Search found 27 matches
- Sat Sep 14, 2013 8:45 am
- Forum: Troubleshooting
- Topic: Seekers addon greyed out on login.
- Replies: 4
- Views: 5735
Re: Seekers addon greyed out on login.
Are you sure you don't mean 4096?
- Sat Sep 14, 2013 8:44 am
- Forum: Contacting The Team
- Topic: Question about mob jobs and spells
- Replies: 8
- Views: 8143
Re: Question about mob jobs and spells
The spell list is dictated by mob_groups.
You'll have to find the mobid from mob_pools and look at the entries in mob_groups that use that id, where you will find the spell list id.
You'll have to find the mobid from mob_pools and look at the entries in mob_groups that use that id, where you will find the spell list id.
- Sat Aug 24, 2013 8:35 am
- Forum: Post WoTG
- Topic: Veridical Confluxes for Abyssea
- Replies: 3
- Views: 12468
Re: Veridical Confluxes for Abyssea
Oh yeah forgot Lotus is gonna work on that (just gotta remind him unless he remembered).
I might restructure the files a little bit too.
I might restructure the files a little bit too.
- Thu Aug 22, 2013 3:33 pm
- Forum: Post WoTG
- Topic: Veridical Confluxes for Abyssea
- Replies: 3
- Views: 12468
Re: Veridical Confluxes for Abyssea
Attached patch version of the three edited files (settings.lua, player.lua, and npc_list.sql).
The other files (conflux.lua and the various Veridical_Conflux.luas) are newly created and thus don't have patches.
The other files (conflux.lua and the various Veridical_Conflux.luas) are newly created and thus don't have patches.
- Thu Aug 22, 2013 3:07 pm
- Forum: Post WoTG
- Topic: Veridical Confluxes for Abyssea
- Replies: 3
- Views: 12468
Veridical Confluxes for Abyssea
The following scripts (and sql) should get all of the Veridical Confluxes in Abyssea more or less working. The major flaw at the moment is that the teleportation costs are inaccurate, but can easily be changed in conflux.lua if real values are gotten from retail. The confluxes take cruor in the form...
- Wed Aug 21, 2013 6:36 pm
- Forum: Scripting
- Topic: Abyssea - Altepa
- Replies: 12
- Views: 11438
Re: Abyssea - Altepa
The following code seems to get it to be working properly, although I'm sure the code can be made more efficient. I plan on trying to centralize a lot of the conflux code so it doesn't clutter up every single conflux lua file. ----------------------------------- -- Area: Abyssea-Altepa -- NPC: Verid...
- Wed Aug 21, 2013 3:18 pm
- Forum: Bugs
- Topic: Server Setup DSGame CPathFind::FindRandomPath Error
- Replies: 2
- Views: 3454
Re: Server Setup DSGame CPathFind::FindRandomPath Error
Been happening ever since pathfinding was added to dsp. Wouldn't worry about it.
- Wed Aug 21, 2013 8:34 am
- Forum: Scripting
- Topic: Abyssea - Altepa
- Replies: 12
- Views: 11438
Re: Abyssea - Altepa
Do you mean when you are trying to pass on the cruor cost in onEventFinish()?
If that's what you mean, you'll probably have to redefine the costs for each conflux within onEventFinish().
If that's what you mean, you'll probably have to redefine the costs for each conflux within onEventFinish().
- Tue Aug 20, 2013 9:22 pm
- Forum: Scripting
- Topic: Abyssea - Altepa
- Replies: 12
- Views: 11438
Re: Abyssea - Altepa
Also I didn't actually test the script itself (only tested with @cs) so there could be typos or bad scripting in there...
Requires keyitems.lua as well.
Requires keyitems.lua as well.
- Tue Aug 20, 2013 9:21 pm
- Forum: Scripting
- Topic: Abyssea - Altepa
- Replies: 12
- Views: 11438
Re: Abyssea - Altepa
Here's some initial onTrigger work I got done for one of the confluxes after talking to you on IRC. function onTrigger(player,npc) local mask = player:getVar('ConfluxMask[Altepa]'); local activated = player:getMaskBit(mask,0); local cruor = player:getVar('Cruor'); local cost = 1 if(player:hasKeyItem...