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[Help Thread] Please post your questions here.
Discussion on [Help Thread] Please post your questions here. within the Rappelz Private Server forum part of the Rappelz category.
03/03/2014, 18:53
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#3226
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elite*gold: 0
Join Date: Oct 2011
Posts: 42
Received Thanks: 5
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Quote:
Originally Posted by Aurorauser
Royal repack to resource folder db_string add no fix it?
new soul taming skill emty string:45065856
soul taming buff emty string:25684536
soul taming skill card emty string:24565489
??? string to name code value
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Try renaming to db_string(ascii), if your launcher uses locale:ascii. If that doesn't work try to convert your db (dbo.StringResource) to rdb, as far as I remember there was these string in db.
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03/03/2014, 20:04
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#3227
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Moderator
elite*gold: 1
Join Date: Dec 2012
Posts: 4,912
Received Thanks: 1,490
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@Jullovich
You have a lot of mistakes in those .opt files.
I am at work now but I will shoot you a PM later.
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03/03/2014, 20:09
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#3228
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elite*gold: 100
Join Date: Mar 2009
Posts: 198
Received Thanks: 40
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Moin.. Kann mir jemand bitte bei dem Problem hier helfen...
fehler ist das man das Pet/Monster/Lootpet Butkadah nicht mehr sehen kann, ist unsichtbar.
man kann es anklicken/töten alles man sieht es einfach nicht. kann mir jemand vielleicht sagen woran das liegen kann....
the error is that i can no longer see the Pet / Monster / Lootpet Butkadah, is invisible.
i can click / kill everything but i see it not more. maybe can anyone tell me on what to do ...
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03/04/2014, 00:07
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#3229
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elite*gold: 0
Join Date: Feb 2014
Posts: 146
Received Thanks: 35
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Royal repack 8.1/8.2 undergraund dungeon monsterspawn lua upload please
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03/04/2014, 01:30
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#3230
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elite*gold: 0
Join Date: Jan 2014
Posts: 65
Received Thanks: 15
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Quote:
Originally Posted by The War Z
licensed limit of 10240 MB don't telecaster help
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Just download another sql.
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03/04/2014, 04:03
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#3231
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elite*gold: 0
Join Date: Feb 2014
Posts: 146
Received Thanks: 35
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Royal repack 8.1/8.2 undergraund dungeon monsterspawn lua upload please
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03/04/2014, 10:21
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#3232
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elite*gold: 0
Join Date: Jul 2012
Posts: 227
Received Thanks: 65
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Quote:
Originally Posted by Aurorauser
Royal repack 8.1/8.2 undergraund dungeon monsterspawn lua upload please
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if you have an 8.2 client just dump it and import the necessary files : db_worldlocation.rdb , db_string.rdb , db_monster.rdb , ....
there is so much files to import
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03/04/2014, 15:07
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#3233
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elite*gold: 0
Join Date: Feb 2014
Posts: 146
Received Thanks: 35
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Quote:
Originally Posted by eziorav
if you have an 8.2 client just dump it and import the necessary files : db_worldlocation.rdb , db_string.rdb , db_monster.rdb , ....
there is so much files to import
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monsterspawn lua???8.3 dumper files add to SQL server no fix it
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03/04/2014, 16:00
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#3234
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elite*gold: 0
Join Date: Oct 2010
Posts: 2,555
Received Thanks: 2,460
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I am unsure how 8.2/8.3 does it but in everything under them:
Normal Mode Monsters (Field, Dungeons): m00x_00x.NFS (Nflavor Spawn Script) + monster_respawn.lua
(As seen above the script field of the NFS links to the ID field of the monster_respawn lua)
Tips for filling out a monster_respawn entry:
monster_ID = {151013, 153003, 0, 0, 0, 0} ----- monster id (normal monsters in this spawn area)
density = {0.05, 0.05, 0.05, 0.15, 0.15, 0.15} ----- standard density (how dense they spawn together in the box)
interval = {1000, 1000, 1000, 2000, 1500, 1500} (the respawn time of each monster_id in order)
Raremob_ID = {154003, 0, 0, 0} --------------------- waste grinder (local boss) Regeneration Area
Raremob_count = {1, 1, 1, 1} --------- number of raremob to be spawned in order (e.g. 154003 only spawns once per spawn)
Raremob_interval = {360000, 0, 0, 0} -------- respawn time of raremob in order
Hard Mode Monsters (Dungeons): InstanceRespawnResource (might be off on the name but it's something as this)[No this doesn't require RDB update -- at-least I'm pretty sure]
So if the underground dungeons are instanced (e.g. hm cv,pp,sanc,toa-tols, cube) then the spawns are written to the InstanceRespawn resource, if not they are part of their physical maps. A good way to test is to:
Go to the dungeon, type in /position and do a bit of math to get the map name:
Example:
X Coord: 20801
Map Name X: 20801 / 16128 = 1 (m001)
Y Coord: 27536
Map Name Y: 27536 / 16128 = 1 (m001)
For a total map name of m001_001, this would mean the spawn file for this is m001_001.nfs and you should look at my sig and get a copy of the source for the Map Editor, saving an NFS is the direct opposite of reading it so good luck studying.
Have a good day!
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03/04/2014, 17:09
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#3235
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elite*gold: 0
Join Date: Jul 2012
Posts: 227
Received Thanks: 65
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Quote:
Originally Posted by ismokedrow
I am unsure how 8.2/8.3 does it but in everything under them:
Normal Mode Monsters (Field, Dungeons): m00x_00x.NFS (Nflavor Spawn Script) + monster_respawn.lua
(As seen above the script field of the NFS links to the ID field of the monster_respawn lua)
Tips for filling out a monster_respawn entry:
monster_ID = {151013, 153003, 0, 0, 0, 0} ----- monster id (normal monsters in this spawn area)
density = {0.05, 0.05, 0.05, 0.15, 0.15, 0.15} ----- standard density (how dense they spawn together in the box)
interval = {1000, 1000, 1000, 2000, 1500, 1500} (the respawn time of each monster_id in order)
Raremob_ID = {154003, 0, 0, 0} --------------------- waste grinder (local boss) Regeneration Area
Raremob_count = {1, 1, 1, 1} --------- number of raremob to be spawned in order (e.g. 154003 only spawns once per spawn)
Raremob_interval = {360000, 0, 0, 0} -------- respawn time of raremob in order
Hard Mode Monsters (Dungeons): InstanceRespawnResource (might be off on the name but it's something as this)[No this doesn't require RDB update -- at-least I'm pretty sure]
So if the underground dungeons are instanced (e.g. hm cv,pp,sanc,toa-tols, cube) then the spawns are written to the InstanceRespawn resource, if not they are part of their physical maps. A good way to test is to:
Go to the dungeon, type in /position and do a bit of math to get the map name:
Example:
X Coord: 20801
Map Name X: 20801 / 16128 = 1 (m001)
Y Coord: 27536
Map Name Y: 27536 / 16128 = 1 (m001)
For a total map name of m001_001, this would mean the spawn file for this is m001_001.nfs and you should look at my sig and get a copy of the source for the Map Editor, saving an NFS is the direct opposite of reading it so good luck studying.
Have a good day!
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you are right he just have to follow your steps to adjust the monsters spawn
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03/04/2014, 17:15
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#3236
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elite*gold: 100
Join Date: Mar 2009
Posts: 198
Received Thanks: 40
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Moin.. Kann mir jemand bitte bei dem Problem hier helfen...
fehler ist das man das Pet/Monster/Lootpet Butkadah nicht mehr sehen kann, ist unsichtbar.
man kann es anklicken/töten alles man sieht es einfach nicht. kann mir jemand vielleicht sagen woran das liegen kann....
the error is that i can no longer see the Pet / Monster / Lootpet Butkadah, is invisible.
i can click / kill everything but i see it not more. maybe can anyone tell me on what to do ...
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03/04/2014, 17:40
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#3237
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elite*gold: 0
Join Date: Jul 2012
Posts: 227
Received Thanks: 65
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Quote:
Originally Posted by Makenci
Moin.. Kann mir jemand bitte bei dem Problem hier helfen...
fehler ist das man das Pet/Monster/Lootpet Butkadah nicht mehr sehen kann, ist unsichtbar.
man kann es anklicken/töten alles man sieht es einfach nicht. kann mir jemand vielleicht sagen woran das liegen kann....
the error is that i can no longer see the Pet / Monster / Lootpet Butkadah, is invisible.
i can click / kill everything but i see it not more. maybe can anyone tell me on what to do ...
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do you have the hashed nx3 in resource folder ?
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03/04/2014, 17:44
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#3238
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elite*gold: 70
Join Date: Dec 2012
Posts: 278
Received Thanks: 156
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Quote:
Originally Posted by Makenci
Moin.. Kann mir jemand bitte bei dem Problem hier helfen...
fehler ist das man das Pet/Monster/Lootpet Butkadah nicht mehr sehen kann, ist unsichtbar.
man kann es anklicken/töten alles man sieht es einfach nicht. kann mir jemand vielleicht sagen woran das liegen kann....
the error is that i can no longer see the Pet / Monster / Lootpet Butkadah, is invisible.
i can click / kill everything but i see it not more. maybe can anyone tell me on what to do ...
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I guess this is a motion_file_id issue.
Try to change motion_file_id in MonsterResource/PetResource/SummonResource. to "3" or to another mob motion_file_id to check . (and Re convert to RDB of course).
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03/04/2014, 18:30
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#3239
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elite*gold: 0
Join Date: Oct 2011
Posts: 42
Received Thanks: 5
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How can I check the level of a pet skill? via script
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03/04/2014, 19:38
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#3240
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elite*gold: 0
Join Date: Jul 2012
Posts: 227
Received Thanks: 65
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Quote:
Originally Posted by KirieZ
How can I check the level of a pet skill? via script
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try this :
Code:
declare @owner_name NVARCHAR(55)
SET @owner_name = 'character's name'
SELECT pet_skill.owner_id, STRINGRES.value as skillname, CHAR.name as owner_name, CHAR.account
FROM Telecaster.dbo.Skill pet_skill
INNER JOIN Telecaster.dbo.Character CHAR
on CHAR.sid = pet_skill.owner_id
INNER JOIN Arcadia.dbo.skillresource skillres
on skillres.id = pet_skill.skill_id
INNER JOIN Arcadia.dbo.StringResource STRINGRES
on STRINGRES.code = skillres.text_id
WHERE CHAR.name = @owner_name
ORDER BY pet_skill.owner_id ASC
credit Ismokedrow
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