am noob, thank you one more time 4144. Ps: Sorry for the delay to reply.
  13. I believe this is an emulator error, if I am wrong, sorry.... when deleting a message received, it still stays on the tab as 'deleted message', the link disappears after closing the rodex, but before closing the link is still there and clicking on it after deleting the message gives a crash in emulator... Does anybody know how to solve this? Error images:
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