[Help Thread] Please post your questions here.

03/11/2018 03:05 Rollk#6931
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03/11/2018 20:37 ilasoo#6932
Hi:, how can i repack my Files From 9.4 to 9.5 ?!!
03/12/2018 02:48 ThunderNikk#6933
Get a 9.5 client.

Dump required content from the 9.5 client data files.

Import as much data as you can into the database.

Resource or repack the 9.4 data files with as much content as you put into the database.

Get as many map files as you can get on the content that you are adding and try to add those into the server map files and also resource them into your 9.4 client or repack them into the 9.4 data files.

See this question as a whole is a tough one but if you take it step by step and ask for what you want to add one thing at a time then it can be explained a lot better.

BTW

If you are resourcing back up your working resource folder often and test new resourced content as often as you back it up. One mistake and a back up of the resources in the client can save a lot of back tracking.

If you are repacking then the same goes true for the data files.

If you are working with the maps and map resources. Back up your server map folder.

If you are rewriting .luas back up your lua files.

If you are entering new content into the database back up your databases.

In other words "Save and save often"
03/13/2018 22:21 Min@to#6934
Quote:
Originally Posted by ThunderNikk View Post
Get a 9.5 client.

Dump required content from the 9.5 client data files.

Import as much data as you can into the database.

Resource or repack the 9.4 data files with as much content as you put into the database.

Get as many map files as you can get on the content that you are adding and try to add those into the server map files and also resource them into your 9.4 client or repack them into the 9.4 data files.

See this question as a whole is a tough one but if you take it step by step and ask for what you want to add one thing at a time then it can be explained a lot better.

BTW

If you are resourcing back up your working resource folder often and test new resourced content as often as you back it up. One mistake and a back up of the resources in the client can save a lot of back tracking.

If you are repacking then the same goes true for the data files.

If you are working with the maps and map resources. Back up your server map folder.

If you are rewriting .luas back up your lua files.

If you are entering new content into the database back up your databases.

In other words "Save and save often"
I will try it Thank's :D
03/13/2018 22:39 PetTrainer#6935
hi i have a problem ...

i added a new "Smaragd Ignot" for 1.000.000.000 Rupees ...
i can buy it for 1.000.000.000 Rupees but can sell it only for 200.000.000 Rupees ..

thats the databeseline from my ignot:
how can i change the sellprice ????
03/14/2018 18:38 Xijezu#6936
Quote:
Originally Posted by PetTrainer View Post
hi i have a problem ...

i added a new "Smaragd Ignot" for 1.000.000.000 Rupees ...
i can buy it for 1.000.000.000 Rupees but can sell it only for 200.000.000 Rupees ..

thats the databeseline from my ignot:
how can i change the sellprice ????
Check [Only registered and activated users can see links. Click Here To Register...] out (same as retail): ItemID needs to be between 602700 and 602799, if it isn't it calculates the sell value.
03/15/2018 10:23 thefear511#6937
Quote:
Originally Posted by PetTrainer View Post
hi i have a problem ...

i added a new "Smaragd Ignot" for 1.000.000.000 Rupees ...
i can buy it for 1.000.000.000 Rupees but can sell it only for 200.000.000 Rupees ..

thats the databeseline from my ignot:
how can i change the sellprice ????
i see that you might have forgot about the ratios, its hard and complicated but i can help you via teamviewer.

long story short ratios doubles the price if u used 1.000.000 ratio and put real price 10 the outcome in-game will be an item that is price 10.000.000 .

however, I have encountered some issues with items that i wanted its price to be 9 digits. billions for example.
03/15/2018 10:45 Dark Blaze#6938
Quote:
Originally Posted by thefear511 View Post
i see that you might have forgot about the ratios, its hard and complicated but i can help you via teamviewer.

long story short ratios doubles the price if u used 1.000.000 ratio and put real price 10 the outcome in-game will be an item that is price 10.000.000 .

however, I have encountered some issues with items that i wanted its price to be 9 digits. billions for example.
Ratios aren't hard or complicated, it's pretty simple multiplication, if you put the price as 10,000,000.00(10M) and you want to sell it for 10M at the store then you put the ratio as 1.00(1) the price will be 10M.
03/15/2018 10:55 thefear511#6939
Quote:
Originally Posted by Dark Blaze View Post
Ratios aren't hard or complicated, it's pretty simple multiplication, if you put the price as 10,000,000.00(10M) and you want to sell it for 10M at the store then you put the ratio as 1.00(1) the price will be 10M.
the logic is simple but dealing with it you counter alot of issues, i started by editing via tools and it always run an error with 1 billion price and higher, then i started editing directly via sql and i can't put 9 digits :) so yea you need to figure your work around ^^.
03/15/2018 11:49 ThunderNikk#6940
They were referring to the resell price to the vendor anyway.

Not the ratio and the sell price of the item but when you sell it back, so it is not halved or quartered in price depending on your epic.

Pretty sure Xijezu's answer had them covered with the item number range.
03/15/2018 16:45 PetTrainer#6941
Quote:
Originally Posted by Xijezu View Post
Check [Only registered and activated users can see links. Click Here To Register...] out (same as retail): ItemID needs to be between 602700 and 602799, if it isn't it calculates the sell value.
Thx xijezu it's work
03/16/2018 11:08 Pepsilight69#6942
Hello,


-I want some monsters to spawn randomly, but still in an interval.
I thought, this could work:
respawn_rare_mob( -1, math.random(1,1000), ... )
They always spawns after 10 seconds, no RNG at all.


-How can I make the client play a sound every time certain mobs spawn and die ( the RNG spawned mobs)?


-Are notices editable? Like the color or font of a notice?

-
03/16/2018 16:00 thefear511#6943
Quote:
Originally Posted by Pepsilight69 View Post
Hello,


-I want some monsters to spawn randomly, but still in an interval.
I thought, this could work:
respawn_rare_mob( -1, math.random(1,1000), ... )
They always spawns after 10 seconds, no RNG at all.


-How can I make the client play a sound every time certain mobs spawn and die ( the RNG spawned mobs)?


-Are notices editable? Like the color or font of a notice?

-
I'd like to note a great advice from @[Only registered and activated users can see links. Click Here To Register...] "stop using Lua for mobs respawn", use nfm NFA (can't remember which one).
yes its harded since u will have to hash the files again and update them to the client but its more reliable and won't walk on walls :p
03/16/2018 17:17 Xijezu#6944
Quote:
Originally Posted by thefear511 View Post
I'd like to note a great advice from @[Only registered and activated users can see links. Click Here To Register...] "stop using Lua for mobs respawn", use nfm NFA (can't remember which one).
yes its harded since u will have to hash the files again and update them to the client but its more reliable and won't walk on walls :p
I don't see a reason using mapfiles over lua.
The mapfiles don't do anything different [Only registered and activated users can see links. Click Here To Register...] - which actually is a lua function that isn't hardcoded in the GS.


About that one tho:
Code:
respawn_rare_mob( -1, math.random(1,1000), ... )
The function gets called once, you pass the one-time generated value of math.random(1,1000), which may be 534, so the call ends up in this:
Code:
respawn_rare_mob( -1, 534, ... )
and not in "real" random intervals.
03/16/2018 17:48 thefear511#6945
Quote:
Originally Posted by Xijezu View Post
I don't see a reason using mapfiles over lua.
The mapfiles don't do anything different [Only registered and activated users can see links. Click Here To Register...] - which actually is a lua function that isn't hardcoded in the GS.


About that one tho:
Code:
respawn_rare_mob( -1, math.random(1,1000), ... )
The function gets called once, you pass the one-time generated value of math.random(1,1000), which may be 534, so the call ends up in this:
Code:
respawn_rare_mob( -1, 534, ... )
and not in "real" random intervals.
meh i might have got the concept wrong, but the box will keep mob from roaming too much i guess and getting stuck in walls.